@ringozz/godot 4.7.2-570 → 4.7.2-579

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (97) hide show
  1. package/gen/classes/AnimationNode.ts +1 -1
  2. package/gen/classes/AnimationNodeBlendSpace2D.ts +1 -1
  3. package/gen/classes/ArrayOccluder3D.ts +3 -2
  4. package/gen/classes/AudioStreamMP3.ts +1 -1
  5. package/gen/classes/AudioStreamOggVorbis.ts +1 -1
  6. package/gen/classes/AudioStreamWAV.ts +2 -2
  7. package/gen/classes/BitMap.ts +1 -1
  8. package/gen/classes/CPUParticles2D.ts +3 -3
  9. package/gen/classes/CPUParticles3D.ts +3 -3
  10. package/gen/classes/CSGPolygon3D.ts +2 -1
  11. package/gen/classes/CharFXTransform.ts +1 -1
  12. package/gen/classes/CodeEdit.ts +6 -6
  13. package/gen/classes/CodeHighlighter.ts +3 -3
  14. package/gen/classes/CollisionPolygon2D.ts +1 -1
  15. package/gen/classes/CollisionPolygon3D.ts +2 -2
  16. package/gen/classes/ColorPalette.ts +2 -1
  17. package/gen/classes/Compositor.ts +1 -1
  18. package/gen/classes/ConcavePolygonShape2D.ts +2 -1
  19. package/gen/classes/ConcavePolygonShape3D.ts +2 -1
  20. package/gen/classes/Control.ts +4 -4
  21. package/gen/classes/ConvexPolygonShape2D.ts +2 -1
  22. package/gen/classes/ConvexPolygonShape3D.ts +2 -1
  23. package/gen/classes/DPITexture.ts +1 -1
  24. package/gen/classes/FileDialog.ts +1 -1
  25. package/gen/classes/Font.ts +1 -1
  26. package/gen/classes/FontFile.ts +2 -2
  27. package/gen/classes/FontVariation.ts +4 -4
  28. package/gen/classes/GLTFAccessor.ts +2 -2
  29. package/gen/classes/GLTFMesh.ts +2 -2
  30. package/gen/classes/GLTFNode.ts +1 -1
  31. package/gen/classes/GLTFObjectModelProperty.ts +2 -2
  32. package/gen/classes/GLTFSkeleton.ts +4 -4
  33. package/gen/classes/GLTFSkin.ts +7 -7
  34. package/gen/classes/GLTFState.ts +19 -19
  35. package/gen/classes/Gradient.ts +2 -2
  36. package/gen/classes/GraphEdit.ts +2 -2
  37. package/gen/classes/HeightMapShape3D.ts +1 -1
  38. package/gen/classes/Image.ts +1 -1
  39. package/gen/classes/Label.ts +2 -2
  40. package/gen/classes/Label3D.ts +1 -1
  41. package/gen/classes/LightmapGIData.ts +5 -5
  42. package/gen/classes/Line2D.ts +1 -1
  43. package/gen/classes/LineEdit.ts +1 -1
  44. package/gen/classes/LinkButton.ts +1 -1
  45. package/gen/classes/MultiMesh.ts +6 -6
  46. package/gen/classes/NavigationMesh.ts +2 -2
  47. package/gen/classes/NavigationMeshSourceGeometryData2D.ts +3 -3
  48. package/gen/classes/NavigationMeshSourceGeometryData3D.ts +3 -3
  49. package/gen/classes/NavigationObstacle2D.ts +1 -1
  50. package/gen/classes/NavigationObstacle3D.ts +1 -1
  51. package/gen/classes/NavigationPathQueryParameters2D.ts +2 -2
  52. package/gen/classes/NavigationPathQueryParameters3D.ts +2 -2
  53. package/gen/classes/NavigationPathQueryResult2D.ts +5 -4
  54. package/gen/classes/NavigationPathQueryResult3D.ts +5 -4
  55. package/gen/classes/NavigationPolygon.ts +3 -3
  56. package/gen/classes/OccluderPolygon2D.ts +2 -1
  57. package/gen/classes/OggPacketSequence.ts +2 -2
  58. package/gen/classes/OpenXRAction.ts +1 -1
  59. package/gen/classes/OpenXRActionMap.ts +2 -2
  60. package/gen/classes/OpenXRActionSet.ts +1 -1
  61. package/gen/classes/OpenXRIPBinding.ts +2 -2
  62. package/gen/classes/OpenXRInteractionProfile.ts +2 -2
  63. package/gen/classes/PhysicsPointQueryParameters2D.ts +1 -1
  64. package/gen/classes/PhysicsPointQueryParameters3D.ts +1 -1
  65. package/gen/classes/PhysicsRayQueryParameters2D.ts +1 -1
  66. package/gen/classes/PhysicsRayQueryParameters3D.ts +1 -1
  67. package/gen/classes/PhysicsShapeQueryParameters2D.ts +1 -1
  68. package/gen/classes/PhysicsShapeQueryParameters3D.ts +1 -1
  69. package/gen/classes/PhysicsTestMotionParameters2D.ts +2 -2
  70. package/gen/classes/PhysicsTestMotionParameters3D.ts +2 -2
  71. package/gen/classes/Polygon2D.ts +5 -5
  72. package/gen/classes/PolygonOccluder3D.ts +2 -1
  73. package/gen/classes/PolygonPathFinder.ts +1 -1
  74. package/gen/classes/RDFramebufferPass.ts +4 -4
  75. package/gen/classes/RDPipelineColorBlendState.ts +1 -1
  76. package/gen/classes/RDPipelineMultisampleState.ts +1 -1
  77. package/gen/classes/RDPipelineShader.ts +1 -1
  78. package/gen/classes/RDShaderSPIRV.ts +10 -10
  79. package/gen/classes/ResourcePreloader.ts +1 -1
  80. package/gen/classes/RichTextLabel.ts +3 -3
  81. package/gen/classes/Shortcut.ts +1 -1
  82. package/gen/classes/SplitContainer.ts +1 -1
  83. package/gen/classes/SpriteFrames.ts +1 -1
  84. package/gen/classes/StreamPeerBuffer.ts +1 -1
  85. package/gen/classes/SystemFont.ts +1 -1
  86. package/gen/classes/TextEdit.ts +1 -1
  87. package/gen/classes/TextMesh.ts +1 -1
  88. package/gen/classes/TileMapLayer.ts +1 -1
  89. package/gen/classes/Translation.ts +1 -1
  90. package/gen/classes/VisualShaderNode.ts +2 -2
  91. package/gen/classes/VisualShaderNodeFrame.ts +1 -1
  92. package/gen/classes/VisualShaderNodeIntParameter.ts +1 -1
  93. package/gen/classes/WebSocketMultiplayerPeer.ts +2 -2
  94. package/gen/classes/WebSocketPeer.ts +2 -2
  95. package/gen/classes/Window.ts +1 -1
  96. package/gen/classes/XRFaceTracker.ts +1 -1
  97. package/package.json +4 -4
@@ -107,7 +107,7 @@ export class AnimationNode extends Resource {
107
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  set filterEnabled(v: boolean) { _C(this, 11390, v); }
108
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109
109
  get filters(): GodotArray { return _C(this, 1001) as GodotArray; }
110
- set filters(v: GodotArray) { _C(this, 1027, v); }
110
+ set filters(v: GodotArray | unknown[]) { _C(this, 1027, v); }
111
111
 
112
112
  /**
113
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  * Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes changes. The animation nodes that emit this signal are {@link AnimationNodeBlendSpace1D}, {@link AnimationNodeBlendSpace2D}, {@link AnimationNodeStateMachine}, {@link AnimationNodeBlendTree} and {@link AnimationNodeTransition}.
@@ -97,7 +97,7 @@ export class AnimationNodeBlendSpace2D extends AnimationRootNode {
97
97
  set autoTriangles(v: boolean) { _C(this, 10583, v); }
98
98
 
99
99
  get triangles(): PackedInt32Array { return _C(this, 1015) as PackedInt32Array; }
100
- set triangles(v: PackedInt32Array) { _C(this, 1046, v); }
100
+ set triangles(v: PackedInt32Array | number[]) { _C(this, 1046, v); }
101
101
 
102
102
  /**
103
103
  * The blend space's X and Y axes' lower limit for the points' position. See {@link addBlendPoint}.
@@ -4,6 +4,7 @@
4
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  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Occluder3D } from './Occluder3D.ts';
6
6
  import type { PackedInt32Array, PackedVector3Array } from '../heap-types/index.ts';
7
+ import type { Vector3 } from '../value-types/index.ts';
7
8
 
8
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  /**
9
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  * {@link ArrayOccluder3D} stores an arbitrary 3D polygon shape that can be used by the engine's occlusion culling system. This is analogous to {@link ArrayMesh}, but for occluders.
@@ -22,14 +23,14 @@ export class ArrayOccluder3D extends Occluder3D {
22
23
  * **Note:** The occluder is always updated after setting this value. If creating occluders procedurally, consider using {@link setArrays} instead to avoid updating the occluder twice when it's created.
23
24
  */
24
25
  get vertices(): PackedVector3Array { return _C(this, 7068) as PackedVector3Array; }
25
- set vertices(v: PackedVector3Array) { _C(this, 13308, v); }
26
+ set vertices(v: PackedVector3Array | Vector3[]) { _C(this, 13308, v); }
26
27
 
27
28
  /**
28
29
  * The occluder's index position. Indices determine which points from the {@link vertices} array should be drawn, and in which order.
29
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  * **Note:** The occluder is always updated after setting this value. If creating occluders procedurally, consider using {@link setArrays} instead to avoid updating the occluder twice when it's created.
30
31
  */
31
32
  get indices(): PackedInt32Array { return _C(this, 5091) as PackedInt32Array; }
32
- set indices(v: PackedInt32Array) { _C(this, 11692, v); }
33
+ set indices(v: PackedInt32Array | number[]) { _C(this, 11692, v); }
33
34
 
