Document how Vector2, Vector3 and Color behave in a boolean context

See #39731.
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</brief_description>
<description>
A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values greater than 1.
You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8].
[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code].
</description>
<tutorials>
</tutorials>
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</brief_description>
<description>
2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
It uses floating point coordinates.
It uses floating-point coordinates. See [Vector2i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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</brief_description>
<description>
2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
It uses integer coordinates.
It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required.
[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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</brief_description>
<description>
3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.
It uses floating point coordinates.
It uses floating-point coordinates. See [Vector3i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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</brief_description>
<description>
3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.
It uses integer coordinates.
It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required.
[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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