From cb7fe2c7936fa52fb95e6f8a8e7927a4f41030a6 Mon Sep 17 00:00:00 2001
From: Rémi Verschelde
Date: Tue, 10 Apr 2018 10:12:42 +0200
Subject: doc: Sync classref with current source
---
doc/classes/ARVRServer.xml | 30 ++++++
doc/classes/AnimationPlayer.xml | 1 -
doc/classes/Array.xml | 5 +-
doc/classes/AudioServer.xml | 20 ++++
doc/classes/Camera.xml | 4 +-
doc/classes/CanvasLayer.xml | 6 +-
doc/classes/Control.xml | 6 ++
doc/classes/Dictionary.xml | 2 +
doc/classes/EditorPlugin.xml | 22 ++++
doc/classes/File.xml | 4 +-
doc/classes/Image.xml | 78 ++++++++------
doc/classes/Input.xml | 2 +-
doc/classes/ItemList.xml | 22 ++++
doc/classes/MultiplayerAPI.xml | 131 +++++++++++++++++++++++
doc/classes/Navigation.xml | 2 +-
doc/classes/Node.xml | 4 +
doc/classes/OS.xml | 28 +++++
doc/classes/OptionButton.xml | 6 ++
doc/classes/PopupMenu.xml | 87 +++++++--------
doc/classes/SceneTree.xml | 4 +-
doc/classes/ScrollContainer.xml | 12 +++
doc/classes/TabContainer.xml | 16 +++
doc/classes/Tabs.xml | 16 +++
doc/classes/TextEdit.xml | 16 +++
doc/classes/TextureProgress.xml | 6 ++
doc/classes/TileSet.xml | 24 +++++
doc/classes/Vector2.xml | 2 +-
doc/classes/VideoPlayer.xml | 6 ++
doc/classes/WebSocketClient.xml | 4 +
modules/gdnative/doc_classes/GDNativeLibrary.xml | 8 +-
30 files changed, 475 insertions(+), 99 deletions(-)
create mode 100644 doc/classes/MultiplayerAPI.xml
diff --git a/doc/classes/ARVRServer.xml b/doc/classes/ARVRServer.xml
index 965fad196..3164d0c2c 100644
--- a/doc/classes/ARVRServer.xml
+++ b/doc/classes/ARVRServer.xml
@@ -36,6 +36,12 @@
Find an interface by its name. Say that you're making a game that uses specific capabilities of an AR/VR platform you can find the interface for that platform by name and initialize it.
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@@ -59,6 +65,30 @@
Returns a list of available interfaces with both id and name of the interface.
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diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index ed859169f..f3280e7a2 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -110,7 +110,6 @@
Get the actual playing speed of current animation or 0 if not playing. This speed is the [code]playback_speed[/code] property multiplied by [code]custom_speed[/code] argument specified when calling the [code]play[/code] method.
-
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 2e2176743..5f85751c1 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -131,8 +131,11 @@
+
+
- Returns a copy of this [code]Array[/code].
+ Returns a copy of the array.
+ If [code]deep[/code] is [code]true[/code], a deep copy is be performed: all nested arrays and dictionaries are duplicated and will not be shared with the original array. If [code]false[/code], a shallow copy is made and references to the original nested arrays and dictionaries are kept, so that modifying a sub-array or dictionary in the copy will also impact those referenced in the source array.
diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml
index 0be91427b..7b3ba632c 100644
--- a/doc/classes/AudioServer.xml
+++ b/doc/classes/AudioServer.xml
@@ -126,6 +126,18 @@
Returns the volume of the bus at index [code]bus_idx[/code] in dB.
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@@ -313,6 +325,14 @@
Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/code].
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diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml
index 9451ee959..1260b369f 100644
--- a/doc/classes/Camera.xml
+++ b/doc/classes/Camera.xml
@@ -14,8 +14,10 @@
+
+
- If this is the current Camera, remove it from being current. If it is inside the node tree, request to make the next Camera current, if any.
+ If this is the current Camera, remove it from being current. If it is inside the node tree and [code]enabled_next[/code] is [code]true[/true], request to make the next Camera current, if any.
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index b2b093882..3e4d1b29f 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -13,11 +13,11 @@
-
-
+
+
- Return the [World2D] used by this layer.
+ Returns the RID of the canvas used by this layer.
