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Deref Godot: doc/ part 1
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mcdubhghlas committed Oct 12, 2024
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2 changes: 1 addition & 1 deletion doc/Doxyfile
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Expand Up @@ -32,7 +32,7 @@ DOXYFILE_ENCODING = UTF-8
# title of most generated pages and in a few other places.
# The default value is: My Project.

PROJECT_NAME = Godot
PROJECT_NAME = Redot

# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
# could be handy for archiving the generated documentation or if some version
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18 changes: 9 additions & 9 deletions doc/classes/@GlobalScope.xml
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- 1.0: Linear
- Greater than 1.0 (exclusive): Ease in
[/codeblock]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url]
[url=https://raw.githubusercontent.com/redotengine/redot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url]
See also [method smoothstep]. If you need to perform more advanced transitions, use [method Tween.interpolate_value].
</description>
</method>
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<method name="printraw" qualifiers="vararg">
<description>
Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end.
[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output dock. The output sent to the OS terminal can be seen when running Godot from a terminal. On Windows, this requires using the [code]console.exe[/code] executable.
[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output dock. The output sent to the OS terminal can be seen when running Redot from a terminal. On Windows, this requires using the [code]console.exe[/code] executable.
[codeblocks]
[gdscript]
printraw("A")
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</method>
<method name="push_error" qualifiers="vararg">
<description>
Pushes an error message to Godot's built-in debugger and to the OS terminal.
Pushes an error message to Redot's built-in debugger and to the OS terminal.
[codeblocks]
[gdscript]
push_error("test error") # Prints "test error" to debugger and terminal as error call
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</method>
<method name="push_warning" qualifiers="vararg">
<description>
Pushes a warning message to Godot's built-in debugger and to the OS terminal.
Pushes a warning message to Redot's built-in debugger and to the OS terminal.
[codeblocks]
[gdscript]
push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call
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Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions.
[codeblocks]
[gdscript]
var my_seed = "Godot Rocks".hash()
var my_seed = "Redot Rocks".hash()
seed(my_seed)
var a = randf() + randi()
seed(my_seed)
var b = randf() + randi()
# a and b are now identical
[/gdscript]
[csharp]
ulong mySeed = (ulong)GD.Hash("Godot Rocks");
ulong mySeed = (ulong)GD.Hash("Redot Rocks");
GD.Seed(mySeed);
var a = GD.Randf() + GD.Randi();
GD.Seed(mySeed);
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smoothstep(0, 2, 2.0) # Returns 1.0
[/codeblock]
Compared to [method ease] with a curve value of [code]-1.6521[/code], [method smoothstep] returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use [Tween] or [AnimationPlayer].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_range.webp]Smoothstep() return values with positive, zero, and negative ranges[/url]
[url=https://raw.githubusercontent.com/redotengine/redot-docs/master/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url]
[url=https://raw.githubusercontent.com/redotengine/redot-docs/master/img/smoothstep_range.webp]Smoothstep() return values with positive, zero, and negative ranges[/url]
</description>
</method>
<method name="snapped">
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</constant>
<constant name="ERR_BUG" value="47" enum="Error">
Bug error, caused by an implementation issue in the method.
[b]Note:[/b] If a built-in method returns this code, please open an issue on [url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/url].
[b]Note:[/b] If a built-in method returns this code, please open an issue on [url=https://github.com/redot-engine/redot-engine/issues]the GitHub Issue Tracker[/url].
</constant>
<constant name="ERR_PRINTER_ON_FIRE" value="48" enum="Error">
Printer on fire error (This is an easter egg, no built-in methods return this error code).
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4 changes: 2 additions & 2 deletions doc/classes/AABB.xml
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Expand Up @@ -56,7 +56,7 @@
GD.Print(absolute.Size); // Prints (20, 10, 5)
[/csharp]
[/codeblocks]
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member size]'s components are greater than [code]0[/code].
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Redot assume that the [member size]'s components are greater than [code]0[/code].
</description>
</method>
<method name="encloses" qualifiers="const">
Expand Down Expand Up @@ -352,7 +352,7 @@
</member>
<member name="size" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
The bounding box's width, height, and depth starting from [member position]. Setting this value also affects the [member end] point.
[b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use [method abs].
[b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Redot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use [method abs].
</member>
</members>
<operators>
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2 changes: 1 addition & 1 deletion doc/classes/AStar3D.xml
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Expand Up @@ -4,7 +4,7 @@
An implementation of A* for finding the shortest path between two vertices on a connected graph in 3D space.
</brief_description>
<description>
A* (A star) is a computer algorithm used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A* implementation uses points in 3D space and Euclidean distances by default.
A* (A star) is a computer algorithm used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Redot's A* implementation uses points in 3D space and Euclidean distances by default.
You must add points manually with [method add_point] and create segments manually with [method connect_points]. Once done, you can test if there is a path between two points with the [method are_points_connected] function, get a path containing indices by [method get_id_path], or one containing actual coordinates with [method get_point_path].
It is also possible to use non-Euclidean distances. To do so, create a class that extends [AStar3D] and override methods [method _compute_cost] and [method _estimate_cost]. Both take two indices and return a length, as is shown in the following example.
[codeblocks]
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2 changes: 1 addition & 1 deletion doc/classes/ArrayMesh.xml
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Expand Up @@ -46,7 +46,7 @@
[/codeblocks]
The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.
See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural geometry generation.
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
<link title="Procedural geometry using the ArrayMesh">$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html</link>
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2 changes: 1 addition & 1 deletion doc/classes/AudioEffectRecord.xml
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Expand Up @@ -4,7 +4,7 @@
Audio effect used for recording the sound from an audio bus.
</brief_description>
<description>
Allows the user to record the sound from an audio bus into an [AudioStreamWAV]. When used on the "Master" audio bus, this includes all audio output by Godot.
Allows the user to record the sound from an audio bus into an [AudioStreamWAV]. When used on the "Master" audio bus, this includes all audio output by Redot.
Unlike [AudioEffectCapture], this effect encodes the recording with the given format (8-bit, 16-bit, or compressed) instead of giving access to the raw audio samples.
Can be used (with an [AudioStreamMicrophone]) to record from a microphone.
[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.
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4 changes: 2 additions & 2 deletions doc/classes/BaseMaterial3D.xml
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Expand Up @@ -166,7 +166,7 @@
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
Texture that specifies the per-pixel normal of the detail overlay. The [member detail_normal] texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member detail_normal] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0">
Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
Expand Down Expand Up @@ -290,7 +290,7 @@
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
Texture used to specify the normal at a given pixel. The [member normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member normal_texture] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
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2 changes: 1 addition & 1 deletion doc/classes/Basis.xml
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Expand Up @@ -8,7 +8,7 @@
A [Basis] is composed by 3 axis vectors, each representing a column of the matrix: [member x], [member y], and [member z]. The length of each axis ([method Vector3.length]) influences the basis's scale, while the direction of all axes influence the rotation. Usually, these axes are perpendicular to one another. However, when you rotate any axis individually, the basis becomes sheared. Applying a sheared basis to a 3D model will make the model appear distorted.
A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. A basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. A basis is [b]uniform[/b] if all axes share the same length (see [method get_scale]). A basis is [b]orthonormal[/b] if it is both orthogonal and normalized, which allows it to only represent rotations. A basis is [b]conformal[/b] if it is both orthogonal and uniform, which ensures it is not distorted.
For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial.
[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial.
[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial.
[b]Note:[/b] The basis matrices are exposed as [url=https://www.mindcontrol.org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is the same as OpenGL. However, they are stored internally in row-major order, which is the same as DirectX.
</description>
<tutorials>
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4 changes: 2 additions & 2 deletions doc/classes/CameraFeed.xml
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Expand Up @@ -4,8 +4,8 @@
A camera feed gives you access to a single physical camera attached to your device.
</brief_description>
<description>
A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer].
[b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
A camera feed gives you access to a single physical camera attached to your device. When enabled, Redot will start capturing frames from the camera which can then be used. See also [CameraServer].
[b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Redot does this automatically for you if you set the environment to show the camera image in the background.
</description>
<tutorials>
</tutorials>
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4 changes: 2 additions & 2 deletions doc/classes/CameraServer.xml
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@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraServer" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Server keeping track of different cameras accessible in Godot.
Server keeping track of different cameras accessible in Redot.
</brief_description>
<description>
The [CameraServer] keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone.
The [CameraServer] keeps track of different cameras accessible in Redot. These are external cameras such as webcams or the cameras on your phone.
It is notably used to provide AR modules with a video feed from the camera.
[b]Note:[/b] This class is currently only implemented on Linux, macOS, and iOS, on other platforms no [CameraFeed]s will be available. To get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required.
</description>
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2 changes: 1 addition & 1 deletion doc/classes/CanvasTexture.xml
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Expand Up @@ -16,7 +16,7 @@
</member>
<member name="normal_texture" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture">
The normal map texture to use. Only has a visible effect if [Light2D]s are affecting this [CanvasTexture].
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color(1, 1, 1, 1)">
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4 changes: 2 additions & 2 deletions doc/classes/CodeEdit.xml
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Expand Up @@ -624,7 +624,7 @@
Marks the option as a function.
</constant>
<constant name="KIND_SIGNAL" value="2" enum="CodeCompletionKind">
Marks the option as a Godot signal.
Marks the option as a Redot signal.
</constant>
<constant name="KIND_VARIABLE" value="3" enum="CodeCompletionKind">
Marks the option as a variable.
Expand All @@ -639,7 +639,7 @@
Marks the option as a constant.
</constant>
<constant name="KIND_NODE_PATH" value="7" enum="CodeCompletionKind">
Marks the option as a Godot node path.
Marks the option as a Redot node path.
</constant>
<constant name="KIND_FILE_PATH" value="8" enum="CodeCompletionKind">
Marks the option as a file path.
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