classref: Sync with godotengine/godot#54991 to dehardcode docs URL

This commit is contained in:
Rémi Verschelde
2021-11-15 13:02:32 +01:00
parent 30193215cf
commit b0fb19f75c
175 changed files with 239 additions and 239 deletions
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@@ -19,7 +19,7 @@ List of core built-in GDScript functions. Math functions and other utilities. Ev
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/math/random_number_generation` - :doc:`Random number generation <../tutorials/math/random_number_generation>`
Methods Methods
------- -------
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@@ -23,11 +23,11 @@ It uses floating-point coordinates. The 2D counterpart to ``AABB`` is :ref:`Rect
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/math/index` - :doc:`Math documentation index <../tutorials/math/index>`
- :doc:`../tutorials/math/vector_math` - :doc:`Vector math <../tutorials/math/vector_math>`
- :doc:`../tutorials/math/vectors_advanced` - :doc:`Advanced vector math <../tutorials/math/vectors_advanced>`
Properties Properties
---------- ----------
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@@ -23,7 +23,7 @@ Animations are created using a :ref:`SpriteFrames<class_SpriteFrames>` resource,
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/2d_sprite_animation` - :doc:`2D Sprite animation <../tutorials/2d/2d_sprite_animation>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
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@@ -21,7 +21,7 @@ Animations are created using a :ref:`SpriteFrames<class_SpriteFrames>` resource,
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/2d_sprite_animation` - :doc:`2D Sprite animation (also applies to 3D) <../tutorials/2d/2d_sprite_animation>`
Properties Properties
---------- ----------
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@@ -48,7 +48,7 @@ Animations are just data containers, and must be added to nodes such as an :ref:
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/index` - :doc:`Animation documentation index <../tutorials/animation/index>`
Properties Properties
---------- ----------
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@@ -25,7 +25,7 @@ Inherit this when creating nodes mainly for use in :ref:`AnimationNodeBlendTree<
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties Properties
---------- ----------
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@@ -21,7 +21,7 @@ A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTre
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties Properties
---------- ----------
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@@ -29,7 +29,7 @@ This node has three inputs:
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__ - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
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@@ -21,7 +21,7 @@ A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTre
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__ - `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
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@@ -21,7 +21,7 @@ A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTre
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__ - `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
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@@ -29,7 +29,7 @@ This node has three inputs:
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties Properties
---------- ----------
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@@ -27,7 +27,7 @@ You can set the extents of the axis using the :ref:`min_space<class_AnimationNod
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties Properties
---------- ----------
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@@ -25,7 +25,7 @@ You can add vertices to the blend space with :ref:`add_blend_point<class_Animati
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__ - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
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@@ -21,7 +21,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, ble
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties Properties
---------- ----------
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@@ -21,7 +21,7 @@ A resource to add to an :ref:`AnimationNodeBlendTree<class_AnimationNodeBlendTre
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__ - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
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@@ -16,7 +16,7 @@ Generic output node to be added to :ref:`AnimationNodeBlendTree<class_AnimationN
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__ - `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
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@@ -38,7 +38,7 @@ Contains multiple nodes representing animation states, connected in a graph. Nod
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Methods Methods
------- -------
@@ -38,7 +38,7 @@ Allows control of :ref:`AnimationTree<class_AnimationTree>` state machines creat
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties Properties
---------- ----------
@@ -16,7 +16,7 @@ AnimationNodeStateMachineTransition
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
Properties Properties
---------- ----------
@@ -78,7 +78,7 @@ Property Descriptions
| *Getter* | get_advance_condition() | | *Getter* | get_advance_condition() |
+-----------+------------------------------+ +-----------+------------------------------+
Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree<class_AnimationTree>` that can be controlled from code (see `https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code <https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code>`__). For example, if :ref:`AnimationTree.tree_root<class_AnimationTree_property_tree_root>` is an :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` and :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is set to ``"idle"``: Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the :ref:`AnimationTree<class_AnimationTree>` that can be controlled from code (see `#controlling-from-code <../tutorials/animation/animation_tree.html#controlling-from-code>`__ in :doc:`../tutorials/animation/animation_tree`). For example, if :ref:`AnimationTree.tree_root<class_AnimationTree_property_tree_root>` is an :ref:`AnimationNodeStateMachine<class_AnimationNodeStateMachine>` and :ref:`advance_condition<class_AnimationNodeStateMachineTransition_property_advance_condition>` is set to ``"idle"``:
.. tabs:: .. tabs::
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@@ -21,7 +21,7 @@ Allows scaling the speed of the animation (or reversing it) in any children node
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__ - `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
+1 -1
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@@ -46,7 +46,7 @@ This node can be used to cause a seek command to happen to any sub-children of t
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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@@ -21,7 +21,7 @@ Simple state machine for cases which don't require a more advanced :ref:`Animati
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`AnimationTree <../tutorials/animation/animation_tree>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__ - `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
+2 -2
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@@ -25,9 +25,9 @@ Updating the target properties of animations occurs at process time.
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/2d_sprite_animation` - :doc:`2D Sprite animation <../tutorials/2d/2d_sprite_animation>`
- :doc:`../tutorials/animation/index` - :doc:`Animation documentation index <../tutorials/animation/index>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__ - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
+1 -1
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@@ -23,7 +23,7 @@ A node to be used for advanced animation transitions in an :ref:`AnimationPlayer
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/animation/animation_tree` - :doc:`Using AnimationTree <../tutorials/animation/animation_tree>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__ - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
+1 -1
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@@ -21,7 +21,7 @@ Description
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/physics/using_area_2d` - :doc:`Using Area2D <../tutorials/physics/using_area_2d>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
+1 -1
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@@ -70,7 +70,7 @@ See also :ref:`ImmediateMesh<class_ImmediateMesh>`, :ref:`MeshDataTool<class_Mes
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/3d/procedural_geometry/arraymesh` - :doc:`Procedural geometry using the ArrayMesh <../tutorials/3d/procedural_geometry/arraymesh>`
Properties Properties
---------- ----------
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@@ -25,7 +25,7 @@ By distorting the waveform the frequency content change, which will often make t
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_buses` - :doc:`Audio buses <../tutorials/audio/audio_buses>`
Properties Properties
---------- ----------
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@@ -23,7 +23,7 @@ Allows frequencies other than the :ref:`cutoff_hz<class_AudioEffectFilter_proper
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_buses` - :doc:`Audio buses <../tutorials/audio/audio_buses>`
Properties Properties
---------- ----------
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@@ -16,7 +16,7 @@ Reduces all frequencies above the :ref:`AudioEffectFilter.cutoff_hz<class_AudioE
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_buses` - :doc:`Audio buses <../tutorials/audio/audio_buses>`
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
+1 -1
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@@ -16,7 +16,7 @@ Reduces all frequencies below the :ref:`AudioEffectFilter.cutoff_hz<class_AudioE
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_buses` - :doc:`Audio buses <../tutorials/audio/audio_buses>`
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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@@ -21,7 +21,7 @@ Allows the user to record sound from a microphone. It sets and gets the format i
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/recording_with_microphone` - :doc:`Recording with microphone <../tutorials/audio/recording_with_microphone>`
- `Audio Mic Record Demo <https://godotengine.org/asset-library/asset/527>`__ - `Audio Mic Record Demo <https://godotengine.org/asset-library/asset/527>`__
+1 -1
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@@ -21,7 +21,7 @@ Description
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_buses` - :doc:`Audio buses <../tutorials/audio/audio_buses>`
- `Audio Device Changer Demo <https://godotengine.org/asset-library/asset/525>`__ - `Audio Device Changer Demo <https://godotengine.org/asset-library/asset/525>`__
+1 -1
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@@ -23,7 +23,7 @@ Base class for audio streams. Audio streams are used for sound effects and music
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_streams` - :doc:`Audio streams <../tutorials/audio/audio_streams>`
- `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`__ - `Audio Generator Demo <https://godotengine.org/asset-library/asset/526>`__
+1 -1
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@@ -23,7 +23,7 @@ To play audio positionally, use :ref:`AudioStreamPlayer2D<class_AudioStreamPlaye
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_streams` - :doc:`Audio streams <../tutorials/audio/audio_streams>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
+1 -1
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@@ -25,7 +25,7 @@ See also :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` to play a sound non-p
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_streams` - :doc:`Audio streams <../tutorials/audio/audio_streams>`
Properties Properties
---------- ----------
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@@ -27,7 +27,7 @@ See also :ref:`AudioStreamPlayer<class_AudioStreamPlayer>` to play a sound non-p
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/audio/audio_streams` - :doc:`Audio streams <../tutorials/audio/audio_streams>`
Properties Properties
---------- ----------
+1 -1
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@@ -23,7 +23,7 @@ This provides a default material with a wide variety of rendering features and p
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/3d/standard_material_3d` - :doc:`Standard Material 3D <../tutorials/3d/standard_material_3d>`
Properties Properties
---------- ----------
+3 -3
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@@ -25,11 +25,11 @@ For more information, read the "Matrices and transforms" documentation article.
