diff --git a/Content/Documentation/ScriptingAPI-Documentation.md b/Content/Documentation/ScriptingAPI-Documentation.md index 28e5bc30f..8254d823e 100644 --- a/Content/Documentation/ScriptingAPI-Documentation.md +++ b/Content/Documentation/ScriptingAPI-Documentation.md @@ -48,7 +48,7 @@ This is a reference and explanation of Lua scripting features in Wicked Engine. 19. [DecalComponent](#decalcomponent) 10. [Canvas](#canvas) 11. [High Level Interface](#high-level-interface) - 1. [MainComponent](#maincomponent) + 1. [Application](#application) 2. [RenderPath](#renderpath) 1. [RenderPath2D](#renderpath2d) 2. [RenderPath3D](#renderpath3d) @@ -664,6 +664,7 @@ The scene holds components. Entity handles can be used to retrieve associated co - Component_CreateName(Entity entity) : NameComponent result -- attach a name component to an entity. The returned component is associated with the entity and can be manipulated - Component_CreateLayer(Entity entity) : LayerComponent result -- attach a layer component to an entity. The returned component is associated with the entity and can be manipulated - Component_CreateTransform(Entity entity) : TransformComponent result -- attach a transform component to an entity. The returned component is associated with the entity and can be manipulated +- Component_CreateCamera(Entity entity) : CameraComponent result -- attach a camera component to an entity. The returned component is associated with the entity and can be manipulated - Component_CreateLight(Entity entity) : LightComponent result -- attach a light component to an entity. The returned component is associated with the entity and can be manipulated - Component_CreateObject(Entity entity) : ObjectComponent result -- attach an object component to an entity. The returned component is associated with the entity and can be manipulated - Component_CreateInverseKinematics(Entity entity) : InverseKinematicsComponent result -- attach an IK component to an entity. The returned component is associated with the entity and can be manipulated @@ -1407,6 +1408,7 @@ This is the main entry point and manages the lifetime of the application. - SetVRAMUsageDisplay(bool active) -- toggle display of video memory usage if info display is enabled - GetCanvas() : Canvas canvas -- returns a copy of the application's current canvas - SetCanvas(Canvas canvas) -- applies the specified canvas to the application +- Exit() -- Closes the program - [outer]SetProfilerEnabled(bool enabled) ### RenderPath