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-rw-r--r--doc/classes/RenderingServer.xml372
1 files changed, 124 insertions, 248 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 4e0762a68b..5830a8452c 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -9,13 +9,13 @@
The rendering server can be used to bypass the scene system entirely.
Resources are created using the [code]*_create[/code] functions.
All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas].
- In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world]. Otherwise, a scenario can be created with [method scenario_create].
+ In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world_3d]. Otherwise, a scenario can be created with [method scenario_create].
Similarly in 2D, a canvas is needed to draw all canvas items.
In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible.
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
+ <link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
</tutorials>
<methods>
<method name="black_bars_set_images">
@@ -404,28 +404,6 @@
The mode of the light, see [enum CanvasLightMode] constants.
</description>
</method>
- <method name="canvas_light_set_scale">
- <return type="void">
- </return>
- <argument index="0" name="light" type="RID">
- </argument>
- <argument index="1" name="scale" type="float">
- </argument>
- <description>
- Sets the texture's scale factor of the light. Equivalent to [member Light2D.texture_scale].
- </description>
- </method>
- <method name="canvas_light_set_shadow_buffer_size">
- <return type="void">
- </return>
- <argument index="0" name="light" type="RID">
- </argument>
- <argument index="1" name="size" type="int">
- </argument>
- <description>
- Sets the width of the shadow buffer, size gets scaled to the next power of two for this.
- </description>
- </method>
<method name="canvas_light_set_shadow_color">
<return type="void">
</return>
@@ -478,7 +456,7 @@
<argument index="1" name="texture" type="RID">
</argument>
<description>
- Sets texture to be used by light. Equivalent to [member Light2D.texture].
+ Sets the texture to be used by a [PointLight2D]. Equivalent to [member PointLight2D.texture].
</description>
</method>
<method name="canvas_light_set_texture_offset">
@@ -489,7 +467,18 @@
<argument index="1" name="offset" type="Vector2">
</argument>
<description>
- Sets the offset of the light's texture. Equivalent to [member Light2D.offset].
+ Sets the offset of a [PointLight2D]'s texture. Equivalent to [member PointLight2D.offset].
+ </description>
+ </method>
+ <method name="canvas_light_set_texture_scale">
+ <return type="void">
+ </return>
+ <argument index="0" name="light" type="RID">
+ </argument>
+ <argument index="1" name="scale" type="float">
+ </argument>
+ <description>
+ Sets the scale factor of a [PointLight2D]'s texture. Equivalent to [member PointLight2D.texture_scale].
</description>
</method>
<method name="canvas_light_set_transform">
@@ -583,6 +572,12 @@
Modulates all colors in the given canvas.
</description>
</method>
+ <method name="create_local_rendering_device" qualifiers="const">
+ <return type="RenderingDevice">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="directional_light_create">
<return type="RID">
</return>
@@ -690,52 +685,21 @@
</argument>
<argument index="1" name="enable" type="bool">
</argument>
- <argument index="2" name="color" type="Color">
- </argument>
- <argument index="3" name="sun_color" type="Color">
- </argument>
- <argument index="4" name="sun_amount" type="float">
- </argument>
- <description>
- Sets the variables to be used with the scene fog. See [Environment] for more details.
- </description>
- </method>
- <method name="environment_set_fog_depth">
- <return type="void">
- </return>
- <argument index="0" name="env" type="RID">
- </argument>
- <argument index="1" name="enable" type="bool">
- </argument>
- <argument index="2" name="depth_begin" type="float">
- </argument>
- <argument index="3" name="depth_end" type="float">
- </argument>
- <argument index="4" name="depth_curve" type="float">
- </argument>
- <argument index="5" name="transmit" type="bool">
+ <argument index="2" name="light_color" type="Color">
</argument>
- <argument index="6" name="transmit_curve" type="float">
+ <argument index="3" name="light_energy" type="float">
</argument>
- <description>
- Sets the variables to be used with the fog depth effect. See [Environment] for more details.
