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authorreduz <reduzio@gmail.com>2022-05-08 10:09:19 +0200
committerRĂ©mi Verschelde <rverschelde@gmail.com>2022-05-12 11:21:29 +0200
commit8b7c7f5a753b43cec10f72b274bb1d70c253652b (patch)
tree691c51ea7516990b94303afa334d70c66c512cc4 /doc
parent9b7e16a6b8b80fe61881e8f4df28550e18050dd2 (diff)
Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/DirectionalLight3D.xml1
-rw-r--r--doc/classes/Light3D.xml2
-rw-r--r--doc/classes/OmniLight3D.xml1
3 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index 754518239c..9c943b8c8b 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -34,7 +34,6 @@
<member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5">
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS].
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.1" />
<member name="sky_mode" type="int" setter="set_sky_mode" getter="get_sky_mode" enum="DirectionalLight3D.SkyMode" default="0">
Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or both in the sky and in the scene. See [enum SkyMode] for options.
</member>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index b7822f1bb0..4d8fd63257 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -80,7 +80,7 @@
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.2">
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1">
Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.
</member>
<member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0">
diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml
index f83d31a9b5..ce63dbdbc1 100644
--- a/doc/classes/OmniLight3D.xml
+++ b/doc/classes/OmniLight3D.xml
@@ -19,6 +19,7 @@
<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1">
See [enum ShadowMode].
</member>
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" overrides="Light3D" default="0.2" />
</members>
<constants>
<constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode">