diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 188 | ||||
-rw-r--r-- | doc/classes/Color.xml | 6 | ||||
-rw-r--r-- | doc/classes/MultiplayerAPI.xml | 8 | ||||
-rw-r--r-- | doc/classes/Node.xml | 4 | ||||
-rw-r--r-- | doc/classes/OS.xml | 6 | ||||
-rw-r--r-- | doc/classes/PacketPeer.xml | 9 | ||||
-rw-r--r-- | doc/classes/Performance.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 16 | ||||
-rw-r--r-- | doc/classes/RigidBody.xml | 8 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 8 | ||||
-rw-r--r-- | doc/classes/StaticBody.xml | 8 | ||||
-rw-r--r-- | doc/classes/StaticBody2D.xml | 8 | ||||
-rw-r--r-- | doc/classes/VisualServer.xml | 2 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeCustom.xml | 8 |
14 files changed, 214 insertions, 67 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 740a388149..46a96020d0 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -1,10 +1,13 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="BaseMaterial3D" inherits="Material" version="4.0"> <brief_description> + Default 3D rendering material. </brief_description> <description> + This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. </description> <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> </tutorials> <methods> <method name="get_feature" qualifiers="const"> @@ -13,6 +16,7 @@ <argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature"> </argument> <description> + Returns [code]true[/code], if the specified [enum Feature] is enabled. </description> </method> <method name="get_flag" qualifiers="const"> @@ -21,6 +25,7 @@ <argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags"> </argument> <description> + Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] enumerator for options. </description> </method> <method name="get_texture" qualifiers="const"> @@ -29,6 +34,7 @@ <argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam"> </argument> <description> + Returns the [Texture] associated with the specified [enum TextureParam]. </description> </method> <method name="set_feature"> @@ -39,6 +45,7 @@ <argument index="1" name="enable" type="bool"> </argument> <description> + If [code]true[/code], enables the specified [enum Feature]. Many features that are available in [BaseMaterial3D]s need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to [code]true[/code]. </description> </method> <method name="set_flag"> @@ -49,6 +56,7 @@ <argument index="1" name="enable" type="bool"> </argument> <description> + If [code]true[/code], enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options. </description> </method> <method name="set_texture"> @@ -64,88 +72,131 @@ </methods> <members> <member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color( 1, 1, 1, 1 )"> + The material's base color. </member> <member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> + Forces a conversion of the [member albedo_texture] from sRGB space to linear space. </member> <member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture to multiply by [member albedo_color]. Used for basic texturing of objects. </member> <member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold"> + Threshold at which the alpha scissor will discard values. </member> <member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy"> + The strength of the anisotropy effect. </member> <member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken. </member> <member name="anisotropy_flowmap" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture that offsets the tangent map for anisotropy calculations. </member> <member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture]. </member> <member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect"> + Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic. </member> <member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture]. </member> <member name="ao_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture that defines the amount of ambient occlusion for a given point on the object. </member> <member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="BaseMaterial3D.TextureChannel"> + Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED]. </member> <member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> + Controls how the object faces the camera. See [enum BillboardMode]. </member> <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0"> + The material's blend mode. + [b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode]. </member> <member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat"> + Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect. </member> <member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough. </member> <member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss"> + Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat. </member> <member name="clearcoat_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel. </member> <member name="cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="BaseMaterial3D.CullMode" default="0"> + Which side of the object is not drawn when backfaces are rendered. See [enum CullMode]. </member> - <member name="depth_draw" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="BaseMaterial3D.DepthDrawMode" default="0"> + <member name="depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="BaseMaterial3D.DepthDrawMode" default="0"> + Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency]. </member> <member name="detail_albedo" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture that specifies the color of the detail overlay. </member> <member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode"> + Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options. </member> <member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask]. This can be used to add variation to objects, or to blend between two different albedo/normal textures. </member> <member name="detail_mask" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture used to specify how