Add keywords to improve search in the class reference

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Hugo Locurcio 2024-02-21 18:51:08 +01:00
parent 652438a395
commit f781571d07
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83 changed files with 137 additions and 137 deletions

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@ -362,7 +362,7 @@
[/codeblock]
</description>
</method>
<method name="ease">
<method name="ease" keywords="smooth">
<return type="float" />
<param index="0" name="x" type="float" />
<param index="1" name="curve" type="float" />
@ -518,7 +518,7 @@
[/codeblocks]
</description>
</method>
<method name="inverse_lerp">
<method name="inverse_lerp" keywords="interpolate">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
@ -537,7 +537,7 @@
See also [method lerp], which performs the reverse of this operation, and [method remap] to map a continuous series of values to another.
</description>
</method>
<method name="is_equal_approx">
<method name="is_equal_approx" keywords="roughly">
<return type="bool" />
<param index="0" name="a" type="float" />
<param index="1" name="b" type="float" />
@ -615,7 +615,7 @@
This function is faster than using [method is_equal_approx] with one value as zero.
</description>
</method>
<method name="lerp">
<method name="lerp" keywords="interpolate">
<return type="Variant" />
<param index="0" name="from" type="Variant" />
<param index="1" name="to" type="Variant" />
@ -630,7 +630,7 @@
[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp].
</description>
</method>
<method name="lerp_angle">
<method name="lerp_angle" keywords="interpolate">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
@ -1080,7 +1080,7 @@
[b]Note:[/b] This function is called automatically when the project is run. If you need to fix the seed to have consistent, reproducible results, use [method seed] to initialize the random number generator.
</description>
</method>
<method name="remap" keywords="range, lerp">
<method name="remap" keywords="range, lerp, interpolate">
<return type="float" />
<param index="0" name="value" type="float" />
<param index="1" name="istart" type="float" />

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioListener2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="AudioListener2D" inherits="Node2D" keywords="sound" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Overrides the location sounds are heard from.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioListener3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="AudioListener3D" inherits="Node3D" keywords="sound" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Overrides the location sounds are heard from.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="AudioStreamPlayer" inherits="Node" keywords="sound, music, song" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Plays back audio non-positionally.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="AudioStreamPlayer2D" inherits="Node2D" keywords="sound, sfx" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Plays positional sound in 2D space.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="AudioStreamPlayer3D" inherits="Node3D" keywords="sound, sfx" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Plays positional sound in 3D space.
</brief_description>

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@ -59,7 +59,7 @@
If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code].
[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal].
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
</member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />

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@ -57,19 +57,19 @@
</method>
</methods>
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)" keywords="albedo_colour, diffuse_color, diffuse_colour">
The material's base color.
[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead.
</member>
<member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture">
<member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture" keywords="diffuse_texture">
Texture to multiply by [member albedo_color]. Used for basic texturing of objects.
If the texture appears unexpectedly too dark or too bright, check [member albedo_texture_force_srgb].
</member>
<member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
<member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false" keywords="diffuse_texture_force_srgb">
If [code]true[/code], forces a conversion of the [member albedo_texture] from sRGB color space to linear color space. See also [member vertex_color_is_srgb].
This should only be enabled when needed (typically when using a [ViewportTexture] as [member albedo_texture]). If [member albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the texture will appear to be too dark. If [member albedo_texture_force_srgb] is [code]false[/code] when it shouldn't be, the texture will appear to be too bright.
</member>
<member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false">
<member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false" keywords="diffuse_texture_force_srgb">
Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters.
</member>
<member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge">
@ -81,7 +81,7 @@
<member name="alpha_hash_scale" type="float" setter="set_alpha_hash_scale" getter="get_alpha_hash_scale">
The hashing scale for Alpha Hash. Recommended values between [code]0[/code] and [code]2[/code].
</member>
<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold">
<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold" keywords="alpha_test_threshold">
Threshold at which the alpha scissor will discard values. Higher values will result in more pixels being discarded. If the material becomes too opaque at a distance, try increasing [member alpha_scissor_threshold]. If the material disappears at a distance, try decreasing [member alpha_scissor_threshold].
</member>
<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy" default="0.0">
@ -534,7 +534,7 @@
<constant name="TRANSPARENCY_ALPHA" value="1" enum="Transparency">
The material will use the texture's alpha values for transparency. This is the slowest to render, and disables shadow casting.
</constant>
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency" keywords="TRANSPARENCY_ALPHA_TEST">
The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows.
</constant>
<constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">

