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-rw-r--r--doc/classes/RenderingServer.xml18
1 files changed, 16 insertions, 2 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 5830a8452c..77a80cb8b6 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -608,7 +608,9 @@
</argument>
<argument index="4" name="saturation" type="float">
</argument>
- <argument index="5" name="ramp" type="RID">
+ <argument index="5" name="use_1d_color_correction" type="bool">
+ </argument>
+ <argument index="6" name="color_correction" type="RID">
</argument>
<description>
Sets the values to be used with the "Adjustment" post-process effect. See [Environment] for more details.
@@ -1423,6 +1425,17 @@
Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options.
</description>
</method>
+ <method name="light_directional_set_sky_only">
+ <return type="void">
+ </return>
+ <argument index="0" name="light" type="RID">
+ </argument>
+ <argument index="1" name="enable" type="bool">
+ </argument>
+ <description>
+ If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
+ </description>
+ </method>
<method name="light_omni_set_shadow_mode">
<return type="void">
</return>
@@ -3365,7 +3378,8 @@
Objects are displayed with only light information.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OVERDRAW" value="3" enum="ViewportDebugDraw">
- Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.
+ Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.
+ [b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. This means vertex displacement won't be visible anymore.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_WIREFRAME" value="4" enum="ViewportDebugDraw">
Debug draw draws objects in wireframe.