the detail textures get blended with the base textures. </member> <member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture that specifies the per-pixel normal of the detail overlay. </member> <member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV"> + Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. </member> <member name="diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="BaseMaterial3D.DiffuseMode" default="0"> + The algorithm used for diffuse light scattering. See [enum DiffuseMode]. </member> <member name="disable_ambient_light" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the object receives no ambient light. </member> <member name="disable_receive_shadows" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. </member> <member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance"> + Distance at which the object fades fully and is no longer visible. </member> <member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance"> + Distance at which the object starts to fade. If the object is less than this distance away it will appear normal. </member> <member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="BaseMaterial3D.DistanceFadeMode" default="0"> + Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s. </member> <member name="emission" type="Color" setter="set_emission" getter="get_emission"> + The emitted light's color. See [member emission_enabled]. </member> <member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] is used and this object is used in baked lighting. </member> <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy"> + The emitted light's strength. See [member emission_enabled]. </member> <member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag"> + Use [code]UV2[/code] to read from the [member emission_texture]. </member> <member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="BaseMaterial3D.EmissionOperator"> + Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options. </member> <member name="emission_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture that specifies how much surface emits light at a given point. </member> <member name="fixed_size" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the object is rendered at the same size regardless of distance. </member> <member name="grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled" default="false"> + If [code]true[/code], enables the vertex grow setting. See [member grow_amount]. </member> <member name="grow_amount" type="float" setter="set_grow" getter="get_grow" default="0.0"> + Grows object vertices in the direction of their normals. </member> <member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled"> </member> @@ -166,144 +217,212 @@ <member name="heightmap_texture" type="Texture2D" setter="set_texture" getter="get_texture"> </member> <member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0"> + A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between [code]0[/code] and [code]1[/code] should only be used for blending between metal and non-metal sections. To alter the amount of reflection use [member roughness]. </member> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5"> + Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. + [b]Note:[/b] unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. </member> <member name="metallic_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture used to specify metallic for an object. This is multiplied by [member metallic]. </member> <member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> + Specifies the channel of the [member metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="no_depth_test" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], depth testing is disabled and the object will be drawn in render order. </member> <member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], normal mapping is enabled. </member> <member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale"> + The strength of the normal map's effect. </member> <member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh]. </member> <member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture"> </member> <member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames"> + The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. </member> <member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop"> + If [code]true[/code], particle animations are looped. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. </member> <member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames"> + The number of vertical frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]. </member> <member name="point_size" type="float" setter="set_point_size" getter="get_point_size" default="1.0"> + The point size in pixels. See [member use_point_size]. </member> <member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance"> + Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade. </member> <member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false"> + If [code]true[/code], the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object. </member> <member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object. </member> <member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction"> + The strength of the refraction effect. </member> <member name="refraction_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale]. </member> <member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel"> + Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="rim" type="float" setter="set_rim" getter="get_rim"> + Sets the strength of the rim lighting effect. </member> <member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object. </member> <member name="rim_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim]. </member> <member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint"> + The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best. </member> <member