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@ -297,7 +297,7 @@
[/codeblocks]
</description>
</method>
<method name="slerp" qualifiers="const">
<method name="slerp" qualifiers="const" keywords="interpolate">
<return type="Basis" />
<param index="0" name="to" type="Basis" />
<param index="1" name="weight" type="float" />

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoneAttachment3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="BoneAttachment3D" inherits="Node3D" keywords="tag" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
А node that dynamically copies or overrides the 3D transform of a bone in its parent [Skeleton3D].
</brief_description>

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@ -134,7 +134,7 @@
<theme_item name="icon" data_type="icon" type="Texture2D">
Default icon for the [Button]. Appears only if [member icon] is not assigned.
</theme_item>
<theme_item name="disabled" data_type="style" type="StyleBox">
<theme_item name="disabled" data_type="style" type="StyleBox" keywords="enabled">
[StyleBox] used when the [Button] is disabled.
</theme_item>
<theme_item name="disabled_mirrored" data_type="style" type="StyleBox">

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@ -126,7 +126,7 @@
<member name="anim_speed_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
Minimum equivalent of [member anim_speed_max].
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
Each particle's initial color. If [member texture] is defined, it will be multiplied by this color.
</member>
<member name="color_initial_ramp" type="Gradient" setter="set_color_initial_ramp" getter="get_color_initial_ramp">

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@ -125,7 +125,7 @@
<member name="anim_speed_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
Minimum particle animation speed.
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
Each particle's initial color.
[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect.
</member>

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@ -576,7 +576,7 @@
<member name="material" type="Material" setter="set_material" getter="get_material">
The material applied to this [CanvasItem].
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)" keywords="color, colour">
The color applied to this [CanvasItem]. This property does affect child [CanvasItem]s, unlike [member self_modulate] which only affects the node itself.
</member>
<member name="self_modulate" type="Color" setter="set_self_modulate" getter="get_self_modulate" default="Color(1, 1, 1, 1)">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CanvasModulate" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="CanvasModulate" inherits="Node2D" keywords="color" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A node that applies a color tint to a canvas.
</brief_description>
@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
The tint color to apply.
</member>
</members>

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@ -11,7 +11,7 @@
<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0, 0, 0, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0, 0, 0, 1)" keywords="colour">
The color the character will be drawn with.
</member>
<member name="elapsed_time" type="float" setter="set_elapsed_time" getter="get_elapsed_time" default="0.0">

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@ -13,7 +13,7 @@
<member name="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" enum="CollisionPolygon2D.BuildMode" default="0">
Collision build mode. Use one of the [enum BuildMode] constants.
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
If [code]true[/code], no collisions will be detected.
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">

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@ -13,7 +13,7 @@
<member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0">
Length that the resulting collision extends in either direction perpendicular to its 2D polygon.
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
If [code]true[/code], no collision will be produced.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">

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@ -17,7 +17,7 @@
The collision shape debug color.
[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented here is a placeholder, and not the actual default debug color.
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">

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@ -29,7 +29,7 @@
</method>
</methods>
<members>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
A disabled collision shape has no effect in the world.
</member>
<member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">

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@ -299,7 +299,7 @@
Returns [code]true[/code] if this color and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="lerp" qualifiers="const">
<method name="lerp" qualifiers="const" keywords="interpolate">
<return type="Color" />
<param index="0" name="to" type="Color" />
<param index="1" name="weight" type="float" />

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@ -58,7 +58,7 @@
<member name="can_add_swatches" type="bool" setter="set_can_add_swatches" getter="are_swatches_enabled" default="true">
If [code]true[/code], it's possible to add presets under Swatches. If [code]false[/code], the button to add presets is disabled.
</member>
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(1, 1, 1, 1)" keywords="colour">
The currently selected color.
</member>
<member name="color_mode" type="int" setter="set_color_mode" getter="get_color_mode" enum="ColorPicker.ColorModeType" default="0">

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@ -29,7 +29,7 @@
</method>
</methods>
<members>
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(0, 0, 0, 1)">
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" default="Color(0, 0, 0, 1)" keywords="colour">
The currently selected color.
</member>
<member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha" default="true">

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@ -10,7 +10,7 @@
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
The fill color of the rectangle.
</member>
</members>

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@ -949,16 +949,16 @@
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals.
</member>
<member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
<member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)" keywords="focus_neighbour_bottom">
Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_down] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
<member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)" keywords="focus_neighbour_left">
Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
</member>
<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)" keywords="focus_neighbour_right">
Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the right of this one.
</member>
<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)" keywords="focus_neighbour_top">
Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the top of this one.
</member>
<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath(&quot;&quot;)">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Decal" inherits="VisualInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="Decal" inherits="VisualInstance3D" keywords="stain" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Node that projects a texture onto a [MeshInstance3D].
</brief_description>
@ -65,13 +65,13 @@
<member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575">
Specifies which [member VisualInstance3D.layers] this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.
</member>
<member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0">
<member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0" keywords="lod_begin">
The distance from the camera at which the Decal begins to fade away (in 3D units).
</member>
<member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false">
<member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false" keywords="lod_enabled">
If [code]true[/code], decals will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. The Decal will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance.
</member>
<member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
<member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0" keywords="lod_length">
The distance over which the Decal fades (in 3D units). The Decal becomes slowly more transparent over this distance and is completely invisible at the end. Higher values result in a smoother fade-out transition, which is more suited when the camera moves fast.
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy" default="1.0">
@ -80,7 +80,7 @@
<member name="lower_fade" type="float" setter="set_lower_fade" getter="get_lower_fade" default="0.3">
Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]). See also [member upper_fade].
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)" keywords="color, colour">
Changes the [Color] of the Decal by multiplying the albedo and emission colors with this value. The alpha component is only taken into account when multiplying the albedo color, not the emission color. See also [member emission_energy] and [member albedo_mix] to change the emission and albedo intensity independently of each other.
</member>
<member name="normal_fade" type="float" setter="set_normal_fade" getter="get_normal_fade" default="0.0">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DirectionalLight2D" inherits="Light2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="DirectionalLight2D" inherits="Light2D" keywords="sun" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Directional 2D light from a distance.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DirectionalLight3D" inherits="Light3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="DirectionalLight3D" inherits="Light3D" keywords="sun" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Directional light from a distance, as from the Sun.
</brief_description>

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@ -84,7 +84,7 @@
<member name="label" type="String" setter="set_label" getter="get_label" default="&quot;&quot;">
Set this property to change the label (if you want to show one).
</member>
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false" keywords="enabled, disabled, editable">
Used by the inspector, set to [code]true[/code] when the property is read-only.
</member>
</members>

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@ -43,7 +43,7 @@
<member name="base_type" type="String" setter="set_base_type" getter="get_base_type" default="&quot;&quot;">
The base type of allowed resource types. Can be a comma-separated list of several options.
</member>
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true" keywords="readonly, disabled, enabled">
If [code]true[/code], the value can be selected and edited.
</member>
<member name="edited_resource" type="Resource" setter="set_edited_resource" getter="get_edited_resource">

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@ -20,7 +20,7 @@
<member name="label" type="String" setter="set_label" getter="get_label" default="&quot;&quot;">
The text that displays to the left of the value.
</member>
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false" keywords="enabled, disabled, editable">
If [code]true[/code], the slider can't be interacted with.
</member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" is_bitfield="true" default="1" />

View File

@ -10,7 +10,7 @@
<tutorials>
</tutorials>
<members>
<member name="albedo" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
<member name="albedo" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)" keywords="color, colour">
The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] is converted into single-scattering, which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo].
</member>
<member name="density" type="float" setter="set_density" getter="get_density" default="1.0">

