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Fix miscellaneous oddities around the class reference (part 7)

This commit is contained in:
Micky
2025-11-27 22:40:32 +01:00
parent 3a97723ff2
commit 4dec66859e
38 changed files with 93 additions and 94 deletions

View File

@@ -84,7 +84,7 @@
If this glTF node has a skin, the index of the [GLTFSkin] in the [GLTFState] that describes the skin's properties. If -1, this node does not have a skin.
</member>
<member name="visible" type="bool" setter="set_visible" getter="get_visible" default="true">
If [code]true[/code], the GLTF node is visible. If [code]false[/code], the GLTF node is not visible. This is translated to the [member Node3D.visible] property in the Godot scene, and is exported to [code]KHR_node_visibility[/code] when [code]false[/code].
If [code]true[/code], the GLTF node is visible. If [code]false[/code], the GLTF node is not visible. This is converted to the [member Node3D.visible] property in the Godot scene, and is exported to [code]KHR_node_visibility[/code] when [code]false[/code].
</member>
<member name="xform" type="Transform3D" setter="set_xform" getter="get_xform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
The transform of the glTF node relative to its parent. This property is usually unused since the position, rotation, and scale properties are preferred.