name="roughness" type="float" setter="set_roughness" getter="get_roughness" default="1.0"> + Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic]. </member> <member name="roughness_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture used to control the roughness per-pixel. Multiplied by [member roughness]. </member> <member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> + Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1"> </member> <member name="shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. </member> <member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0"> + The method for rendering the specular blob. See [enum SpecularMode]. </member> <member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. </member> <member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength"> + The strength of the subsurface scattering effect. </member> <member name="subsurf_scatter_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. </member> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3"> + Filter flags for the texture. See [enum TextureFilter] for options. </member> <member name="texture_repeat" type="bool" setter="set_flag" getter="get_flag" default="true"> + Repeat flags for the texture. See [enum TextureFilter] for options. </member> <member name="transmission" type="Color" setter="set_transmission" getter="get_transmission"> + The color used by the transmission effect. Represents the light passing through an object. </member> <member name="transmission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], the transmission effect is enabled. </member> <member name="transmission_texture" type="Texture2D" setter="set_texture" getter="get_texture"> + Texture used to control the transmission effect per-pixel. Added to [member transmission]. </member> <member name="transparency" type="int" setter="set_transparency" getter="get_transparency" enum="BaseMaterial3D.Transparency" default="0"> + If [code]true[/code], transparency is enabled on the body. See also [member blend_mode]. </member> <member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], render point size can be changed. + [b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size]. </member> <member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3( 0, 0, 0 )"> + How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. </member> <member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3( 1, 1, 1 )"> + How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. </member> <member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], instead of using [code]UV[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing. </member> <member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness" default="1.0"> + A lower number blends the texture more softly while a higher number blends the texture more sharply. </member> <member name="uv1_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in world space rather than object local space. See also [member uv1_triplanar]. </member> <member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3( 0, 0, 0 )"> + How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. </member> <member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3( 1, 1, 1 )"> + How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. </member> <member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], instead of using [code]UV2[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing. </member> <member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness" default="1.0"> + A lower number blends the texture more softly while a higher number blends the texture more sharply. </member> <member name="uv2_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar]. </member> <member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the model's vertex colors are processed as sRGB mode. </member> <member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the vertex color is used as albedo color. </member> </members> <constants> <constant name="TEXTURE_ALBEDO" value="0" enum="TextureParam"> + Texture specifying per-pixel color. </constant> <constant name="TEXTURE_METALLIC" value="1" enum="TextureParam"> + Texture specifying per-pixel metallic value. </constant> <constant name="TEXTURE_ROUGHNESS" value="2" enum="TextureParam"> + Texture specifying per-pixel roughness value. </constant> <constant name="TEXTURE_EMISSION" value="3" enum="TextureParam"> + Texture specifying per-pixel emission color. </constant> <constant name="TEXTURE_NORMAL" value="4" enum="TextureParam"> + Texture specifying per-pixel normal vector. </constant> <constant name="TEXTURE_RIM" value="5" enum="TextureParam"> + Texture specifying per-pixel rim value. </constant> <constant name="TEXTURE_CLEARCOAT" value="6" enum="TextureParam"> + Texture specifying per-pixel clearcoat value. </constant> <constant name="TEXTURE_FLOWMAP" value="7" enum="TextureParam"> + Texture specifying per-pixel flowmap direction for use with [member anisotropy]. </constant> <constant name="TEXTURE_AMBIENT_OCCLUSION" value="8" enum="TextureParam"> + Texture specifying per-pixel ambient occlusion value. </constant> <constant name="TEXTURE_HEIGHTMAP" value="9" enum="TextureParam"> + Texture specifying per-pixel height. </constant> <constant name="TEXTURE_SUBSURFACE_SCATTERING" value="10" enum="TextureParam"> + Texture specifying per-pixel subsurface scattering. </constant> <constant name="TEXTURE_TRANSMISSION" value="11" enum="TextureParam"> + Texture specifying per-pixel transmission color. </constant> <constant name="TEXTURE_REFRACTION" value="12" enum="TextureParam"> + Texture specifying per-pixel refraction strength. </constant> <constant name="TEXTURE_DETAIL_MASK" value="13" enum="TextureParam"> + Texture specifying per-pixel detail mask blending value. </constant> <constant name="TEXTURE_DETAIL_ALBEDO" value="14" enum="TextureParam"> + Texture specifying per-pixel detail color. </constant> <constant name="TEXTURE_DETAIL_NORMAL" value="15" enum="TextureParam"> + Texture specifying