34
35
  static readonly name = _R(83, ArrayOccluder3D);
35
36
  }
@@ -38,7 +38,7 @@ export class AudioStreamMP3 extends AudioStream {
38
38
  * ```
39
39
  */
40
40
  get data(): PackedByteArray { return _C(this, 4410) as PackedByteArray; }
41
- set data(v: PackedByteArray) { _C(this, 11034, v); }
41
+ set data(v: PackedByteArray | number[]) { _C(this, 11034, v); }
42
42
 
43
43
  /**
44
44
  * The tempo of the audio track, measured in beats per minute.
@@ -53,7 +53,7 @@ export class AudioStreamOggVorbis extends AudioStream {
53
53
  * **Note:** No tag is *guaranteed* to be present in every file, so make sure to account for the keys not always existing.
54
54
  */
55
55
  get tags(): GodotDictionary { return _C(this, 6689) as GodotDictionary; }
56
- set tags(v: GodotDictionary) { _C(this, 12990, v); }
56
+ set tags(v: GodotDictionary | Record<string, any>) { _C(this, 12990, v); }
57
57
 
58
58
  /**
59
59
  * If `true`, the stream will play again from the specified {@link loopOffset} once it reaches the end of the audio track, or once it reaches the end of the last beat according to the amount specified in {@link beatCount}. Useful for ambient sounds and background music.
@@ -55,7 +55,7 @@ export class AudioStreamWAV extends AudioStream {
55
55
  * **Note:** If {@link format} is set to {@link FORMAT_QOA}, this property expects data from a full QOA file.
56
56
  */
57
57
  get data(): PackedByteArray { return _C(this, 4410) as PackedByteArray; }
58
- set data(v: PackedByteArray) { _C(this, 11034, v); }
58
+ set data(v: PackedByteArray | number[]) { _C(this, 11034, v); }
59
59
 
60
60
  /**
61
61
  * Audio format.
@@ -102,7 +102,7 @@ export class AudioStreamWAV extends AudioStream {
102
102
  * **Note:** Only WAV files using a `LIST` chunk with an identifier of `INFO` to encode the tags are currently supported.
103
103
  */
104
104
  get tags(): GodotDictionary { return _C(this, 6689) as GodotDictionary; }
105
- set tags(v: GodotDictionary) { _C(this, 12990, v); }
105
+ set tags(v: GodotDictionary | Record<string, any>) { _C(this, 12990, v); }
106
106
 
107
107
  static readonly name = _R(143, AudioStreamWAV);
108
108
  }
@@ -88,7 +88,7 @@ export class BitMap extends Resource {
88
88
  opaqueToPolygons(rect: Rect2i, epsilon?: number /* = 2.0 */): GodotArray<PackedVector2Array> { return _C(this, 9188, rect, epsilon) as GodotArray<PackedVector2Array>; }
89
89
 
90
90
  get data(): GodotDictionary { return _C(this, 1000) as GodotDictionary; }
91
- set data(v: GodotDictionary) { _C(this, 1026, v); }
91
+ set data(v: GodotDictionary | Record<string, any>) { _C(this, 1026, v); }
92
92
 
93
93
  static readonly name = _R(148, BitMap);
94
94
  }
@@ -152,19 +152,19 @@ export class CPUParticles2D extends Node2D {
152
152
  * Sets the initial positions to spawn particles when using {@link EMISSION_SHAPE_POINTS} or {@link EMISSION_SHAPE_DIRECTED_POINTS}.
153
153
  */
154
154
  get emissionPoints(): PackedVector2Array { return _C(this, 4628) as PackedVector2Array; }
155
- set emissionPoints(v: PackedVector2Array) { _C(this, 11245, v); }
155
+ set emissionPoints(v: PackedVector2Array | Vector2[]) { _C(this, 11245, v); }
156
156
 
157
157
  /**
158
158
  * Sets the direction the particles will be emitted in when using {@link EMISSION_SHAPE_DIRECTED_POINTS}.
159
159
  */
160
160
  get emissionNormals(): PackedVector2Array { return _C(this, 4624) as PackedVector2Array; }
161
- set emissionNormals(v: PackedVector2Array) { _C(this, 11241, v); }
161
+ set emissionNormals(v: PackedVector2Array | Vector2[]) { _C(this, 11241, v); }
162
162
 
163
163
  /**
164
164
  * Sets the {@link Color}s to modulate particles by when using {@link EMISSION_SHAPE_POINTS} or {@link EMISSION_SHAPE_DIRECTED_POINTS}.
165
165
  */
166
166
  get emissionColors(): PackedColorArray { return _C(this, 4618) as PackedColorArray; }
167
- set emissionColors(v: PackedColorArray) { _C(this, 11235, v); }
167
+ set emissionColors(v: PackedColorArray | Color[]) { _C(this, 11235, v); }
168
168
 
169
169
  /**
170
170
  * The ring's inner radius if {@link emissionShape} is set to {@link EMISSION_SHAPE_RING}.
@@ -164,20 +164,20 @@ export class CPUParticles3D extends GeometryInstance3D {
164
164
  * Sets the initial positions to spawn particles when using {@link EMISSION_SHAPE_POINTS} or {@link EMISSION_SHAPE_DIRECTED_POINTS}.
165
165
  */
166
166
  get emissionPoints(): PackedVector3Array { return _C(this, 4628) as PackedVector3Array; }
167
- set emissionPoints(v: PackedVector3Array) { _C(this, 11245, v); }
167
+ set emissionPoints(v: PackedVector3Array | Vector3[]) { _C(this, 11245, v); }
168
168
 
169
169
  /**
170
170
  * Sets the direction the particles will be emitted in when using {@link EMISSION_SHAPE_DIRECTED_POINTS}.
171
171
  */
172
172
  get emissionNormals(): PackedVector3Array { return _C(this, 4624) as PackedVector3Array; }
173
- set emissionNormals(v: PackedVector3Array) { _C(this, 11241, v); }
173
+ set emissionNormals(v: PackedVector3Array | Vector3[]) { _C(this, 11241, v); }
174
174
 
175
175
  /**
176
176
  * Sets the {@link Color}s to modulate particles by when using {@link EMISSION_SHAPE_POINTS} or {@link EMISSION_SHAPE_DIRECTED_POINTS}.
177
177
  * **Note:** {@link emissionColors} multiplies the particle mesh's vertex colors. To have a visible effect on a {@link BaseMaterial3D}, {@link BaseMaterial3D.vertexColorUseAsAlbedo} *must* be `true`. For a {@link ShaderMaterial}, `ALBEDO *= COLOR.rgb;` must be inserted in the shader's `fragment()` function. Otherwise, {@link emissionColors} will have no visible effect.
178
178
  */
179
179
  get emissionColors(): PackedColorArray { return _C(this, 4618) as PackedColorArray; }
180
- set emissionColors(v: PackedColorArray) { _C(this, 11235, v); }
180
+ set emissionColors(v: PackedColorArray | Color[]) { _C(this, 11235, v); }
181
181
 
182
182
  /**
183
183
  * The axis of the ring when using the emitter {@link EMISSION_SHAPE_RING}.
@@ -4,6 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { CSGPrimitive3D } from './CSGPrimitive3D.ts';
6
6
  import type { NodePath, PackedVector2Array } from '../heap-types/index.ts';
7
+ import type { Vector2 } from '../value-types/index.ts';
7
8
  import type { Material } from './Material.ts';
8
9
 
9
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  /**
@@ -18,7 +19,7 @@ export class CSGPolygon3D extends CSGPrimitive3D {
18
19
  * **Note:** If only 1 or 2 points are defined in {@link polygon}, no mesh will be generated.
19
20
  */
20
21
  get polygon(): PackedVector2Array { return _C(this, 5962) as PackedVector2Array; }
21
- set polygon(v: PackedVector2Array) { _C(this, 12373, v); }
22
+ set polygon(v: PackedVector2Array | Vector2[]) { _C(this, 12373, v); }
22
23
 
23
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  /**
24
25
  * The {@link mode} used to extrude the {@link polygon}.
@@ -68,7 +68,7 @@ export class CharFXTransform extends RefCounted {
68
68
  * ```
69
69
  */
70
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  get env(): GodotDictionary { return _C(this, 4678) as GodotDictionary; }
71
- set env(v: GodotDictionary) { _C(this, 11301, v); }
71
+ set env(v: GodotDictionary | Record<string, any>) { _C(this, 11301, v); }
72
72
 
