Commit 057ab800 authored by Andrew's avatar Andrew

Rework doc references for unminified foundry.js

parent 0193c0a6
......@@ -31,7 +31,7 @@ The Actors Collection
The Actor Class
===============
.. autoclass:: raw.Actor
.. autoclass:: foundry.Actor
:members:
.. autofunction:: Entity.create
......
......@@ -43,7 +43,7 @@ The Items Collection
The Item Class
==============
.. autoclass:: raw.Item
.. autoclass:: foundry.Item
:members:
.. autofunction:: Entity.create
......
......@@ -36,7 +36,7 @@ The Scenes Collection
The Scene Class
===============
.. autoclass:: raw.Scene
.. autoclass:: foundry.Scene
:members:
.. autofunction:: Entity.create
......
......@@ -29,13 +29,13 @@ This module allows for you to import a character from D&D Beyond and create a pl
This is extremely useful for players who use D&D Beyond as a campaign management tool as you can update existing
actors using data stored in D&D Beyond.
Roll20 OGL Importer
Roll20 NPC Importer
-------------------
https://github.com/syl3r86/roll20npcimporter
This module is capable of importing JSON data that has been exported from the Roll20 platform if you are using the
Shaped Sheet.
This module is capable of importing JSON data of NPCs that has been exported from the Roll20 platform if you are using the
Shaped or OGL Sheet.
FVTT Enhancement Suite
......@@ -65,6 +65,14 @@ allows you to search and filter by various spell characteristics including level
and more!
NPC Compendium Browser
----------------------
https://github.com/syl3r86/npc-browser
This module extends the compendium functionality in the D&D5e system to offer more rich browser functionality that
allows you to search and filter NPCs via various filters like challenge rating, type, size, and more!
Spellbook Tweaker
-----------------
......
This diff is collapsed.
No preview for this file type
......@@ -477,15 +477,15 @@ If the updated data is originated locally, it can be pushed back to the server a
<dl class="function">
<dt id="Token.checkCollision">
<code class="descclassname">Token.</code><code class="descname">checkCollision</code><span class="sig-paren">(</span><em>moveData</em>, <em>options</em><span class="sig-paren">)</span><a class="headerlink" href="#Token.checkCollision" title="Permalink to this definition"></a></dt>
<code class="descclassname">Token.</code><code class="descname">checkCollision</code><span class="sig-paren">(</span><em>destination</em>, <em>drag</em><span class="sig-paren">)</span><a class="headerlink" href="#Token.checkCollision" title="Permalink to this definition"></a></dt>
<dd><p>Check for collision when attempting a move to a new position</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Arguments:</th><td class="field-body"><ul class="first simple">
<li><strong>moveData</strong> (<em>Object</em>) – An Object containing data for the attempted movement</li>
<li><strong>options</strong> (<em>Object</em>) – Additional options which configure how collision is tested</li>
<li><strong>destination</strong> (<em>Object</em>) – An Object containing data for the attempted movement</li>
<li><strong>drag</strong> (<em>Boolean</em>) – Whether we are checking collision for a drag+drop movement</li>
</ul>
</td>
</tr>
......
......@@ -290,13 +290,6 @@ Vision-blocking walls include:</p>
When inactive, ambient sound previews are hidden from view.</p>
</dd></dl>
<dl class="function">
<dt id="WallsLayer.deleteAll">
<code class="descclassname">WallsLayer.</code><code class="descname">deleteAll</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#WallsLayer.deleteAll" title="Permalink to this definition"></a></dt>
<dd><p>A helper method to prompt for deletion of all Walls within the Scene
Renders a confirmation dialogue to confirm with the requester that all walls should be deleted</p>
</dd></dl>
<dl class="attribute">
<dt id="WallsLayer.doors">
<code class="descclassname">WallsLayer.</code><code class="descname">doors</code><a class="headerlink" href="#WallsLayer.doors" title="Permalink to this definition"></a></dt>
......
This diff is collapsed.
