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-rw-r--r--doc/classes/VisualServer.xml110
1 files changed, 107 insertions, 3 deletions
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 5c29601134..b76d7d77e6 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -1419,6 +1419,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to [member GIProbeData.bias].
</description>
</method>
<method name="gi_probe_get_bounds" qualifiers="const">
@@ -1427,6 +1428,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the axis-aligned bounding box that covers the full extent of the GI probe.
</description>
</method>
<method name="gi_probe_get_cell_size" qualifiers="const">
@@ -1435,6 +1437,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the cell size set by [method gi_probe_set_cell_size].
</description>
</method>
<method name="gi_probe_get_dynamic_data" qualifiers="const">
@@ -1443,6 +1446,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the data used by the GI probe.
</description>
</method>
<method name="gi_probe_get_dynamic_range" qualifiers="const">
@@ -1451,6 +1455,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the dynamic range set for this GI probe. Equivalent to [member GIProbe.dynamic_range].
</description>
</method>
<method name="gi_probe_get_energy" qualifiers="const">
@@ -1459,6 +1464,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the energy multiplier for this GI probe. Equivalent to [member GIProbe.energy].
</description>
</method>
<method name="gi_probe_get_normal_bias" qualifiers="const">
@@ -1467,6 +1473,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the normal bias for this GI probe. Equivalent to [member GIProbe.normal_bias].
</description>
</method>
<method name="gi_probe_get_propagation" qualifiers="const">
@@ -1475,6 +1482,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the propagation value for this GI probe. Equivalent to [member GIProbe.propagation].
</description>
</method>
<method name="gi_probe_get_to_cell_xform" qualifiers="const">
@@ -1483,6 +1491,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns the Transform set by [method gi_probe_set_to_cell_xform].
</description>
</method>
<method name="gi_probe_is_compressed" qualifiers="const">
@@ -1491,6 +1500,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns [code]true[/code] if the GI probe data associated with this GI probe is compressed. Equivalent to [member GIProbe.compress].
</description>
</method>
<method name="gi_probe_is_interior" qualifiers="const">
@@ -1499,6 +1509,7 @@
<argument index="0" name="probe" type="RID">
</argument>
<description>
+ Returns [code]true[/code] if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to [member GIProbe.interior].
</description>
</method>
<method name="gi_probe_set_bias">
@@ -1509,6 +1520,7 @@
<argument index="1" name="bias" type="float">
</argument>
<description>
+ Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe.bias].
</description>
</method>
<method name="gi_probe_set_bounds">
@@ -1519,6 +1531,7 @@
<argument index="1" name="bounds" type="AABB">
</argument>
<description>
+ Sets the axis-aligned bounding box that covers the extent of the GI probe.
</description>
</method>
<method name="gi_probe_set_cell_size">
@@ -1529,6 +1542,7 @@
<argument index="1" name="range" type="float">
</argument>
<description>
+ Sets the size of individual cells within the GI probe.
</description>
</method>
<method name="gi_probe_set_compress">
@@ -1539,6 +1553,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
+ Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to [member GIProbe.compress].
</description>
</method>
<method name="gi_probe_set_dynamic_data">
@@ -1549,6 +1564,7 @@
<argument index="1" name="data" type="PoolIntArray">
</argument>
<description>
+ Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the [GIProbe] node. You should not try to set this yourself.
</description>
</method>
<method name="gi_probe_set_dynamic_range">
@@ -1559,6 +1575,7 @@
<argument index="1" name="range" type="int">
</argument>
<description>
+ Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to [member GIProbe.dynamic_range].
</description>
</method>
<method name="gi_probe_set_energy">
@@ -1569,6 +1586,7 @@
<argument index="1" name="energy" type="float">
</argument>
<description>
+ Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to [member GIProbe.energy].
</description>
</method>
<method name="gi_probe_set_interior">
@@ -1579,6 +1597,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
+ Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to [member GIProbe.interior].
</description>
</method>
<method name="gi_probe_set_normal_bias">
@@ -1589,6 +1608,7 @@
<argument index="1" name="bias" type="float">
</argument>
<description>
+ Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to [member GIProbe.normal_bias].
</description>
</method>
<method name="gi_probe_set_propagation">
@@ -1599,6 +1619,7 @@
<argument index="1" name="propagation" type="float">
</argument>
<description>
+ Sets the propagation of light within this GI probe. Equivalent to [member GIProbe.propagation].
</description>
</method>
<method name="gi_probe_set_to_cell_xform">
@@ -1609,6 +1630,7 @@
<argument index="1" name="xform" type="Transform">
</argument>
<description>
+ Sets the to cell [Transform] for this GI probe.
</description>
</method>
<method name="has_changed" qualifiers="const">
@@ -2021,7 +2043,7 @@
<argument index="1" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query.
+ Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -2033,7 +2055,7 @@
<argument index="1" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query.
+ Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -2047,7 +2069,7 @@
<argument index="2" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query.
+ Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -2059,6 +2081,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
+ If [code]true[/code], this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to [member DirectionalLight.directional_shadow_blend_splits].
</description>
</method>
<method name="light_directional_set_shadow_depth_range_mode">
@@ -2069,6 +2092,7 @@
<argument index="1" name="range_mode" type="int" enum="VisualServer.LightDirectionalShadowDepthRangeMode">
</argument>
<description>
+ Sets the shadow depth range mode for this directional light. Equivalent to [member DirectionalLight.directional_shadow_depth_range]. See [enum LightDirectionalShadowDepthRangeMode] for options.
</description>
</method>
<method name="light_directional_set_shadow_mode">
@@ -2079,6 +2103,7 @@
<argument index="1" name="mode" type="int" enum="VisualServer.LightDirectionalShadowMode">
</argument>
<description>
+ Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options.
</description>
</method>
<method name="light_omni_set_shadow_detail">
@@ -2089,6 +2114,7 @@
<argument index="1" name="detail" type="int" enum="VisualServer.LightOmniShadowDetail">
</argument>
<description>
+ Sets whether to use vertical or horizontal detail for this omni light. This can be used to alleviate artifacts in the shadow map. Equivalent to [member OmniLight.omni_shadow_detail].
</description>
</method>
<method name="light_omni_set_shadow_mode">
@@ -2099,6 +2125,7 @@
<argument index="1" name="mode" type="int" enum="VisualServer.LightOmniShadowMode">
</argument>
<description>
+ Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight.omni_shadow_mode].
</description>
</method>
<method name="light_set_color">
@@ -2109,6 +2136,7 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
+ Sets the color of the light. Equivalent to [member Light.light_color].
</description>
</method>
<method name="light_set_cull_mask">
@@ -2119,6 +2147,7 @@
<argument index="1" name="mask" type="int">
</argument>
<description>
+ Sets the cull mask for this Light. Lights only affect objects in the selected layers. Equivalent to [member Light.light_cull_mask].
</description>
</method>
<method name="light_set_negative">
@@ -2129,6 +2158,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
+ If [code]true[/code], light will subtract light instead of adding light. Equivalent to [member Light.light_negative].
</description>
</method>
<method name="light_set_param">
@@ -2141,6 +2171,7 @@
<argument index="2" name="value" type="float">
</argument>
<description>
+ Sets the specified light parameter. See [enum LightParam] for options. Equivalent to [method Light.set_param].
</description>
</method>
<method name="light_set_projector">
@@ -2151,6 +2182,7 @@
<argument index="1" name="texture" type="RID">
</argument>
<description>
+ Not implemented in Godot 3.x.
</description>
</method>
<method name="light_set_reverse_cull_face_mode">
@@ -2161,6 +2193,7 @@
<argument index="1" name="enabled" type="bool">
</argument>
<description>
+ If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent to [member Light.shadow_reverse_cull_face].
</description>
</method>
<method name="light_set_shadow">
@@ -2171,6 +2204,7 @@
<argument index="1" name="enabled" type="bool">
</argument>
<description>
+ If [code]true[/code], light will cast shadows. Equivalent to [member Light.shadow_enabled].
</description>
</method>
<method name="light_set_shadow_color">
@@ -2181,6 +2215,7 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
+ Sets the color of the shadow cast by the light. Equivalent to [member Light.shadow_color].
</description>
</method>
<method name="light_set_use_gi">
@@ -2333,6 +2368,7 @@
<argument index="1" name="parameter" type="String">
</argument>
<description>
+ Returns the default value for the param if available. Otherwise returns an empty [Variant].
</description>
</method>
<method name="material_get_shader" qualifiers="const">
@@ -2605,6 +2641,7 @@
<argument index="3" name="array_index" type="int">
</argument>
<description>
+ Function is unused in Godot 3.x.
</description>
</method>
<method name="mesh_surface_get_format_stride" qualifiers="const">
@@ -2617,6 +2654,7 @@
<argument index="2" name="index_len" type="int">
</argument>
<description>
+ Function is unused in Godot 3.x.
</description>
</method>
<method name="mesh_surface_get_index_array" qualifiers="const">
@@ -2688,6 +2726,7 @@
<argument index="3" name="data" type="PoolByteArray">
</argument>
<description>
+ Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh.
</description>
</method>
<method name="multimesh_allocate">
@@ -2704,6 +2743,7 @@
<argument index="4" name="custom_data_format" type="int" enum="VisualServer.MultimeshCustomDataFormat" default="0">
</argument>
<description>
+ Allocates space for the multimesh data. Format parameters determine how the data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. Equivalent to [member MultiMesh.instance_count].
</description>
</method>
<method name="multimesh_create">
@@ -2721,6 +2761,7 @@
<argument index="0" name="multimesh" type="RID">
</argument>
<description>
+ Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.
</description>
</method>
<method name="multimesh_get_instance_count" qualifiers="const">
@@ -2729,6 +2770,7 @@
<argument index="0" name="multimesh" type="RID">
</argument>
<description>
+ Returns the number of instances allocated for this multimesh.
</description>
</method>
<method name="multimesh_get_mesh" qualifiers="const">
@@ -2737,6 +2779,7 @@
<argument index="0" name="multimesh" type="RID">
</argument>
<description>
+ Returns the RID of the mesh that will be used in drawing this multimesh.
</description>
</method>
<method name="multimesh_get_visible_instances" qualifiers="const">
@@ -2745,6 +2788,7 @@
<argument index="0" name="multimesh" type="RID">
</argument>
<description>
+ Returns the number of visible instances for this multimesh.
</description>
</method>
<method name="multimesh_instance_get_color" qualifiers="const">
@@ -2755,6 +2799,7 @@
<argument index="1" name="index" type="int">
</argument>
<description>
+ Returns the color by which the specified instance will be modulated.
</description>
</method>
<method name="multimesh_instance_get_custom_data" qualifiers="const">
@@ -2765,6 +2810,7 @@
<argument index="1" name="index" type="int">
</argument>
<description>
+ Returns the custom data associated with the specified instance.
</description>
</method>
<method name="multimesh_instance_get_transform" qualifiers="const">
@@ -2775,6 +2821,7 @@
<argument index="1" name="index" type="int">
</argument>
<description>
+ Returns the [Transform] of the specified instance.
</description>
</method>
<method name="multimesh_instance_get_transform_2d" qualifiers="const">
@@ -2785,6 +2832,7 @@
<argument index="1" name="index" type="int">
</argument>
<description>
+ Returns the [Transform2D] of the specified instance. For use when the multimesh is set to use 2D transforms.
</description>
</method>
<method name="multimesh_instance_set_color">
@@ -2797,6 +2845,7 @@
<argument index="2" name="color" type="Color">
</argument>
<description>
+ Sets the color by which this instance will be modulated. Equivalent to [method MultiMesh.set_instance_color].
</description>
</method>
<method name="multimesh_instance_set_custom_data">
@@ -2809,6 +2858,7 @@
<argument index="2" name="custom_data" type="Color">
</argument>
<description>
+ Sets the custom data for this instance. Custom data is passed as a [Color], but is interpreted as a [code]vec4[/code] in the shader. Equivalent to [method MultiMesh.set_instance_custom_data].
</description>
</method>
<method name="multimesh_instance_set_transform">
@@ -2821,6 +2871,7 @@
<argument index="2" name="transform" type="Transform">
</argument>
<description>
+ Sets the [Transform] for this instance. Equivalent to [method MultiMesh.set_instance_transform].
</description>
</method>
<method name="multimesh_instance_set_transform_2d">
@@ -2833,6 +2884,7 @@
<argument index="2" name="transform" type="Transform2D">
</argument>
<description>
+ Sets the [Transform2D] for this instance. For use when multimesh is used in 2D. Equivalent to [method MultiMesh.set_instance_transform_2d].
</description>
</method>
<method name="multimesh_set_as_bulk_array">
@@ -2843,6 +2895,11 @@
<argument index="1" name="array" type="PoolRealArray">
</argument>
<description>
+ Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.
+
+ All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc.
+
+ [Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, [code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float (4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/code] is stored as 4 floats.
</description>
</method>
<method name="multimesh_set_mesh">
@@ -2853,6 +2910,7 @@
<argument index="1" name="mesh" type="RID">
</argument>
<description>
+ Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh.mesh].
</description>
</method>
<method name="multimesh_set_visible_instances">
@@ -2863,6 +2921,7 @@
<argument index="1" name="visible" type="int">
</argument>
<description>
+ Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to [member MultiMesh.visible_instance_count].
</description>
</method>
<method name="omni_light_create">
@@ -2889,6 +2948,7 @@
<argument index="0" name="particles" type="RID">
</argument>
<description>
+ Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to [method Particles.capture_aabb].
</description>
</method>
<method name="particles_get_emitting">
@@ -2897,6 +2957,7 @@
<argument index="0" name="particles" type="RID">
</argument>
<description>
+ Returns [code]true[/code] if particles are currently set to emitting.
</description>
</method>
<method name="particles_is_inactive">
@@ -2905,6 +2966,7 @@
<argument index="0" name="particles" type="RID">
</argument>
<description>
+ Returns [code]true[/code] if particles are not emitting and particles are set to inactive.
</description>
</method>
<method name="particles_request_process">
@@ -2913,6 +2975,7 @@
<argument index="0" name="particles" type="RID">
</argument>
<description>
+ Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to [method instances_cull_aabb], [method instances_cull_convex], or [method instances_cull_ray].
</description>
</method>
<method name="particles_restart">
@@ -2921,6 +2984,7 @@
<argument index="0" name="particles" type="RID">
</argument>
<description>
+ Reset the particles on the next update. Equivalent to [method Particles.restart]
</description>
</method>
<method name="particles_set_amount">
@@ -2931,6 +2995,7 @@
<argument index="1" name="amount" type="int">
</argument>
<description>
+ Sets the number of particles to be drawn and allocates the memory for them. Equivalent to [member Particles.amount].
</description>
</method>
<method name="particles_set_custom_aabb">
@@ -2941,6 +3006,7 @@
<argument index="1" name="aabb" type="AABB">
</argument>
<description>
+ Sets a custom axis-aligned bounding box for the particle system. Equivalent to [member Particles.visibility_aabb].
</description>
</method>
<method name="particles_set_draw_order">
@@ -2951,6 +3017,7 @@
<argument index="1" name="order" type="int" enum="VisualServer.ParticlesDrawOrder">
</argument>
<description>
+ Sets the draw order of the particles to one of the named enums from [enum ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to [member Particles.draw_order].
</description>
</method>
<method name="particles_set_draw_pass_mesh">
@@ -2963,6 +3030,7 @@
<argument index="2" name="mesh" type="RID">
</argument>
<description>
+ Sets the mesh to be used for the specified draw pass. Equivalent to [member Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles.draw_pass_3], and [member Particles.draw_pass_4].
</description>
</method>
<method name="particles_set_draw_passes">
@@ -2973,6 +3041,7 @@
<argument index="1" name="count" type="int">
</argument>
<description>
+ Sets the number of draw passes to use. Equivalent to [member Particles.draw_passes].
</description>
</method>
<method name="particles_set_emission_transform">
@@ -2983,6 +3052,7 @@
<argument index="1" name="transform" type="Transform">
</argument>
<description>
+ Sets the [Transform] that will be used by the particles when they first emit.
</description>
</method>
<method name="particles_set_emitting">
@@ -2993,6 +3063,7 @@
<argument index="1" name="emitting" type="bool">
</argument>
<description>
+ If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member Particles.emitting].
</description>
</method>
<method name="particles_set_explosiveness_ratio">
@@ -3003,6 +3074,7 @@
<argument index="1" name="ratio" type="float">
</argument>
<description>
+ Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness].
</description>
</method>
<method name="particles_set_fixed_fps">
@@ -3013,6 +3085,7 @@
<argument index="1" name="fps" type="int">
</argument>
<description>
+ Sets the frame rate that the particle system rendering will be fixed to. Equivalent to [member Particles.fixed_fps].
</description>
</method>
<method name="particles_set_fractional_delta">
@@ -3023,6 +3096,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
+ If [code]true[/code], uses fractional delta which smooths the movement of the particles. Equivalent to [member Particles.fract_delta].
</description>
</method>
<method name="particles_set_lifetime">
@@ -3033,6 +3107,7 @@
<argument index="1" name="lifetime" type="float">
</argument>
<description>
+ Sets the lifetime of each particle in the system. Equivalent to [member Particles.lifetime].
</description>
</method>
<method name="particles_set_one_shot">
@@ -3043,6 +3118,7 @@
<argument index="1" name="one_shot" type="bool">
</argument>
<description>
+ If [code]true[/code], particles will emit once and then stop. Equivalent to [member Particles.one_shot].
</description>
</method>
<method name="particles_set_pre_process_time">
@@ -3053,6 +3129,7 @@
<argument index="1" name="time" type="float">
</argument>
<description>
+ Sets the preprocess time for the particles animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member Particles.preprocess].
</description>
</method>
<method name="particles_set_process_material">
@@ -3063,6 +3140,7 @@
<argument index="1" name="material" type="RID">
</argument>
<description>
+ Sets the material for processing the particles. Note: this is not the material used to draw the materials. Equivalent to [member Particles.process_material].
</description>
</method>
<method name="particles_set_randomness_ratio">
@@ -3073,6 +3151,7 @@
<argument index="1" name="ratio" type="float">
</argument>
<description>
+ Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to [member Particles.randomness].
</description>
</method>
<method name="particles_set_speed_scale">
@@ -3083,6 +3162,7 @@
<argument index="1" name="scale" type="float">
</argument>
<description>
+ Sets the speed scale of the particle system. Equivalent to [member Particles.speed_scale].
</description>
</method>
<method name="particles_set_use_local_coordinates">
@@ -3093,6 +3173,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
+ If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member Particles.local_coords].
</description>
</method>
<method name="reflection_probe_create">
@@ -3255,6 +3336,7 @@
<argument index="1" name="debug_mode" type="int" enum="VisualServer.ScenarioDebugMode">
</argument>
<description>
+ Sets the [enum ScenarioDebugMode] for this scenario. See [enum ScenarioDebugMode] for options.
</description>
</method>
<method name="scenario_set_environment">
@@ -3265,6 +3347,7 @@
<argument index="1" name="environment" type="RID">
</argument>
<description>
+ Sets the environment that will be used with this scenario.
</description>
</method>
<method name="scenario_set_fallback_environment">
@@ -3275,6 +3358,7 @@
<argument index="1" name="environment" type="RID">
</argument>
<description>
+ Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.
</description>
</method>
<method name="scenario_set_reflection_atlas_size">
@@ -3287,6 +3371,7 @@
<argument index="2" name="subdiv" type="int">
</argument>
<description>
+ Sets the size of the reflection atlas shared by all reflection probes in this scenario.
</description>
</method>
<method name="set_boot_image">
@@ -3310,6 +3395,7 @@
<argument index="0" name="generate" type="bool">
</argument>
<description>
+ If [code]true[/code], the engine will generate wireframes for use with the wireframe debug mode.
</description>
</method>
<method name="set_default_clear_color">
@@ -3318,6 +3404,7 @@
<argument index="0" name="color" type="Color">
</argument>
<description>
+ Sets the default clear color which is used when a specific clear color has not been selected.
</description>
</method>
<method name="shader_create">
@@ -3487,6 +3574,7 @@
<return type="void">
</return>
<description>
+ Not implemented in Godot 3.x.
</description>
</method>
<method name="texture_allocate">
@@ -3507,6 +3595,7 @@
<argument index="6" name="flags" type="int" default="7">
</argument>
<description>
+ Allocates the GPU memory for the texture.
</description>
</method>
<method name="texture_bind">
@@ -3563,6 +3652,7 @@
<argument index="0" name="texture" type="RID">
</argument>
<description>
+ Returns the depth of the texture.
</description>
</method>
<method name="texture_get_flags" qualifiers="const">
@@ -3616,6 +3706,7 @@
<argument index="0" name="texture" type="RID">
</argument>
<description>
+ Returns the type of the texture, can be any of the [enum TextureType].
</description>
</method>
<method name="texture_get_width" qualifiers="const">
@@ -3664,6 +3755,7 @@
<argument index="9" name="layer" type="int" default="0">
</argument>
<description>
+ Sets a part of the data for a texture. Warning: this function calls the underlying graphics API directly and may corrupt your texture if used improperly.
</description>
</method>
<method name="texture_set_flags">
@@ -3709,6 +3801,7 @@
<argument index="3" name="depth" type="int">
</argument>
<description>
+ Resizes the texture to the specified dimensions.
</description>
</method>
<method name="textures_keep_original">
@@ -4461,10 +4554,13 @@
The instance is a light.
</constant>
<constant name="INSTANCE_REFLECTION_PROBE" value="6" enum="InstanceType">
+ The instance is a reflection probe.
</constant>
<constant name="INSTANCE_GI_PROBE" value="7" enum="InstanceType">
+ The instance is a GI probe.
</constant>
<constant name="INSTANCE_LIGHTMAP_CAPTURE" value="8" enum="InstanceType">
+ The instance is a lightmap capture.
</constant>
<constant name="INSTANCE_MAX" value="9" enum="InstanceType">
Represents the size of the [enum InstanceType] enum.
@@ -4570,20 +4666,28 @@
<constant name="FEATURE_MULTITHREADED" value="1" enum="Features">
</constant>
<constant name="MULTIMESH_TRANSFORM_2D" value="0" enum="MultimeshTransformFormat">
+ Use [Transform2D] to store MultiMesh transform.
</constant>
<constant name="MULTIMESH_TRANSFORM_3D" value="1" enum="MultimeshTransformFormat">
+ Use [Transform] to store MultiMesh transform.
</constant>
<constant name="MULTIMESH_COLOR_NONE" value="0" enum="MultimeshColorFormat">
+ MultiMesh does not use per-instance color.
</constant>
<constant name="MULTIMESH_COLOR_8BIT" value="1" enum="MultimeshColorFormat">
+ MultiMesh color uses 8 bits per component. This packs the color into a single float.
</constant>
<constant name="MULTIMESH_COLOR_FLOAT" value="2" enum="MultimeshColorFormat">
+ MultiMesh color uses a float per channel.
</constant>
<constant name="MULTIMESH_CUSTOM_DATA_NONE" value="0" enum="MultimeshCustomDataFormat">
+ MultiMesh does not use custom data.
</constant>
<constant name="MULTIMESH_CUSTOM_DATA_8BIT" value="1" enum="MultimeshCustomDataFormat">
+ MultiMesh custom data uses 8 bits per component. This packs the 4-component custom data into a single float.
</constant>
<constant name="MULTIMESH_CUSTOM_DATA_FLOAT" value="2" enum="MultimeshCustomDataFormat">
+ MultiMesh custom data uses a float per component.
</constant>
<constant name="REFLECTION_PROBE_UPDATE_ONCE" value="0" enum="ReflectionProbeUpdateMode">
</constant>