Blend an input. This is only useful for nodes created for an AnimationBlendTree. Time is a delta, unless "seek" is true, in which case it is absolute. A filter mode may be optionally passed.
Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. Time is a delta, unless "seek" is true, in which case it is absolute. A filter mode may be optionally passed.
</description>
</method>
<methodname="blend_node">
...
...
@@ -105,7 +105,7 @@
<returntype="int">
</return>
<description>
Amount of inputs in this node, only useful for nodes that go into [AnimationBlendTree].
Amount of inputs in this node, only useful for nodes that go into [AnimationNodeBlendTree].
</description>
</method>
<methodname="get_input_name">
...
...
@@ -139,8 +139,7 @@
<returntype="Array">
</return>
<description>
Get the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
Format is similar to [Object.get_property_list]
Get the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list].
Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample].
Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats.
Returns [true] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
All 3D joints link two nodes, has a priority, and can decide if the two bodies of the nodes should be able to collide with each other
Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other.
</description>
<tutorials>
</tutorials>
...
...
@@ -17,13 +17,13 @@
If [code]true[/code], the two bodies of the nodes are not able to collide with each other.
Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/code]. By default [code]from[/code] is at the beginning and [code]to[/code] at the end.
Selects characters inside [code]LineEdit[/code] between [code]from[/code] and [code]to[/code]. By default [code]from[/code] is at the beginning and [code]to[/code] at the end.
[codeblock]
text = "Welcome"
select() # Welcome
...
...
@@ -98,19 +98,19 @@
If [code]false[/code], existing text cannot be modified and new text cannot be added.
If [code]true[/code], the [LineEdit] width will increase to stay longer than the [member text]. It will [b]not[/b] compress if the [member text] is shortened.
If [code]true[/code], the [code]LineEdit[/code] width will increase to stay longer than the [member text]. It will [b]not[/b] compress if the [member text] is shortened.
Defines how the [LineEdit] can grab focus (Keyboard and mouse, only keyboard, or none). See [code]enum FocusMode[/code] in [Control] for details.
Defines how the [code]LineEdit[/code] can grab focus (Keyboard and mouse, only keyboard, or none). See [code]enum FocusMode[/code] in [Control] for details.
Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigtionMeshInstance]. For meshes added via [method navmesh_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigationMeshInstance]. For meshes added via [method navmesh_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
Returns the owner of the [NavigationPolygon] which contains the navigation point closest to the point given. This is usually a [NavigtionPolygonInstance]. For polygons added via [method navpoly_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
Returns the owner of the [NavigationPolygon] which contains the navigation point closest to the point given. This is usually a [NavigationPolygonInstance]. For polygons added via [method navpoly_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
Checks how far the shape can travel toward a point. Note that both the shape and the motion are supplied through a [Physics2DShapeQueryParameters] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [1, 1].
Checks how far the shape can travel toward a point. Note that both the shape and the motion are supplied through a [Physics2DShapeQueryParameters] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
If the shape can not move, the array will be empty.
Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [1, 1].
If the shape can not move, the returned array will be [0, 0].
Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
If the shape can not move, the returned array will be [code][0, 0][/code].
Raw byte array. Contains bytes. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference.
An [Array] specifically designed to hold bytes. Optimized for memory usage, does not fragment the memory. Note that this type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
...
...
@@ -17,7 +17,7 @@
<argumentindex="0"name="from"type="Array">
</argument>
<description>
Create from a generic array.
Construct a new [code]PoolByteArray[/code]. Optionally, you can pass in a generic [Array] that will be converted.
Returns a new [code]PoolByteArray[/code] with the data decompressed. Set buffer_size to the size of the uncompressed data. Set the compression mode using one of [File]'s COMPRESS_* constants.
Returns a new [code]PoolByteArray[/code] with the data decompressed. Set [code]buffer_size[/code] to the size of the uncompressed data. Set the compression mode using one of [enum File.CompressionMode]'s constants.
</description>
</method>
<methodname="get_string_from_ascii">
<returntype="String">
</return>
<description>
Returns a copy of the array's contents as [String]. Fast alternative to [method PoolByteArray.get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 function this function maps every byte to a character in the array. Multibyte sequences will not be interpreted correctly. For parsing user input always use [method PoolByteArray.get_string_from_utf8].
Returns a copy of the array's contents as [String]. Fast alternative to [method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 function this function maps every byte to a character in the array. Multibyte sequences will not be interpreted correctly. For parsing user input always use [method get_string_from_utf8].
</description>
</method>
<methodname="get_string_from_utf8">
<returntype="String">
</return>
<description>
Returns a copy of the array's contents as [String]. Slower than [method PoolByteArray.get_string_from_ascii] but supports UTF-8 encoded data. Use this function if you are unsure about the source of the data. For user input this function should always be preferred.
Returns a copy of the array's contents as [String]. Slower than [method get_string_from_ascii] but supports UTF-8 encoded data. Use this function if you are unsure about the source of the data. For user input this function should always be preferred.
</description>
</method>
<methodname="insert">
...
...
@@ -76,7 +76,7 @@
<argumentindex="1"name="byte"type="int">
</argument>
<description>
Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()).
Insert a new element at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]).
Array of Color, Contains colors. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference.
An [Array] specifically designed to hold [Color]. Optimized for memory usage, does not fragment the memory. Note that this type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
...
...
@@ -17,7 +17,7 @@
<argumentindex="0"name="from"type="Array">
</argument>
<description>
Create from a generic array.
Construct a new [code]PoolColorArray[/code]. Optionally, you can pass in a generic [Array] that will be converted.
</description>
</method>
<methodname="append">
...
...
@@ -42,7 +42,7 @@
<argumentindex="1"name="color"type="Color">
</argument>
<description>
Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()).
Insert a new element at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]).
Integer Array. Contains integers. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference.
An [Array] specifically designed to hold integer values ([int]). Optimized for memory usage, does not fragment the memory. Note that this type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
...
...
@@ -17,7 +17,7 @@
<argumentindex="0"name="from"type="Array">
</argument>
<description>
Create from a generic array.
Construct a new [code]PoolIntArray[/code]. Optionally, you can pass in a generic [Array] that will be converted.
Real Array. Array of floating point values. Can only contain floats. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference.
An [Array] specifically designed to hold floating point values ([float]). Optimized for memory usage, does not fragment the memory. Note that this type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
...
...
@@ -17,7 +17,7 @@
<argumentindex="0"name="from"type="Array">
</argument>
<description>
Create from a generic array.
Construct a new [code]PoolRealArray[/code]. Optionally, you can pass in a generic [Array] that will be converted.
String Array. Array of strings. Can only contain strings. Optimized for memory usage, can't fragment the memory. Note that this type is passed by value and not by reference.
An [Array] specifically designed to hold [String]. Optimized for memory usage, does not fragment the memory. Note that this type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
...
...
@@ -17,7 +17,7 @@
<argumentindex="0"name="from"type="Array">
</argument>
<description>
Create from a generic array.
Construct a new [code]PoolStringArray[/code]. Optionally, you can pass in a generic [Array] that will be converted.
An Array specifically designed to hold Vector2. Note that this type is passed by value and not by reference.
An [Array] specifically designed to hold [Vector2]. Optimized for memory usage, does not fragment the memory. Note that this type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
...
...
@@ -17,7 +17,7 @@
<argumentindex="0"name="from"type="Array">
</argument>
<description>
Construct a new [code]PoolVector2Array[/code]. Optionally, you can pass in an Array that will be converted.
Construct a new [code]PoolVector2Array[/code]. Optionally, you can pass in a generic [Array] that will be converted.
An Array specifically designed to hold Vector3. Note that this type is passed by value and not by reference.
An [Array] specifically designed to hold [Vector3]. Optimized for memory usage, does not fragment the memory. Note that this type is passed by value and not by reference.
</description>
<tutorials>
</tutorials>
...
...
@@ -17,7 +17,7 @@
<argumentindex="0"name="from"type="Array">
</argument>
<description>
Construct a new PoolVector3Array. Optionally, you can pass in an Array that will be converted.
Construct a new [code]PoolVector3Array[/code]. Optionally, you can pass in a generic [Array] that will be converted.
Adds a [code][cell][/code] tag to the tag stack. Must be inside a [table] tag. See [method push_table] for details.
Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code][table][/code] tag. See [method push_table] for details.
</description>
</method>
<methodname="push_color">
...
...
@@ -231,7 +231,7 @@
The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited.
If [code]true[/code], the label uses the custom font color. Default value: [code]false[/code].
...
...
@@ -264,7 +264,7 @@
<argumentindex="0"name="meta"type="Nil">
</argument>
<description>
Triggered when the user clicks on content between [url] tags. If the meta is defined in text, e.g. [code][url={"data"="hi"}]hi[/url][/code], then the parameter for this signal will be a [String] type. If a particular type or an object is desired, the [method push_meta] method must be used to manually insert the data into the tag stack.