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/math/index` - :doc:`Math documentation index <../tutorials/math/index>`
- :doc:`../tutorials/math/matrices_and_transforms` - :doc:`Matrices and transforms <../tutorials/math/matrices_and_transforms>`
- :doc:`../tutorials/3d/using_transforms` - :doc:`Using 3D transforms <../tutorials/3d/using_transforms>`
- `Matrix Transform Demo <https://godotengine.org/asset-library/asset/584>`__ - `Matrix Transform Demo <https://godotengine.org/asset-library/asset/584>`__
+2 -2
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@@ -33,9 +33,9 @@ Ultimately, a transform notification can be requested, which will notify the nod
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/2d_transforms` - :doc:`Viewport and canvas transforms <../tutorials/2d/2d_transforms>`
- :doc:`../tutorials/2d/custom_drawing_in_2d` - :doc:`Custom drawing in 2D <../tutorials/2d/custom_drawing_in_2d>`
- `Audio Spectrum Demo <https://godotengine.org/asset-library/asset/528>`__ - `Audio Spectrum Demo <https://godotengine.org/asset-library/asset/528>`__
+2 -2
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@@ -23,9 +23,9 @@ Canvas drawing layer. :ref:`CanvasItem<class_CanvasItem>` nodes that are direct
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/2d_transforms` - :doc:`Viewport and canvas transforms <../tutorials/2d/2d_transforms>`
- :doc:`../tutorials/2d/canvas_layers` - :doc:`Canvas layers <../tutorials/2d/canvas_layers>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
+2 -2
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@@ -25,9 +25,9 @@ Character bodies are special types of bodies that are meant to be user-controlle
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/physics/kinematic_character_2d` - :doc:`Kinematic character (2D) <../tutorials/physics/kinematic_character_2d>`
- :doc:`../tutorials/physics/using_kinematic_body_2d` - :doc:`Using KinematicBody2D <../tutorials/physics/using_kinematic_body_2d>`
- `2D Kinematic Character Demo <https://godotengine.org/asset-library/asset/113>`__ - `2D Kinematic Character Demo <https://godotengine.org/asset-library/asset/113>`__
+1 -1
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@@ -25,7 +25,7 @@ Character bodies are special types of bodies that are meant to be user-controlle
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/physics/kinematic_character_2d` - :doc:`Kinematic character (2D) <../tutorials/physics/kinematic_character_2d>`
- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`__ - `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`__
+1 -1
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@@ -21,7 +21,7 @@ By setting various properties on this object, you can control how individual cha
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/ui/bbcode_in_richtextlabel` - :doc:`BBCode in RichTextLabel <../tutorials/ui/bbcode_in_richtextlabel>`
- `RichTextEffect test project (third-party) <https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project>`__ - `RichTextEffect test project (third-party) <https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project>`__
+2 -2
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@@ -169,7 +169,7 @@ Property Descriptions
The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also :ref:`collision_mask<class_CollisionObject2D_property_collision_mask>`. The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also :ref:`collision_mask<class_CollisionObject2D_property_collision_mask>`.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. **Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
---- ----
@@ -187,7 +187,7 @@ The physics layers this CollisionObject2D is in. Collision objects can exist in
The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also :ref:`collision_layer<class_CollisionObject2D_property_collision_layer>`. The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also :ref:`collision_layer<class_CollisionObject2D_property_collision_layer>`.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. **Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
---- ----
+2 -2
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@@ -147,7 +147,7 @@ Property Descriptions
The physics layers this CollisionObject3D **is in**. Collision objects can exist in one or more of 32 different layers. See also :ref:`collision_mask<class_CollisionObject3D_property_collision_mask>`. The physics layers this CollisionObject3D **is in**. Collision objects can exist in one or more of 32 different layers. See also :ref:`collision_mask<class_CollisionObject3D_property_collision_mask>`.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. **Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
---- ----
@@ -165,7 +165,7 @@ The physics layers this CollisionObject3D **is in**. Collision objects can exist
The physics layers this CollisionObject3D **scans**. Collision objects can scan one or more of 32 different layers. See also :ref:`collision_layer<class_CollisionObject3D_property_collision_layer>`. The physics layers this CollisionObject3D **scans**. Collision objects can scan one or more of 32 different layers. See also :ref:`collision_layer<class_CollisionObject3D_property_collision_layer>`.
**Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. **Note:** Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
---- ----
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@@ -21,7 +21,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can u
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/physics/physics_introduction` - :doc:`Physics introduction <../tutorials/physics/physics_introduction>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
+1 -1
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@@ -21,7 +21,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can u
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/physics/physics_introduction` - :doc:`Physics introduction <../tutorials/physics/physics_introduction>`
- `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`__ - `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`__
+4 -4
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@@ -41,11 +41,11 @@ Sets :ref:`mouse_filter<class_Control_property_mouse_filter>` to :ref:`MOUSE_FIL
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/ui/index` - :doc:`GUI documentation index <../tutorials/ui/index>`
- :doc:`../tutorials/2d/custom_drawing_in_2d` - :doc:`Custom drawing in 2D <../tutorials/2d/custom_drawing_in_2d>`
- :doc:`../tutorials/ui/control_node_gallery` - :doc:`Control node gallery <../tutorials/ui/control_node_gallery>`
- `All GUI Demos <https://github.com/godotengine/godot-demo-projects/tree/master/gui>`__ - `All GUI Demos <https://github.com/godotengine/godot-demo-projects/tree/master/gui>`__
@@ -1238,7 +1238,7 @@ The node's rotation around its pivot, in radians. See :ref:`rect_pivot_offset<cl
The node's scale, relative to its :ref:`rect_size<class_Control_property_rect_size>`. Change this property to scale the node around its :ref:`rect_pivot_offset<class_Control_property_rect_pivot_offset>`. The Control's :ref:`hint_tooltip<class_Control_property_hint_tooltip>` will also scale according to this value. The node's scale, relative to its :ref:`rect_size<class_Control_property_rect_size>`. Change this property to scale the node around its :ref:`rect_pivot_offset<class_Control_property_rect_pivot_offset>`. The Control's :ref:`hint_tooltip<class_Control_property_hint_tooltip>` will also scale according to this value.
**Note:** This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the `documentation <https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html>`__ instead of scaling Controls individually. **Note:** This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the :doc:`documentation <../tutorials/viewports/multiple_resolutions>` instead of scaling Controls individually.
**Note:** If the Control node is a child of a :ref:`Container<class_Container>` node, the scale will be reset to ``Vector2(1, 1)`` when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using ``await get_tree().process_frame`` then set its :ref:`rect_scale<class_Control_property_rect_scale>` property. **Note:** If the Control node is a child of a :ref:`Container<class_Container>` node, the scale will be reset to ``Vector2(1, 1)`` when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using ``await get_tree().process_frame`` then set its :ref:`rect_scale<class_Control_property_rect_scale>` property.
+1 -1
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@@ -23,7 +23,7 @@ See also :ref:`GPUParticles2D<class_GPUParticles2D>`, which provides the same fu
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/particle_systems_2d` - :doc:`Particle systems (2D) <../tutorials/2d/particle_systems_2d>`
Properties Properties
---------- ----------
+2 -2
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@@ -108,7 +108,7 @@ The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
---- ----
@@ -124,7 +124,7 @@ A contact is detected if object A is in any of the layers that object B scans, o
| *Getter* | get_collision_mask() | | *Getter* | get_collision_mask() |
+-----------+---------------------------+ +-----------+---------------------------+
The physics layers this CSG shape scans for collisions. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. The physics layers this CSG shape scans for collisions. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
---- ----
+1 -1
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@@ -23,7 +23,7 @@ See also :ref:`GodotSharp<class_GodotSharp>`.
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/scripting/c_sharp/index` - :doc:`C# documentation index <../tutorials/scripting/c_sharp/index>`
Methods Methods
------- -------
+1 -1
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@@ -236,7 +236,7 @@ You need to first calculate the dictionary's hash with :ref:`hash<class_Dictiona
Tutorials Tutorials
--------- ---------
- `#dictionary <../tutorials/scripting/gdscript/gdscript_basics.html#dictionary>`_ in :doc:`../tutorials/scripting/gdscript/gdscript_basics` - `GDScript basics: Dictionary <../tutorials/scripting/gdscript/gdscript_basics.html#dictionary>`__
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__ - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
+1 -1
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@@ -21,7 +21,7 @@ A directional light is a type of :ref:`Light3D<class_Light3D>` node that models
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/3d/lights_and_shadows` - :doc:`Lights and shadows <../tutorials/3d/lights_and_shadows>`
Properties Properties
---------- ----------
+1 -1
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@@ -76,7 +76,7 @@ Here is an example on how to iterate through the files of a directory:
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/scripting/filesystem` - :doc:`File system <../tutorials/scripting/filesystem>`
Methods Methods
------- -------
+1 -1
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@@ -475,7 +475,7 @@ enum **WindowMode**:
- **WINDOW_MODE_FULLSCREEN** = **3** --- Fullscreen window mode. Note that this is not *exclusive* fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. - **WINDOW_MODE_FULLSCREEN** = **3** --- Fullscreen window mode. Note that this is not *exclusive* fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports `multiple resolutions <https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html>`__ when enabling fullscreen mode. Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports :doc:`multiple resolutions <../tutorials/rendering/multiple_resolutions>` when enabling fullscreen mode.
