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-rw-r--r--doc/classes/@GlobalScope.xml18
-rw-r--r--doc/classes/AudioEffectRecord.xml6
-rw-r--r--doc/classes/AudioStream.xml2
-rw-r--r--doc/classes/AudioStreamPlayback.xml2
-rw-r--r--doc/classes/AudioStreamWAV.xml (renamed from doc/classes/AudioStreamSample.xml)10
-rw-r--r--doc/classes/EditorPaths.xml6
-rw-r--r--doc/classes/EditorSettings.xml6
-rw-r--r--doc/classes/MultiplayerAPI.xml100
-rw-r--r--doc/classes/MultiplayerAPIExtension.xml141
-rw-r--r--doc/classes/MultiplayerPeer.xml11
-rw-r--r--doc/classes/MultiplayerSpawner.xml65
-rw-r--r--doc/classes/MultiplayerSynchronizer.xml69
-rw-r--r--doc/classes/NavigationServer3D.xml5
-rw-r--r--doc/classes/Node.xml22
-rw-r--r--doc/classes/Object.xml6
-rw-r--r--doc/classes/ProjectSettings.xml42
-rw-r--r--doc/classes/Projection.xml8
-rw-r--r--doc/classes/RenderingServer.xml93
-rw-r--r--doc/classes/SceneReplicationConfig.xml67
-rw-r--r--doc/classes/ScriptExtension.xml4
-rw-r--r--doc/classes/ShapeCast3D.xml168
-rw-r--r--doc/classes/TileSet.xml37
-rw-r--r--doc/classes/Vector4.xml6
-rw-r--r--doc/classes/Vector4i.xml4
-rw-r--r--doc/classes/Viewport.xml9
25 files changed, 555 insertions, 352 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 30a2228294..709863b70f 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2728,24 +2728,6 @@
<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags">
Default method flags.
</constant>
- <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
- Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
- </constant>
- <constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode">
- Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
- </constant>
- <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode">
- Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority].
- </constant>
- <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
- Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
- </constant>
- <constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode">
- Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
- </constant>
- <constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode">
- Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.
- </constant>
<constant name="TYPE_NIL" value="0" enum="Variant.Type">
Variable is [code]null[/code].
</constant>
diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml
index 9728011bb2..32a6aea340 100644
--- a/doc/classes/AudioEffectRecord.xml
+++ b/doc/classes/AudioEffectRecord.xml
@@ -14,7 +14,7 @@
</tutorials>
<methods>
<method name="get_recording" qualifiers="const">
- <return type="AudioStreamSample" />
+ <return type="AudioStreamWAV" />
<description>
Returns the recorded sample.
</description>
@@ -34,8 +34,8 @@
</method>
</methods>
<members>
- <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamSample.Format" default="1">
- Specifies the format in which the sample will be recorded. See [enum AudioStreamSample.Format] for available formats.
+ <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamWAV.Format" default="1">
+ Specifies the format in which the sample will be recorded. See [enum AudioStreamWAV.Format] for available formats.
</member>
</members>
</class>
diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml
index 68f64505d0..7645cafe86 100644
--- a/doc/classes/AudioStream.xml
+++ b/doc/classes/AudioStream.xml
@@ -4,7 +4,7 @@
Base class for audio streams.
</brief_description>
<description>
- Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats.
+ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via [AudioStreamOggVorbis]) file formats.
</description>
<tutorials>
<link title="Audio streams">$DOCS_URL/tutorials/audio/audio_streams.html</link>
diff --git a/doc/classes/AudioStreamPlayback.xml b/doc/classes/AudioStreamPlayback.xml
index d3d97e0c8a..f1a1c18c1c 100644
--- a/doc/classes/AudioStreamPlayback.xml
+++ b/doc/classes/AudioStreamPlayback.xml
@@ -4,7 +4,7 @@
Meta class for playing back audio.
</brief_description>
<description>
- Can play, loop, pause a scroll through audio. See [AudioStream] and [AudioStreamOGGVorbis] for usage.
+ Can play, loop, pause a scroll through audio. See [AudioStream] and [AudioStreamOggVorbis] for usage.
</description>
<tutorials>
<link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link>
diff --git a/doc/classes/AudioStreamSample.xml b/doc/classes/AudioStreamWAV.xml
index 62f27ce876..17595aec2f 100644
--- a/doc/classes/AudioStreamSample.xml
+++ b/doc/classes/AudioStreamWAV.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="AudioStreamSample" inherits="AudioStream" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="AudioStreamWAV" inherits="AudioStream" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Stores audio data loaded from WAV files.
</brief_description>
<description>
- AudioStreamSample stores sound samples loaded from WAV files. To play the stored sound, use an [AudioStreamPlayer] (for non-positional audio) or [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound can be looped.
+ AudioStreamWAV stores sound samples loaded from WAV files. To play the stored sound, use an [AudioStreamPlayer] (for non-positional audio) or [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound can be looped.
This class can also be used to store dynamically-generated PCM audio data. See also [AudioStreamGenerator] for procedural audio generation.
</description>
<tutorials>
@@ -14,7 +14,7 @@
<return type="int" enum="Error" />
<argument index="0" name="path" type="String" />
<description>
- Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved.
+ Saves the AudioStreamWAV as a WAV file to [code]path[/code]. Samples with IMA ADPCM format can't be saved.
[b]Note:[/b] A [code].wav[/code] extension is automatically appended to [code]path[/code] if it is missing.
</description>
</method>
@@ -24,7 +24,7 @@
Contains the audio data in bytes.
[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 to signed PCM8, subtract 128 from each byte.
</member>
- <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamSample.Format" default="0">
+ <member name="format" type="int" setter="set_format" getter="get_format" enum="AudioStreamWAV.Format" default="0">
Audio format. See [enum Format] constants for values.
</member>
<member name="loop_begin" type="int" setter="set_loop_begin" getter="get_loop_begin" default="0">
@@ -33,7 +33,7 @@
<member name="loop_end" type="int" setter="set_loop_end" getter="get_loop_end" default="0">
The loop end point (in number of samples, relative to the beginning of the sample). This information will be imported automatically from the WAV file if present.
</member>
- <member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamSample.LoopMode" default="0">
+ <member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="AudioStreamWAV.LoopMode" default="0">
The loop mode. This information will be imported automatically from the WAV file if present. See [enum LoopMode] constants for values.
</member>
<member name="mix_rate" type="int" setter="set_mix_rate" getter="get_mix_rate" default="44100">
diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml
index d44c08cb0f..2975ea6d75 100644
--- a/doc/classes/EditorPaths.xml
+++ b/doc/classes/EditorPaths.xml
@@ -48,6 +48,12 @@
[/codeblock]
</description>
</method>
+ <method name="get_project_settings_dir" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the project-specific editor settings path. Projects all have a unique subdirectory inside the settings path where project-specific editor settings are saved.
+ </description>
+ </method>
<method name="get_self_contained_file" qualifiers="const">
<return type="String" />
<description>
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index ac2250ab6d..77abbf8625 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -105,12 +105,6 @@
Returns project-specific metadata for the [code]section[/code] and [code]key[/code] specified. If the metadata doesn't exist, [code]default[/code] will be returned instead. See also [method set_project_metadata].
</description>
</method>
- <method name="get_project_settings_dir" qualifiers="const">
- <return type="String" />
- <description>
- Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved.
- </description>
- </method>
<method name="get_recent_dirs" qualifiers="const">
<return type="PackedStringArray" />
<description>
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index 059d147979..06658bf004 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -1,88 +1,108 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerAPI" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- High-level multiplayer API.
+ High-level multiplayer API interface.
</brief_description>
<description>
- This class implements the high-level multiplayer API. See also [MultiplayerPeer].
- By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
+ Base class for high-level multiplayer API implementations. See also [MultiplayerPeer].
+ By default, [SceneTree] has a reference to an implementation of this class and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific tree branches by calling the [method SceneTree.set_multiplayer] method, effectively allowing to run both client and server in the same scene.
- [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
- [b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
+ It is also possible to extend or replace the default implementation via scripting or native extensions. See [MultiplayerAPIExtension] for details about extensions, [SceneMultiplayer] for the details about the default implementation.
</description>
<tutorials>
</tutorials>
<methods>
- <method name="clear">
- <return type="void" />
+ <method name="create_default_interface" qualifiers="static">
+ <return type="MultiplayerAPI" />
+ <description>
+ Returns a new instance of the default MultiplayerAPI.
+ </description>
+ </method>
+ <method name="get_default_interface" qualifiers="static">
+ <return type="StringName" />
<description>
- Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
+ Returns the default MultiplayerAPI implementation class name. This is usually [code]"SceneMultiplayer"[/code] when [SceneMultiplayer] is available. See [method set_default_interface].
</description>
</method>
- <method name="get_peers" qualifiers="const">
+ <method name="get_peers">
<return type="PackedInt32Array" />
<description>
Returns the peer IDs of all connected peers of this MultiplayerAPI's [member multiplayer_peer].
</description>
</method>
- <method name="get_remote_sender_id" qualifiers="const">
+ <method name="get_remote_sender_id">
<return type="int" />
<description>
Returns the sender's peer ID for the RPC currently being executed.
[b]Note:[/b] If not inside an RPC this method will return 0.
</description>
</method>
- <method name="get_unique_id" qualifiers="const">
+ <method name="get_unique_id">
<return type="int" />
<description>
Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer].
</description>
</method>
- <method name="has_multiplayer_peer" qualifiers="const">
+ <method name="has_multiplayer_peer">
<return type="bool" />
<description>
Returns [code]true[/code] if there is a [member multiplayer_peer] set.
</description>
</method>
- <method name="is_server" qualifiers="const">
+ <method name="is_server">
<return type="bool" />
<description>
Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] is valid and in server mode (listening for connections).
</description>
</method>
+ <method name="object_configuration_add">
+ <return type="int" enum="Error" />
+ <argument index="0" name="object" type="Object" />
+ <argument index="1" name="configuration" type="Variant" />
+ <description>
+ Notifies the MultiplayerAPI of a new [code]configuration[/code] for the given [code]object[/code]. This method is used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing [code]null[/code] and a valid [NodePath] as [code]configuration[/code]). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. [SceneMultiplayer]) for details on how they use it.
+ [b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension].
+ </description>
+ </method>
+ <method name="object_configuration_remove">
+ <return type="int" enum="Error" />
+ <argument index="0" name="object" type="Object" />
+ <argument index="1" name="configuration" type="Variant" />
+ <description>
+ Notifies the MultiplayerAPI to remove a [code]configuration[/code] for the given [code]object[/code]. This method is used internally by [SceneTree] to configure the root path for this MultiplayerAPI (passing [code]null[/code] and an empty [NodePath] as [code]configuration[/code]). This method can be further used by MultiplayerAPI implementations to provide additional features, refer to specific implementation (e.g. [SceneMultiplayer]) for details on how they use it.
+ [b]Note:[/b] This method is mostly relevant when extending or overriding the MultiplayerAPI behavior via [MultiplayerAPIExtension].
