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-rw-r--r--doc/classes/Decal.xml4
-rw-r--r--doc/classes/InputEventMouseMotion.xml4
-rw-r--r--doc/classes/Light3D.xml1
-rw-r--r--doc/classes/XMLParser.xml2
4 files changed, 10 insertions, 1 deletions
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml
index c38e1d1499..861b4b480c 100644
--- a/doc/classes/Decal.xml
+++ b/doc/classes/Decal.xml
@@ -89,15 +89,19 @@
</member>
<member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_emission" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for [Decal] textures is set globally with [member ProjectSettings.rendering/textures/decals/filter].
</member>
<member name="upper_fade" type="float" setter="set_upper_fade" getter="get_upper_fade" default="0.3">
Sets the curve over which the decal will fade as the surface gets further from the center of the [AABB]. Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml
index ad74204d82..83aad587a5 100644
--- a/doc/classes/InputEventMouseMotion.xml
+++ b/doc/classes/InputEventMouseMotion.xml
@@ -12,6 +12,10 @@
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<members>
+ <member name="pen_inverted" type="bool" setter="set_pen_inverted" getter="get_pen_inverted" default="false">
+ Returns [code]true[/code] when using the eraser end of a stylus pen.
+ [b]Note:[/b] This property is implemented on Linux, macOS and Windows.
+ </member>
<member name="pressure" type="float" setter="set_pressure" getter="get_pressure" default="0.0">
Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
</member>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 4d8fd63257..0ebd83c882 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -73,6 +73,7 @@
</member>
<member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector">
[Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
+ [b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.
diff --git a/doc/classes/XMLParser.xml b/doc/classes/XMLParser.xml
index c40a07c40a..79ab33045f 100644
--- a/doc/classes/XMLParser.xml
+++ b/doc/classes/XMLParser.xml
@@ -32,7 +32,7 @@
<method name="get_current_line" qualifiers="const">
<return type="int" />
<description>
- Gets the current line in the parsed file (currently not implemented).
+ Gets the current line in the parsed file, counting from 0.
</description>
</method>
<method name="get_named_attribute_value" qualifiers="const">