---- ----
+1 -1
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@@ -133,7 +133,7 @@ To use ``EditorImportPlugin``, register it using the :ref:`EditorPlugin.add_impo
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/plugins/editor/import_plugins` - :doc:`Import plugins <../tutorials/plugins/editor/import_plugins>`
Methods Methods
------- -------
+1 -1
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@@ -33,7 +33,7 @@ To use ``EditorInspectorPlugin``, register it using the :ref:`EditorPlugin.add_i
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/plugins/editor/inspector_plugins` - :doc:`Inspector plugins <../tutorials/plugins/editor/inspector_plugins>`
Methods Methods
------- -------
+1 -1
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@@ -23,7 +23,7 @@ To use ``EditorNode3DGizmoPlugin``, register it using the :ref:`EditorPlugin.add
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/plugins/editor/spatial_gizmos` - :doc:`Spatial gizmo plugins <../tutorials/plugins/editor/spatial_gizmos>`
Methods Methods
------- -------
+1 -1
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@@ -21,7 +21,7 @@ Plugins are used by the editor to extend functionality. The most common types of
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/plugins/editor/index` - :doc:`Editor plugins documentation index <../tutorials/plugins/editor/index>`
Methods Methods
------- -------
+1 -1
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@@ -72,7 +72,7 @@ The :ref:`_post_import<class_EditorScenePostImport_method__post_import>` callbac
Tutorials Tutorials
--------- ---------
- `#custom-script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`_ in :doc:`../tutorials/assets_pipeline/importing_scenes` - `Importing 3D scenes: Custom script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`__
Methods Methods
------- -------
+1 -1
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@@ -23,7 +23,7 @@ A MultiplayerPeer implementation that should be passed to :ref:`MultiplayerAPI.m
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/networking/high_level_multiplayer` - :doc:`High-level multiplayer <../tutorials/networking/high_level_multiplayer>`
- `API documentation on the ENet website <http://enet.bespin.org/usergroup0.html>`__ - `API documentation on the ENet website <http://enet.bespin.org/usergroup0.html>`__
+1 -1
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@@ -370,7 +370,7 @@ Returns ``true`` if the script is currently running inside the editor, ``false``
else: else:
simulate_physics() simulate_physics()
See `Running code in the editor <https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html>`__ in the documentation for more information. See :doc:`Running code in the editor <../tutorials/plugins/running_code_in_the_editor>` in the documentation for more information.
**Note:** To detect whether the script is run from an editor *build* (e.g. when pressing :kbd:`F5`), use :ref:`OS.has_feature<class_OS_method_has_feature>` with the ``"editor"`` argument instead. ``OS.has_feature("editor")`` will evaluate to ``true`` both when the code is running in the editor and when running the project from the editor, but it will evaluate to ``false`` when the code is run from an exported project. **Note:** To detect whether the script is run from an editor *build* (e.g. when pressing :kbd:`F5`), use :ref:`OS.has_feature<class_OS_method_has_feature>` with the ``"editor"`` argument instead. ``OS.has_feature("editor")`` will evaluate to ``true`` both when the code is running in the editor and when running the project from the editor, but it will evaluate to ``false`` when the code is run from an exported project.
+2 -2
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@@ -29,9 +29,9 @@ Resource for environment nodes (like :ref:`WorldEnvironment<class_WorldEnvironme
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/3d/environment_and_post_processing` - :doc:`Environment and post-processing <../tutorials/3d/environment_and_post_processing>`
- :doc:`../tutorials/3d/high_dynamic_range` - :doc:`Light transport in game engines <../tutorials/3d/high_dynamic_range>`
- `3D Material Testers Demo <https://godotengine.org/asset-library/asset/123>`__ - `3D Material Testers Demo <https://godotengine.org/asset-library/asset/123>`__
+2 -2
View File
@@ -59,7 +59,7 @@ Here's a sample on how to write and read from a file:
In the example above, the file will be saved in the user data folder as specified in the `Data paths <https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html>`__ documentation. In the example above, the file will be saved in the user data folder as specified in the :doc:`Data paths <../tutorials/io/data_paths>` documentation.
**Note:** To access project resources once exported, it is recommended to use :ref:`ResourceLoader<class_ResourceLoader>` instead of the ``File`` API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. **Note:** To access project resources once exported, it is recommended to use :ref:`ResourceLoader<class_ResourceLoader>` instead of the ``File`` API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.
@@ -68,7 +68,7 @@ In the example above, the file will be saved in the user data folder as specifie
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/scripting/filesystem` - :doc:`File system <../tutorials/scripting/filesystem>`
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__ - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
+2 -2
View File
@@ -21,9 +21,9 @@ A GDNative library can implement :ref:`NativeScript<class_NativeScript>`\ s, glo
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/scripting/gdnative/gdnative_c_example` - :doc:`GDNative C example <../tutorials/scripting/gdnative/gdnative_c_example>`
- :doc:`../tutorials/scripting/gdnative/gdnative_cpp_example` - :doc:`GDNative C++ example <../tutorials/scripting/gdnative/gdnative_cpp_example>`
Properties Properties
---------- ----------
+1 -1
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@@ -23,7 +23,7 @@ A script implemented in the GDScript programming language. The script extends th
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/scripting/gdscript/index` - :doc:`GDScript documentation index <../tutorials/scripting/gdscript/index>`
Methods Methods
------- -------
+1 -1
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@@ -23,7 +23,7 @@ Use the ``process_material`` property to add a :ref:`ParticlesMaterial<class_Par
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/particle_systems_2d` - :doc:`Particle systems (2D) <../tutorials/2d/particle_systems_2d>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
+1 -1
View File
@@ -23,7 +23,7 @@ Use the ``process_material`` property to add a :ref:`ParticlesMaterial<class_Par
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/performance/vertex_animation/controlling_thousands_of_fish` - :doc:`Controlling thousands of fish with Particles <../tutorials/performance/vertex_animation/controlling_thousands_of_fish>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__ - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
+2 -2
View File
@@ -29,7 +29,7 @@ Internally, a GridMap is split into a sparse collection of octants for efficient
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/3d/using_gridmaps` - :doc:`Using gridmaps <../tutorials/3d/using_gridmaps>`
- `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__ - `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
@@ -268,7 +268,7 @@ GridMaps act as static bodies, meaning they aren't affected by gravity or other
| *Getter* | get_collision_mask() | | *Getter* | get_collision_mask() |
+-----------+---------------------------+ +-----------+---------------------------+
The physics layers this GridMap detects collisions in. See `Collision layers and masks <https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information. The physics layers this GridMap detects collisions in. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
---- ----
+2 -2
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@@ -37,9 +37,9 @@ For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/H
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/networking/http_client_class` - :doc:`HTTP client class <../tutorials/networking/http_client_class>`
- :doc:`../tutorials/networking/ssl_certificates` - :doc:`SSL certificates <../tutorials/networking/ssl_certificates>`
Properties Properties
---------- ----------
+2 -2
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@@ -183,9 +183,9 @@ Can be used to make HTTP requests, i.e. download or upload files or web content
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/networking/http_request_class` - :doc:`Making HTTP requests <../tutorials/networking/http_request_class>`
- :doc:`../tutorials/networking/ssl_certificates` - :doc:`SSL certificates <../tutorials/networking/ssl_certificates>`
Properties Properties
---------- ----------
+2 -2
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@@ -25,7 +25,7 @@ An ``Image`` cannot be assigned to a ``texture`` property of an object directly
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/assets_pipeline/importing_images` - :doc:`Importing images <../tutorials/assets_pipeline/importing_images>`
Properties Properties
---------- ----------
@@ -783,7 +783,7 @@ Returns ``true`` if all the image's pixels have an alpha value of 0. Returns ``f
- :ref:`Error<enum_@GlobalScope_Error>` **load** **(** :ref:`String<class_String>` path **)** - :ref:`Error<enum_@GlobalScope_Error>` **load** **(** :ref:`String<class_String>` path **)**
Loads an image from file ``path``. See `Supported image formats <https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats>`__ for a list of supported image formats and limitations. Loads an image from file ``path``. See `Supported image formats <../getting_started/workflow/assets/importing_images.html#supported-image-formats>`__ for a list of supported image formats and limitations.
**Warning:** This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the ``user://`` directory, and may not work in exported projects. **Warning:** This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the ``user://`` directory, and may not work in exported projects.
+1 -1
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@@ -51,7 +51,7 @@ An ``ImageTexture`` is not meant to be operated from within the editor interface
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/assets_pipeline/importing_images` - :doc:`Importing images <../tutorials/assets_pipeline/importing_images>`
Methods Methods
------- -------
+1 -1
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@@ -21,7 +21,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/index` - :doc:`Inputs documentation index <../tutorials/inputs/index>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
+2 -2
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@@ -23,9 +23,9 @@ Base class of all sort of input event. See :ref:`Node._input<class_Node_method__
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/inputevent` - :doc:`InputEvent <../tutorials/inputs/inputevent>`
- :doc:`../tutorials/2d/2d_transforms` - :doc:`Viewport and canvas transforms <../tutorials/2d/2d_transforms>`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
+1 -1
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@@ -21,7 +21,7 @@ Contains a generic action which can be targeted from several types of inputs. Ac
Tutorials Tutorials
--------- ---------
- `#actions <../tutorials/inputs/inputevent.html#actions>`_ in :doc:`../tutorials/inputs/inputevent` - `InputEvent: Actions <../tutorials/inputs/inputevent.html#actions>`__
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__ - `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
+1 -1
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@@ -21,7 +21,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, s
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/inputevent` - :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties Properties
---------- ----------
+1 -1
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@@ -21,7 +21,7 @@ Stores information about joystick motions. One ``InputEventJoypadMotion`` repres
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/inputevent` - :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties Properties
---------- ----------
+1 -1
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@@ -21,7 +21,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and :ref:
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/inputevent` - :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties Properties
---------- ----------
+1 -1
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@@ -23,7 +23,7 @@ Stores general mouse events information.
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/inputevent` - :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties Properties
---------- ----------
+1 -1
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@@ -21,7 +21,7 @@ Contains mouse click information. See :ref:`Node._input<class_Node_method__input
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/mouse_and_input_coordinates` - :doc:`Mouse and input coordinates <../tutorials/inputs/mouse_and_input_coordinates>`
Properties Properties
---------- ----------
+1 -1
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@@ -23,7 +23,7 @@ Contains mouse and pen motion information. Supports relative, absolute positions
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/mouse_and_input_coordinates` - :doc:`Mouse and input coordinates <../tutorials/inputs/mouse_and_input_coordinates>`
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__ - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
+1 -1
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@@ -21,7 +21,7 @@ Contains screen drag information. See :ref:`Node._input<class_Node_method__input
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/inputevent` - :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties Properties
---------- ----------
+1 -1
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@@ -23,7 +23,7 @@ Stores multi-touch press/release information. Supports touch press, touch releas
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/inputevent` - :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties Properties
---------- ----------
+1 -1
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@@ -23,7 +23,7 @@ Contains keys events information with modifiers support like :kbd:`Shift` or :kb
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/inputs/inputevent` - :doc:`InputEvent <../tutorials/inputs/inputevent>`
Properties Properties
---------- ----------
+1 -1
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@@ -21,7 +21,7 @@ Manages all :ref:`InputEventAction<class_InputEventAction>` which can be created
Tutorials Tutorials
--------- ---------
- `#inputmap <../tutorials/inputs/inputevent.html#inputmap>`_ in :doc:`../tutorials/inputs/inputevent` - `InputEvent: InputMap <../tutorials/inputs/inputevent.html#inputmap>`__
Methods Methods
------- -------
+2 -2
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@@ -18,12 +18,12 @@ Description
The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
**Note:** This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See `Compiling for the Web <https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html>`__ in the documentation for more information. **Note:** This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See :doc:`Compiling for the Web <../development/compiling/compiling_for_web>` in the documentation for more information.
Tutorials Tutorials
--------- ---------
- `#calling-javascript-from-script <../tutorials/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../tutorials/export/exporting_for_web` - `Exporting for the Web: Calling JavaScript from script <../tutorials/export/exporting_for_web.html#calling-javascript-from-script>`__
Methods Methods
------- -------
+1 -1
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@@ -21,7 +21,7 @@ The JNISingleton is implemented only in the Android export. It's used to call me
Tutorials Tutorials
--------- ---------
- `#doc-android-plugin <../tutorials/platform/android/android_plugin.html#doc-android-plugin>`_ in :doc:`../tutorials/platform/android/android_plugin` - `Creating Android plugins <../tutorials/platform/android/android_plugin.html#doc-android-plugin>`__
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
+1 -1
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@@ -25,7 +25,7 @@ Casts light in a 2D environment. Light is defined by a (usually grayscale) textu
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/2d_lights_and_shadows` - :doc:`2D lights and shadows <../tutorials/2d/2d_lights_and_shadows>`
Properties Properties
---------- ----------
+1 -1
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@@ -23,7 +23,7 @@ Light3D is the *abstract* base class for light nodes. As it can't be instantiate
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/3d/lights_and_shadows` - :doc:`3D lights and shadows <../tutorials/3d/lights_and_shadows>`
- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__ - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
+1 -1
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@@ -21,7 +21,7 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be p
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/2d_lights_and_shadows` - :doc:`2D lights and shadows <../tutorials/2d/2d_lights_and_shadows>`
Properties Properties
---------- ----------
+1 -1
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@@ -21,7 +21,7 @@ Node used for displaying a :ref:`Mesh<class_Mesh>` in 2D. Can be constructed fro
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/2d_meshes` - :doc:`2D meshes <../tutorials/2d/2d_meshes>`
Properties Properties
---------- ----------
+2 -2
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@@ -27,9 +27,9 @@ Since instances may have any behavior, the AABB used for visibility must be prov
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/performance/vertex_animation/animating_thousands_of_fish` - :doc:`Animating thousands of fish with MultiMeshInstance <../tutorials/performance/vertex_animation/animating_thousands_of_fish>`
- :doc:`../tutorials/performance/using_multimesh` - :doc:`Optimization using MultiMeshes <../tutorials/performance/using_multimesh>`
Properties Properties
---------- ----------
+3 -3
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@@ -23,11 +23,11 @@ This is useful to optimize the rendering of a high amount of instances of a give
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/performance/vertex_animation/animating_thousands_of_fish` - :doc:`Animating thousands of fish with MultiMeshInstance <../tutorials/performance/vertex_animation/animating_thousands_of_fish>`
- :doc:`../tutorials/3d/using_multi_mesh_instance` - :doc:`Using MultiMeshInstance <../tutorials/3d/using_multi_mesh_instance>`
- :doc:`../tutorials/performance/using_multimesh` - :doc:`Optimization using MultiMeshes <../tutorials/performance/using_multimesh>`
Properties Properties
---------- ----------
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@@ -27,7 +27,7 @@ Manages the connection to multiplayer peers. Assigns unique IDs to each client c
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/networking/high_level_multiplayer` - :doc:`High-level multiplayer <../tutorials/networking/high_level_multiplayer>`
- `WebRTC Signaling Demo <https://godotengine.org/asset-library/asset/537>`__ - `WebRTC Signaling Demo <https://godotengine.org/asset-library/asset/537>`__
+1 -1
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@@ -21,7 +21,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/performance/using_multiple_threads` - :doc:`Using multiple threads <../tutorials/performance/using_multiple_threads>`
Methods Methods
------- -------
+1 -1
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@@ -43,7 +43,7 @@ Finally, when a node is freed with :ref:`Object.free<class_Object_method_free>`
Tutorials Tutorials
--------- ---------
- `Nodes and scenes <https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml>`__ - :doc:`Nodes and scenes <../getting_started/step_by_step/nodes_and_scenes>`
- `All Demos <https://github.com/godotengine/godot-demo-projects/>`__ - `All Demos <https://github.com/godotengine/godot-demo-projects/>`__
+1 -1
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@@ -23,7 +23,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/2d/custom_drawing_in_2d` - :doc:`Custom drawing in 2D <../tutorials/2d/custom_drawing_in_2d>`
- `All 2D Demos <https://github.com/godotengine/godot-demo-projects/tree/master/2d>`__ - `All 2D Demos <https://github.com/godotengine/godot-demo-projects/tree/master/2d>`__
+1 -1
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@@ -27,7 +27,7 @@ Affine operations (rotate, scale, translate) happen in parent's local coordinate
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/3d/introduction_to_3d` - :doc:`Introduction to 3D <../tutorials/3d/introduction_to_3d>`
- `All 3D Demos <https://github.com/godotengine/godot-demo-projects/tree/master/3d>`__ - `All 3D Demos <https://github.com/godotengine/godot-demo-projects/tree/master/3d>`__
+3 -3
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@@ -56,7 +56,7 @@ Objects also receive notifications. Notifications are a simple way to notify the
Tutorials Tutorials
--------- ---------
- :doc:`../tutorials/best_practices/node_alternatives` - :doc:`When and how to avoid using nodes for everything <../tutorials/best_practices/node_alternatives>`
Methods Methods
------- -------
@@ -871,7 +871,7 @@ Translates a message using translation catalogs configured in the Project Settin
Only works if message translation is enabled (which it is by default), otherwise it returns the ``message`` unchanged. See :ref:`set_message_translation<class_Object_method_set_message_translation>`. Only works if message translation is enabled (which it is by default), otherwise it returns the ``message`` unchanged. See :ref:`set_message_translation<class_Object_method_set_message_translation>`.
See `Internationalizing games <https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html>`__ for examples of the usage of this method. See :doc:`Internationalizing games <../tutorials/i18n/internationalizing_games>` for examples of the usage of this method.
---- ----
@@ -887,7 +887,7 @@ The number ``n`` is the number or quantity of the plural object. It will be used
**Note:** Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use :ref:`tr<class_Object_method_tr>`. **Note:** Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use :ref:`tr<class_Object_method_tr>`.
See `Localization using gettext <https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html>`__ for examples of the usage of this method. See :doc:`Localization using gettext <../tutorials/i18n/localization_using_gettext>` for examples of the usage of this method.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`

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