+ </description>
+ </method>
<method name="poll">
- <return type="void" />
+ <return type="int" enum="Error" />
<description>
Method used for polling the MultiplayerAPI. You only need to worry about this if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI(s) for you.
[b]Note:[/b] This method results in RPCs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
</description>
</method>
- <method name="send_bytes">
+ <method name="rpc">
<return type="int" enum="Error" />
- <argument index="0" name="bytes" type="PackedByteArray" />
- <argument index="1" name="id" type="int" default="0" />
- <argument index="2" name="mode" type="int" enum="TransferMode" default="2" />
- <argument index="3" name="channel" type="int" default="0" />
+ <argument index="0" name="peer" type="int" />
+ <argument index="1" name="object" type="Object" />
+ <argument index="2" name="method" type="StringName" />
+ <argument index="3" name="arguments" type="Array" default="[]" />
+ <description>
+ Sends an RPC to the target [code]peer[/code]. The given [code]method[/code] will be called on the remote [code]object[/code] with the provided [code]arguments[/code]. The RPC may also be called locally depending on the implementation and RPC configuration. See [method Node.rpc] and [method Node.rpc_config].
+ [b]Note:[/b] Prefer using [method Node.rpc], [method Node.rpc_id], or [code]my_method.rpc(peer, arg1, arg2, ...)[/code] (in GDScript), since they are faster. This method is mostly useful in conjunction with [MultiplayerAPIExtension] when augmenting or replacing the multiplayer capabilities.
+ </description>
+ </method>
+ <method name="set_default_interface" qualifiers="static">
+ <return type="void" />
+ <argument index="0" name="interface_name" type="StringName" />
<description>
- Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
+ Sets the default MultiplayerAPI implementation class. This method can be used by modules and extensions to configure which implementation will be used by [SceneTree] when the engine starts.
</description>
</method>
</methods>
<members>
- <member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false">
- If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs.
- [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
- </member>
<member name="multiplayer_peer" type="MultiplayerPeer" setter="set_multiplayer_peer" getter="get_multiplayer_peer">
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_server]) and will set root node's network mode to authority, or it will become a regular client peer. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals.
</member>
- <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false">
- If [code]true[/code], the MultiplayerAPI's [member multiplayer_peer] refuses new incoming connections.
- </member>
- <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath(&quot;&quot;)">
- The root path to use for RPCs and replication. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.
- This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene.
- </member>
</members>
<signals>
<signal name="connected_to_server">
@@ -107,17 +127,21 @@
Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
</description>
</signal>
- <signal name="peer_packet">
- <argument index="0" name="id" type="int" />
- <argument index="1" name="packet" type="PackedByteArray" />
- <description>
- Emitted when this MultiplayerAPI's [member multiplayer_peer] receives a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
- </description>
- </signal>
<signal name="server_disconnected">
<description>
Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from server. Only emitted on clients.
</description>
</signal>
</signals>
+ <constants>
+ <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
+ Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
+ </constant>
+ <constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode">
+ Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
+ </constant>
+ <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode">
+ Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority].
+ </constant>
+ </constants>
</class>
diff --git a/doc/classes/MultiplayerAPIExtension.xml b/doc/classes/MultiplayerAPIExtension.xml
new file mode 100644
index 0000000000..c369977d57
--- /dev/null
+++ b/doc/classes/MultiplayerAPIExtension.xml
@@ -0,0 +1,141 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="MultiplayerAPIExtension" inherits="MultiplayerAPI" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Base class used for extending the [MultiplayerAPI].
+ </brief_description>
+ <description>
+ This class can be used to augment or replace the default [MultiplayerAPI] implementation via script or extensions.
+ The following example augment the default implemenation ([SceneMultiplayer]) by logging every RPC being made, and every object being configured for replication.
+ [codeblocks]
+ [gdscript]
+ extends MultiplayerAPIExtension
+ class_name LogMultiplayer
+
+ # We want to augment the default SceneMultiplayer.
+ var base_multiplayer = SceneMultiplayer.new()
+
+ func _init():
+ # Just passthourgh base signals (copied to var to avoid cyclic reference)
+ var cts = connected_to_server
+ var cf = connection_failed
+ var pc = peer_connected
+ var pd = peer_disconnected
+ base_multiplayer.connected_to_server.connect(func(): cts.emit())
+ base_multiplayer.connection_failed.connect(func(): cf.emit())
+ base_multiplayer.peer_connected.connect(func(id): pc.emit(id))
+ base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))
+
+ # Log RPC being made and forward it to the default multiplayer.
+ func _rpc(peer: int, object: Object, method: StringName, args: Array) -&gt; int: # Error
+ print("Got RPC for %d: %s::%s(%s)" % [peer, object, method, args])
+ return base_multiplayer.rpc(peer, object, method, args)
+
+ # Log configuration add. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
+ func _object_configuration_add(object, config: Variant) -&gt; int: # Error
+ if config is MultiplayerSynchronizer:
+ print("Adding synchronization configuration for %s. Synchronizer: %s" % [object, config])
+ elif config is MultiplayerSpawner:
+ print("Adding node %s to the spawn list. Spawner: %s" % [object, config])
+ return base_multiplayer.object_configuration_add(object, config)
+
+ # Log configuration remove. E.g. root path (nullptr, NodePath), replication (Node, Spawner|Synchronizer), custom.
+ func _object_configuration_remove(object, config: Variant) -&gt; int: # Error
+ if config is MultiplayerSynchronizer:
+ print("Removing synchronization configuration for %s. Synchronizer: %s" % [object, config])
+ elif config is MultiplayerSpawner:
+ print("Removing node %s from the spawn list. Spawner: %s" % [object, config])
+ return base_multiplayer.object_configuration_remove(object, config)
+
+ # These can be optional, but in our case we want to augment SceneMultiplayer, so forward everything.
+ func _set_multiplayer_peer(p_peer: MultiplayerPeer):
+ base_multiplayer.multiplayer_peer = p_peer
+
+ func _get_multiplayer_peer() -&gt; MultiplayerPeer:
+ return base_multiplayer.multiplayer_peer
+
+ func _get_unique_id() -&gt; int:
+ return base_multiplayer.get_unique_id()
+
+ func _get_peer_ids() -&gt; PackedInt32Array:
+ return base_multiplayer.get_peers()
+ [/gdscript]
+ [/codeblocks]
+ Then in your main scene or in an autoload call [method SceneTree.set_multiplayer] to start using your custom [MultiplayerAPI]:
+ [codeblocks]
+ [gdscript]
+ # autoload.gd
+ func _enter_tree():
+ # Sets our custom multiplayer as the main one in SceneTree.
+ get_tree().set_multiplayer(LogMultiplayer.new())
+ [/gdscript]
+ [/codeblocks]
+ Native extensions can alternatively use the [method MultiplayerAPI.set_default_interface] method during initialization to configure themselves as the default implementation.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="_get_multiplayer_peer" qualifiers="virtual">
+ <return type="MultiplayerPeer" />
+ <description>
+ Called when the [member MultiplayerAPI.multiplayer_peer] is retrieved.
+ </description>
+ </method>
+ <method name="_get_peer_ids" qualifiers="virtual const">
+ <return type="PackedInt32Array" />
+ <description>
+ Callback for [method MultiplayerAPI.get_peers].
+ </description>
+ </method>
+ <method name="_get_remote_sender_id" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ Callback for [method MultiplayerAPI.get_remote_sender_id].
+ </description>
+ </method>
+ <method name="_get_unique_id" qualifiers="virtual const">
+ <return type="int" />
+ <description>
+ Callback for [method MultiplayerAPI.get_unique_id].
+ </description>
+ </method>
+ <method name="_object_configuration_add" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="object" type="Object" />
+ <argument index="1" name="configuration" type="Variant" />
+ <description>
+ Callback for [method MultiplayerAPI.object_configuration_add].
+ </description>
+ </method>
+ <method name="_object_configuration_remove" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="object" type="Object" />
+ <argument index="1" name="configuration" type="Variant" />
+ <description>
+ Callback for [method MultiplayerAPI.object_configuration_remove].
+ </description>
+ </method>
+ <method name="_poll" qualifiers="virtual">
+ <return type="int" />
+ <description>
+ Callback for [method MultiplayerAPI.poll].
+ </description>
+ </method>
+ <method name="_rpc" qualifiers="virtual">
+ <return type="int" />
+ <argument index="0" name="peer" type="int" />
+ <argument index="1" name="object" type="Object" />
+ <argument index="2" name="method" type="StringName" />
+ <argument index="3" name="args" type="Array" />
+ <description>
+ Callback for [method MultiplayerAPI.rpc].
+ </description>
+ </method>
+ <method name="_set_multiplayer_peer" qualifiers="virtual">
+ <return type="void" />
+ <argument index="0" name="multiplayer_peer" type="MultiplayerPeer" />
+ <description>
+ Called when the [member MultiplayerAPI.multiplayer_peer] is set.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index 4a3559b0f7..6dde40f018 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -60,7 +60,7 @@
The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send [b]different and independent[/b] state updates is a common way to optimize network usage and decrease latency in fast-paced games.
[b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
</member>
- <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="TransferMode" default="2">
+ <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="MultiplayerPeer.TransferMode" default="2">
The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].
</member>
</members>
@@ -109,5 +109,14 @@
<constant name="TARGET_PEER_SERVER" value="1">
Packets are sent to the server alone.
</constant>
+ <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
+ Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
+ </constant>
+ <constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode">
+ Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
+ </constant>
+ <constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode">
+ Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/MultiplayerSpawner.xml b/doc/classes/MultiplayerSpawner.xml
deleted file mode 100644
index 9de67068eb..0000000000
--- a/doc/classes/MultiplayerSpawner.xml
+++ /dev/null
@@ -1,65 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="MultiplayerSpawner" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="_spawn_custom" qualifiers="virtual">
- <return type="Object" />
- <argument index="0" name="data" type="Variant" />
- <description>
- </description>
- </method>
- <method name="add_spawnable_scene">
- <return type="void" />
- <argument index="0" name="path" type="String" />
- <description>
- </description>
- </method>
- <method name="clear_spawnable_scenes">
- <return type="void" />
- <description>
- </description>
- </method>
- <method name="get_spawnable_scene" qualifiers="const">
- <return type="String" />
- <argument index="0" name="path" type="int" />
- <description>
- </description>
- </method>
- <method name="get_spawnable_scene_count" qualifiers="const">
- <return type="int" />
- <description>
- </description>
- </method>
- <method name="spawn">
- <return type="Node" />
- <argument index="0" name="data" type="Variant" default="null" />
- <description>
- </description>
- </method>
- </methods>
- <members>
- <member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0">
- </member>
- <member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath(&quot;&quot;)">
- </member>
- </members>
- <signals>
- <signal name="despawned">
- <argument index="0" name="scene_id" type="int" />
- <argument index="1" name="node" type="Node" />
- <description>
- </description>
- </signal>
- <signal name="spawned">
- <argument index="0" name="scene_id" type="int" />
- <argument index="1" name="node" type="Node" />
- <description>
- </description>
- </signal>
- </signals>
-</class>
diff --git a/doc/classes/MultiplayerSynchronizer.xml b/doc/classes/MultiplayerSynchronizer.xml
deleted file mode 100644
index 3766491a6c..0000000000
--- a/doc/classes/MultiplayerSynchronizer.xml
+++ /dev/null
@@ -1,69 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="MultiplayerSynchronizer" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="add_visibility_filter">
- <return type="void" />
- <argument index="0" name="filter" type="Callable" />
- <description>
- </description>
- </method>
- <method name="get_visibility_for" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="peer" type="int" />
- <description>
- </description>
- </method>
- <method name="remove_visibility_filter">
- <return type="void" />
- <argument index="0" name="filter" type="Callable" />
- <description>
- </description>
- </method>
- <method name="set_visibility_for">
- <return type="void" />
- <argument index="0" name="peer" type="int" />
- <argument index="1" name="visible" type="bool" />
- <description>
- </description>
- </method>
- <method name="update_visibility">
- <return type="void" />
- <argument index="0" name="for_peer" type="int" default="0" />
- <description>
- </description>
- </method>
- </methods>
- <members>
- <member name="public_visibility" type="bool" setter="set_visibility_public" getter="is_visibility_public" default="true">
- </member>
- <member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config">
- </member>
- <member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0">
- </member>
- <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath(&quot;..&quot;)">
- </member>
- <member name="visibility_update_mode" type="int" setter="set_visibility_update_mode" getter="get_visibility_update_mode" enum="MultiplayerSynchronizer.VisibilityUpdateMode" default="0">
- </member>
- </members>
- <signals>
- <signal name="visibility_changed">
- <argument index="0" name="for_peer" type="int" />
- <description>
- </description>
- </signal>
- </signals>
- <constants>
- <constant name="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode">
- </constant>
- <constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode">
- </constant>
- <constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode">
- </constant>
- </constants>
-</class>
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index 5185b353bc..8600c2643a 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -415,5 +415,10 @@
Emitted when a navigation map is updated, when a region moves or is modified.
</description>
</signal>
+ <signal name="navigation_debug_changed">
+ <description>
+ Emitted when navigation debug settings are changed. Only available in debug builds.
+ </description>
+ </signal>
</signals>
</class>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index b7591ed4f4..8cc8498609 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -622,7 +622,7 @@
</description>
</method>
<method name="rpc" qualifiers="vararg">
- <return type="void" />
+ <return type="int" enum="Error" />
<argument index="0" name="method" type="StringName" />
<description>
Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/code].
@@ -630,18 +630,24 @@
</description>
</method>
<method name="rpc_config">
- <return type="int" />
+ <return type="void" />
<argument index="0" name="method" type="StringName" />
- <argument index="1" name="rpc_mode" type="int" enum="RPCMode" />
- <argument index="2" name="call_local" type="bool" default="false" />
- <argument index="3" name="transfer_mode" type="int" enum="TransferMode" default="2" />
- <argument index="4" name="channel" type="int" default="0" />
+ <argument index="1" name="config" type="Variant" />
<description>
- Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs).
+ Changes the RPC mode for the given [code]method[/code] with the given [code]config[/code] which should be [code]null[/code] (to disable) or a [Dictionary] in the form:
+ [codeblock]
+ {
+ rpc_mode = MultiplayerAPI.RPCMode,
+ transfer_mode = MultiplayerPeer.TranferMode,
+ call_local = false,
+ channel = 0,
+ }
+ [/codeblock]
+ See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs).
</description>
</method>
<method name="rpc_id" qualifiers="vararg">
- <return type="void" />
+ <return type="int" enum="Error" />
<argument index="0" name="peer_id" type="int" />
<argument index="1" name="method" type="StringName" />
<description>
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 11ae7cc2b0..061b32bfdf 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -152,11 +152,9 @@
<return type="int" enum="Error" />
<argument index="0" name="signal" type="StringName" />
<argument index="1" name="callable" type="Callable" />
- <argument index="2" name="binds" type="Array" default="[]" />
- <argument index="3" name="flags" type="int" default="0" />
+ <argument index="2" name="flags" type="int" default="0" />
<description>
- Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
- [b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
+ Connects a [code]signal[/code] to a [code]callable[/code]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
[b]Examples with recommended syntax:[/b]
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index f7567133cd..b1e3d2f628 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -494,9 +494,39 @@
<member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color(1, 0.7, 0.1, 0.4)">
Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
+ <member name="debug/shapes/navigation/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)">
+ Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/enable_edge_connections" type="bool" setter="" getter="" default="true">
+ If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/enable_edge_connections_xray" type="bool" setter="" getter="" default="true">
+ If enabled, displays edge connections between navigation regions through geometry when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/enable_edge_lines" type="bool" setter="" getter="" default="true">
+ If enabled, displays navigation mesh polygon edges when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/enable_edge_lines_xray" type="bool" setter="" getter="" default="true">
+ If enabled, displays navigation mesh polygon edges through geometry when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/enable_geometry_face_random_color" type="bool" setter="" getter="" default="true">
+ If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu.
+ </member>
<member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)">
Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
+ <member name="debug/shapes/navigation/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)">
+ Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/geometry_edge_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
+ Color to display disabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/geometry_face_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 0.4)">
+ Color to display enabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/geometry_face_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 0.4)">
+ Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
+ </member>
<member name="debug/shapes/paths/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)">
Color of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
</member>
@@ -1632,13 +1662,13 @@
Sets the number of MSAA samples to use (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. See also bilinear scaling 3d [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive.
</member>
<member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0">
- Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.
+ Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness can be counteracted to an extent by using a negative mipmap LOD bias ([member rendering/textures/default_filters/texture_mipmap_bias]).
Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled].
</member>
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
- Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
+ Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which can be counteracted to an extent by using a negative mipmap LOD bias ([member rendering/textures/default_filters/texture_mipmap_bias]).
[b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
@@ -1856,9 +1886,6 @@
<member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/scaling_3d/fsr_mipmap_bias" type="float" setter="" getter="" default="0.0">
- Affects the final texture sharpness by reading from a lower or higher mipmap. Negative values make textures sharper, while positive values make textures blurrier. When using FSR, this value is used to adjust the mipmap bias calculated internally which is based on the selected quality. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]
- </member>
<member name="rendering/scaling_3d/fsr_sharpness" type="float" setter="" getter="" default="0.2">
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
</member>
@@ -1940,6 +1967,11 @@
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
</member>
+ <member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">
+ Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias.
+ [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code].
+ [b]Note:[/b] This property is only read when the project starts. To change the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] instead.
+ </member>
<member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
diff --git a/doc/classes/Projection.xml b/doc/classes/Projection.xml
index 115015c2d7..2bbfd04e9e 100644
--- a/doc/classes/Projection.xml
+++ b/doc/classes/Projection.xml
@@ -211,13 +211,13 @@
</method>
</methods>
<members>
- <member name="w" type="Vector4" setter="" getter="" default="Vector4(0, 0, 0)">
+ <member name="w" type="Vector4" setter="" getter="" default="Vector4(0, 0, 0, 1)">
</member>
- <member name="x" type="Vector4" setter="" getter="" default="Vector4(1, 0, 0)">
+ <member name="x" type="Vector4" setter="" getter="" default="Vector4(1, 0, 0, 0)">
</member>
- <member name="y" type="Vector4" setter="" getter="" default="Vector4(0, 1, 0)">
+ <member name="y" type="Vector4" setter="" getter="" default="Vector4(0, 1, 0, 0)">
</member>
- <member name="z" type="Vector4" setter="" getter="" default="Vector4(0, 0, 1)">
+ <member name="z" type="Vector4" setter="" getter="" default="Vector4(0, 0, 1, 0)">
</member>
</members>
<constants>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index c2752d9f7b..9616ab3515 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1293,45 +1293,45 @@
If [code]half_resolution[/code] is [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. See also [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution].
</description>
</method>
- <method name="global_variable_add">
+ <method name="global_shader_uniform_add">
<return type="void" />
<argument index="0" name="name" type="StringName" />
- <argument index="1" name="type" type="int" enum="RenderingServer.GlobalVariableType" />
+ <argument index="1" name="type" type="int" enum="RenderingServer.GlobalShaderUniformType" />
<argument index="2" name="default_value" type="Variant" />
<description>
</description>
</method>
- <method name="global_variable_get" qualifiers="const">
+ <method name="global_shader_uniform_get" qualifiers="const">
<return type="Variant" />
<argument index="0" name="name" type="StringName" />
<description>
</description>
</method>
- <method name="global_variable_get_list" qualifiers="const">
+ <method name="global_shader_uniform_get_list" qualifiers="const">
<return type="PackedStringArray" />
<description>
</description>
</method>
- <method name="global_variable_get_type" qualifiers="const">
- <return type="int" enum="RenderingServer.GlobalVariableType" />
+ <method name="global_shader_uniform_get_type" qualifiers="const">
+ <return type="int" enum="RenderingServer.GlobalShaderUniformType" />
<argument index="0" name="name" type="StringName" />
<description>
</description>
</method>
- <method name="global_variable_remove">
+ <method name="global_shader_uniform_remove">
<return type="void" />
<argument index="0" name="name" type="StringName" />
<description>
</description>
</method>
- <method name="global_variable_set">
+ <method name="global_shader_uniform_set">
<return type="void" />
<argument index="0" name="name" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
</description>
</method>
- <method name="global_variable_set_override">
+ <method name="global_shader_uniform_set_override">
<return type="void" />
<argument index="0" name="name" type="StringName" />
<argument index="1" name="value" type="Variant" />
@@ -3175,14 +3175,6 @@
If [code]true[/code], rendering of a viewport's environment is disabled.
</description>
</method>
- <method name="viewport_set_fsr_mipmap_bias">
- <return type="void" />
- <argument index="0" name="viewport" type="RID" />
- <argument index="1" name="mipmap_bias" type="float" />
- <description>
- Affects the final texture sharpness by reading from a lower or higher mipmap. Negative values make textures sharper, while positive values make textures blurrier. When using FSR, this value is used to adjust the mipmap bias calculated internally which is based on the selected quality. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]
- </description>
- </method>
<method name="viewport_set_fsr_sharpness">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -3325,6 +3317,15 @@
<description>
</description>
</method>
+ <method name="viewport_set_texture_mipmap_bias">
+ <return type="void" />
+ <argument index="0" name="viewport" type="RID" />
+ <argument index="1" name="mipmap_bias" type="float" />
+ <description>
+ Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias.
+ [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code].
+ </description>
+ </method>
<method name="viewport_set_transparent_background">
<return type="void" />
<argument index="0" name="viewport" type="RID" />
@@ -4536,63 +4537,63 @@
<constant name="CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE" value="2" enum="CanvasOccluderPolygonCullMode">
Culling of the canvas occluder is counterclockwise.