73
73
  /**
74
74
  * Glyph index specific to the {@link font}. If you want to replace this glyph, use {@link TextServer.fontGetGlyphIndex} with {@link font} to get a new glyph index for a single character.
@@ -402,7 +402,7 @@ export class CodeEdit extends TextEdit {
402
402
  * Draws vertical lines at the provided columns. The first entry is considered a main hard guideline and is drawn more prominently.
403
403
  */
404
404
  get lineLengthGuidelines(): GodotArray<number> { return _C(this, 5363) as GodotArray<number>; }
405
- set lineLengthGuidelines(v: GodotArray<number>) { _C(this, 11925, v); }
405
+ set lineLengthGuidelines(v: GodotArray<number> | number[]) { _C(this, 11925, v); }
406
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407
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  /**
408
408
  * If `true`, breakpoints are drawn in the gutter. This gutter is shared with bookmarks and executing lines. Clicking the gutter will toggle the breakpoint for the line, see {@link setLineAsBreakpoint}.
@@ -450,13 +450,13 @@ export class CodeEdit extends TextEdit {
450
450
  * Sets the string delimiters. All existing string delimiters will be removed.
451
451
  */
452
452
  get delimiterStrings(): GodotArray<string> { return _C(this, 6575) as GodotArray<string>; }
453
- set delimiterStrings(v: GodotArray<string>) { _C(this, 12912, v); }
453
+ set delimiterStrings(v: GodotArray<string> | string[]) { _C(this, 12912, v); }
454
454
 
455
455
  /**
456
456
  * Sets the comment delimiters. All existing comment delimiters will be removed.
457
457
  */
458
458
  get delimiterComments(): GodotArray<string> { return _C(this, 4245) as GodotArray<string>; }
459
- set delimiterComments(v: GodotArray<string>) { _C(this, 10927, v); }
459
+ set delimiterComments(v: GodotArray<string> | string[]) { _C(this, 10927, v); }
460
460
 
461
461
  /**
462
462
  * If `true`, the {@link ProjectSettings.input/uiTextCompletionQuery} action requests code completion. To handle it, see {@link _requestCodeCompletion} or {@link code_completion_requested}.
@@ -468,7 +468,7 @@ export class CodeEdit extends TextEdit {
468
468
  * Sets prefixes that will trigger code completion.
469
469
  */
470
470
  get codeCompletionPrefixes(): GodotArray<string> { return _C(this, 4184) as GodotArray<string>; }
471
- set codeCompletionPrefixes(v: GodotArray<string>) { _C(this, 10876, v); }
471
+ set codeCompletionPrefixes(v: GodotArray<string> | string[]) { _C(this, 10876, v); }
472
472
 
473
473
  /**
474
474
  * Size of the tabulation indent (one `Tab` press) in characters. If {@link indentUseSpaces} is enabled the number of spaces to use.
@@ -492,7 +492,7 @@ export class CodeEdit extends TextEdit {
492
492
  * Prefixes to trigger an automatic indent. Used when {@link indentAutomatic} is set to `true`.
493
493
  */
494
494
  get indentAutomaticPrefixes(): GodotArray<string> { return _C(this, 3838) as GodotArray<string>; }
495
- set indentAutomaticPrefixes(v: GodotArray<string>) { _C(this, 10579, v); }
495
+ set indentAutomaticPrefixes(v: GodotArray<string> | string[]) { _C(this, 10579, v); }
496
496
 
497
497
  /**
498
498
  * If `true`, uses {@link autoBraceCompletionPairs} to automatically insert the closing brace when the opening brace is inserted by typing or autocompletion. Also automatically removes the closing brace when using backspace on the opening brace.
@@ -510,7 +510,7 @@ export class CodeEdit extends TextEdit {
510
510
  * Sets the brace pairs to be autocompleted. For each entry in the dictionary, the key is the opening brace and the value is the closing brace that matches it. A brace is a {@link String} made of symbols. See {@link autoBraceCompletionEnabled} and {@link autoBraceCompletionHighlightMatching}.
511
511
  */
512
512
  get autoBraceCompletionPairs(): GodotDictionary { return _C(this, 3827) as GodotDictionary; }
513
- set autoBraceCompletionPairs(v: GodotDictionary) { _C(this, 10564, v); }
513
+ set autoBraceCompletionPairs(v: GodotDictionary | Record<string, any>) { _C(this, 10564, v); }
514
514
 
515
515
  /**
516
516
  * Emitted when a breakpoint is added or removed from a line. If the line is removed via backspace, a signal is emitted at the old line.
@@ -114,19 +114,19 @@ export class CodeHighlighter extends SyntaxHighlighter {
114
114
  * Sets the keyword colors. All existing keywords will be removed. The {@link Dictionary} key is the keyword. The value is the keyword color.
115
115
  */
116
116
  get keywordColors(): GodotDictionary { return _C(this, 5296) as GodotDictionary; }
117
- set keywordColors(v: GodotDictionary) { _C(this, 11869, v); }
117
+ set keywordColors(v: GodotDictionary | Record<string, any>) { _C(this, 11869, v); }
118
118
 
119
119
  /**
120
120
  * Sets the member keyword colors. All existing member keyword will be removed. The {@link Dictionary} key is the member keyword. The value is the member keyword color.
121
121
  */
122
122
  get memberKeywordColors(): GodotDictionary { return _C(this, 5498) as GodotDictionary; }
123
- set memberKeywordColors(v: GodotDictionary) { _C(this, 12017, v); }
123
+ set memberKeywordColors(v: GodotDictionary | Record<string, any>) { _C(this, 12017, v); }
124
124
 