......@@ -327,8 +327,8 @@ The items collection is accessible within the game as <code class="docutils lite
<div class="section" id="the-item-class">
<h2>The Item Class<a class="headerlink" href="#the-item-class" title="Permalink to this headline"></a></h2>
<dl class="class">
<dt id="raw.Item">
<em class="property">class </em><code class="descclassname">raw.</code><code class="descname">Item</code><span class="sig-paren">(</span><em>data</em>, <em>actor</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Item" title="Permalink to this definition"></a></dt>
<dt id="foundry.Item">
<em class="property">class </em><code class="descclassname">foundry.</code><code class="descname">Item</code><span class="sig-paren">(</span><em>data</em>, <em>actor</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Item" title="Permalink to this definition"></a></dt>
<dd><p>The Item entity.
This base Item refers primarily to items which are not currently owned.</p>
<table class="docutils field-list" frame="void" rules="none">
......@@ -344,8 +344,8 @@ This base Item refers primarily to items which are not currently owned.</p>
</tbody>
</table>
<dl class="function">
<dt id="raw.Item.Entity.create">
<code class="descclassname">raw.Item.Entity.</code><code class="descname">create</code><span class="sig-paren">(</span><em>data</em>, <em>options</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Item.Entity.create" title="Permalink to this definition"></a></dt>
<dt id="foundry.Item.Entity.create">
<code class="descclassname">foundry.Item.Entity.</code><code class="descname">create</code><span class="sig-paren">(</span><em>data</em>, <em>options</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Item.Entity.create" title="Permalink to this definition"></a></dt>
<dd><p>Create a new entity using provided input data
The data for entity creation is typically provided from the server through the ‘create&lt;Entity&gt;’ socket
Alternatively, the creation event may originate locally and the new entity can be pushed back to the server</p>
......@@ -369,8 +369,8 @@ Alternatively, the creation event may originate locally and the new entity can b
</dd></dl>
<dl class="function">
<dt id="raw.Item.Entity.update">
<code class="descclassname">raw.Item.Entity.</code><code class="descname">update</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Item.Entity.update" title="Permalink to this definition"></a></dt>
<dt id="foundry.Item.Entity.update">
<code class="descclassname">foundry.Item.Entity.</code><code class="descname">update</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Item.Entity.update" title="Permalink to this definition"></a></dt>
<dd><p>Update the current entity using new data
This new data is typically provided from the server through the ‘update&lt;Entity&gt;’ socket
Alternatively, the update may originate locally, in which case it can be pushed back to the server</p>
......@@ -391,8 +391,8 @@ Alternatively, the update may originate locally, in which case it can be pushed
</dd></dl>
<dl class="function">
<dt id="raw.Item.Entity.delete">
<code class="descclassname">raw.Item.Entity.</code><code class="descname">delete</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#raw.Item.Entity.delete" title="Permalink to this definition"></a></dt>
<dt id="foundry.Item.Entity.delete">
<code class="descclassname">foundry.Item.Entity.</code><code class="descname">delete</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Item.Entity.delete" title="Permalink to this definition"></a></dt>
<dd><p>Delete the entity, removing it from its collection and deleting its data record</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
......@@ -405,8 +405,8 @@ Alternatively, the update may originate locally, in which case it can be pushed
</dd></dl>
<dl class="function">
<dt id="raw.Item._onUpdate">
<code class="descclassname">raw.Item.</code><code class="descname">_onUpdate</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Item._onUpdate" title="Permalink to this definition"></a></dt>
<dt id="foundry.Item._onUpdate">
<code class="descclassname">foundry.Item.</code><code class="descname">_onUpdate</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Item._onUpdate" title="Permalink to this definition"></a></dt>
<dd><p>Additional updating steps for the Item entity when new data is saved which trigger some related updates.</p>
<p>Re-render the parent collection if names, images, or permissions have changed</p>
<table class="docutils field-list" frame="void" rules="none">
......@@ -423,8 +423,8 @@ Alternatively, the update may originate locally, in which case it can be pushed
</dd></dl>
<dl class="function">
<dt id="raw.Item.hasPerm">
<code class="descclassname">raw.Item.</code><code class="descname">hasPerm</code><span class="sig-paren">(</span><em>user</em>, <em>permission</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Item.hasPerm" title="Permalink to this definition"></a></dt>
<dt id="foundry.Item.hasPerm">