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@ -42,7 +42,7 @@
<member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0">
The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.
</member>
<member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="1">
<member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="1" keywords="global_illumination_mode, light_bake_mode">
The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
@ -62,26 +62,26 @@
The material override for the whole geometry.
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
</member>
<member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0">
<member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0" keywords="opacity">
The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
</member>
<member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0">
<member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0" keywords="lod_begin, hlod_begin">
Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
<member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin" default="0.0">
<member name="visibility_range_begin_margin" type="float" setter="set_visibility_range_begin_margin" getter="get_visibility_range_begin_margin" default="0.0" keywords="lod_begin_margin, hlod_begin_margin">
Margin for the [member visibility_range_begin] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_begin] threshold by this amount.
If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
<member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end" default="0.0">
<member name="visibility_range_end" type="float" setter="set_visibility_range_end" getter="get_visibility_range_end" default="0.0" keywords="lod_end, hlod_end">
Distance from which the GeometryInstance3D will be hidden, taking [member visibility_range_end_margin] into account as well. The default value of 0 is used to disable the range check.
</member>
<member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin" default="0.0">
<member name="visibility_range_end_margin" type="float" setter="set_visibility_range_end_margin" getter="get_visibility_range_end_margin" default="0.0" keywords="lod_end_margin, hlod_end_margin">
Margin for the [member visibility_range_end] threshold. The GeometryInstance3D will only change its visibility state when it goes over or under the [member visibility_range_end] threshold by this amount.
If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If [member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade transition distance and must be set to a value greater than [code]0.0[/code] for the effect to be noticeable.
</member>
<member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode" default="0">
<member name="visibility_range_fade_mode" type="int" setter="set_visibility_range_fade_mode" getter="get_visibility_range_fade_mode" enum="GeometryInstance3D.VisibilityRangeFadeMode" default="0" keywords="lod_fade_mode, hlod_fade_mode">
Controls which instances will be faded when approaching the limits of the visibility range. See [enum VisibilityRangeFadeMode] for possible values.
</member>
</members>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="IP" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="IP" inherits="Object" keywords="dns" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Internet protocol (IP) support functions such as DNS resolution.
</brief_description>
@ -65,7 +65,7 @@
Returns a queued hostname's status as a [enum ResolverStatus] constant, given its queue [param id].
</description>
</method>
<method name="resolve_hostname">
<method name="resolve_hostname" keywords="dns">
<return type="String" />
<param index="0" name="host" type="String" />
<param index="1" name="ip_type" type="int" enum="IP.Type" default="3" />

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@ -234,7 +234,7 @@
Returns [code]true[/code] if any action, key, joypad button, or mouse button is being pressed. This will also return [code]true[/code] if any action is simulated via code by calling [method action_press].
</description>
</method>
<method name="is_joy_button_pressed" qualifiers="const">
<method name="is_joy_button_pressed" qualifiers="const" keywords="is_gamepad_button_pressed, is_controller_button_pressed">
<return type="bool" />
<param index="0" name="device" type="int" />
<param index="1" name="button" type="int" enum="JoyButton" />
@ -242,7 +242,7 @@
Returns [code]true[/code] if you are pressing the joypad button (see [enum JoyButton]).
</description>
</method>
<method name="is_joy_known">
<method name="is_joy_known" keywords="is_gamepad_known, is_controller_known">
<return type="bool" />
<param index="0" name="device" type="int" />
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventJoypadButton" inherits="InputEvent" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="InputEventJoypadButton" inherits="InputEvent" keywords="gamepad, controller" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Represents a gamepad button being pressed or released.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventJoypadMotion" inherits="InputEvent" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="InputEventJoypadMotion" inherits="InputEvent" keywords="gamepad, controller" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Represents axis motions (such as joystick or analog triggers) from a gamepad.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Label" inherits="Control" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="Label" inherits="Control" keywords="text" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A control for displaying plain text.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Label3D" inherits="GeometryInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="Label3D" inherits="GeometryInstance3D" keywords="text" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A node for displaying plain text in 3D space.
</brief_description>
@ -81,7 +81,7 @@
<member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0">
Vertical space between lines in multiline [Label3D].
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)" keywords="color, colour">
Text [Color] of the [Label3D].
</member>
<member name="no_depth_test" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">

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@ -28,7 +28,7 @@
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="Light2D.BlendMode" default="0">
The Light2D's blend mode. See [enum BlendMode] constants for values.
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
The Light2D's [Color].
</member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">