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 95e8622cf..4b6a9cca8 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -773,6 +773,10 @@
Sent when an open modal dialog closes. See [member show_modal].
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+
Show the system's arrow mouse cursor when the user hovers the node. Use with [method set_default_cursor_shape].
@@ -908,6 +912,8 @@
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+
Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/code], in the top left. Use it with one of the [code]anchor_*[/code] member variables, like [member anchor_left]. To change all 4 anchors at once, use [method set_anchors_preset].
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index d7118265f..3c1413b02 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -19,6 +19,8 @@
+
+
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 0a8d95d25..a98cbf031 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -102,6 +102,20 @@
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@@ -347,6 +361,14 @@
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diff --git a/doc/classes/File.xml b/doc/classes/File.xml
index 534323348..bd368e967 100644
--- a/doc/classes/File.xml
+++ b/doc/classes/File.xml
@@ -163,14 +163,14 @@
Returns a [String] saved in Pascal format from the file.
-
+
Returns the path as a [String] for the current open file.
-
+
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index c1bd8d34e..ea61aced8 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -67,6 +67,14 @@
Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats.
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@@ -436,109 +444,109 @@
- OpenGL texture format RED with a single component and a bitdepth of 8.
+ OpenGL texture format RED with a single component and a bitdepth of 8.
- OpenGL texture format RG with two components and a bitdepth of 8 for each.
+ OpenGL texture format RG with two components and a bitdepth of 8 for each.
- OpenGL texture format RGB with three components, each with a bitdepth of 8.
+ OpenGL texture format RGB with three components, each with a bitdepth of 8.
- OpenGL texture format RGBA with four components, each with a bitdepth of 8.
+ OpenGL texture format RGBA with four components, each with a bitdepth of 8.
- OpenGL texture format RGBA with four components, each with a bitdepth of 4.
+ OpenGL texture format RGBA with four components, each with a bitdepth of 4.
- OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha.
+ OpenGL texture format GL_RGB5_A1 where 5 bits of depth for each component of RGB and one bit for alpha.
- OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value.
+ OpenGL texture format GL_R32F where there's one component, a 32-bit floating-point value.
- OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values.
+ OpenGL texture format GL_RG32F where there are two components, each a 32-bit floating-point values.
- OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values.
+ OpenGL texture format GL_RGB32F where there are three components, each a 32-bit floating-point values.
- OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values.
+ OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point values.
- OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value.
+ OpenGL texture format GL_R32F where there's one component, a 16-bit "half-precision" floating-point value.
- OpenGL texture format GL_RG32F where there's two components, each a 16-bit "half-precision" floating-point value.
+ OpenGL texture format GL_RG32F where there's two components, each a 16-bit "half-precision" floating-point value.
- OpenGL texture format GL_RGB32F where there's three components, each a 16-bit "half-precision" floating-point value.
+ OpenGL texture format GL_RGB32F where there's three components, each a 16-bit "half-precision" floating-point value.
- OpenGL texture format GL_RGBA32F where there's four components, each a 16-bit "half-precision" floating-point value.
+ OpenGL texture format GL_RGBA32F where there's four components, each a 16-bit "half-precision" floating-point value.
- A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single exponent.
+ A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single exponent.
- The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha. More information can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression.
+ The S3TC texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha. More information can be found at https://www.khronos.org/opengl/wiki/S3_Texture_Compression.
- The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas.
+ The S3TC texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas.
- The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparency gradients than DXT3.
+ The S3TC texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparency gradients than DXT3.
- Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel. More information can be found here https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression.
+ Texture format that uses Red Green Texture Compression, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel. More information can be found here https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression.
- Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
+ Texture format that uses Red Green Texture Compression, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.
- Texture format that uses BPTC compression with unsigned normalized RGBA components. More information can be found at https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression.
+ Texture format that uses BPTC compression with unsigned normalized RGBA components. More information can be found at https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression.
- Texture format that uses BPTC compression with signed floating-point RGB components.
+ Texture format that uses BPTC compression with signed floating-point RGB components.
- Texture format that uses BPTC compression with unsigned floating-point RGB components.
+ Texture format that uses BPTC compression with unsigned floating-point RGB components.
- Texture format used on PowerVR-supported mobile platforms, uses 2 bit color depth with no alpha. More information on PVRTC can be found here https://en.wikipedia.org/wiki/PVRTC.
+ Texture format used on PowerVR-supported mobile platforms, uses 2 bit color depth with no alpha. More information on PVRTC can be found here https://en.wikipedia.org/wiki/PVRTC.
- Same as PVRTC2, but with an alpha component.
+ Same as PVRTC2, but with an alpha component.
- Similar to PVRTC2, but with 4 bit color depth and no alpha.
+ Similar to PVRTC2, but with 4 bit color depth and no alpha.
- Same as PVRTC4, but with an alpha component.
+ Same as PVRTC4, but with an alpha component.
- Ericsson Texture Compression format, also referred to as 'ETC1', and is part of the OpenGL ES graphics standard. An overview of the format is given at https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1.
+ Ericsson Texture Compression format, also referred to as 'ETC1', and is part of the OpenGL ES graphics standard. An overview of the format is given at https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1.
- Ericsson Texture Compression format 2 variant R11_EAC, which provides one channel of unsigned data.
+ Ericsson Texture Compression format 2 variant R11_EAC, which provides one channel of unsigned data.
- Ericsson Texture Compression format 2 variant SIGNED_R11_EAC, which provides one channel of signed data.
+ Ericsson Texture Compression format 2 variant SIGNED_R11_EAC, which provides one channel of signed data.
- Ericsson Texture Compression format 2 variant RG11_EAC, which provides two channels of unsigned data.
+ Ericsson Texture Compression format 2 variant RG11_EAC, which provides two channels of unsigned data.
- Ericsson Texture Compression format 2 variant SIGNED_RG11_EAC, which provides two channels of signed data.
+ Ericsson Texture Compression format 2 variant SIGNED_RG11_EAC, which provides two channels of signed data.
- Ericsson Texture Compression format 2 variant RGB8, which is a followup of ETC1 and compresses RGB888 data.
+ Ericsson Texture Compression format 2 variant RGB8, which is a followup of ETC1 and compresses RGB888 data.
- Ericsson Texture Compression format 2 variant RGBA8, which compresses RGBA8888 data with full alpha support.
+ Ericsson Texture Compression format 2 variant RGBA8, which compresses RGBA8888 data with full alpha support.
- Ericsson Texture Compression format 2 variant RGB8_PUNCHTHROUGH_ALPHA1, which compresses RGBA data to make alpha either fully transparent or fully opaque.
+ Ericsson Texture Compression format 2 variant RGB8_PUNCHTHROUGH_ALPHA1, which compresses RGBA data to make alpha either fully transparent or fully opaque.
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index f3bff5a14..f53790862 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -333,7 +333,7 @@
-
+
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 014788776..4539c3144 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -144,6 +144,12 @@
Returns the current vertical scroll bar for the List.
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@@ -180,6 +186,16 @@
Returns whether or not item at the specified index is currently selected.
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@@ -326,6 +342,12 @@
Ensure item at specified index is not selected.
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diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
new file mode 100644
index 000000000..591d71517
--- /dev/null
+++ b/doc/classes/MultiplayerAPI.xml
@@ -0,0 +1,131 @@
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diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml
index 40a3ab8b3..08f22d49d 100644
--- a/doc/classes/Navigation.xml
+++ b/doc/classes/Navigation.xml
@@ -100,7 +100,7 @@
- Defines which direction is up. By default this is [code](0, 1, 0)[/code], which is the world up direction.
+ Defines which direction is up. By default this is [code](0, 1, 0)[/code], which is the world up direction.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index ffc6b96ab..5d0f70bc5 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -762,9 +762,13 @@
+
+
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
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+
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index a98385f1d..20e141b4e 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -116,6 +116,20 @@
Returns the scancode of the given string (e.g. "Escape")
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@@ -391,6 +405,20 @@
If the project name is empty, [code]user://[/code] falls back to [code]res://[/code].
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diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index de6f60c38..995710617 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -194,6 +194,12 @@
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diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index bb58ee3d5..12bff4529 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -24,19 +24,6 @@
Add a new checkable item with text "label". An id can optionally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.
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- The same as [method add_check_item] but the inserted item will look as a radio button. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups.
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@@ -49,18 +36,6 @@
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@@ -77,21 +52,6 @@
created from the index. Note that checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.