<code class="descclassname">foundry.Item.</code><code class="descname">hasPerm</code><span class="sig-paren">(</span><em>user</em>, <em>permission</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Item.hasPerm" title="Permalink to this definition"></a></dt>
<dd><p>Override the standard permission test for Item entities as we need to apply a special check for owned items
OwnedItems have permission that the player has for the parent Actor.</p>
<table class="docutils field-list" frame="void" rules="none">
......@@ -445,14 +445,14 @@ OwnedItems have permission that the player has for the parent Actor.</p>
</dd></dl>
<dl class="attribute">
<dt id="raw.Item.isOwned">
<code class="descclassname">raw.Item.</code><code class="descname">isOwned</code><a class="headerlink" href="#raw.Item.isOwned" title="Permalink to this definition"></a></dt>
<dt id="foundry.Item.isOwned">
<code class="descclassname">foundry.Item.</code><code class="descname">isOwned</code><a class="headerlink" href="#foundry.Item.isOwned" title="Permalink to this definition"></a></dt>
<dd><p>A flag for whether the item is owned by an Actor entity</p>
</dd></dl>
<dl class="function">
<dt id="raw.Item.update">
<code class="descclassname">raw.Item.</code><code class="descname">update</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Item.update" title="Permalink to this definition"></a></dt>
<dt id="foundry.Item.update">
<code class="descclassname">foundry.Item.</code><code class="descname">update</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Item.update" title="Permalink to this definition"></a></dt>
<dd><p>Extend the base Entity update logic to update owned items as well.
See Entity.update for more complete API documentation</p>
<table class="docutils field-list" frame="void" rules="none">
......
......@@ -325,12 +325,12 @@ global configuration.</p>
<div class="section" id="the-scene-class">
<h2>The Scene Class<a class="headerlink" href="#the-scene-class" title="Permalink to this headline"></a></h2>
<dl class="class">
<dt id="raw.Scene">
<em class="property">class </em><code class="descclassname">raw.</code><code class="descname">Scene</code><span class="sig-paren">(</span><em>data</em>, <em>apps</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene">
<em class="property">class </em><code class="descclassname">foundry.</code><code class="descname">Scene</code><span class="sig-paren">(</span><em>data</em>, <em>apps</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene" title="Permalink to this definition"></a></dt>
<dd><p>The Scene entity</p>
<dl class="function">
<dt id="raw.Scene.Entity.create">
<code class="descclassname">raw.Scene.Entity.</code><code class="descname">create</code><span class="sig-paren">(</span><em>data</em>, <em>options</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene.Entity.create" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene.Entity.create">
<code class="descclassname">foundry.Scene.Entity.</code><code class="descname">create</code><span class="sig-paren">(</span><em>data</em>, <em>options</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene.Entity.create" title="Permalink to this definition"></a></dt>
<dd><p>Create a new entity using provided input data
The data for entity creation is typically provided from the server through the ‘create&lt;Entity&gt;’ socket
Alternatively, the creation event may originate locally and the new entity can be pushed back to the server</p>
......@@ -354,8 +354,8 @@ Alternatively, the creation event may originate locally and the new entity can b
</dd></dl>
<dl class="function">
<dt id="raw.Scene.Entity.update">
<code class="descclassname">raw.Scene.Entity.</code><code class="descname">update</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene.Entity.update" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene.Entity.update">
<code class="descclassname">foundry.Scene.Entity.</code><code class="descname">update</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene.Entity.update" title="Permalink to this definition"></a></dt>
<dd><p>Update the current entity using new data
This new data is typically provided from the server through the ‘update&lt;Entity&gt;’ socket
Alternatively, the update may originate locally, in which case it can be pushed back to the server</p>
......@@ -376,8 +376,8 @@ Alternatively, the update may originate locally, in which case it can be pushed
</dd></dl>
<dl class="function">
<dt id="raw.Scene.Entity.delete">
<code class="descclassname">raw.Scene.Entity.</code><code class="descname">delete</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene.Entity.delete" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene.Entity.delete">
<code class="descclassname">foundry.Scene.Entity.</code><code class="descname">delete</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene.Entity.delete" title="Permalink to this definition"></a></dt>
<dd><p>Delete the entity, removing it from its collection and deleting its data record</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
......@@ -390,14 +390,14 @@ Alternatively, the update may originate locally, in which case it can be pushed