125
125
  /**
126
126
  * Sets the color regions. All existing regions will be removed. The {@link Dictionary} key is the region start and end key, separated by a space. The value is the region color.
127
127
  */
128
128
  get colorRegions(): GodotDictionary { return _C(this, 4229) as GodotDictionary; }
129
- set colorRegions(v: GodotDictionary) { _C(this, 10913, v); }
129
+ set colorRegions(v: GodotDictionary | Record<string, any>) { _C(this, 10913, v); }
130
130
 
131
131
  static readonly name = _R(201, CodeHighlighter);
132
132
  }
@@ -24,7 +24,7 @@ export class CollisionPolygon2D extends Node2D {
24
24
  * **Note:** The returned vertices are in the local coordinate space of the given {@link CollisionPolygon2D}.
25
25
  */
26
26
  get polygon(): PackedVector2Array { return _C(this, 5962) as PackedVector2Array; }
27
- set polygon(v: PackedVector2Array) { _C(this, 12373, v); }
27
+ set polygon(v: PackedVector2Array | Vector2[]) { _C(this, 12373, v); }
28
28
 
29
29
  /**
30
30
  * If `true`, no collisions will be detected. This property should be changed with {@link Object.setDeferred}.
@@ -4,7 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Node3D } from './Node3D.ts';
6
6
  import type { PackedVector2Array } from '../heap-types/index.ts';
7
- import type { Color } from '../value-types/index.ts';
7
+ import type { Color, Vector2 } from '../value-types/index.ts';
8
8
 
9
9
  /**
10
10
  * A node that provides a thickened polygon shape (a prism) to a {@link CollisionObject3D} parent and allows it to be edited. The polygon can be concave or convex. This can give a detection shape to an {@link Area3D} or turn a {@link PhysicsBody3D} into a solid object.
@@ -29,7 +29,7 @@ export class CollisionPolygon3D extends Node3D {
29
29
  * Array of vertices which define the 2D polygon in the local XY plane.
30
30
  */
31
31
  get polygon(): PackedVector2Array { return _C(this, 5962) as PackedVector2Array; }
32
- set polygon(v: PackedVector2Array) { _C(this, 12373, v); }
32
+ set polygon(v: PackedVector2Array | Vector2[]) { _C(this, 12373, v); }
33
33
 
34
34
  /**
35
35
  * The collision margin for the generated {@link Shape3D}. See {@link Shape3D.margin} for more details.
@@ -4,6 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Resource } from './Resource.ts';
6
6
  import type { PackedColorArray } from '../heap-types/index.ts';
7
+ import type { Color } from '../value-types/index.ts';
7
8
 
8
9
  /**
9
10
  * The {@link ColorPalette} resource is designed to store and manage a collection of colors. This resource is useful in scenarios where a predefined set of colors is required, such as for creating themes, designing user interfaces, or managing game assets. The built-in {@link ColorPicker} control can also make use of {@link ColorPalette} without additional code.
@@ -15,7 +16,7 @@ export class ColorPalette extends Resource {
15
16
  * A {@link PackedColorArray} containing the colors in the palette.
16
17
  */
17
18
  get colors(): PackedColorArray { return _C(this, 4232) as PackedColorArray; }
18
- set colors(v: PackedColorArray) { _C(this, 10914, v); }
19
+ set colors(v: PackedColorArray | Color[]) { _C(this, 10914, v); }
19
20
 
20
21
  static readonly name = _R(208, ColorPalette);
21
22
  }
@@ -16,7 +16,7 @@ export class Compositor extends Resource {
16
16
  * The custom {@link CompositorEffect}s that are applied during rendering of viewports using this compositor.
17
17
  */
18
18
  get compositorEffects(): GodotArray<CompositorEffect> { return _C(this, 4251) as GodotArray<CompositorEffect>; }
19
- set compositorEffects(v: GodotArray<CompositorEffect>) { _C(this, 10932, v); }
19
+ set compositorEffects(v: GodotArray<CompositorEffect> | CompositorEffect[]) { _C(this, 10932, v); }
20
20
 
21
21
  static readonly name = _R(212, Compositor);
22
22
  }
@@ -4,6 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Shape2D } from './Shape2D.ts';
6
6
  import type { PackedVector2Array } from '../heap-types/index.ts';
7
+ import type { Vector2 } from '../value-types/index.ts';
7
8
 
8
9
  /**
9
10
  * A 2D polyline shape, intended for use in physics. Used internally in {@link CollisionPolygon2D} when it's in {@link CollisionPolygon2D.BUILD_SEGMENTS} mode.
@@ -19,7 +20,7 @@ export class ConcavePolygonShape2D extends Shape2D {
19
20
  * The array of points that make up the {@link ConcavePolygonShape2D}'s line segments. The array (of length divisible by two) is naturally divided into pairs (one pair for each segment); each pair consists of the starting point of a segment and the endpoint of a segment.
20
21
  */
21
22
  get segments(): PackedVector2Array { return _C(this, 6318) as PackedVector2Array; }
22
- set segments(v: PackedVector2Array) { _C(this, 12683, v); }
23
+ set segments(v: PackedVector2Array | Vector2[]) { _C(this, 12683, v); }
23
24
 
24
25
  static readonly name = _R(220, ConcavePolygonShape2D);
25
26
  }
@@ -4,6 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Shape3D } from './Shape3D.ts';
6
6
  import type { PackedVector3Array } from '../heap-types/index.ts';
7
+ import type { Vector3 } from '../value-types/index.ts';
7
8
 
8
9
  /**
9
10
  * A 3D trimesh shape, intended for use in physics. Usually used to provide a shape for a {@link CollisionShape3D}.
@@ -16,7 +17,7 @@ export class ConcavePolygonShape3D extends Shape3D {
16
17
  constructor(name = 221) { super(name); }
17
18
 
18
19
  get data(): PackedVector3Array { return _C(this, 4736) as PackedVector3Array; }
19
- set data(v: PackedVector3Array) { _C(this, 11352, v); }
20
+ set data(v: PackedVector3Array | Vector3[]) { _C(this, 11352, v); }
20
21
 
21
22
  /**
22
23
  * If set to `true`, collisions occur on both sides of the concave shape faces. Otherwise they occur only along the face normals.
@@ -957,25 +957,25 @@ export class Control extends CanvasItem {
957
957
  * The paths to the nodes which are controlled by this node.
958
958
  */
959
959
  get accessibilityControlsNodes(): GodotArray<NodePath> { return _C(this, 3666) as GodotArray<NodePath>; }
960
- set accessibilityControlsNodes(v: GodotArray<NodePath>) { _C(this, 10405, v); }
960
+ set accessibilityControlsNodes(v: GodotArray<NodePath> | NodePath[]) { _C(this, 10405, v); }
961
961
 
962
962
  /**
963
963
  * The paths to the nodes which are describing this node.
964
964
  */
965
965
  get accessibilityDescribedByNodes(): GodotArray<NodePath> { return _C(this, 3667) as GodotArray<NodePath>; }
966
- set accessibilityDescribedByNodes(v: GodotArray<NodePath>) { _C(this, 10406, v); }
966
+ set accessibilityDescribedByNodes(v: GodotArray<NodePath> | NodePath[]) { _C(this, 10406, v); }
967
967
 
968
968
  /**
969
969
  * The paths to the nodes which label this node.
970
970
  */
971
971
  get accessibilityLabeledByNodes(): GodotArray<NodePath> { return _C(this, 3671) as GodotArray<NodePath>; }
972
- set accessibilityLabeledByNodes(v: GodotArray<NodePath>) { _C(this, 10409, v); }
972
+ set accessibilityLabeledByNodes(v: GodotArray<NodePath> | NodePath[]) { _C(this, 10409, v); }
973
973
 
974
974
  /**
975
975
  * The paths to the nodes which this node flows into.
976
976
  */
977
977
  get accessibilityFlowToNodes(): GodotArray<NodePath> { return _C(this, 3670) as GodotArray<NodePath>; }
978
- set accessibilityFlowToNodes(v: GodotArray<NodePath>) { _C(this, 10408, v); }
978
+ set accessibilityFlowToNodes(v: GodotArray<NodePath> | NodePath[]) { _C(this, 10408, v); }
979
979
 
980
980
  /**
981
981
  * The {@link Theme} resource this node and all its {@link Control} and {@link Window} children use. If a child node has its own {@link Theme} resource set, theme items are merged with child's definitions having higher priority.
@@ -4,6 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Shape2D } from './Shape2D.ts';
6
6
  import type { PackedVector2Array } from '../heap-types/index.ts';
7
+ import type { Vector2 } from '../value-types/index.ts';
7
8
 
8
9
  /**
9
10
  * A 2D convex polygon shape, intended for use in physics. Used internally in {@link CollisionPolygon2D} when it's in {@link CollisionPolygon2D.BUILD_SOLIDS} mode.
@@ -24,7 +25,7 @@ export class ConvexPolygonShape2D extends Shape2D {
24
25
  * **Warning:** Only set this property to a list of points that actually form a convex hull. Use {@link setPointCloud} to generate the convex hull of an arbitrary set of points.
25
26
  */
26
27
  get points(): PackedVector2Array { return _C(this, 5958) as PackedVector2Array; }
27
- set points(v: PackedVector2Array) { _C(this, 12369, v); }
28
+ set points(v: PackedVector2Array | Vector2[]) { _C(this, 12369, v); }
28
29
 
29
30
  static readonly name = _R(228, ConvexPolygonShape2D);
30
31
  }
@@ -4,6 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Shape3D } from './Shape3D.ts';
6
6
  import type { PackedVector3Array } from '../heap-types/index.ts';
7
+ import type { Vector3 } from '../value-types/index.ts';
7
8
 
8
9
  /**
9
10
  * A 3D convex polyhedron shape, intended for use in physics. Usually used to provide a shape for a {@link CollisionShape3D}.
@@ -18,7 +19,7 @@ export class ConvexPolygonShape3D extends Shape3D {
18
19
  * The list of 3D points forming the convex polygon shape.
19
20
  */
20
21
  get points(): PackedVector3Array { return _C(this, 5958) as PackedVector3Array; }
21
- set points(v: PackedVector3Array) { _C(this, 12369, v); }
22
+ set points(v: PackedVector3Array | Vector3[]) { _C(this, 12369, v); }
22
23
 
23
24
  static readonly name = _R(229, ConvexPolygonShape3D);
24
25
  }
@@ -67,7 +67,7 @@ export class DPITexture extends Texture2D {
67
67
  * If set, remaps texture colors according to {@link Color}-{@link Color} map.
68
68
  */
69
69
  get colorMap(): GodotDictionary { return _C(this, 4226) as GodotDictionary; }
70
- set colorMap(v: GodotDictionary) { _C(this, 10910, v); }
70
+ set colorMap(v: GodotDictionary | Record<string, any>) { _C(this, 10910, v); }
71
71
 
72
72
  static readonly name = _R(242, DPITexture);
73
73
  }
@@ -188,7 +188,7 @@ export class FileDialog extends ConfirmationDialog {
188
188
  * **Note:** Embedded file dialogs and Windows file dialogs support only file extensions, while Android, Linux, and macOS file dialogs also support MIME types.
189
189
  */
190
190
  get filters(): PackedStringArray { return _C(this, 4789) as PackedStringArray; }
191
- set filters(v: PackedStringArray) { _C(this, 11396, v); }
191
+ set filters(v: PackedStringArray | string[]) { _C(this, 11396, v); }
192
192
 
193
193
  /**
194
194
  * The filter for file names (case-insensitive). When set to a non-empty string, only files that contains the substring will be shown. {@link filenameFilter} can be edited by the user with the filter button at the top of the file dialog.
@@ -236,7 +236,7 @@ export class Font extends Resource {
236
236
  * If this array is empty in a {@link FontVariation}, the {@link FontVariation.baseFont}'s fallbacks are used instead.
237
237
  */
238
238
  get fallbacks(): GodotArray<Font> { return _C(this, 4757) as GodotArray<Font>; }
239
- set fallbacks(v: GodotArray<Font>) { _C(this, 11368, v); }
239
+ set fallbacks(v: GodotArray<Font> | Font[]) { _C(this, 11368, v); }
240
240
 
241
241
  static readonly name = _R(272, Font);
242
242
  }
@@ -380,7 +380,7 @@ export class FontFile extends Font {
380
380
  * Contents of the dynamic font source file.
381
381
  */
382
382
  get data(): PackedByteArray { return _C(this, 4410) as PackedByteArray; }
383
- set data(v: PackedByteArray) { _C(this, 11034, v); }
383
+ set data(v: PackedByteArray | number[]) { _C(this, 11034, v); }
384
384
 
385
385
  /**
386
386
  * If set to `true`, generate mipmaps for the font textures.
@@ -502,7 +502,7 @@ export class FontFile extends Font {
502
502
  * Font OpenType feature set override.
503
503
  */
504
504
  get opentypeFeatureOverrides(): GodotDictionary { return _C(this, 5723) as GodotDictionary; }
505
- set opentypeFeatureOverrides(v: GodotDictionary) { _C(this, 12190, v); }
505
+ set opentypeFeatureOverrides(v: GodotDictionary | Record<string, any>) { _C(this, 12190, v); }
506
506
 
507
507
  /**
508
508
  * If set to a positive value, overrides the oversampling factor of the viewport this font is used in. See {@link Viewport.oversampling}. This value doesn't override the {@link code skip-lint}oversampling[/code] parameter of {@link code skip-lint}draw_*[/code] methods.
@@ -4,7 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Font } from './Font.ts';
6
6
  import type { GodotDictionary, PackedColorArray } from '../heap-types/index.ts';
7
- import type { Transform2D } from '../value-types/index.ts';
7
+ import type { Color, Transform2D } from '../value-types/index.ts';
8
8
 
9
9
  /**
10
10
  * Provides OpenType variations, simulated bold / slant, and additional font settings like OpenType features and extra spacing.
@@ -49,7 +49,7 @@ export class FontVariation extends Font {
49
49
  * **Note:** To get available variation axes of a font, use {@link Font.getSupportedVariationList}.
50
50
  */
51
51
  get variationOpentype(): GodotDictionary { return _C(this, 7026) as GodotDictionary; }
52
- set variationOpentype(v: GodotDictionary) { _C(this, 13275, v); }
52
+ set variationOpentype(v: GodotDictionary | Record<string, any>) { _C(this, 13275, v); }
53
53
 
54
54
  /**
55
55
  * Active face index in the TrueType / OpenType collection file.
@@ -75,7 +75,7 @@ export class FontVariation extends Font {
75
75
  * A set of OpenType feature tags. More info: [OpenType feature tags](https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags).
76
76
  */
77
77
  get opentypeFeatures(): GodotDictionary { return _C(this, 5724) as GodotDictionary; }
78
- set opentypeFeatures(v: GodotDictionary) { _C(this, 12191, v); }
78
+ set opentypeFeatures(v: GodotDictionary | Record<string, any>) { _C(this, 12191, v); }
79
79
 
80
80
  /**
81
81
  * Extra spacing between graphical glyphs.
@@ -117,7 +117,7 @@ export class FontVariation extends Font {
117
117
  * An array of colors to override predefined palette. Use `Color(0, 0, 0, 0)`, to keep predefined palette color at specific position.
118
118
  */
119
119
  get paletteCustomColors(): PackedColorArray { return _C(this, 5797) as PackedColorArray; }
120
- set paletteCustomColors(v: PackedColorArray) { _C(this, 12238, v); }
120
+ set paletteCustomColors(v: PackedColorArray | Color[]) { _C(this, 12238, v); }
121
121
 
122
122
  static readonly name = _R(274, FontVariation);
123
123
  }
@@ -68,13 +68,13 @@ export class GLTFAccessor extends Resource {
68
68
  * Minimum value of each component in this accessor.
69
69
  */
70
70
  get min(): PackedFloat64Array { return _C(this, 5537) as PackedFloat64Array; }
71
- set min(v: PackedFloat64Array) { _C(this, 12048, v); }
71
+ set min(v: PackedFloat64Array | number[]) { _C(this, 12048, v); }
72
72
 
73
73
  /**
74
74
  * Maximum value of each component in this accessor.
75
75
  */
76
76
  get max(): PackedFloat64Array { return _C(this, 5456) as PackedFloat64Array; }
77
- set max(v: PackedFloat64Array) { _C(this, 11982, v); }
77
+ set max(v: PackedFloat64Array | number[]) { _C(this, 11982, v); }
78
78
 
79
79
  /**
80
80
  * Number of deviating accessor values stored in the sparse array.
@@ -41,13 +41,13 @@ export class GLTFMesh extends Resource {
41
41
  * An array of floats representing the blend weights of the mesh.
42
42
  */
43
43
  get blendWeights(): PackedFloat32Array { return _C(this, 3944) as PackedFloat32Array; }
44
- set blendWeights(v: PackedFloat32Array) { _C(this, 10688, v); }
44
+ set blendWeights(v: PackedFloat32Array | number[]) { _C(this, 10688, v); }
45
45
 
46
46
  /**
47
47
  * An array of Material objects representing the materials used in the mesh.
48
48
  */
49
49
  get instanceMaterials(): GodotArray<Material> { return _C(this, 5135) as GodotArray<Material>; }
50
- set instanceMaterials(v: GodotArray<Material>) { _C(this, 11728, v); }
50
+ set instanceMaterials(v: GodotArray<Material> | Material[]) { _C(this, 11728, v); }
51
51
 
52
52
  static readonly name = _R(287, GLTFMesh);
53
53
  }
@@ -107,7 +107,7 @@ export class GLTFNode extends Resource {
107
107
  * The indices of the child nodes in the {@link GLTFState}. If this glTF node has no children, this will be an empty array.
108
108
  */
109
109
  get children(): PackedInt32Array { return _C(this, 4148) as PackedInt32Array; }
110
- set children(v: PackedInt32Array) { _C(this, 10853, v); }
110
+ set children(v: PackedInt32Array | number[]) { _C(this, 10853, v); }
111
111
 