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- The same as [method add_icon_check_item] but the inserted item will look as a radio button. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups.
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@@ -148,6 +108,31 @@
Add a new item with text "label". An id can optionally be provided, as well as an accelerator keybinding. If no id is provided, one will be created from the index.
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+ The same as [method add_check_item] but the inserted item will look as a radio button. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups.
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@@ -282,31 +267,31 @@
Return whether the item at index "idx" is checkable in some way, i.e., whether has a checkbox or radio button. Note that checkable items just display a checkmark or radio button, but don't have any built-in checking behavior and must be checked/unchecked manually.
-
+
- Return whether the item at index "idx" has radio-button-style checkability. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups.
+ Return whether the item at index "idx" is checked.
-
+
- Return whether the item at index "idx" is checked.
+ Return whether the item at index "idx" is disabled. When it is disabled it can't be selected, or its action invoked.
-
+
- Return whether the item at index "idx" is disabled. When it is disabled it can't be selected, or its action invoked.
+ Return whether the item at index "idx" has radio-button-style checkability. Remember this is just cosmetic and you have to add the logic for checking/unchecking items in radio groups.
@@ -506,6 +491,12 @@
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@@ -544,6 +535,10 @@
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diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 18d868cff..884661685 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -266,6 +266,8 @@
The root of the edited scene.
+
+
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals.
@@ -359,7 +361,7 @@
- Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.).
+ Emitted whenever the SceneTree hierarchy changed (children being moved or renamed, etc.).
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 79b70fec9..28fbdea58 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -13,6 +13,8 @@
+
+
The current horizontal scroll value.
@@ -26,6 +28,16 @@
If [code]true[/code], enables vertical scrolling.
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diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index 330487adf..11e94abc0 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -78,6 +78,12 @@
Returns the title of the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node, but this can be overridden with [method set_tab_title].
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@@ -120,11 +126,21 @@
Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default to the name of the indexed child node, but this can be overridden with [method set_tab_title].
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+
The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
+
+
The alignment of all tabs in the tab container. See the [code]ALIGN_*[/code] constants for details.
diff --git a/doc/classes/Tabs.xml b/doc/classes/Tabs.xml
index 615bc83c2..0d5f1f0ba 100644
--- a/doc/classes/Tabs.xml
+++ b/doc/classes/Tabs.xml
@@ -80,6 +80,12 @@
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@@ -129,10 +135,20 @@
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diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index 8a71cb205..76d94fbfb 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -130,6 +130,14 @@
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@@ -193,6 +201,14 @@
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diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml
index 18bd886b0..2ae4ef2cf 100644
--- a/doc/classes/TextureProgress.xml
+++ b/doc/classes/TextureProgress.xml
@@ -51,6 +51,12 @@
[Texture] that draws under the progress bar. The bar's background.
+
+
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+
+
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 10978970e..4e218f559 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -254,6 +254,14 @@
Return the texture offset of the tile.
+
+
+
+
+
+
+
+
@@ -410,6 +418,16 @@
Set the texture offset of the tile.
+
+
+
+
+
+
+
+
+
+
@@ -432,5 +450,11 @@
+
+
+
+
+
+
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index b293ec336..c9fc7d3fb 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -84,7 +84,7 @@
-
+
Returns the 2-dimensional analog of the cross product with [code]b[/code].
diff --git a/doc/classes/VideoPlayer.xml b/doc/classes/VideoPlayer.xml
index 48d09ccd9..d2639590a 100644
--- a/doc/classes/VideoPlayer.xml
+++ b/doc/classes/VideoPlayer.xml
@@ -72,6 +72,12 @@
+
+
+
+
+
+
diff --git a/doc/classes/WebSocketClient.xml b/doc/classes/WebSocketClient.xml
index 79313c90c..496baa578 100644
--- a/doc/classes/WebSocketClient.xml
+++ b/doc/classes/WebSocketClient.xml
@@ -28,6 +28,10 @@
+
+
+
+
diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml
index 308d8defc..754a6d251 100644
--- a/modules/gdnative/doc_classes/GDNativeLibrary.xml
+++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml
@@ -9,12 +9,6 @@
-
-
-
-
-
-
@@ -29,6 +23,8 @@
+
+
--
cgit v1.2.3-70-g09d2