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-rw-r--r--doc/classes/Expression.xml2
-rw-r--r--doc/classes/ReflectionProbe.xml2
-rw-r--r--doc/classes/VisualInstance3D.xml2
-rw-r--r--doc/classes/VoxelGI.xml2
4 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml
index fd5a921836..2451ab1a0d 100644
--- a/doc/classes/Expression.xml
+++ b/doc/classes/Expression.xml
@@ -65,7 +65,7 @@
<method name="get_error_text" qualifiers="const">
<return type="String" />
<description>
- Returns the error text if [method parse] has failed.
+ Returns the error text if [method parse] or [method execute] has failed.
</description>
</method>
<method name="has_execute_failed" qualifiers="const">
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index cc48e0612b..8532bbf491 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -11,7 +11,7 @@
[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">$DOCS_URL/tutorials/3d/reflection_probes.html</link>
+ <link title="Reflection probes">$DOCS_URL/tutorials/3d/global_illumination/reflection_probes.html</link>
</tutorials>
<members>
<member name="ambient_color" type="Color" setter="set_ambient_color" getter="get_ambient_color" default="Color(0, 0, 0, 1)">
diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml
index 3781045c02..b2bc6709a0 100644
--- a/doc/classes/VisualInstance3D.xml
+++ b/doc/classes/VisualInstance3D.xml
@@ -62,7 +62,7 @@
For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
</member>
<member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0">
- The sorting offset used by this [VisualInstance3D]. Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot.
+ The amount by which the depth of this [VisualInstance3D] will be adjusted when sorting by depth. Uses the same units as the engine (which are typically meters). Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot. To ensure it always draws on top of other objects around it (not positioned at the same spot), set the value to be greater than the distance between this [VisualInstance3D] and the other nearby [VisualInstance3D]s.
</member>
<member name="sorting_use_aabb_center" type="bool" setter="set_sorting_use_aabb_center" getter="is_sorting_use_aabb_center">
If [code]true[/code], the object is sorted based on the [AABB] center. The object will be sorted based on the global position otherwise.
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index e453fbd855..f6c643d757 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
</description>
<tutorials>
- <link title="VoxelGI">$DOCS_URL/tutorials/3d/using_voxel_gi.html</link>
+ <link title="VoxelGI">$DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>