diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Animation.xml | 18 | ||||
-rw-r--r-- | doc/classes/AnimationNode.xml | 8 | ||||
-rw-r--r-- | doc/classes/AnimationTree.xml | 64 | ||||
-rw-r--r-- | doc/classes/DirectionalLight2D.xml | 5 | ||||
-rw-r--r-- | doc/classes/EditorSettings.xml | 3 | ||||
-rw-r--r-- | doc/classes/Light2D.xml | 13 | ||||
-rw-r--r-- | doc/classes/Mesh.xml | 4 | ||||
-rw-r--r-- | doc/classes/Node.xml | 3 | ||||
-rw-r--r-- | doc/classes/OS.xml | 4 | ||||
-rw-r--r-- | doc/classes/PointLight2D.xml | 3 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 15 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 13 |
12 files changed, 115 insertions, 38 deletions
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index af8d9c416f..80e0c81509 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -251,15 +251,6 @@ Returns the amount of tracks in the animation. </description> </method> - <method name="method_track_get_key_indices" qualifiers="const"> - <return type="PackedInt32Array" /> - <param index="0" name="track_idx" type="int" /> - <param index="1" name="time_sec" type="float" /> - <param index="2" name="delta" type="float" /> - <description> - Returns all the key indices of a method track, given a position and delta time. - </description> - </method> <method name="method_track_get_name" qualifiers="const"> <return type="StringName" /> <param index="0" name="track_idx" type="int" /> @@ -523,15 +514,6 @@ Swaps the track [param track_idx]'s index position with the track [param with_idx]. </description> </method> - <method name="value_track_get_key_indices" qualifiers="const"> - <return type="PackedInt32Array" /> - <param index="0" name="track_idx" type="int" /> - <param index="1" name="time_sec" type="float" /> - <param index="2" name="delta" type="float" /> - <description> - Returns all the key indices of a value track, given a position and delta time. - </description> - </method> <method name="value_track_get_update_mode" qualifiers="const"> <return type="int" enum="Animation.UpdateMode" /> <param index="0" name="track_idx" type="int" /> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index b856b5f208..915fbf53cd 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -53,7 +53,7 @@ <return type="float" /> <param index="0" name="time" type="float" /> <param index="1" name="seek" type="bool" /> - <param index="2" name="seek_root" type="bool" /> + <param index="2" name="is_external_seeking" type="bool" /> <description> When inheriting from [AnimationRootNode], implement this virtual method to run some code when this node is processed. The [param time] parameter is a relative delta, unless [param seek] is [code]true[/code], in which case it is absolute. Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory. @@ -73,7 +73,7 @@ <param index="1" name="time" type="float" /> <param index="2" name="delta" type="float" /> <param index="3" name="seeked" type="bool" /> - <param index="4" name="seek_root" type="bool" /> + <param index="4" name="is_external_seeking" type="bool" /> <param index="5" name="blend" type="float" /> <param index="6" name="pingponged" type="int" default="0" /> <description> @@ -85,7 +85,7 @@ <param index="0" name="input_index" type="int" /> <param index="1" name="time" type="float" /> <param index="2" name="seek" type="bool" /> - <param index="3" name="seek_root" type="bool" /> + <param index="3" name="is_external_seeking" type="bool" /> <param index="4" name="blend" type="float" /> <param index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> <param index="6" name="sync" type="bool" default="true" /> @@ -99,7 +99,7 @@ <param index="1" name="node" type="AnimationNode" /> <param index="2" name="time" type="float" /> <param index="3" name="seek" type="bool" /> - <param index="4" name="seek_root" type="bool" /> + <param index="4" name="is_external_seeking" type="bool" /> <param index="5" name="blend" type="float" /> <param index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> <param index="7" name="sync" type="bool" default="true" /> diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 27797b00b5..21f4b37741 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -19,10 +19,66 @@ Manually advance the animations by the specified time (in seconds). </description> </method> - <method name="get_root_motion_transform" qualifiers="const"> - <return type="Transform3D" /> + <method name="get_root_motion_position" qualifiers="const"> + <return type="Vector3" /> <description> - Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_SCALE_3D] or [constant Animation.TYPE_ROTATION_3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView]. + Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere. + If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code]. + See also [member root_motion_track] and [RootMotionView]. + The most basic example is applying position to [CharacterBody3D]: + [codeblocks] + [gdscript] + var current_rotation: Quaternion + + func _process(delta): + if Input.is_action_just_pressed("animate"): + current_rotation = get_quaternion() + state_machine.travel("Animate") + var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta + set_velocity(velocity) + move_and_slide() + [/gdscript] + [/codeblocks] + </description> + </method> + <method name="get_root_motion_rotation" qualifiers="const"> + <return type="Quaternion" /> + <description> + Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere. + If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code]. + See also [member root_motion_track] and [RootMotionView]. + The most basic example is applying rotation to [CharacterBody3D]: + [codeblocks] + [gdscript] + func _process(delta): + if Input.is_action_just_pressed("animate"): + state_machine.travel("Animate") + set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation()) + [/gdscript] + [/codeblocks] + </description> + </method> + <method name="get_root_motion_scale" qualifiers="const"> + <return type="Vector3" /> + <description> + Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere. + If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code]. + See also [member root_motion_track] and [RootMotionView]. + The most basic example is applying scale to [CharacterBody3D]: + [codeblocks] + [gdscript] + var current_scale: Vector3 = Vector3(1, 1, 1) + var scale_accum: Vector3 = Vector3(1, 1, 1) + + func _process(delta): + if Input.is_action_just_pressed("animate"): + current_scale = get_scale() + scale_accum = Vector3(1, 1, 1) + state_machine.travel("Animate") + scale_accum += animation_tree.get_root_motion_scale() + set_scale(current_scale * scale_accum) + [/gdscript] + [/codeblocks] </description> </method> <method name="rename_parameter"> @@ -48,7 +104,7 @@ </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. - If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView]. + If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView]. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml index 7a54980c19..f825a9e082 100644 --- a/doc/classes/DirectionalLight2D.xml +++ b/doc/classes/DirectionalLight2D.xml @@ -1,19 +1,20 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="DirectionalLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Directional light from a distance. + Directional 2D light from a distance. </brief_description> <description> A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight). </description> <tutorials> + <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <members> <member name="height" type="float" setter="set_height" getter="get_height" default="0.0"> The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane). </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0"> - Maximum distance this light covers. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (due to more objects being included in shadow rendering). + The maximum distance from the camera center objects can be before their shadows are culled (in pixels). Decreasing this value can prevent objects located outside the camera from casting shadows (while also improving performance). [member Camera2D.zoom] is not taken into account by [member max_distance], which means that at higher zoom values, shadows will appear to fade out sooner when zooming onto a given point. </member> </members> </class> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 07457387a0..865faa13ae 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -592,6 +592,9 @@ <member name="interface/theme/custom_theme" type="String" setter="" getter=""> The custom theme resource to use for the editor. Must be a Godot theme resource in [code].tres[/code] or [code].res[/code] format. </member> + <member name="interface/theme/draw_extra_borders" type="bool" setter="" getter=""> + If [code]true[/code], draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the [b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black background. + </member> <member name="interface/theme/icon_and_font_color" type="int" setter="" getter=""> The icon and font color scheme to use in the editor. - [b]Auto[/b] determines the color scheme to use automatically based on [member interface/theme/base_color]. diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 00815758a1..062d532464 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -4,8 +4,7 @@ Casts light in a 2D environment. </brief_description> <description> - Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). - [b]Note:[/b] Light2D can also be used as a mask. + Casts light in a 2D environment. A light is defined as a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related). </description> <tutorials> <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link> @@ -14,12 +13,14 @@ <method name="get_height" qualifiers="const"> <return type="float" /> <description> + Returns the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height]. </description> </method> <method name="set_height"> <return type="void" /> <param index="0" name="height" type="float" /> <description> + Sets the light's height, which is used in 2D normal mapping. See [member PointLight2D.height] and [member DirectionalLight2D.height]. </description> </method> </methods> @@ -64,7 +65,7 @@ Shadow filter type. See [enum ShadowFilter] for possible values. </member> <member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0"> - Smoothing value for shadows. + Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13]. </member> <member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1"> The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows. @@ -72,13 +73,13 @@ </members> <constants> <constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter"> - No filter applies to the shadow map. See [member shadow_filter]. + No filter applies to the shadow map. This provides hard shadow edges and is the fastest to render. See [member shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter"> - Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter]. + Percentage closer filtering (5 samples) applies to the shadow map. This is slower compared to hard shadow rendering. See [member shadow_filter]. </constant> <constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter"> - Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter]. + Percentage closer filtering (13 samples) applies to the shadow map. This is the slowest shadow filtereing mode, and should be used sparingly. See [member shadow_filter]. </constant> <constant name="BLEND_MODE_ADD" value="0" enum="BlendMode"> Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light. diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 640fa9efec..4d3fb7ed5c 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -97,7 +97,7 @@ </description> </method> <method name="create_convex_shape" qualifiers="const"> - <return type="Shape3D" /> + <return type="ConvexPolygonShape3D" /> <param index="0" name="clean" type="bool" default="true" /> <param index="1" name="simplify" type="bool" default="false" /> <description> @@ -115,7 +115,7 @@ </description> </method> <method name="create_trimesh_shape" qualifiers="const"> - <return type="Shape3D" /> + <return type="ConcavePolygonShape3D" /> <description> Calculate a [ConcavePolygonShape3D] from the mesh. </description> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 0368f29a13..24df5977f9 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -384,8 +384,11 @@ <method name="get_path_to" qualifiers="const"> <return type="NodePath" /> <param index="0" name="node" type="Node" /> + <param index="1" name="use_unique_path" type="bool" default="false" /> <description> Returns the relative [NodePath] from this node to the specified [param node]. Both nodes must be in the same scene or the function will fail. + If [param use_unique_path] is [code]true[/code], returns the shortest path considering unique node. + [b]Note:[/b] If you get a relative path which starts from a unique node, the path may be longer than a normal relative path due to the addition of the unique node's name. </description> </method> <method name="get_physics_process_delta_time" qualifiers="const"> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index ea9b83d2aa..610f77e3d8 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -182,10 +182,12 @@ <method name="get_cmdline_user_args"> <return type="PackedStringArray" /> <description> - Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] argument). These are left untouched by Godot for the user. + Similar to [method get_cmdline_args], but this returns the user arguments (any argument passed after the double dash [code]--[/code] or double plus [code]++[/code] argument). These are left untouched by Godot for the user. [code]++[/code] can be used in situations where [code]--[/code] is intercepted by another program (such as [code]startx[/code]). For example, in the command line below, [code]--fullscreen[/code] will not be returned in [method get_cmdline_user_args] and [code]--level 1[/code] will only be returned in [method get_cmdline_user_args]: [codeblock] godot --fullscreen -- --level 1 + # Or: + godot --fullscreen ++ --level 1 [/codeblock] </description> </method> diff --git a/doc/classes/PointLight2D.xml b/doc/classes/PointLight2D.xml index 89cabbd428..0c51a78e49 100644 --- a/doc/classes/PointLight2D.xml +++ b/doc/classes/PointLight2D.xml @@ -1,10 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PointLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Positional 2D light source. </brief_description> <description> + Casts light in a 2D environment. This light's shape is defined by a (usually grayscale) texture </description> <tutorials> + <link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <members> <member name="height" type="float" setter="set_height" getter="get_height" default="0.0"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index b6f92c2c40..1f0a8d91fa 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2266,7 +2266,20 @@ Set the default Variable Rate Shading (VRS) mode for the main viewport. See [member Viewport.vrs_mode] to change this at runtime, and [enum Viewport.VRSMode] for possible values. </member> <member name="rendering/vrs/texture" type="String" setter="" getter="" default=""""> - If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image. + If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to default texture loaded as the VRS image. + The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision: + [codeblock] + - 1x1 = rgb(0, 0, 0) - #000000 + - 1x2 = rgb(0, 85, 0) - #005500 + - 2x1 = rgb(85, 0, 0) - #550000 + - 2x2 = rgb(85, 85, 0) - #555500 + - 2x4 = rgb(85, 170, 0) - #55aa00 + - 4x2 = rgb(170, 85, 0) - #aa5500 + - 4x4 = rgb(170, 170, 0) - #aaaa00 + - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware + - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware + - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware + [/codeblock] </member> <member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3"> </member> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 78013a8f4b..236d34383f 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -343,6 +343,19 @@ </member> <member name="vrs_texture" type="Texture2D" setter="set_vrs_texture" getter="get_vrs_texture"> Texture to use when [member vrs_mode] is set to [constant Viewport.VRS_TEXTURE]. + The texture [i]must[/i] use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision: + [codeblock] + - 1x1 = rgb(0, 0, 0) - #000000 + - 1x2 = rgb(0, 85, 0) - #005500 + - 2x1 = rgb(85, 0, 0) - #550000 + - 2x2 = rgb(85, 85, 0) - #555500 + - 2x4 = rgb(85, 170, 0) - #55aa00 + - 4x2 = rgb(170, 85, 0) - #aa5500 + - 4x4 = rgb(170, 170, 0) - #aaaa00 + - 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware + - 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware + - 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware + [/codeblock] </member> <member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d"> The custom [World2D] which can be used as 2D environment source. |