</dd></dl>
<dl class="function">
<dt id="raw.Scene._onDelete">
<code class="descclassname">raw.Scene.</code><code class="descname">_onDelete</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene._onDelete" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene._onDelete">
<code class="descclassname">foundry.Scene.</code><code class="descname">_onDelete</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene._onDelete" title="Permalink to this definition"></a></dt>
<dd><p>Additional updating steps for the Scene entity the entity is deleted</p>
</dd></dl>
<dl class="function">
<dt id="raw.Scene._onUpdate">
<code class="descclassname">raw.Scene.</code><code class="descname">_onUpdate</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene._onUpdate" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene._onUpdate">
<code class="descclassname">foundry.Scene.</code><code class="descname">_onUpdate</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene._onUpdate" title="Permalink to this definition"></a></dt>
<dd><p>Additional updating steps for the Scene entity when new data is saved which trigger some related updates.</p>
<p>If the updated scene is active, re-draw the canvas
If sight/vision settings were changed, re-initialize sight
......@@ -416,15 +416,15 @@ If the scene name or image were changed update the directory collection</p>
</dd></dl>
<dl class="attribute">
<dt id="raw.Scene._view">
<code class="descclassname">raw.Scene.</code><code class="descname">_view</code><a class="headerlink" href="#raw.Scene._view" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene._view">
<code class="descclassname">foundry.Scene.</code><code class="descname">_view</code><a class="headerlink" href="#foundry.Scene._view" title="Permalink to this definition"></a></dt>
<dd><p><strong>type:</strong> Boolean</p>
<p>Track whether the scene is the active view</p>
</dd></dl>
<dl class="attribute">
<dt id="raw.Scene._viewPosition">
<code class="descclassname">raw.Scene.</code><code class="descname">_viewPosition</code><a class="headerlink" href="#raw.Scene._viewPosition" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene._viewPosition">
<code class="descclassname">foundry.Scene.</code><code class="descname">_viewPosition</code><a class="headerlink" href="#foundry.Scene._viewPosition" title="Permalink to this definition"></a></dt>
<dd><p><strong>type:</strong> Object</p>
<p>Track the viewed position of each scene (while in memory only, not persisted)
When switching back to a previously viewed scene, we can automatically pan to the previous position.
......@@ -432,8 +432,8 @@ Object with keys: x, y, scale</p>
</dd></dl>
<dl class="function">
<dt id="raw.Scene.activate">
<code class="descclassname">raw.Scene.</code><code class="descname">activate</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene.activate" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene.activate">
<code class="descclassname">foundry.Scene.</code><code class="descname">activate</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene.activate" title="Permalink to this definition"></a></dt>
<dd><p>Set this scene as currently active</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
......@@ -446,14 +446,14 @@ Object with keys: x, y, scale</p>
</dd></dl>
<dl class="attribute">
<dt id="raw.Scene.notes">
<code class="descclassname">raw.Scene.</code><code class="descname">notes</code><a class="headerlink" href="#raw.Scene.notes" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene.notes">
<code class="descclassname">foundry.Scene.</code><code class="descname">notes</code><a class="headerlink" href="#foundry.Scene.notes" title="Permalink to this definition"></a></dt>
<dd><p>A singleton instance of the SheetNotes class</p>
</dd></dl>
<dl class="function">
<dt id="raw.Scene.update">
<code class="descclassname">raw.Scene.</code><code class="descname">update</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene.update" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene.update">
<code class="descclassname">foundry.Scene.</code><code class="descname">update</code><span class="sig-paren">(</span><em>data</em><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene.update" title="Permalink to this definition"></a></dt>
<dd><p>Extend the default Entity update method to add additional functionality for handling Scene thumbnails</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
......@@ -472,8 +472,8 @@ Object with keys: x, y, scale</p>
</dd></dl>
<dl class="function">
<dt id="raw.Scene.view">
<code class="descclassname">raw.Scene.</code><code class="descname">view</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#raw.Scene.view" title="Permalink to this definition"></a></dt>
<dt id="foundry.Scene.view">
<code class="descclassname">foundry.Scene.</code><code class="descname">view</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#foundry.Scene.view" title="Permalink to this definition"></a></dt>
<dd><p>Set this scene as the current view</p>
</dd></dl>
......