per-pixel detail normal. </constant> <constant name="TEXTURE_ORM" value="16" enum="TextureParam"> </constant> <constant name="TEXTURE_MAX" value="17" enum="TextureParam"> + Represents the size of the [enum TextureParam] enum. </constant> <constant name="TEXTURE_FILTER_NEAREST" value="0" enum="TextureFilter"> </constant> @@ -320,8 +439,10 @@ <constant name="TEXTURE_FILTER_MAX" value="6" enum="TextureFilter"> </constant> <constant name="DETAIL_UV_1" value="0" enum="DetailUV"> + Use [code]UV[/code] with the detail texture. </constant> <constant name="DETAIL_UV_2" value="1" enum="DetailUV"> + Use [code]UV2[/code] with the detail texture. </constant> <constant name="TRANSPARENCY_DISABLED" value="0" enum="Transparency"> </constant> @@ -342,136 +463,201 @@ <constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode"> </constant> <constant name="FEATURE_EMISSION" value="0" enum="Feature"> + Constant for setting [member emission_enabled]. </constant> <constant name="FEATURE_NORMAL_MAPPING" value="1" enum="Feature"> + Constant for setting [member normal_enabled]. </constant> <constant name="FEATURE_RIM" value="2" enum="Feature"> + Constant for setting [member rim_enabled]. </constant> <constant name="FEATURE_CLEARCOAT" value="3" enum="Feature"> + Constant for setting [member clearcoat_enabled]. </constant> <constant name="FEATURE_ANISOTROPY" value="4" enum="Feature"> + Constant for setting [member anisotropy_enabled]. </constant> <constant name="FEATURE_AMBIENT_OCCLUSION" value="5" enum="Feature"> + Constant for setting [member ao_enabled]. </constant> <constant name="FEATURE_HEIGHT_MAPPING" value="6" enum="Feature"> </constant> <constant name="FEATURE_SUBSURACE_SCATTERING" value="7" enum="Feature"> + Constant for setting [member subsurf_scatter_enabled]. </constant> <constant name="FEATURE_TRANSMISSION" value="8" enum="Feature"> + Constant for setting [member transmission_enabled]. </constant> <constant name="FEATURE_REFRACTION" value="9" enum="Feature"> + Constant for setting [member refraction_enabled]. </constant> <constant name="FEATURE_DETAIL" value="10" enum="Feature"> + Constant for setting [member detail_enabled]. </constant> <constant name="FEATURE_MAX" value="11" enum="Feature"> + Represents the size of the [enum Feature] enum. </constant> <constant name="BLEND_MODE_MIX" value="0" enum="BlendMode"> + Default blend mode. The color of the object is blended over the background based on the object's alpha value. </constant> <constant name="BLEND_MODE_ADD" value="1" enum="BlendMode"> + The color of the object is added to the background. </constant> <constant name="BLEND_MODE_SUB" value="2" enum="BlendMode"> + The color of the object is subtracted from the background. </constant> <constant name="BLEND_MODE_MUL" value="3" enum="BlendMode"> + The color of the object is multiplied by the background. </constant> <constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode"> + Default depth draw mode. Depth is drawn only for opaque objects. </constant> <constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode"> + Depth draw is calculated for both opaque and transparent objects. </constant> <constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode"> + No depth draw. </constant> <constant name="CULL_BACK" value="0" enum="CullMode"> + Default cull mode. The back of the object is culled when not visible. </constant> <constant name="CULL_FRONT" value="1" enum="CullMode"> + The front of the object is culled when not visible. </constant> <constant name="CULL_DISABLED" value="2" enum="CullMode"> + No culling is performed. </constant> <constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags"> + Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. </constant> <constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="1" enum="Flags"> + Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. </constant> <constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags"> + Vertex color is in sRGB space and needs to be converted to linear. Only applies in the Vulkan renderer. </constant> <constant name="FLAG_USE_POINT_SIZE" value="3" enum="Flags"> + Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code]. </constant> <constant name="FLAG_FIXED_SIZE" value="4" enum="Flags"> + Object is scaled by depth so that it always appears the same size on screen. </constant> <constant name="FLAG_BILLBOARD_KEEP_SCALE" value="5" enum="Flags"> + Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED]. </constant> <constant name="FLAG_UV1_USE_TRIPLANAR" value="6" enum="Flags"> + Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code]. </constant> <constant name="FLAG_UV2_USE_TRIPLANAR" value="7" enum="Flags"> + Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code]. </constant> <constant name="FLAG_UV1_USE_WORLD_TRIPLANAR" value="8" enum="Flags"> + Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code]. </constant> <constant name="FLAG_UV2_USE_WORLD_TRIPLANAR" value="9" enum="Flags"> + Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code]. </constant> <constant name="FLAG_AO_ON_UV2" value="10" enum="Flags"> + Use [code]UV2[/code] coordinates to look up from the [member ao_texture]. </constant> <constant name="FLAG_EMISSION_ON_UV2" value="11" enum="Flags"> + Use [code]UV2[/code] coordinates to look up from the [member emission_texture]. </constant> <constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="12" enum="Flags"> + Forces the shader to convert albedo from sRGB space to linear space. </constant> <constant name="FLAG_DONT_RECEIVE_SHADOWS" value="13" enum="Flags"> + Disables receiving shadows from other objects. </constant> <constant name="FLAG_DISABLE_AMBIENT_LIGHT" value="14" enum="Flags"> + Disables receiving ambient light. </constant> <constant name="FLAG_USE_SHADOW_TO_OPACITY" value="15" enum="Flags"> + Enables the shadow to opacity feature. </constant> <constant name="FLAG_USE_TEXTURE_REPEAT" value="16" enum="Flags"> </constant> <constant name="FLAG_INVERT_HEIGHTMAP" value="17" enum="Flags"> + Invert