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-rw-r--r--doc/classes/AnimationPlayer.xml6
-rw-r--r--doc/classes/Array.xml2
-rw-r--r--doc/classes/ArrayMesh.xml14
-rw-r--r--doc/classes/BackBufferCopy.xml4
-rw-r--r--doc/classes/CanvasGroup.xml4
-rw-r--r--doc/classes/CanvasItem.xml3
-rw-r--r--doc/classes/CodeEdit.xml8
-rw-r--r--doc/classes/EditorFileSystem.xml6
-rw-r--r--doc/classes/EditorPlugin.xml15
-rw-r--r--doc/classes/EditorResourceConversionPlugin.xml23
-rw-r--r--doc/classes/ImporterMesh.xml10
-rw-r--r--doc/classes/Mesh.xml7
-rw-r--r--doc/classes/ProjectSettings.xml7
-rw-r--r--doc/classes/RenderingServer.xml4
-rw-r--r--doc/classes/VisualShaderNodeTexture.xml10
-rw-r--r--doc/classes/VisualShaderNodeTextureParameter.xml18
16 files changed, 108 insertions, 33 deletions
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index ca0cbf0ca1..304caeef43 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -208,9 +208,11 @@
</method>
<method name="stop">
<return type="void" />
+ <param index="0" name="keep_state" type="bool" default="false" />
<description>
- Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code].
- See also [method pause].
+ Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. See also [method pause].
+ If [param keep_state] is [code]true[/code], the animation state is not updated visually.
+ [b]Note:[/b] The method / audio / animation playback tracks will not be processed by this method.
</description>
</method>
</methods>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 21ccf79fe2..ce4d7693d8 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -679,7 +679,7 @@
</description>
</operator>
<operator name="operator []">
- <return type="void" />
+ <return type="Variant" />
<param index="0" name="index" type="int" />
<description>
Returns a reference to the element of type [Variant] at the specified location. Arrays start at index 0. [param index] can be a zero or positive value to start from the beginning, or a negative value to start from the end. Out-of-bounds array access causes a run-time error, which will result in an error being printed and the project execution pausing if run from the editor.
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index f7764d5e32..7b86afcc4c 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -65,11 +65,15 @@
<param index="1" name="arrays" type="Array" />
<param index="2" name="blend_shapes" type="Array[]" default="[]" />
<param index="3" name="lods" type="Dictionary" default="{}" />
- <param index="4" name="compress_flags" type="int" enum="Mesh.ArrayFormat" default="0" />
- <description>
- Creates a new surface.
- Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
- The [param arrays] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
+ <param index="4" name="flags" type="int" enum="Mesh.ArrayFormat" default="0" />
+ <description>
+ Creates a new surface. [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
+ Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType].
+ The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
+ The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code].
+ The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used.
+ The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].
+ [b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles.
</description>
</method>
<method name="clear_blend_shapes">
diff --git a/doc/classes/BackBufferCopy.xml b/doc/classes/BackBufferCopy.xml
index b2c5a1756f..be4a649b50 100644
--- a/doc/classes/BackBufferCopy.xml
+++ b/doc/classes/BackBufferCopy.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BackBufferCopy" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function.
+ Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts using the screen texture (i.e. a uniform sampler with ``hint_screen_texture``).
</brief_description>
<description>
- Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer.
+ Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the screen texture in your shader scripts to access the buffer.
[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children.
</description>
<tutorials>
diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml
index 37827defec..6eeff8fef3 100644
--- a/doc/classes/CanvasGroup.xml
+++ b/doc/classes/CanvasGroup.xml
@@ -9,8 +9,10 @@
[codeblock]
shader_type canvas_item;
+ uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
+
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
if (c.a &gt; 0.0001) {
c.rgb /= c.a;
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index e79bb97a92..5279574d5a 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -45,7 +45,8 @@
<param index="6" name="width" type="float" default="1.0" />
<param index="7" name="antialiased" type="bool" default="false" />
<description>
- Draws a unfilled arc between the given angles. The larger the value of [param point_count], the smoother the curve. See also [method draw_circle].
+ Draws an unfilled arc between the given angles. The larger the value of [param point_count], the smoother the curve. See also [method draw_circle].
+ The arc is drawn from [param start_angle] towards the value of [param end_angle] so in clockwise direction if [code]start_angle &lt; end_angle[/code] and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of [param start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] radians, then a full circle arc is drawn (i.e. arc will not overlap itself).
</description>
</method>
<method name="draw_char" qualifiers="const">
diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml
index 3ceb8967a0..df40d2a4cf 100644
--- a/doc/classes/CodeEdit.xml
+++ b/doc/classes/CodeEdit.xml
@@ -132,12 +132,6 @@
Perform an indent as if the user activated the "ui_text_indent" action.
</description>
</method>
- <method name="do_unindent">
- <return type="void" />
- <description>
- Perform an unindent as if the user activated the "ui_text_unindent" action.
- </description>
- </method>
<method name="fold_all_lines">
<return type="void" />
<description>
@@ -423,7 +417,7 @@
<method name="unindent_lines">
<return type="void" />
<description>
- Unindents selected lines, or in the case of no selection the caret line by one.
+ Unindents selected lines, or in the case of no selection the caret line by one. Same as performing "ui_text_unindent" action.
</description>
</method>
<method name="update_code_completion_options">
diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml
index cddf3662aa..5f33c68a7d 100644
--- a/doc/classes/EditorFileSystem.xml
+++ b/doc/classes/EditorFileSystem.xml
@@ -71,12 +71,6 @@
This will not import the file. To reimport, call [method reimport_files] or [method scan] methods.
</description>
</method>
- <method name="update_script_classes">
- <return type="void" />
- <description>
- Scans the script files and updates the list of custom class names.
- </description>
- </method>
</methods>
<signals>
<signal name="filesystem_changed">
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 2124a97751..370be8e9f3 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -467,6 +467,14 @@
See [method add_inspector_plugin] for an example of how to register a plugin.
</description>
</method>
+ <method name="add_resource_conversion_plugin">
+ <return type="void" />
+ <param index="0" name="plugin" type="EditorResourceConversionPlugin" />
+ <description>
+ Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins are used to add custom resource converters to the editor inspector.
+ See [EditorResourceConversionPlugin] for an example of how to create a resource conversion plugin.
+ </description>
+ </method>
<method name="add_scene_format_importer_plugin">
<return type="void" />
<param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" />
@@ -632,6 +640,13 @@
Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin].
</description>
</method>
+ <method name="remove_resource_conversion_plugin">
+ <return type="void" />
+ <param index="0" name="plugin" type="EditorResourceConversionPlugin" />
+ <description>
+ Removes a resource conversion plugin registered by [method add_resource_conversion_plugin].
+ </description>
+ </method>
<method name="remove_scene_format_importer_plugin">
<return type="void" />
<param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" />
diff --git a/doc/classes/EditorResourceConversionPlugin.xml b/doc/classes/EditorResourceConversionPlugin.xml
index c40bb1d91e..6bdfbbe40c 100644
--- a/doc/classes/EditorResourceConversionPlugin.xml
+++ b/doc/classes/EditorResourceConversionPlugin.xml
@@ -1,8 +1,28 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorResourceConversionPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Plugin for adding custom converters from one resource format to another in the editor resource picker context menu; for example, converting a [StandardMaterial3D] to a [ShaderMaterial].
</brief_description>
<description>
+ [EditorResourceConversionPlugin] is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type.
+ Below shows an example of a basic plugin that will convert an [ImageTexture] to a [PortableCompressedTexture2D].
+ [codeblocks]
+ [gdscript]
+ extends EditorResourceConversionPlugin
+
+ func _handles(resource : Resource):
+ return resource is ImageTexture
+
+ func _converts_to():
+ return "PortableCompressedTexture2D"
+
+ func _convert(itex : Resource):
+ var ptex = PortableCompressedTexture2D.new()
+ ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS)
+ return ptex
+ [/gdscript]
+ [/codeblocks]
+ To use an [EditorResourceConversionPlugin], register it using the [method EditorPlugin.add_resource_conversion_plugin] method first.
</description>
<tutorials>
</tutorials>
@@ -11,17 +31,20 @@
<return type="Resource" />
<param index="0" name="resource" type="Resource" />
<description>
+ Takes an input [Resource] and converts it to the type given in [method _converts_to]. The returned [Resource] is the result of the conversion, and the input [Resource] remains unchanged.
</description>
</method>
<method name="_converts_to" qualifiers="virtual const">
<return type="String" />
<description>
+ Returns the class name of the target type of [Resource] that this plugin converts source resources to.
</description>
</method>
<method name="_handles" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="resource" type="Resource" />
<description>
+ Called to determine whether a particular [Resource] can be converted to the target resource type by this plugin.
</description>
</method>
</methods>
diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml
index b80857a7bf..10479dfcfe 100644
--- a/doc/classes/ImporterMesh.xml
+++ b/doc/classes/ImporterMesh.xml
@@ -27,9 +27,13 @@
<param index="5" name="name" type="String" default="&quot;&quot;" />
<param index="6" name="flags" type="int" default="0" />
<description>
- Creates a new surface, analogous to [method ArrayMesh.add_surface_from_arrays].
- Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
- The [param arrays] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
+ Creates a new surface. [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface.
+ Surfaces are created to be rendered using a [param primitive], which may be any of the values defined in [enum Mesh.PrimitiveType].
+ The [param arrays] argument is an array of arrays. Each of the [constant Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for this surface as described by the corresponding member of [enum Mesh.ArrayType] or [code]null[/code] if it is not used by the surface. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used.
+ The [param blend_shapes] argument is an array of vertex data for each blend shape. Each element is an array of the same structure as [param arrays], but [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and all other entries are [code]null[/code].
+ The [param lods] argument is a dictionary with [float] keys and [PackedInt32Array] values. Each entry in the dictionary represents a LOD level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of a LOD also increases the distance that the objects has to be from the camera before the LOD is used.
+ The [param flags] argument is the bitwise or of, as required: One value of [enum Mesh.ArrayCustomFormat] left shifted by [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, [constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].
+ [b]Note:[/b] When using indices, it is recommended to only use points, lines, or triangles.
</description>
</method>
<method name="clear">
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 94e80ffb2b..1c1f48588f 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -227,10 +227,10 @@
Contains custom color channel 3. [PackedByteArray] if [code](format &gt;&gt; [constant ARRAY_FORMAT_CUSTOM3_SHIFT]) &amp; [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise.
</constant>
<constant name="ARRAY_BONES" value="10" enum="ArrayType">
- [PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element is a group of 4 numbers.
+ [PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag.
</constant>
<constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType">
- [PackedFloat32Array] of bone weights. Each element in groups of 4 floats.
+ [PackedFloat32Array] or [PackedFloat64Array] of bone weights in the range [code]0.0[/code] to [code]1.0[/code] (inclusive). Contains either 4 or 8 numbers per vertex depending on the presence of the [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag.
</constant>
<constant name="ARRAY_INDEX" value="12" enum="ArrayType">
[PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
@@ -341,6 +341,9 @@
<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true">
Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] elements will have double length.
</constant>
+ <constant name="ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY" value="268435456" enum="ArrayFormat" is_bitfield="true">
+ Flag used to mark that the mesh intentionally contains no vertex array.
+ </constant>
<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
Blend shapes are normalized.
</constant>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 9e1c751662..de41edc305 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -652,6 +652,13 @@
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported.
</member>
+ <member name="dotnet/project/assembly_name" type="String" setter="" getter="" default="&quot;&quot;">
+ Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly.
+ </member>
+ <member name="dotnet/project/solution_directory" type="String" setter="" getter="" default="&quot;&quot;">
+ Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files.
+ Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
+ </member>
<member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false">
If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 32281953b2..3d7fb0d445 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3336,7 +3336,7 @@
<param index="0" name="viewport" type="RID" />
<param index="1" name="enabled" type="bool" />
<description>
- If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.
+ If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.
</description>
</method>
<method name="viewport_set_scaling_3d_mode">
@@ -3810,6 +3810,8 @@
</constant>
<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true">
</constant>
+ <constant name="ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY" value="268435456" enum="ArrayFormat" is_bitfield="true">
+ </constant>
<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
Primitive to draw consists of points.
</constant>
diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml
index 72a7fadf1a..38fa98b21e 100644
--- a/doc/classes/VisualShaderNodeTexture.xml
+++ b/doc/classes/VisualShaderNodeTexture.xml
@@ -33,12 +33,18 @@
Use the texture from this shader's normal map built-in.
</constant>
<constant name="SOURCE_DEPTH" value="4" enum="Source">
- Use the depth texture available for this shader.
+ Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).
</constant>
<constant name="SOURCE_PORT" value="5" enum="Source">
Use the texture provided in the input port for this function.
</constant>
- <constant name="SOURCE_MAX" value="6" enum="Source">
+ <constant name="SOURCE_3D_NORMAL" value="6" enum="Source">
+ Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
+ </constant>
+ <constant name="SOURCE_ROUGHNESS" value="7" enum="Source">
+ Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
+ </constant>
+ <constant name="SOURCE_MAX" value="8" enum="Source">
Represents the size of the [enum Source] enum.
</constant>
<constant name="TYPE_DATA" value="0" enum="TextureType">
diff --git a/doc/classes/VisualShaderNodeTextureParameter.xml b/doc/classes/VisualShaderNodeTextureParameter.xml
index 333226dc58..8a08bea659 100644
--- a/doc/classes/VisualShaderNodeTextureParameter.xml
+++ b/doc/classes/VisualShaderNodeTextureParameter.xml
@@ -18,6 +18,9 @@
<member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="VisualShaderNodeTextureParameter.TextureRepeat" default="0">
Sets the texture repeating mode. See [enum TextureRepeat] for options.
</member>
+ <member name="texture_source" type="int" setter="set_texture_source" getter="get_texture_source" enum="VisualShaderNodeTextureParameter.TextureSource" default="0">
+ Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. see [enum TextureSource] for options.
+ </member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureParameter.TextureType" default="0">
Defines the type of data provided by the source texture. See [enum TextureType] for options.
</member>
@@ -88,5 +91,20 @@
<constant name="REPEAT_MAX" value="3" enum="TextureRepeat">
Represents the size of the [enum TextureRepeat] enum.
</constant>
+ <constant name="SOURCE_NONE" value="0" enum="TextureSource">
+ The texture source is not specified in the shader.
+ </constant>
+ <constant name="SOURCE_SCREEN" value="1" enum="TextureSource">
+ The texture source is the screen texture which captures all opaque objects drawn this frame.
+ </constant>
+ <constant name="SOURCE_DEPTH" value="2" enum="TextureSource">
+ The texture source is the depth texture from the depth prepass.
+ </constant>
+ <constant name="SOURCE_NORMAL_ROUGHNESS" value="3" enum="TextureSource">
+ The texture source is the normal-roughness buffer from the depth prepass.
+ </constant>
+ <constant name="SOURCE_MAX" value="4" enum="TextureSource">
+ Represents the size of the [enum TextureSource] enum.
+ </constant>
</constants>
</class>