112
112
  /**
113
113
  * If this glTF node is a light, the index of the {@link GLTFLight} in the {@link GLTFState} that describes the light's properties. If -1, this node is not a light.
@@ -62,7 +62,7 @@ export class GLTFObjectModelProperty extends RefCounted {
62
62
  * In most cases {@link nodePaths} will only have one item, but in some cases a single glTF JSON pointer will map to multiple Godot properties. For example, a {@link GLTFCamera} or {@link GLTFLight} used on multiple glTF nodes will be represented by multiple Godot nodes.
63
63
  */
64
64
  get nodePaths(): GodotArray<NodePath> { return _C(this, 5656) as GodotArray<NodePath>; }
65
- set nodePaths(v: GodotArray<NodePath>) { _C(this, 12138, v); }
65
+ set nodePaths(v: GodotArray<NodePath> | NodePath[]) { _C(this, 12138, v); }
66
66
 
67
67
  /**
68
68
  * The type of data stored in the glTF file as defined by the object model. This is a superset of the available accessor types, and determines the accessor type.
@@ -74,7 +74,7 @@ export class GLTFObjectModelProperty extends RefCounted {
74
74
  * The glTF object model JSON pointers used to identify the property in the glTF object model. In most cases, there will be only one item in this array, but specific cases may require multiple pointers. The items are themselves arrays which represent the JSON pointer split into its components.
75
75
  */
76
76
  get jsonPointers(): GodotArray<PackedStringArray> { return _C(this, 5278) as GodotArray<PackedStringArray>; }
77
- set jsonPointers(v: GodotArray<PackedStringArray>) { _C(this, 11851, v); }
77
+ set jsonPointers(v: GodotArray<PackedStringArray> | PackedStringArray[]) { _C(this, 11851, v); }
78
78
 
79
79
  /**
80
80
  * The type of data stored in the Godot property. This is the type of the property that the {@link nodePaths} point to.
@@ -17,16 +17,16 @@ export class GLTFSkeleton extends Resource {
17
17
  getBoneAttachment(idx: number): BoneAttachment3D { return _C(this, 3958, idx) as BoneAttachment3D; }
18
18
 
19
19
  get joints(): PackedInt32Array { return _C(this, 5261) as PackedInt32Array; }
20
- set joints(v: PackedInt32Array) { _C(this, 11843, v); }
20
+ set joints(v: PackedInt32Array | number[]) { _C(this, 11843, v); }
21
21
 
22
22
  get roots(): PackedInt32Array { return _C(this, 6203) as PackedInt32Array; }
23
- set roots(v: PackedInt32Array) { _C(this, 12575, v); }
23
+ set roots(v: PackedInt32Array | number[]) { _C(this, 12575, v); }
24
24
 
25
25
  get uniqueNames(): GodotArray<string> { return _C(this, 6952) as GodotArray<string>; }
26
- set uniqueNames(v: GodotArray<string>) { _C(this, 13173, v); }
26
+ set uniqueNames(v: GodotArray<string> | string[]) { _C(this, 13173, v); }
27
27
 
28
28
  get godotBoneNode(): GodotDictionary { return _C(this, 4964) as GodotDictionary; }
29
- set godotBoneNode(v: GodotDictionary) { _C(this, 11547, v); }
29
+ set godotBoneNode(v: GodotDictionary | Record<string, any>) { _C(this, 11547, v); }
30
30
 
31
31
  static readonly name = _R(292, GLTFSkeleton);
32
32
  }
@@ -14,28 +14,28 @@ export class GLTFSkin extends Resource {
14
14
  set skinRoot(v: number) { _C(this, 12764, v); }
15
15
 
16
16
  get jointsOriginal(): PackedInt32Array { return _C(this, 5262) as PackedInt32Array; }
17
- set jointsOriginal(v: PackedInt32Array) { _C(this, 11844, v); }
17
+ set jointsOriginal(v: PackedInt32Array | number[]) { _C(this, 11844, v); }
18
18
 
19
19
  get inverseBinds(): GodotArray<Transform3D> { return _C(this, 5160) as GodotArray<Transform3D>; }
20
- set inverseBinds(v: GodotArray<Transform3D>) { _C(this, 11746, v); }
20
+ set inverseBinds(v: GodotArray<Transform3D> | Transform3D[]) { _C(this, 11746, v); }
21
21
 
22
22
  get joints(): PackedInt32Array { return _C(this, 5261) as PackedInt32Array; }
23
- set joints(v: PackedInt32Array) { _C(this, 11843, v); }
23
+ set joints(v: PackedInt32Array | number[]) { _C(this, 11843, v); }
24
24
 
25
25
  get nonJoints(): PackedInt32Array { return _C(this, 5672) as PackedInt32Array; }
26
- set nonJoints(v: PackedInt32Array) { _C(this, 12143, v); }
26
+ set nonJoints(v: PackedInt32Array | number[]) { _C(this, 12143, v); }
27
27
 
28
28
  get roots(): PackedInt32Array { return _C(this, 6203) as PackedInt32Array; }
29
- set roots(v: PackedInt32Array) { _C(this, 12575, v); }
29
+ set roots(v: PackedInt32Array | number[]) { _C(this, 12575, v); }
30
30
 
31
31
  get skeleton(): number { return _C(this, 6405) as number; }
32
32
  set skeleton(v: number) { _C(this, 12757, v); }
33
33
 
34
34
  get jointIToBoneI(): GodotDictionary { return _C(this, 5241) as GodotDictionary; }
35
- set jointIToBoneI(v: GodotDictionary) { _C(this, 11823, v); }
35
+ set jointIToBoneI(v: GodotDictionary | Record<string, any>) { _C(this, 11823, v); }
36
36
 
37
37
  get jointIToName(): GodotDictionary { return _C(this, 5242) as GodotDictionary; }
38
- set jointIToName(v: GodotDictionary) { _C(this, 11824, v); }
38
+ set jointIToName(v: GodotDictionary | Record<string, any>) { _C(this, 11824, v); }
39
39
 
40
40
  get godotSkin(): Skin { return _C(this, 4966) as Skin; }
41
41
  set godotSkin(v: Skin) { _C(this, 11548, v); }