Skip to content

Commit

Permalink
Deref Godot: doc/ part 5
Browse files Browse the repository at this point in the history
  • Loading branch information
mcdubhghlas committed Oct 11, 2024
1 parent 1778e07 commit abcc526
Show file tree
Hide file tree
Showing 7 changed files with 39 additions and 36 deletions.
38 changes: 19 additions & 19 deletions doc/classes/EditorSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
</brief_description>
<description>
Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor &gt; Editor Settings[/b] menu.
Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself.
Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Redot editor itself.
Accessing the settings can be done using the following methods, such as:
[codeblocks]
[gdscript]
Expand Down Expand Up @@ -189,7 +189,7 @@
[b]Warning:[/b] Enabling this setting can cause stuttering when running a project with a large amount of nodes (typically a few thousands of nodes or more), even if the editor window isn't focused. This is due to the remote scene tree being updated every second regardless of whether the editor is focused.
</member>
<member name="debugger/profile_native_calls" type="bool" setter="" getter="">
If [code]true[/code], enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further.
If [code]true[/code], enables collection of profiling data from non-GDScript Redot functions, such as engine class methods. Enabling this slows execution while profiling further.
</member>
<member name="debugger/profiler_frame_history_size" type="int" setter="" getter="">
The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates.
Expand Down Expand Up @@ -295,7 +295,7 @@
<member name="editors/3d/freelook/freelook_activation_modifier" type="int" setter="" getter="">
The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button).
[b]Note:[/b] Regardless of this setting, the freelook toggle keyboard shortcut ([kbd]Shift + F[/kbd] by default) is always available.
[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Redot will not see the modifier key as being pressed.
</member>
<member name="editors/3d/freelook/freelook_base_speed" type="float" setter="" getter="">
The base 3D freelook speed in units per second. This can be adjusted by using the mouse wheel while in freelook mode, or by holding down the "fast" or "slow" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, respectively).
Expand Down Expand Up @@ -359,11 +359,11 @@
<member name="editors/3d/navigation/navigation_scheme" type="int" setter="" getter="">
The navigation scheme preset to use in the 3D editor. Changing this setting will affect the mouse button and modifier controls used to navigate the 3D editor viewport.
All schemes can use [kbd]Mouse wheel[/kbd] to zoom.
- [b]Godot:[/b] [kbd]Middle mouse button[/kbd] to orbit. [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Ctrl + Shift + Middle mouse button[/kbd] to zoom.
- [b]Redot:[/b] [kbd]Middle mouse button[/kbd] to orbit. [kbd]Shift + Middle mouse button[/kbd] to pan. [kbd]Ctrl + Shift + Middle mouse button[/kbd] to zoom.
- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times faster. [kbd]Alt + Right mouse button[/kbd] to zoom.
- [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift + Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] to zoom.
See also [member editors/3d/navigation/orbit_mouse_button], [member editors/3d/navigation/pan_mouse_button], [member editors/3d/navigation/zoom_mouse_button], and [member editors/3d/freelook/freelook_navigation_scheme].
[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.
[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will be intercepted by the window manager when clicking a mouse button at the same time. This means Redot will not see the modifier key as being pressed.
</member>
<member name="editors/3d/navigation/orbit_mouse_button" type="int" setter="" getter="">
The mouse button that needs to be held down to orbit in the 3D editor viewport.
Expand Down Expand Up @@ -658,7 +658,7 @@
</member>
<member name="filesystem/external_programs/terminal_emulator" type="String" setter="" getter="">
The terminal emulator program to use when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. You can enter an absolute path to a program binary, or a path to a program that is present in the [code]PATH[/code] environment variable.
If left empty, Godot will use the default terminal emulator for the system:
If left empty, Redot will use the default terminal emulator for the system:
- [b]Windows:[/b] PowerShell
- [b]macOS:[/b] Terminal.app
- [b]Linux:[/b] The first terminal found on the system in this order: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm.
Expand All @@ -669,7 +669,7 @@
<member name="filesystem/external_programs/terminal_emulator_flags" type="String" setter="" getter="">
The command-line arguments to pass to the terminal emulator that is run when using [b]Open in Terminal[/b] context menu action in the FileSystem dock. See also [member filesystem/external_programs/terminal_emulator].
If left empty, the default flags are [code]{directory}[/code], which is replaced by the absolute path to the directory that is being opened in the terminal.
[b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, Godot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder.
[b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, Redot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder.
</member>
<member name="filesystem/external_programs/vector_image_editor" type="String" setter="" getter="">
The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.
Expand All @@ -696,12 +696,12 @@
To enable this feature for your specific project, use [member ProjectSettings.filesystem/import/blender/enabled].
</member>
<member name="filesystem/import/blender/rpc_port" type="int" setter="" getter="">
The port number used for Remote Procedure Call (RPC) communication with Godot's created process of the blender executable.
Setting this to 0 effectively disables communication with Godot and the blender process, making performance slower.
The port number used for Remote Procedure Call (RPC) communication with Redot's created process of the blender executable.
Setting this to 0 effectively disables communication with Redot and the blender process, making performance slower.
</member>
<member name="filesystem/import/blender/rpc_server_uptime" type="float" setter="" getter="">
The maximum idle uptime (in seconds) of the Blender process.
This prevents Godot from having to create a new process for each import within the given seconds.
This prevents Redot from having to create a new process for each import within the given seconds.
</member>
<member name="filesystem/import/fbx/fbx2gltf_path" type="String" setter="" getter="">
The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene files [code].fbx[/code] to glTF 2.0 format during import.
Expand Down Expand Up @@ -735,7 +735,7 @@
[b]Note:[/b] Input accumulation is [i]enabled[/i] by default.
</member>
<member name="interface/editor/accept_dialog_cancel_ok_buttons" type="int" setter="" getter="">
How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one.
How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Redot both on Windows and macOS/Linux and your Redot muscle memory is stronger than your OS specific one.
- [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows.
- [b]Cancel First[/b] forces the ordering Cancel/OK.
- [b]OK First[/b] forces the ordering OK/Cancel.
Expand Down Expand Up @@ -990,7 +990,7 @@
The corner radius to use for interface elements (in pixels). [code]0[/code] is square.
</member>
<member name="interface/theme/custom_theme" type="String" setter="" getter="">
The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format.
The custom theme resource to use for the editor. Must be a Redot theme resource in [code].tres[/code] or [code].res[/code] format.
</member>
<member name="interface/theme/draw_extra_borders" type="bool" setter="" getter="">
If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background.
Expand All @@ -1001,7 +1001,7 @@
<member name="interface/theme/icon_and_font_color" type="int" setter="" getter="">
The icon and font color scheme to use in the editor.
- [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color].
- [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in [url=https://github.com/godotengine/godot/blob/master/editor/themes/editor_theme_manager.cpp]this file[/url].
- [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in [url=https://github.com/redotengine/redot/blob/master/editor/themes/editor_theme_manager.cpp]this file[/url].
- [b]Light[/b] makes fonts and icons light (suitable for dark themes).
</member>
<member name="interface/theme/icon_saturation" type="float" setter="" getter="">
Expand Down Expand Up @@ -1043,27 +1043,27 @@
- [b]Check Newest Preview[/b] (default for preview versions) will check for the newest available development snapshot.
- [b]Check Newest Stable[/b] (default for stable versions) will check for the newest available stable version.
- [b]Check Newest Patch[/b] will check for the latest available stable version, but only within the same minor version. E.g. if your version is [code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/code], but not [code]4.4.stable[/code].
All update modes will ignore builds with different major versions (e.g. Godot 4 -&gt; Godot 5).
All update modes will ignore builds with different major versions (e.g. Redot 4 -&gt; Redot 5).
</member>
<member name="network/connection/network_mode" type="int" setter="" getter="">
Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library.
Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Redot website or third-party platforms hosting assets from the Asset Library.
</member>
<member name="network/debug/remote_host" type="String" setter="" getter="">
The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]).
</member>
<member name="network/debug/remote_port" type="int" setter="" getter="">
The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application.
The port to listen to when starting the remote debugger. Redot will try to use port numbers above the configured number if the configured number is already taken by another application.
</member>
<member name="network/http_proxy/host" type="String" setter="" getter="">
The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/port].
[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
</member>
<member name="network/http_proxy/port" type="int" setter="" getter="">
The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also [member network/http_proxy/host].
[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.
</member>
<member name="network/tls/editor_tls_certificates" type="String" setter="" getter="">
The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/redotengine/redot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
</member>
<member name="project_manager/default_renderer" type="String" setter="" getter="">
The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility".
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/EditorSpinSlider.xml
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSpinSlider" inherits="Range" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Godot editor's control for editing numeric values.
Redot editor's control for editing numeric values.
</brief_description>
<description>
This [Control] node is used in the editor's Inspector dock to allow editing of numeric values. Can be used with [EditorInspectorPlugin] to recreate the same behavior.
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/EditorUndoRedoManager.xml
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
- If the object is a built-in resource, use the scene from its path;
- If the object is external resource or anything else, use global history.
This guessing can sometimes yield false results, so you can provide a custom context object when creating an action.
[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses or plugins that don't need to integrate with the editor's undo history, use [UndoRedo] instead.
[EditorUndoRedoManager] is intended to be used by Redot editor plugins. You can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses or plugins that don't need to integrate with the editor's undo history, use [UndoRedo] instead.
The manager's API is mostly the same as in [UndoRedo], so you can refer to its documentation for more examples. The main difference is that [EditorUndoRedoManager] uses object + method name for actions, instead of [Callable].
</description>
<tutorials>
Expand Down
Loading

0 comments on commit abcc526

Please sign in to comment.