- </description>
- </method>
- <method name="environment_set_fog_height">
- <return type="void">
- </return>
- <argument index="0" name="env" type="RID">
+ <argument index="4" name="sun_scatter" type="float">
</argument>
- <argument index="1" name="enable" type="bool">
+ <argument index="5" name="density" type="float">
</argument>
- <argument index="2" name="min_height" type="float">
+ <argument index="6" name="height" type="float">
</argument>
- <argument index="3" name="max_height" type="float">
+ <argument index="7" name="height_density" type="float">
</argument>
- <argument index="4" name="height_curve" type="float">
+ <argument index="8" name="aerial_perspective" type="float">
</argument>
<description>
- Sets the variables to be used with the fog height effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_glow">
@@ -745,7 +709,7 @@
</argument>
<argument index="1" name="enable" type="bool">
</argument>
- <argument index="2" name="level_flags" type="int">
+ <argument index="2" name="levels" type="PackedFloat32Array">
</argument>
<argument index="3" name="intensity" type="float">
</argument>
@@ -1282,7 +1246,7 @@
<argument index="1" name="base" type="RID">
</argument>
<description>
- Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario.
+ Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario.
</description>
</method>
<method name="instance_set_blend_shape_weight">
@@ -1377,19 +1341,6 @@
Sets the world space transform of the instance. Equivalent to [member Node3D.transform].
</description>
</method>
- <method name="instance_set_use_lightmap">
- <return type="void">
- </return>
- <argument index="0" name="instance" type="RID">
- </argument>
- <argument index="1" name="lightmap_instance" type="RID">
- </argument>
- <argument index="2" name="lightmap" type="RID">
- </argument>
- <description>
- Sets the lightmap to use with this instance.
- </description>
- </method>
<method name="instance_set_visible">
<return type="void">
</return>
@@ -1483,6 +1434,16 @@
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 OmniLight3D.omni_shadow_mode].
</description>
</method>
+ <method name="light_set_bake_mode">
+ <return type="void">
+ </return>
+ <argument index="0" name="light" type="RID">
+ </argument>
+ <argument index="1" name="bake_mode" type="int" enum="RenderingServer.LightBakeMode">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="light_set_color">
<return type="void">
</return>
@@ -1573,126 +1534,6 @@
Sets the color of the shadow cast by the light. Equivalent to [member Light3D.shadow_color].
</description>
</method>
- <method name="light_set_use_gi">
- <return type="void">
- </return>
- <argument index="0" name="light" type="RID">
- </argument>
- <argument index="1" name="enabled" type="bool">
- </argument>
- <description>
- Sets whether GI probes capture light information from this light.
- </description>
- </method>
- <method name="lightmap_capture_create">
- <return type="RID">
- </return>
- <description>
- Creates a lightmap capture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_capture_*[/code] RenderingServer functions.
- Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method.
- To place in a scene, attach this lightmap capture to an instance using [method instance_set_base] using the returned RID.
- </description>
- </method>
- <method name="lightmap_capture_get_bounds" qualifiers="const">
- <return type="AABB">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <description>
- Returns the size of the lightmap capture area.
- </description>
- </method>
- <method name="lightmap_capture_get_energy" qualifiers="const">
- <return type="float">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <description>
- Returns the energy multiplier used by the lightmap capture.
- </description>
- </method>
- <method name="lightmap_capture_get_octree" qualifiers="const">
- <return type="PackedByteArray">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <description>
- Returns the octree used by the lightmap capture.
- </description>
- </method>
- <method name="lightmap_capture_get_octree_cell_subdiv" qualifiers="const">
- <return type="int">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <description>
- Returns the cell subdivision amount used by this lightmap capture's octree.
- </description>
- </method>
- <method name="lightmap_capture_get_octree_cell_transform" qualifiers="const">
- <return type="Transform">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <description>
- Returns the cell transform for this lightmap capture's octree.
- </description>
- </method>
- <method name="lightmap_capture_set_bounds">
- <return type="void">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <argument index="1" name="bounds" type="AABB">
- </argument>
- <description>
- Sets the size of the area covered by the lightmap capture.
- </description>
- </method>
- <method name="lightmap_capture_set_energy">
- <return type="void">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <argument index="1" name="energy" type="float">
- </argument>
- <description>
- Sets the energy multiplier for this lightmap capture.
- </description>
- </method>
- <method name="lightmap_capture_set_octree">
- <return type="void">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <argument index="1" name="octree" type="PackedByteArray">
- </argument>
- <description>
- Sets the octree to be used by this lightmap capture.
- </description>
- </method>
- <method name="lightmap_capture_set_octree_cell_subdiv">
- <return type="void">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <argument index="1" name="subdiv" type="int">
- </argument>
- <description>
- Sets the subdivision level of this lightmap capture's octree.
- </description>
- </method>
- <method name="lightmap_capture_set_octree_cell_transform">
- <return type="void">
- </return>
- <argument index="0" name="capture" type="RID">
- </argument>
- <argument index="1" name="xform" type="Transform">
- </argument>
- <description>
- Sets the octree cell transform for this lightmap capture's octree.
- </description>
- </method>
<method name="make_sphere_mesh">
<return type="RID">
</return>
@@ -1783,7 +1624,6 @@
<argument index="3" name="blend_shapes" type="Array" default="[ ]">
</argument>
<argument index="4" name="lods" type="Dictionary" default="{
-
}">
</argument>
<argument index="5" name="compress_format" type="int" default="31744">
@@ -2414,40 +2254,37 @@
To place in a scene, attach this reflection probe to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
- <method name="reflection_probe_set_as_interior">
+ <method name="reflection_probe_set_ambient_color">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
- <argument index="1" name="enable" type="bool">
+ <argument index="1" name="color" type="Color">
</argument>
<description>
- If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior_enable].
</description>
</method>
- <method name="reflection_probe_set_cull_mask">
+ <method name="reflection_probe_set_ambient_energy">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
- <argument index="1" name="layers" type="int">
+ <argument index="1" name="energy" type="float">
</argument>
<description>
- Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to [member ReflectionProbe.cull_mask].
</description>
</method>
- <method name="reflection_probe_set_enable_box_projection">
+ <method name="reflection_probe_set_ambient_mode">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
- <argument index="1" name="enable" type="bool">
+ <argument index="1" name="mode" type="int" enum="RenderingServer.ReflectionProbeAmbientMode">
</argument>
<description>
- If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection].
</description>
</method>
- <method name="reflection_probe_set_enable_shadows">
+ <method name="reflection_probe_set_as_interior">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
@@ -2455,62 +2292,62 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
- If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows].
+ If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior].
</description>
</method>
- <method name="reflection_probe_set_extents">
+ <method name="reflection_probe_set_cull_mask">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
- <argument index="1" name="extents" type="Vector3">
+ <argument index="1" name="layers" type="int">
</argument>
<description>
- Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.extents].
+ Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to [member ReflectionProbe.cull_mask].
</description>
</method>
- <method name="reflection_probe_set_intensity">
+ <method name="reflection_probe_set_enable_box_projection">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
- <argument index="1" name="intensity" type="float">
+ <argument index="1" name="enable" type="bool">
</argument>
<description>
- Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity].
+ If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection].
</description>
</method>
- <method name="reflection_probe_set_interior_ambient">
+ <method name="reflection_probe_set_enable_shadows">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
- <argument index="1" name="color" type="Color">
+ <argument index="1" name="enable" type="bool">
</argument>
<description>
- Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to [member ReflectionProbe.interior_ambient_color].
+ If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows].
</description>
</method>
- <method name="reflection_probe_set_interior_ambient_energy">
+ <method name="reflection_probe_set_extents">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
- <argument index="1" name="energy" type="float">
+ <argument index="1" name="extents" type="Vector3">
</argument>
<description>
- Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to [member ReflectionProbe.interior_ambient_energy].
+ Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.extents].
</description>
</method>
- <method name="reflection_probe_set_interior_ambient_probe_contribution">
+ <method name="reflection_probe_set_intensity">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
- <argument index="1" name="contrib" type="float">
+ <argument index="1" name="intensity" type="float">
</argument>
<description>
- Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to [member ReflectionProbe.interior_ambient_contrib].
+ Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity].
</description>
</method>
<method name="reflection_probe_set_max_distance">
@@ -3119,6 +2956,16 @@
Sets when the viewport should be updated. See [enum ViewportUpdateMode] constants for options.
</description>
</method>
+ <method name="viewport_set_use_debanding">
+ <return type="void">
+ </return>
+ <argument index="0" name="viewport" type="RID">
+ </argument>
+ <argument index="1" name="enable" type="bool">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="viewport_set_use_xr">
<return type="void">
</return>
@@ -3131,6 +2978,11 @@
</description>
</method>
</methods>
+ <members>
+ <member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled">
+ If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled.
+ </member>
+ </members>
<signals>
<signal name="frame_post_draw">
<description>
@@ -3373,11 +3225,17 @@
<constant name="LIGHT_PARAM_SHADOW_BLUR" value="16" enum="LightParam">
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.
</constant>
- <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="17" enum="LightParam">
+ <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="18" enum="LightParam">
</constant>
- <constant name="LIGHT_PARAM_MAX" value="18" enum="LightParam">
+ <constant name="LIGHT_PARAM_MAX" value="19" enum="LightParam">
Represents the size of the [enum LightParam] enum.
</constant>
+ <constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode">
+ </constant>
+ <constant name="LIGHT_BAKE_DYNAMIC" value="1" enum="LightBakeMode">
+ </constant>
+ <constant name="LIGHT_BAKE_STATIC" value="2" enum="LightBakeMode">
+ </constant>
<constant name="LIGHT_OMNI_SHADOW_DUAL_PARABOLOID" value="0" enum="LightOmniShadowMode">
Use a dual paraboloid shadow map for omni lights.
</constant>
@@ -3405,6 +3263,12 @@
<constant name="REFLECTION_PROBE_UPDATE_ALWAYS" value="1" enum="ReflectionProbeUpdateMode">
Reflection probe will update each frame. This mode is necessary to capture moving objects.
</constant>
+ <constant name="REFLECTION_PROBE_AMBIENT_DISABLED" value="0" enum="ReflectionProbeAmbientMode">
+ </constant>
+ <constant name="REFLECTION_PROBE_AMBIENT_ENVIRONMENT" value="1" enum="ReflectionProbeAmbientMode">
+ </constant>
+ <constant name="REFLECTION_PROBE_AMBIENT_COLOR" value="2" enum="ReflectionProbeAmbientMode">
+ </constant>
<constant name="DECAL_TEXTURE_ALBEDO" value="0" enum="DecalTexture">
</constant>
<constant name="DECAL_TEXTURE_NORMAL" value="1" enum="DecalTexture">
@@ -3529,18 +3393,21 @@
<constant name="VIEWPORT_DEBUG_DRAW_SSAO" value="12" enum="ViewportDebugDraw">
Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER" value="13" enum="ViewportDebugDraw">
- Draws the roughness limiter post process over the Viewport so you can see where it has an effect. It must be enabled in [member ProjectSettings.rendering/quality/screen_filters/screen_space_roughness_limiter] to work.
- </constant>
- <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="14" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="13" enum="ViewportDebugDraw">
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.
</constant>
- <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="15" enum="ViewportDebugDraw">
+ <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="14" enum="ViewportDebugDraw">
+ </constant>
+ <constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="15" enum="ViewportDebugDraw">
</constant>
- <constant name="SKY_MODE_QUALITY" value="0" enum="SkyMode">
+ <constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="16" enum="ViewportDebugDraw">
+ </constant>
+ <constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="17" enum="ViewportDebugDraw">
+ </constant>
+ <constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode">
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples].
</constant>
- <constant name="SKY_MODE_REALTIME" value="1" enum="SkyMode">
+ <constant name="SKY_MODE_REALTIME" value="3" enum="SkyMode">
Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times.
[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member Sky.radiance_size] must be set to [constant Sky.RADIANCE_SIZE_256].
</constant>
@@ -3713,22 +3580,24 @@
<constant name="INSTANCE_PARTICLES" value="4" enum="InstanceType">
The instance is a particle emitter.
</constant>
- <constant name="INSTANCE_LIGHT" value="5" enum="InstanceType">
+ <constant name="INSTANCE_PARTICLES_COLLISION" value="5" enum="InstanceType">
+ </constant>
+ <constant name="INSTANCE_LIGHT" value="6" enum="InstanceType">
The instance is a light.
</constant>
- <constant name="INSTANCE_REFLECTION_PROBE" value="6" enum="InstanceType">
+ <constant name="INSTANCE_REFLECTION_PROBE" value="7" enum="InstanceType">
The instance is a reflection probe.
</constant>
- <constant name="INSTANCE_DECAL" value="7" enum="InstanceType">
+ <constant name="INSTANCE_DECAL" value="8" enum="InstanceType">
The instance is a decal.
</constant>
- <constant name="INSTANCE_GI_PROBE" value="8" enum="InstanceType">
+ <constant name="INSTANCE_GI_PROBE" value="9" enum="InstanceType">
The instance is a GI probe.
</constant>
- <constant name="INSTANCE_LIGHTMAP_CAPTURE" value="9" enum="InstanceType">
- The instance is a lightmap capture.
+ <constant name="INSTANCE_LIGHTMAP" value="10" enum="InstanceType">
+ The instance is a lightmap.
</constant>
- <constant name="INSTANCE_MAX" value="10" enum="InstanceType">
+ <constant name="INSTANCE_MAX" value="11" enum="InstanceType">
Represents the size of the [enum InstanceType] enum.
</constant>
<constant name="INSTANCE_GEOMETRY_MASK" value="30" enum="InstanceType">
@@ -3806,18 +3675,25 @@
<constant name="CANVAS_ITEM_TEXTURE_REPEAT_MAX" value="4" enum="CanvasItemTextureRepeat">
Max value for [enum CanvasItemTextureRepeat] enum.
</constant>
- <constant name="CANVAS_LIGHT_MODE_ADD" value="0" enum="CanvasLightMode">
+ <constant name="CANVAS_GROUP_MODE_DISABLED" value="0" enum="CanvasGroupMode">
+ </constant>
+ <constant name="CANVAS_GROUP_MODE_OPAQUE" value="1" enum="CanvasGroupMode">
+ </constant>
+ <constant name="CANVAS_GROUP_MODE_TRANSPARENT" value="2" enum="CanvasGroupMode">
+ </constant>
+ <constant name="CANVAS_LIGHT_MODE_POINT" value="0" enum="CanvasLightMode">
+ </constant>
+ <constant name="CANVAS_LIGHT_MODE_DIRECTIONAL" value="1" enum="CanvasLightMode">
+ </constant>
+ <constant name="CANVAS_LIGHT_BLEND_MODE_ADD" value="0" enum="CanvasLightBlendMode">
Adds light color additive to the canvas.
</constant>
- <constant name="CANVAS_LIGHT_MODE_SUB" value="1" enum="CanvasLightMode">
+ <constant name="CANVAS_LIGHT_BLEND_MODE_SUB" value="1" enum="CanvasLightBlendMode">
Adds light color subtractive to the canvas.
</constant>
- <constant name="CANVAS_LIGHT_MODE_MIX" value="2" enum="CanvasLightMode">
+ <constant name="CANVAS_LIGHT_BLEND_MODE_MIX" value="2" enum="CanvasLightBlendMode">
The light adds color depending on transparency.
</constant>
- <constant name="CANVAS_LIGHT_MODE_MASK" value="3" enum="CanvasLightMode">
- The light adds color depending on mask.
- </constant>
<constant name="CANVAS_LIGHT_FILTER_NONE" value="0" enum="CanvasLightShadowFilter">
Do not apply a filter to canvas light shadows.
</constant>