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@ -35,31 +35,31 @@
</method>
</methods>
<members>
<member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0">
<member name="distance_fade_begin" type="float" setter="set_distance_fade_begin" getter="get_distance_fade_begin" default="40.0" keywords="lod_begin">
The distance from the camera at which the light begins to fade away (in 3D units).
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
</member>
<member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false">
<member name="distance_fade_enabled" type="bool" setter="set_enable_distance_fade" getter="is_distance_fade_enabled" default="false" keywords="lod_enabled">
If [code]true[/code], the light will smoothly fade away when far from the active [Camera3D] starting at [member distance_fade_begin]. This acts as a form of level of detail (LOD). The light will fade out over [member distance_fade_begin] + [member distance_fade_length], after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
</member>
<member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0">
<member name="distance_fade_length" type="float" setter="set_distance_fade_length" getter="get_distance_fade_length" default="10.0" keywords="lod_length">
Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D].
</member>
<member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0">
<member name="distance_fade_shadow" type="float" setter="set_distance_fade_shadow" getter="get_distance_fade_shadow" default="50.0" keywords="lod_shadow">
The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than [member distance_fade_begin] + [member distance_fade_length] to further improve performance, as shadow rendering is often more expensive than light rendering itself.
[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only when [member shadow_enabled] is [code]true[/code].
</member>
<member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false">
If [code]true[/code], the light only appears in the editor and will not be visible at runtime. If [code]true[/code], the light will never be baked in [LightmapGI] regardless of its [member light_bake_mode].
</member>
<member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0">
<member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0" keywords="pcss">
The light's angular size in degrees. Increasing this will make shadows softer at greater distances (also called percentage-closer soft shadows, or PCSS). Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
[b]Note:[/b] [member light_angular_distance] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
[b]Note:[/b] PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.
</member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="2">
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="2" keywords="global_illumination_mode, gi_mode">
The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode].
[b]Note:[/b] Meshes' global illumination mode will also affect the global illumination rendering. See [member GeometryInstance3D.gi_mode].
</member>
@ -88,12 +88,12 @@
<member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false">
If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
</member>
<member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector">
<member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector" keywords="cookie, gobo">
[Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
[b]Note:[/b] Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0" keywords="pcss">
The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="LineEdit" inherits="Control" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="LineEdit" inherits="Control" keywords="text, input" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
An input field for single-line text.
</brief_description>
@ -216,7 +216,7 @@
<member name="draw_control_chars" type="bool" setter="set_draw_control_chars" getter="get_draw_control_chars" default="false">
If [code]true[/code], control characters are displayed.
</member>
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true" keywords="readonly, disabled, enabled">
If [code]false[/code], existing text cannot be modified and new text cannot be added.
</member>
<member name="expand_to_text_length" type="bool" setter="set_expand_to_text_length_enabled" getter="is_expand_to_text_length_enabled" default="false">
@ -494,7 +494,7 @@
<theme_item name="normal" data_type="style" type="StyleBox">
Default background for the [LineEdit].
</theme_item>
<theme_item name="read_only" data_type="style" type="StyleBox">
<theme_item name="read_only" data_type="style" type="StyleBox" keywords="enabled, disabled, editable">
Background used when [LineEdit] is in read-only mode ([member editable] is set to [code]false[/code]).
</theme_item>
</theme_items>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MarginContainer" inherits="Container" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="MarginContainer" inherits="Container" keywords="padding" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A container that keeps a margin around its child controls.
</brief_description>

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@ -151,7 +151,7 @@
<theme_item name="font_size" data_type="font_size" type="int">
Font size of the menu item's text.
</theme_item>
<theme_item name="disabled" data_type="style" type="StyleBox">
<theme_item name="disabled" data_type="style" type="StyleBox" keywords="enabled">
[StyleBox] used when the menu item is disabled.
</theme_item>
<theme_item name="disabled_mirrored" data_type="style" type="StyleBox">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiMesh" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="MultiMesh" inherits="Resource" keywords="batch" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Provides high-performance drawing of a mesh multiple times using GPU instancing.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiMeshInstance2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="MultiMeshInstance2D" inherits="Node2D" keywords="batch" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Node that instances a [MultiMesh] in 2D.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiMeshInstance3D" inherits="GeometryInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="MultiMeshInstance3D" inherits="GeometryInstance3D" keywords="batch" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Node that instances a [MultiMesh].
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerAPI" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="MultiplayerAPI" inherits="RefCounted" keywords="network" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
High-level multiplayer API interface.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerAPIExtension" inherits="MultiplayerAPI" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="MultiplayerAPIExtension" inherits="MultiplayerAPI" keywords="network" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Base class used for extending the [MultiplayerAPI].
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeer" inherits="PacketPeer" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="MultiplayerPeer" inherits="PacketPeer" keywords="network" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI].
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeerExtension" inherits="MultiplayerPeer" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="MultiplayerPeerExtension" inherits="MultiplayerPeer" keywords="network" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Class that can be inherited to implement custom multiplayer API networking layers via GDExtension.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="OmniLight3D" inherits="Light3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="OmniLight3D" inherits="Light3D" keywords="point" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Omnidirectional light, such as a light bulb or a candle.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="OptionButton" inherits="Button" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="OptionButton" inherits="Button" keywords="select" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A button that brings up a dropdown with selectable options when pressed.
</brief_description>

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@ -147,7 +147,7 @@
<member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false">
If [code]true[/code], [member GPUParticles3D.collision_base_size] is multiplied by the particle's effective scale (see [member scale_min], [member scale_max], [member scale_curve], and [member scale_over_velocity_curve]).
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color.
[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. Otherwise, [member color] will have no visible effect.
</member>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PointLight2D" inherits="Light2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="PointLight2D" inherits="Light2D" keywords="omni, spot" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Positional 2D light source.
</brief_description>

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@ -74,7 +74,7 @@
<member name="bones" type="Array" setter="_set_bones" getter="_get_bones" default="[]">
Internal list of [Bone2D] nodes used by the assigned [member skeleton]. Edited using the Polygon2D editor ("UV" button on the top toolbar).
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
The polygon's fill color. If [member texture] is set, it will be multiplied by this color. It will also be the default color for vertices not set in [member vertex_colors].
</member>
<member name="internal_vertex_count" type="int" setter="set_internal_vertex_count" getter="get_internal_vertex_count" default="0">

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@ -134,7 +134,7 @@
Returns whether the quaternion is normalized or not.
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="float" />
<description>
Returns the length of the quaternion.
@ -158,7 +158,7 @@
Returns a copy of the quaternion, normalized to unit length.
</description>
</method>
<method name="slerp" qualifiers="const">
<method name="slerp" qualifiers="const" keywords="interpolate">
<return type="Quaternion" />
<param index="0" name="to" type="Quaternion" />
<param index="1" name="weight" type="float" />

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ReflectionProbe" inherits="VisualInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="ReflectionProbe" inherits="VisualInstance3D" keywords="environment, envmap" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Captures its surroundings to create fast, accurate reflections from a given point.
</brief_description>

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@ -1014,7 +1014,7 @@
Sets the cull [param mask] in the decal specified by the [param decal] RID. Equivalent to [member Decal.cull_mask].
</description>
</method>
<method name="decal_set_distance_fade">
<method name="decal_set_distance_fade" keywords="decal_set_lod">
<return type="void" />
<param index="0" name="decal" type="RID" />
<param index="1" name="enabled" type="bool" />
@ -1958,7 +1958,7 @@
Sets the cull mask for this 3D light. Lights only affect objects in the selected layers. Equivalent to [member Light3D.light_cull_mask].
</description>
</method>
<method name="light_set_distance_fade">
<method name="light_set_distance_fade" keywords="light_set_lod">
<return type="void" />
<param index="0" name="decal" type="RID" />
<param index="1" name="enabled" type="bool" />
@ -1994,7 +1994,7 @@
Sets the specified 3D light parameter. See [enum LightParam] for options. Equivalent to [method Light3D.set_param].
</description>
</method>
<method name="light_set_projector">
<method name="light_set_projector" keywords="light_set_cookie">
<return type="void" />
<param index="0" name="light" type="RID" />
<param index="1" name="texture" type="RID" />
@ -5223,13 +5223,13 @@
<constant name="SHADOW_CASTING_SETTING_SHADOWS_ONLY" value="3" enum="ShadowCastingSetting">
Only render the shadows from the object. The object itself will not be drawn.
</constant>
<constant name="VISIBILITY_RANGE_FADE_DISABLED" value="0" enum="VisibilityRangeFadeMode">
<constant name="VISIBILITY_RANGE_FADE_DISABLED" value="0" enum="VisibilityRangeFadeMode" keywords="LOD_FADE_DISABLED">
Disable visibility range fading for the given instance.
</constant>
<constant name="VISIBILITY_RANGE_FADE_SELF" value="1" enum="VisibilityRangeFadeMode">
<constant name="VISIBILITY_RANGE_FADE_SELF" value="1" enum="VisibilityRangeFadeMode" keywords="LOD_FADE_SELF">
Fade-out the given instance when it approaches its visibility range limits.
</constant>
<constant name="VISIBILITY_RANGE_FADE_DEPENDENCIES" value="2" enum="VisibilityRangeFadeMode">
<constant name="VISIBILITY_RANGE_FADE_DEPENDENCIES" value="2" enum="VisibilityRangeFadeMode" keywords="LOD_FADE_DEPENDENCIES">
Fade-in the given instance's dependencies when reaching its visibility range limits.
</constant>
<constant name="BAKE_CHANNEL_ALBEDO_ALPHA" value="0" enum="BakeChannels">

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@ -17,7 +17,7 @@
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
The grid's cell size in 3D units.
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0.5, 0.5, 1, 1)" keywords="colour">
The grid's color.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">