......@@ -98,10 +98,11 @@
<li class="toctree-l1 current"><a class="current reference internal" href="#">Featured Game Systems and Modules</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#dungeons-dragons-5th-edition">Dungeons &amp; Dragons 5th Edition</a><ul>
<li class="toctree-l3"><a class="reference internal" href="#d-d-beyond-character-importer">D&amp;D Beyond Character Importer</a></li>
<li class="toctree-l3"><a class="reference internal" href="#roll20-ogl-importer">Roll20 OGL Importer</a></li>
<li class="toctree-l3"><a class="reference internal" href="#roll20-npc-importer">Roll20 NPC Importer</a></li>
<li class="toctree-l3"><a class="reference internal" href="#fvtt-enhancement-suite">FVTT Enhancement Suite</a></li>
<li class="toctree-l3"><a class="reference internal" href="#better-npc-sheet">Better NPC Sheet</a></li>
<li class="toctree-l3"><a class="reference internal" href="#spell-compendium-browser">Spell Compendium Browser</a></li>
<li class="toctree-l3"><a class="reference internal" href="#npc-compendium-browser">NPC Compendium Browser</a></li>
<li class="toctree-l3"><a class="reference internal" href="#spellbook-tweaker">Spellbook Tweaker</a></li>
<li class="toctree-l3"><a class="reference internal" href="#item-card-sounds">Item Card Sounds</a></li>
</ul>
......@@ -206,11 +207,11 @@ view open issues, or submit pull requests here: <a class="reference external" hr
This is extremely useful for players who use D&amp;D Beyond as a campaign management tool as you can update existing
actors using data stored in D&amp;D Beyond.</p>
</div>
<div class="section" id="roll20-ogl-importer">
<h3>Roll20 OGL Importer<a class="headerlink" href="#roll20-ogl-importer" title="Permalink to this headline"></a></h3>
<div class="section" id="roll20-npc-importer">
<h3>Roll20 NPC Importer<a class="headerlink" href="#roll20-npc-importer" title="Permalink to this headline"></a></h3>
<p><a class="reference external" href="https://github.com/syl3r86/roll20npcimporter">https://github.com/syl3r86/roll20npcimporter</a></p>
<p>This module is capable of importing JSON data that has been exported from the Roll20 platform if you are using the
Shaped Sheet.</p>
<p>This module is capable of importing JSON data of NPCs that has been exported from the Roll20 platform if you are using the
Shaped or OGL Sheet.</p>
</div>
<div class="section" id="fvtt-enhancement-suite">
<h3>FVTT Enhancement Suite<a class="headerlink" href="#fvtt-enhancement-suite" title="Permalink to this headline"></a></h3>
......@@ -231,6 +232,12 @@ that is used in official modules and sources.</p>
allows you to search and filter by various spell characteristics including level, class, spell school, casting time,
and more!</p>
</div>
<div class="section" id="npc-compendium-browser">
<h3>NPC Compendium Browser<a class="headerlink" href="#npc-compendium-browser" title="Permalink to this headline"></a></h3>
<p><a class="reference external" href="https://github.com/syl3r86/npc-browser">https://github.com/syl3r86/npc-browser</a></p>
<p>This module extends the compendium functionality in the D&amp;D5e system to offer more rich browser functionality that
allows you to search and filter NPCs via various filters like challenge rating, type, size, and more!</p>
</div>
<div class="section" id="spellbook-tweaker">
<h3>Spellbook Tweaker<a class="headerlink" href="#spellbook-tweaker" title="Permalink to this headline"></a></h3>
<p><a class="reference external" href="https://github.com/syl3r86/Spellbook-Tweaker">https://github.com/syl3r86/Spellbook-Tweaker</a></p>
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -31,7 +31,7 @@ The Actors Collection
The Actor Class
===============
.. autoclass:: raw.Actor
.. autoclass:: foundry.Actor
:members:
.. autofunction:: Entity.create
......
......@@ -43,7 +43,7 @@ The Items Collection
The Item Class
==============
.. autoclass:: raw.Item
.. autoclass:: foundry.Item
:members:
.. autofunction:: Entity.create
......
......@@ -36,7 +36,7 @@ The Scenes Collection
The Scene Class
===============
.. autoclass:: raw.Scene
.. autoclass:: foundry.Scene
:members:
.. autofunction:: Entity.create
......
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment