diff options
-rw-r--r-- | doc/classes/Callable.xml | 4 | ||||
-rw-r--r-- | doc/classes/CanvasGroup.xml | 1 | ||||
-rw-r--r-- | doc/classes/Decal.xml | 1 | ||||
-rw-r--r-- | doc/classes/Node.xml | 4 | ||||
-rw-r--r-- | doc/classes/OmniLight3D.xml | 1 | ||||
-rw-r--r-- | doc/classes/ReflectionProbe.xml | 1 | ||||
-rw-r--r-- | doc/classes/SpotLight3D.xml | 1 | ||||
-rw-r--r-- | doc/classes/Variant.xml | 33 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 2 | ||||
-rw-r--r-- | modules/gdscript/doc_classes/@GDScript.xml | 16 | ||||
-rw-r--r-- | modules/gdscript/gdscript_parser.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | 2 |
13 files changed, 49 insertions, 21 deletions
diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index 8fc44d7536..50be9b86bf 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -173,14 +173,14 @@ <method name="rpc" qualifiers="vararg const"> <return type="void" /> <description> - Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available, unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error. + Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available, unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error. See [method Node.rpc]. </description> </method> <method name="rpc_id" qualifiers="vararg const"> <return type="void" /> <param index="0" name="peer_id" type="int" /> <description> - Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error. + Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling this method on unsupported functions will result in an error. See [method Node.rpc_id]. </description> </method> <method name="unbind" qualifiers="const"> diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml index 6eeff8fef3..45f77ba484 100644 --- a/doc/classes/CanvasGroup.xml +++ b/doc/classes/CanvasGroup.xml @@ -8,6 +8,7 @@ [b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] overrides the builtin shader. To duplicate the behavior of the builtin shader in a custom [Shader] use the following: [codeblock] shader_type canvas_item; + render_mode unshaded; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index fb8bc18c1a..b63f6e7252 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -8,6 +8,7 @@ They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y). The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after. [b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them. + [b]Note:[/b] When using the Mobile rendering method, decals will only correctly affect meshes whose visibility AABB intersects with the decal's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the decal may not be visible on the mesh. </description> <tutorials> </tutorials> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 7c40c189c0..22665c8ffb 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -648,7 +648,7 @@ <return type="int" enum="Error" /> <param index="0" name="method" type="StringName" /> <description> - Sends a remote procedure call request for the given [param method] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behavior depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/code]. + Sends a remote procedure call request for the given [param method] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behavior depends on the RPC configuration for the given method, see [method rpc_config] and [annotation @GDScript.@rpc]. Methods are not exposed to RPCs by default. Returns [code]null[/code]. [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code]. </description> </method> @@ -666,7 +666,7 @@ channel = 0, } [/codeblock] - See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc("any")[/code], [code]@rpc("authority")[/code]). By default, methods are not exposed to networking (and RPCs). + See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding [annotation @GDScript.@rpc] annotation ([code]@rpc(any_peer)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs). </description> </method> <method name="rpc_id" qualifiers="vararg"> diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index f71c81e713..c0e10574c8 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. + [b]Note:[/b] When using the Mobile or Compatibility rendering methods, omni lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh. </description> <tutorials> <link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index fa0b1ab00b..e912925cd2 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -7,6 +7,7 @@ Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses. The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ssr_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is. [b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera3D] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe]. + [b]Note:[/b] When using the Mobile rendering method, reflection probes will only correctly affect meshes whose visibility AABB intersects with the reflection probe's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh. </description> <tutorials> <link title="Reflection probes">$DOCS_URL/tutorials/3d/reflection_probes.html</link> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 59d36aefab..9dff742748 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D]. + [b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh. </description> <tutorials> <link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link> diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 17a29f0507..390722b7e5 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -14,16 +14,21 @@ # bar = "Uh oh! I can't make static variables become a different type!" [/gdscript] [csharp] - // ... but C# is statically typed. Once a variable has a type it cannot be changed. However you can use the var keyword in methods to let the compiler decide the type automatically. - var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in GDScript are 64-bit and the direct C# equivalent is "long". + // C# is statically typed. Once a variable has a type it cannot be changed. You can use the `var` keyword to let the compiler infer the type automatically. + var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in GDScript are 64-bit and the direct C# equivalent is `long`. // foo = "foo was and will always be an integer. It cannot be turned into a string!"; var boo = "Boo is a string!"; - var ref = new Reference(); // var is especially useful when used together with a constructor. + var ref = new RefCounted(); // var is especially useful when used together with a constructor. + + // Godot also provides a Variant type that works like an union of all the Variant-compatible types. + Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` in the Variant type). + fooVar = "Now fooVar is a string!"; + fooVar = new RefCounted(); // fooVar is a GodotObject. [/csharp] [/codeblocks] Godot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API. - GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types. - - C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept. + - C# is statically typed, but uses its own implementation of the [code]Variant[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. A [code]Variant[/code] can be assigned any compatible type implicitly but converting requires an explicit cast. The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). [codeblocks] [gdscript] @@ -42,14 +47,20 @@ # Open your project.godot file to see it up close. [/gdscript] [csharp] - int foo = 2; - if (foo == null) + Variant foo = 2; + switch (foo.VariantType) { - GD.Print("foo is null"); - } - if (foo is int) - { - GD.Print("foo is an integer"); + case Variant.Type.Nil: + GD.Print("foo is null"); + break; + case Variant.Type.Int: + GD.Print("foo is an integer"); + break; + case Variant.Type.Object: + // Note that Objects are their own special category. + // You can convert a Variant to a GodotObject and use reflection to get its name. + GD.Print($"foo is a(n) {foo.AsGodotObject().GetType().Name}"); + break; } [/csharp] [/codeblocks] diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index eb1b2f84b4..7f67651e62 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -2690,6 +2690,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() { // Default CanvasGroup shader. shader_type canvas_item; +render_mode unshaded; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; @@ -2717,6 +2718,7 @@ void fragment() { // Default clip children shader. shader_type canvas_item; +render_mode unshaded; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 8c7b52f379..ea0a0b660d 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -649,7 +649,7 @@ void main() { #ifdef MODE_LIGHT_ONLY color = vec4(0.0); -#else +#elif !defined(MODE_UNSHADED) color *= canvas_modulation; #endif diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml index 32acad76aa..026b603683 100644 --- a/modules/gdscript/doc_classes/@GDScript.xml +++ b/modules/gdscript/doc_classes/@GDScript.xml @@ -565,14 +565,22 @@ </annotation> <annotation name="@rpc" qualifiers="vararg"> <return type="void" /> - <param index="0" name="mode" type="String" default="""" /> - <param index="1" name="sync" type="String" default="""" /> - <param index="2" name="transfer_mode" type="String" default="""" /> + <param index="0" name="mode" type="String" default=""authority"" /> + <param index="1" name="sync" type="String" default=""call_remote"" /> + <param index="2" name="transfer_mode" type="String" default=""unreliable"" /> <param index="3" name="transfer_channel" type="int" default="0" /> <description> Mark the following method for remote procedure calls. See [url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/url]. + The order of [code]mode[/code], [code]sync[/code] and [code]transfer_mode[/code] does not matter and all arguments can be omitted, but [code]transfer_channel[/code] always has to be the last argument. The accepted values for [code]mode[/code] are [code]"any_peer"[/code] or [code]"authority"[/code], for [code]sync[/code] are [code]"call_remote"[/code] or [code]"call_local"[/code] and for [code]transfer_mode[/code] are [code]"unreliable"[/code], [code]"unreliable_ordered"[/code] or [code]"reliable"[/code]. [codeblock] - @rpc() + @rpc + func fn(): pass + + @rpc(any_peer, unreliable_ordered) + func fn_update_pos(): pass + + @rpc(authority, call_remote, unreliable, 0) # Equivalent to @rpc + func fn_default(): pass [/codeblock] </description> </annotation> diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp index ed2dce471f..5c4ea60fd5 100644 --- a/modules/gdscript/gdscript_parser.cpp +++ b/modules/gdscript/gdscript_parser.cpp @@ -109,7 +109,7 @@ GDScriptParser::GDScriptParser() { // Warning annotations. register_annotation(MethodInfo("@warning_ignore", PropertyInfo(Variant::STRING, "warning")), AnnotationInfo::CLASS | AnnotationInfo::VARIABLE | AnnotationInfo::SIGNAL | AnnotationInfo::CONSTANT | AnnotationInfo::FUNCTION | AnnotationInfo::STATEMENT, &GDScriptParser::warning_annotations, varray(), true); // Networking. - register_annotation(MethodInfo("@rpc", PropertyInfo(Variant::STRING, "mode"), PropertyInfo(Variant::STRING, "sync"), PropertyInfo(Variant::STRING, "transfer_mode"), PropertyInfo(Variant::INT, "transfer_channel")), AnnotationInfo::FUNCTION, &GDScriptParser::rpc_annotation, varray("", "", "", 0), true); + register_annotation(MethodInfo("@rpc", PropertyInfo(Variant::STRING, "mode"), PropertyInfo(Variant::STRING, "sync"), PropertyInfo(Variant::STRING, "transfer_mode"), PropertyInfo(Variant::INT, "transfer_channel")), AnnotationInfo::FUNCTION, &GDScriptParser::rpc_annotation, varray("authority", "call_remote", "unreliable", 0), true); #ifdef DEBUG_ENABLED is_ignoring_warnings = !(bool)GLOBAL_GET("debug/gdscript/warnings/enable"); diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index bd8c11186e..f102bc0650 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2634,6 +2634,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { // Default CanvasGroup shader. shader_type canvas_item; +render_mode unshaded; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; @@ -2661,6 +2662,7 @@ void fragment() { // Default clip children shader. shader_type canvas_item; +render_mode unshaded; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; |