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Fix miscellaneous oddities around the class reference (part 6) #107536
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Fix miscellaneous oddities around the class reference (part 6) #107536
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| <members> | ||
| <member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting" default="1"> | ||
| The selected shadow casting flag. | ||
| The mode used to cast shadows from this instance. |
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Alternative which I am genuinely not sure.
| The mode used to cast shadows from this instance. | |
| The way in which this instance casts shadows. |
| <param index="0" name="file" type="String" /> | ||
| <description> | ||
| Returns file size in bytes, or [code]-1[/code] on error. | ||
| Returns the size of the file at the given path, in bytes, or [code]-1[/code] on error. |
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Yes, file is actually a file path. Put a pin on this.
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Maybe it should be changed to path, renaming argument is not breaking change.
| <description> | ||
| Creates a texture based on a native handle that was created outside of Godot's renderer. | ||
| [b]Note:[/b] If using only the rendering device renderer, it's recommend to use [method RenderingDevice.texture_create_from_extension] together with [method RenderingServer.texture_rd_create], rather than this method. It will give you much more control over the texture's format and usage. | ||
| [b]Note:[/b] If using only the rendering device renderer, it's recommend to use [method RenderingDevice.texture_create_from_extension] together with [method RenderingServer.texture_rd_create], rather than this method. This way, the texture's format and usage can be controlled more effectively. |
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The reason this was done is because the previous sentence is indirect (no "you"). But, alternatively:
| [b]Note:[/b] If using only the rendering device renderer, it's recommend to use [method RenderingDevice.texture_create_from_extension] together with [method RenderingServer.texture_rd_create], rather than this method. This way, the texture's format and usage can be controlled more effectively. | |
| [b]Note:[/b] If using only the rendering device renderer, it's recommend to use [method RenderingDevice.texture_create_from_extension] together with [method RenderingServer.texture_rd_create], rather than this method. You will be able to control the texture's format and usage more effectively. |
| </member> | ||
| <member name="threading/worker_pool/max_threads" type="int" setter="" getter="" default="-1"> | ||
| Maximum number of threads to be used by [WorkerThreadPool]. Value of [code]-1[/code] means [code]1[/code] on Web, or a number of [i]logical[/i] CPU cores available on other platforms (see [method OS.get_processor_count]). | ||
| Maximum number of threads to be used by [WorkerThreadPool]. On Web, a value of [code]-1[/code] means [code]1[/code]. On other platforms, it means all [i]logical[/i] CPU cores available (see [method OS.get_processor_count]). |
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Something about this still bothers me.
| </member> | ||
| <member name="rendering/textures/vram_compression/cache_gpu_compressor" type="bool" setter="" getter="" default="true"> | ||
| If [code]true[/code], the GPU texture compressor will cache the local RenderingDevice and its resources (shaders and pipelines), allowing for faster subsequent imports at a memory cost. | ||
| If [code]true[/code], the GPU texture compressor will cache the local RenderingDevice and its resources (shaders and pipelines), making subsequent imports faster at the cost of increased memory usage. |
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Maybe this was fine before? It was very succinct, maybe too much.
| [b]Note:[/b] If the [param callable]'s object is freed, the connection will be lost. | ||
| [b]Note:[/b] In GDScript, it is generally recommended to connect signals with [method Signal.connect] instead. | ||
| [b]Note:[/b] This operation (and all other signal related operations) is thread-safe. | ||
| [b]Note:[/b] This method, and all other signal-related methods, are thread-safe. |
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I genuinely don't think this note needs to exist, especially specifically only in Object.connect, but I digress.
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bruvzg
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GUI/TextServer related changes look good.
| <param index="0" name="file" type="String" /> | ||
| <description> | ||
| Returns file size in bytes, or [code]-1[/code] on error. | ||
| Returns the size of the file at the given path, in bytes, or [code]-1[/code] on error. |
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Maybe it should be changed to path, renaming argument is not breaking change.
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Needs rebase |
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Rebased.
I decided to not touch these here because the stalling for documentation PRs is maddening. |
Repiteo
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That's entirely fair. Given this is already a part 6, we won't have to worry about a lack of follow-ups
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Thanks! |
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😌 |
Continuation of #107143
This PR addressed yet yet another huge chunk of class reference oddities I remembered to note down for later while localizing the class reference. Some of these are clear typos, some are inconsistencies, some are just awkward.
Of particular note:
languageeverywherealpha channel" punnetwork/connection/network_modeto be somewhat less awkwardmove_to_centeris_pixel_opaqueget_dataandget_doubletab_close_pressedkeep_compressed_buffersizedescription aroundoversamplingpropertiescast_shadowto be more meaningfulxr/openxr/foveation_levelget_script_signal_listadd_user_signal[code]tags to TextServer'sstring_to_upper& similargetmethodsscreen_get_pixelclaiming it returns a whole screenshot and literally the entire [Color] typehorizontal_alignmentproperties, leading to duplicate translation stringsFor some of the descriptions affected, additional tweaks have been made to justify a whole translation string change.