Triggered when the user clicks on content between [code][url][/code] tags. If the meta is defined in text, e.g. [code][url={"data"="hi"}]hi[/url][/code], then the parameter for this signal will be a [String] type. If a particular type or an object is desired, the [method push_meta] method must be used to manually insert the data into the tag stack.
Allows you to read and safely modify the simulation state for the object. Use this instead of [Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default, it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body.
Allows you to read and safely modify the simulation state for the object. Use this instead of [method Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default, it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body.
A helper node for displaying scrollable elements (e.g. lists).
</brief_description>
<description>
A ScrollContainer node with a [Control] child and scrollbar child ([HScrollbar], [VScrollBar], or both) will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the minimum_size of the Control relative to the ScrollContainer. Works great with a [Panel] control. You can set EXPAND on children size flags, so they will upscale to ScrollContainer size if ScrollContainer size is bigger (scroll is invisible for chosen dimension).
A ScrollContainer node with a [Control] child and scrollbar child ([HScrollBar], [VScrollBar], or both) will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the minimum_size of the Control relative to the ScrollContainer. Works great with a [Panel] control. You can set EXPAND on children size flags, so they will upscale to ScrollContainer size if ScrollContainer size is bigger (scroll is invisible for chosen dimension).
Lowers the [code]Semaphore[/code], allowing one more thread in. Returns [OK] on success, [ERR_BUSY] otherwise.
Lowers the [code]Semaphore[/code], allowing one more thread in. Returns [code]OK[/code] on success, [code]ERR_BUSY[/code] otherwise.
</description>
</method>
<methodname="wait">
<returntype="int"enum="Error">
</return>
<description>
Tries to wait for the [code]Semaphore[/code], if its value is zero, blocks until non-zero. Returns [OK] on success, [ERR_BUSY] otherwise.
Tries to wait for the [code]Semaphore[/code], if its value is zero, blocks until non-zero. Returns [code]OK[/code] on success, [code]ERR_BUSY[/code] otherwise.
Most basic 3D game object, parent of all 3D related nodes.
</brief_description>
<description>
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Spatial. Use Spatial as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system.
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Spatial. Use [code]Spatial[/code] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [code]Spatial[/code] object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the [code]Spatial[/code]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [code]Spatial[/code] object itself is referred to as object-local coordinate system.
Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's [Transform3D].
Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's [Transform].
</description>
</method>
<methodname="rotate">
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...
@@ -214,7 +214,7 @@
<returntype="void">
</return>
<description>
Reset all transformations for this node. Set its [Transform3D] to identity matrix.
Reset all transformations for this node. Set its [Transform] to identity matrix.
</description>
</method>
<methodname="set_ignore_transform_notification">
...
...
@@ -232,7 +232,7 @@
<argumentindex="0"name="enable"type="bool">
</argument>
<description>
Set whether the node notifies about its local transformation changes. Spatial will not propagate this by default.
Set whether the node notifies about its local transformation changes. [code]Spatial[/code] will not propagate this by default.
</description>
</method>
<methodname="set_notify_transform">
...
...
@@ -241,14 +241,14 @@
<argumentindex="0"name="enable"type="bool">
</argument>
<description>
Set whether the node notifies about its global and local transformation changes. Spatial will not propagate this by default.
Set whether the node notifies about its global and local transformation changes. [code]Spatial[/code] will not propagate this by default.
</description>
</method>
<methodname="show">
<returntype="void">
</return>
<description>
Enables rendering of this node. Change Spatial Visible property to "True".
Enables rendering of this node. Changes [member visible] to [code]true[/code].
Spatial nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform.
In order for NOTIFICATION_TRANSFORM_CHANGED to work user first needs to ask for it, with set_notify_transform(true).
In order for [code]NOTIFICATION_TRANSFORM_CHANGED[/code] to work, users first need to ask for it, with [method set_notify_transform].
Static body for 3D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a [RigidBody3D] so they are great for scenario collision.
Static body for 3D physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a [RigidBody] so they are great for scenario collision.
A static body can also be animated by using simulated motion mode. This is useful for implementing functionalities such as moving platforms. When this mode is active the body can be animated and automatically computes linear and angular velocity to apply in that frame and to influence other bodies.
Alternatively, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).
Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores (_) and the first character may not be a digit.
Returns [code]true[/code] if this string is a valid identifier. A valid identifier may contain only letters, digits and underscores ([code]_[/code]) and the first character may not be a digit.
</description>
</method>
<methodname="is_valid_integer">
...
...
@@ -514,7 +514,7 @@
<argumentindex="0"name="expr"type="String">
</argument>
<description>
Does a simple expression match, where '*' matches zero or more arbitrary characters and '?' matches any single character except '.'.
Does a simple expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except '.'.
</description>
</method>
<methodname="matchn">
...
...
@@ -523,7 +523,7 @@
<argumentindex="0"name="expr"type="String">
</argument>
<description>
Does a simple case insensitive expression match, using ? and * wildcards (see [method match]).
Does a simple case insensitive expression match, using [code]?[/code] and [code]*[/code] wildcards (see [method match]).
</description>
</method>
<methodname="md5_buffer">
...
...
@@ -663,7 +663,7 @@
</argument>
<description>
Splits the string by a [code]divisor[/code] string and returns an array of the substrings, starting from right.
[b]Example:[/b] "One,Two,Three" will return ["One","Two","Three"] if split by ",".
[b]Example:[/b] [code]"One,Two,Three"[/code] will return [code]["One","Two","Three"][/code] if split by [code]","[/code].
If [code]maxsplit[/code] is specified, then it is number of splits to do, default is 0 which splits all the items.
</description>
</method>
...
...
@@ -710,7 +710,7 @@
</argument>
<description>
Splits the string by a divisor string and returns an array of the substrings.
[b]Example:[/b] "One,Two,Three" will return ["One","Two","Three"] if split by ",".
[b]Example:[/b] [code]"One,Two,Three"[/code] will return [code]["One","Two","Three"][/code] if split by [code]","[/code].
If [code]maxsplit[/code] is given, at most maxsplit number of splits occur, and the remainder of the string is returned as the final element of the list (thus, the list will have at most maxsplit+1 elements)
</description>
</method>
...
...
@@ -723,7 +723,7 @@
</argument>
<description>
Splits the string in floats by using a divisor string and returns an array of the substrings.
[b]Example:[/b] "1,2.5,3" will return [1,2.5,3] if split by ",".
[b]Example:[/b] [code]"1,2.5,3"[/code] will return [code][1,2.5,3][/code] if split by [code]","[/code].
</description>
</method>
<methodname="strip_edges">
...
...
@@ -752,7 +752,7 @@
<returntype="PoolByteArray">
</return>
<description>
Converts the String (which is a character array) to [PoolByteArray] (which is an array of bytes). The conversion is sped up in comparison to to_utf8() with the assumption that all the characters the String contains are only ASCII characters.
Converts the String (which is a character array) to [PoolByteArray] (which is an array of bytes). The conversion is sped up in comparison to [method to_utf8] with the assumption that all the characters the String contains are only ASCII characters.
</description>
</method>
<methodname="to_float">
...
...
@@ -787,7 +787,7 @@
<returntype="PoolByteArray">
</return>
<description>
Converts the String (which is an array of characters) to [PoolByteArray] (which is an array of bytes). The conversion is a bit slower than to_ascii(), but supports all UTF-8 characters. Therefore, you should prefer this function over to_ascii().
Converts the String (which is an array of characters) to [PoolByteArray] (which is an array of bytes). The conversion is a bit slower than [method to_ascii], but supports all UTF-8 characters. Therefore, you should prefer this function over [method to_ascii].
Controls the texture's behavior when you resize the node's bounding rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to one of the [code]STRETCH_*[/code] constants. See the constants to learn more.
Pure black and white [Bitmap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes.
Pure black and white [BitMap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes.
Close this WebSocket connection. [code]code[/code] is the status code for the closure (see RFC6455 section 7.4 for a list of valid status codes). [reason] is the human readable reason for closing the connection (can be any UTF8 string, must be less than 123 bytes).
Close this WebSocket connection. [code]code[/code] is the status code for the closure (see RFC6455 section 7.4 for a list of valid status codes). [code]reason[/code] is the human readable reason for closing the connection (can be any UTF8 string, must be less than 123 bytes).
Note: To achieve a clean close, you will need to keep polling until either [signal WebSocketClient.connection_closed] or [signal WebSocketServer.client_disconnected] is received.
Note: HTML5 export might not support all status codes. Please refer to browsers-specific documentation for more details.