</constant>
- <constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalShaderUniformType">
</constant>
- <constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalVariableType">
+ <constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalShaderUniformType">
</constant>
<constant name="RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME" value="0" enum="RenderingInfo">
</constant>
diff --git a/doc/classes/SceneReplicationConfig.xml b/doc/classes/SceneReplicationConfig.xml
deleted file mode 100644
index 62c108a477..0000000000
--- a/doc/classes/SceneReplicationConfig.xml
+++ /dev/null
@@ -1,67 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SceneReplicationConfig" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- </brief_description>
- <description>
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="add_property">
- <return type="void" />
- <argument index="0" name="path" type="NodePath" />
- <argument index="1" name="index" type="int" default="-1" />
- <description>
- </description>
- </method>
- <method name="get_properties" qualifiers="const">
- <return type="NodePath[]" />
- <description>
- </description>
- </method>
- <method name="has_property" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="path" type="NodePath" />
- <description>
- </description>
- </method>
- <method name="property_get_index" qualifiers="const">
- <return type="int" />
- <argument index="0" name="path" type="NodePath" />
- <description>
- </description>
- </method>
- <method name="property_get_spawn">
- <return type="bool" />
- <argument index="0" name="path" type="NodePath" />
- <description>
- </description>
- </method>
- <method name="property_get_sync">
- <return type="bool" />
- <argument index="0" name="path" type="NodePath" />
- <description>
- </description>
- </method>
- <method name="property_set_spawn">
- <return type="void" />
- <argument index="0" name="path" type="NodePath" />
- <argument index="1" name="enabled" type="bool" />
- <description>
- </description>
- </method>
- <method name="property_set_sync">
- <return type="void" />
- <argument index="0" name="path" type="NodePath" />
- <argument index="1" name="enabled" type="bool" />
- <description>
- </description>
- </method>
- <method name="remove_property">
- <return type="void" />
- <argument index="0" name="path" type="NodePath" />
- <description>
- </description>
- </method>
- </methods>
-</class>
diff --git a/doc/classes/ScriptExtension.xml b/doc/classes/ScriptExtension.xml
index 91fa6206d7..4e432ca9a8 100644
--- a/doc/classes/ScriptExtension.xml
+++ b/doc/classes/ScriptExtension.xml
@@ -65,8 +65,8 @@
<description>
</description>
</method>
- <method name="_get_rpc_methods" qualifiers="virtual const">
- <return type="Dictionary[]" />
+ <method name="_get_rpc_config" qualifiers="virtual const">
+ <return type="Variant" />
<description>
</description>
</method>
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml
new file mode 100644
index 0000000000..1f2ea96f42
--- /dev/null
+++ b/doc/classes/ShapeCast3D.xml
@@ -0,0 +1,168 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ShapeCast3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast3D] node.
+ </brief_description>
+ <description>
+ Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
+ Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
+ The node can detect multiple collision objects, but usually the first detected collision.
+ [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_exception">
+ <return type="void" />
+ <argument index="0" name="node" type="Object" />
+ <description>
+ Adds a collision exception so the shape does not report collisions with the specified [CollisionObject3D] node.
+ </description>
+ </method>
+ <method name="add_exception_rid">
+ <return type="void" />
+ <argument index="0" name="rid" type="RID" />
+ <description>
+ Adds a collision exception so the shape does not report collisions with the specified [RID].
+ </description>
+ </method>
+ <method name="clear_exceptions">
+ <return type="void" />
+ <description>
+ Removes all collision exceptions for this shape.
+ </description>
+ </method>
+ <method name="force_shapecast_update">
+ <return type="void" />
+ <description>
+ Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
+ [b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
+ </description>
+ </method>
+ <method name="get_closest_collision_safe_fraction" qualifiers="const">
+ <return type="float" />
+ <description>
+ The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
+ </description>
+ </method>
+ <method name="get_closest_collision_unsafe_fraction" qualifiers="const">
+ <return type="float" />
+ <description>
+ The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
+ </description>
+ </method>
+ <method name="get_collider" qualifiers="const">
+ <return type="Object" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ </description>
+ </method>
+ <method name="get_collider_shape" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ </description>
+ </method>
+ <method name="get_collision_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
+ </description>
+ </method>
+ <method name="get_collision_mask_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="get_collision_normal" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
+ </description>
+ </method>
+ <method name="get_collision_point" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
+ [b]Note:[/b] this point is in the [b]global[/b] coordinate system.
+ </description>
+ </method>
+ <method name="is_colliding" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns whether any object is intersecting with the shape's vector (considering the vector length).
+ </description>
+ </method>
+ <method name="remove_exception">
+ <return type="void" />
+ <argument index="0" name="node" type="Object" />
+ <description>
+ Removes a collision exception so the shape does report collisions with the specified [CollisionObject3D] node.
+ </description>
+ </method>
+ <method name="remove_exception_rid">
+ <return type="void" />
+ <argument index="0" name="rid" type="RID" />
+ <description>
+ Removes a collision exception so the shape does report collisions with the specified [RID].
+ </description>
+ </method>
+ <method name="resource_changed">
+ <return type="void" />
+ <argument index="0" name="resource" type="Resource" />
+ <description>
+ Used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
+ </description>
+ </method>
+ <method name="set_collision_mask_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
+ If [code]true[/code], collision with [Area3D]s will be reported.
+ </member>
+ <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
+ If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
+ </member>
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
+ The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+ </member>
+ <member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]">
+ A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
+ </member>
+ <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)">
+ The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something.
+ If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
+ </member>
+ <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
+ If [code]true[/code], collisions will be reported.
+ </member>
+ <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
+ If [code]true[/code], the parent node will be excluded from collision detection.
+ </member>
+ <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
+ The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
+ </member>
+ <member name="max_results" type="int" setter="set_max_results" getter="get_max_results" default="32">
+ The number of intersections can be limited with this parameter, to reduce the processing time.
+ </member>
+ <member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
+ Any [Shape3D] derived shape used for collision queries.
+ </member>
+ <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)">
+ The shape's destination point, relative to this node's [code]position[/code].
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index ad52b2f2f1..180e868ef8 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -117,6 +117,27 @@
If the TileSet has no proxy for the given identifiers, returns an empty Array.
</description>
</method>
+ <method name="get_custom_data_layer_by_name" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="layer_name" type="String" />
+ <description>
+ Returns the index of the custom data layer identified by the given name.
+ </description>
+ </method>
+ <method name="get_custom_data_layer_name" qualifiers="const">
+ <return type="String" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ Returns the name of the custom data layer identified by the given index.
+ </description>
+ </method>
+ <method name="get_custom_data_layer_type" qualifiers="const">
+ <return type="int" enum="Variant.Type" />
+ <argument index="0" name="layer_index" type="int" />
+ <description>
+ Returns the type of the custom data layer identified by the given index.
+ </description>
+ </method>
<method name="get_custom_data_layers_count" qualifiers="const">
<return type="int" />
<description>
@@ -464,6 +485,22 @@
Proxied tiles can be automatically replaced in TileMap nodes using the editor.
</description>
</method>
+ <method name="set_custom_data_layer_name">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="layer_name" type="String" />
+ <description>
+ Sets the name of the custom data layer identified by the given index. Names are identifiers of the layer therefore if the name is already taken it will fail and raise an error.
+ </description>
+ </method>
+ <method name="set_custom_data_layer_type">
+ <return type="void" />
+ <argument index="0" name="layer_index" type="int" />
+ <argument index="1" name="layer_type" type="int" enum="Variant.Type" />
+ <description>
+ Sets the type of the custom data layer identified by the given index.
+ </description>
+ </method>
<method name="set_navigation_layer_layers">
<return type="void" />
<argument index="0" name="layer_index" type="int" />
diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml
index 4df3bbb80e..da0df2672e 100644
--- a/doc/classes/Vector4.xml
+++ b/doc/classes/Vector4.xml
@@ -173,13 +173,13 @@
<constant name="AXIS_W" value="3">
Enumerated value for the W axis. Returned by [method max_axis_index] and [method min_axis_index].
</constant>
- <constant name="ZERO" value="Vector4(0, 0, 0)">
+ <constant name="ZERO" value="Vector4(0, 0, 0, 0)">
Zero vector, a vector with all components set to [code]0[/code].
</constant>
- <constant name="ONE" value="Vector4(1, 1, 1)">
+ <constant name="ONE" value="Vector4(1, 1, 1, 1)">
One vector, a vector with all components set to [code]1[/code].
</constant>
- <constant name="INF" value="Vector4(inf, inf, inf)">
+ <constant name="INF" value="Vector4(inf, inf, inf, inf)">
Infinity vector, a vector with all components set to [constant @GDScript.INF].
</constant>
</constants>
diff --git a/doc/classes/Vector4i.xml b/doc/classes/Vector4i.xml
index 3611b17757..6acce12e9f 100644
--- a/doc/classes/Vector4i.xml
+++ b/doc/classes/Vector4i.xml
@@ -92,9 +92,9 @@
</constant>
<constant name="AXIS_W" value="3">
</constant>
- <constant name="ZERO" value="Vector4i(0, 0, 0)">
+ <constant name="ZERO" value="Vector4i(0, 0, 0, 0)">
</constant>
- <constant name="ONE" value="Vector4i(1, 1, 1)">
+ <constant name="ONE" value="Vector4i(1, 1, 1, 1)">
</constant>
</constants>
<operators>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 53603b5356..0808a8f1cf 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -196,10 +196,6 @@
<member name="disable_3d" type="bool" setter="set_disable_3d" getter="is_3d_disabled" default="false">
Disable 3D rendering (but keep 2D rendering).
</member>
- <member name="fsr_mipmap_bias" type="float" setter="set_fsr_mipmap_bias" getter="get_fsr_mipmap_bias" default="0.0">
- Affects the final texture sharpness by reading from a lower or higher mipmap when using FSR. Mipmap bias does nothing when FSR is not being used. Negative values make textures sharper, while positive values make textures blurrier. This value is used to adjust the mipmap bias calculated internally which is based on the selected quality. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code]. This updates the rendering server's mipmap bias when called
- To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/fsr_mipmap_bias] project setting.
- </member>
<member name="fsr_sharpness" type="float" setter="set_fsr_sharpness" getter="get_fsr_sharpness" default="0.2">
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
To control this property on the root viewport, set the [member ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting.
@@ -270,6 +266,11 @@
</member>
<member name="snap_2d_vertices_to_pixel" type="bool" setter="set_snap_2d_vertices_to_pixel" getter="is_snap_2d_vertices_to_pixel_enabled" default="false">
</member>
+ <member name="texture_mipmap_bias" type="float" setter="set_texture_mipmap_bias" getter="get_texture_mipmap_bias" default="0.0">
+ Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias.
+ [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code].
+ To control this property on the root viewport, set the [member ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] project setting.
+ </member>
<member name="transparent_bg" type="bool" setter="set_transparent_background" getter="has_transparent_background" default="false">
If [code]true[/code], the viewport should render its background as transparent.
</member>