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@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<members>
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true" keywords="readonly, disabled, enabled">
If [code]true[/code], the slider can be interacted with. If [code]false[/code], the value can be changed only by code.
</member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpinBox" inherits="Range" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="SpinBox" inherits="Range" keywords="number, numeric, input" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
An input field for numbers.
</brief_description>
@ -52,7 +52,7 @@
<member name="custom_arrow_step" type="float" setter="set_custom_arrow_step" getter="get_custom_arrow_step" default="0.0">
If not [code]0[/code], [member Range.value] will always be rounded to a multiple of [member custom_arrow_step] when interacting with the arrow buttons of the [SpinBox].
</member>
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true" keywords="readonly, disabled, enabled">
If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be read only.
</member>
<member name="prefix" type="String" setter="set_prefix" getter="get_prefix" default="&quot;&quot;">

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@ -75,7 +75,7 @@
<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
If [code]true[/code], texture is flipped vertically.
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)" keywords="color, colour">
A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of ambient light.
[b]Note:[/b] Unlike [member CanvasItem.modulate] for 2D, colors with values above [code]1.0[/code] (overbright) are not supported.
[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function.

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="StatusIndicator" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="StatusIndicator" inherits="Node" keywords="tray" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Application status indicator (aka notification area icon).
[b]Note:[/b] Status indicator is implemented on macOS and Windows.

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@ -531,7 +531,7 @@
[/codeblock]
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="int" />
<description>
Returns the number of characters in the string. Empty strings ([code]""[/code]) always return [code]0[/code]. See also [method is_empty].

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@ -507,7 +507,7 @@
[/codeblock]
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="int" />
<description>
Returns the number of characters in the string. Empty strings ([code]""[/code]) always return [code]0[/code]. See also [method is_empty].

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@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0, 0, 0, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(0, 0, 0, 1)" keywords="colour">
The line's color.
</member>
<member name="grow_begin" type="float" setter="set_grow_begin" getter="get_grow_begin" default="1.0">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextEdit" inherits="Control" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="TextEdit" inherits="Control" keywords="textarea" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A multiline text editor.
</brief_description>
@ -1144,7 +1144,7 @@
<member name="draw_tabs" type="bool" setter="set_draw_tabs" getter="is_drawing_tabs" default="false">
If [code]true[/code], the "tab" character will have a visible representation.
</member>
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true">
<member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true" keywords="readonly, disabled, enabled">
If [code]false[/code], existing text cannot be modified and new text cannot be added.
</member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="2" />
@ -1480,7 +1480,7 @@
<theme_item name="normal" data_type="style" type="StyleBox">
Sets the [StyleBox] of this [TextEdit].
</theme_item>
<theme_item name="read_only" data_type="style" type="StyleBox">
<theme_item name="read_only" data_type="style" type="StyleBox" keywords="enabled, disabled, editable">
Sets the [StyleBox] of this [TextEdit] when [member editable] is disabled.
</theme_item>
</theme_items>

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@ -70,13 +70,13 @@
<member name="texture_under" type="Texture2D" setter="set_under_texture" getter="get_under_texture">
[Texture2D] that draws under the progress bar. The bar's background.
</member>
<member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over" default="Color(1, 1, 1, 1)">
<member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over" default="Color(1, 1, 1, 1)" keywords="color, colour">
Multiplies the color of the bar's [member texture_over] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node.
</member>
<member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress" default="Color(1, 1, 1, 1)">
<member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress" default="Color(1, 1, 1, 1)" keywords="color, colour">
Multiplies the color of the bar's [member texture_progress] texture.
</member>
<member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under" default="Color(1, 1, 1, 1)">
<member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under" default="Color(1, 1, 1, 1)" keywords="color, colour">
Multiplies the color of the bar's [member texture_under] texture.
</member>
</members>

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@ -214,7 +214,7 @@
<member name="material" type="Material" setter="set_material" getter="get_material">
The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use a custom shader.
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)" keywords="color, colour">
Color modulation of the tile.
</member>
<member name="probability" type="float" setter="set_probability" getter="get_probability" default="1.0">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TileMap" inherits="TileMapLayerGroup" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="TileMap" inherits="TileMapLayerGroup" keywords="gridmap" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Node for 2D tile-based maps.
</brief_description>

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@ -236,7 +236,7 @@
This method is faster than using [method is_equal_approx] with one value as a zero vector.
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="float" />
<description>
Returns the length (magnitude) of this vector.
@ -249,7 +249,7 @@
This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
</description>
</method>
<method name="lerp" qualifiers="const">
<method name="lerp" qualifiers="const" keywords="interpolate">
<return type="Vector2" />
<param index="0" name="to" type="Vector2" />
<param index="1" name="weight" type="float" />
@ -257,7 +257,7 @@
Returns the result of the linear interpolation between this vector and [param to] by amount [param weight]. [param weight] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation.
</description>
</method>
<method name="limit_length" qualifiers="const">
<method name="limit_length" qualifiers="const" keywords="truncate">
<return type="Vector2" />
<param index="0" name="length" type="float" default="1.0" />
<description>
@ -344,7 +344,7 @@
Returns a new vector with each component set to [code]1.0[/code] if it's positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's zero. The result is identical to calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="slerp" qualifiers="const">
<method name="slerp" qualifiers="const" keywords="interpolate">
<return type="Vector2" />
<param index="0" name="to" type="Vector2" />
<param index="1" name="weight" type="float" />

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@ -79,7 +79,7 @@
Returns the distance between this vector and [param to].
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="float" />
<description>
Returns the length (magnitude) of this vector.

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@ -204,7 +204,7 @@
This method is faster than using [method is_equal_approx] with one value as a zero vector.
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="float" />
<description>
Returns the length (magnitude) of this vector.
@ -217,7 +217,7 @@
This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
</description>
</method>
<method name="lerp" qualifiers="const">
<method name="lerp" qualifiers="const" keywords="interpolate">
<return type="Vector3" />
<param index="0" name="to" type="Vector3" />
<param index="1" name="weight" type="float" />
@ -225,7 +225,7 @@
Returns the result of the linear interpolation between this vector and [param to] by amount [param weight]. [param weight] is on the range of [code]0.0[/code] to [code]1.0[/code], representing the amount of interpolation.
</description>
</method>
<method name="limit_length" qualifiers="const">
<method name="limit_length" qualifiers="const" keywords="truncate">
<return type="Vector3" />
<param index="0" name="length" type="float" default="1.0" />
<description>
@ -337,7 +337,7 @@
Returns the signed angle to the given vector, in radians. The sign of the angle is positive in a counter-clockwise direction and negative in a clockwise direction when viewed from the side specified by the [param axis].
</description>
</method>
<method name="slerp" qualifiers="const">
<method name="slerp" qualifiers="const" keywords="interpolate">
<return type="Vector3" />
<param index="0" name="to" type="Vector3" />
<param index="1" name="weight" type="float" />

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@ -74,7 +74,7 @@
Returns the distance between this vector and [param to].
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="float" />
<description>
Returns the length (magnitude) of this vector.

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@ -155,7 +155,7 @@
This method is faster than using [method is_equal_approx] with one value as a zero vector.
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="float" />
<description>
Returns the length (magnitude) of this vector.
@ -168,7 +168,7 @@
This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
</description>
</method>
<method name="lerp" qualifiers="const">
<method name="lerp" qualifiers="const" keywords="interpolate">
<return type="Vector4" />
<param index="0" name="to" type="Vector4" />
<param index="1" name="weight" type="float" />

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@ -72,7 +72,7 @@
Returns the distance between this vector and [param to].
</description>
</method>
<method name="length" qualifiers="const">
<method name="length" qualifiers="const" keywords="size">
<return type="float" />
<description>
Returns the length (magnitude) of this vector.

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WorldEnvironment" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="WorldEnvironment" inherits="Node" keywords="background, sky" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Default environment properties for the entire scene (post-processing effects, lighting and background settings).
</brief_description>

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@ -209,7 +209,7 @@
[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so will instead print the thread ID.
</description>
</method>
<method name="range" qualifiers="vararg">
<method name="range" qualifiers="vararg" keywords="seq">
<return type="Array" />
<description>
Returns an array with the given range. [method range] can be called in three ways:

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@ -39,7 +39,7 @@
</method>
</methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
</member>
<member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GridMap" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<class name="GridMap" inherits="Node3D" keywords="tilemap" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Node for 3D tile-based maps.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerSpawner" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<class name="MultiplayerSpawner" inherits="Node" keywords="network" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Automatically replicates spawnable nodes from the authority to other multiplayer peers.
</brief_description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerSynchronizer" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<class name="MultiplayerSynchronizer" inherits="Node" keywords="network" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Synchronizes properties from the multiplayer authority to the remote peers.
</brief_description>