values read from a depth texture to convert them to height values (heightmap). </constant> <constant name="FLAG_MAX" value="18" enum="Flags"> + Represents the size of the [enum Flags] enum. </constant> <constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode"> + Default diffuse scattering algorithm. </constant> <constant name="DIFFUSE_LAMBERT" value="1" enum="DiffuseMode"> + Diffuse scattering ignores roughness. </constant> <constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode"> + Extends Lambert to cover more than 90 degrees when roughness increases. </constant> <constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode"> + Attempts to use roughness to emulate microsurfacing. </constant> <constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode"> + Uses a hard cut for lighting, with smoothing affected by roughness. </constant> <constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode"> + Default specular blob. </constant> <constant name="SPECULAR_BLINN" value="1" enum="SpecularMode"> + Older specular algorithm, included for compatibility. </constant> <constant name="SPECULAR_PHONG" value="2" enum="SpecularMode"> + Older specular algorithm, included for compatibility. </constant> <constant name="SPECULAR_TOON" value="3" enum="SpecularMode"> + Toon blob which changes size based on roughness. </constant> <constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode"> + No specular blob. </constant> <constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode"> + Billboard mode is disabled. </constant> <constant name="BILLBOARD_ENABLED" value="1" enum="BillboardMode"> + The object's Z axis will always face the camera. </constant> <constant name="BILLBOARD_FIXED_Y" value="2" enum="BillboardMode"> + The object's X axis will always face the camera. </constant> <constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode"> + Used for particle systems when assigned to [Particles] and [CPUParticles] nodes. Enables [code]particles_anim_*[/code] properties. + The [member ParticlesMaterial.anim_speed] or [member CPUParticles.anim_speed] should also be set to a positive value for the animation to play. </constant> <constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel"> + Used to read from the red channel of a texture. </constant> <constant name="TEXTURE_CHANNEL_GREEN" value="1" enum="TextureChannel"> + Used to read from the green channel of a texture. </constant> <constant name="TEXTURE_CHANNEL_BLUE" value="2" enum="TextureChannel"> + Used to read from the blue channel of a texture. </constant> <constant name="TEXTURE_CHANNEL_ALPHA" value="3" enum="TextureChannel"> + Used to read from the alpha channel of a texture. </constant> <constant name="TEXTURE_CHANNEL_GRAYSCALE" value="4" enum="TextureChannel"> + Currently unused. </constant> <constant name="EMISSION_OP_ADD" value="0" enum="EmissionOperator"> + Adds the emission color to the color from the emission texture. </constant> <constant name="EMISSION_OP_MULTIPLY" value="1" enum="EmissionOperator"> + Multiplies the emission color by the color from the emission texture. </constant> <constant name="DISTANCE_FADE_DISABLED" value="0" enum="DistanceFadeMode"> + Do not use distance fade. </constant> <constant name="DISTANCE_FADE_PIXEL_ALPHA" value="1" enum="DistanceFadeMode"> + Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel. </constant> <constant name="DISTANCE_FADE_PIXEL_DITHER" value="2" enum="DistanceFadeMode"> + Smoothly fades the object out based on each pixel's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. </constant> <constant name="DISTANCE_FADE_OBJECT_DITHER" value="3" enum="DistanceFadeMode"> + Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. </constant> </constants> </class> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 5529251b5a..7335ff5a2e 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -295,9 +295,6 @@ </member> </members> <constants> - <constant name="gray" value="Color( 0.75, 0.75, 0.75, 1 )"> - Gray color. - </constant> <constant name="aliceblue" value="Color( 0.94, 0.97, 1, 1 )"> Alice blue color. </constant> @@ -448,6 +445,9 @@ <constant name="goldenrod" value="Color( 0.85, 0.65, 0.13, 1 )"> Goldenrod color. </constant> + <constant name="gray" value="Color( 0.75, 0.75, 0.75, 1 )"> + Gray color. + </constant> <constant name="green" value="Color( 0, 1, 0, 1 )"> Green color. </constant> diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index f34d3c5da4..b82214b246 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -88,7 +88,7 @@ </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] (or if the [member network_peer] has [member PacketPeer.allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs. + If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs. [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="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer"> @@ -151,15 +151,9 @@ <constant name="RPC_MODE_PUPPET" value="3" enum="RPCMode"> Used with [method Node.rpc_config] or [method Node.rset_config] to set a method to be called or a property to be changed only on puppets for this node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master]. </constant> - <constant name="RPC_MODE_SLAVE" value="3" enum="RPCMode"> - [i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the [code]slave[/code] keyword. - </constant> <constant name="RPC_MODE_REMOTESYNC" value="4" enum="RPCMode"> Behave like [constant RPC_MODE_REMOTE] but also make the call or property change locally. Analogous to the [code]remotesync[/code] keyword. </constant> - <constant name="RPC_MODE_SYNC" value="4" enum="RPCMode"> - [i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to the [code]sync[/code] keyword. - </constant> <constant name="RPC_MODE_MASTERSYNC" value="5" enum="RPCMode"> Behave like [constant RPC_MODE_MASTER] but also make the call or property change locally. Analogous to the [code]mastersync[/code] keyword. </constant> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 1847954b67..5fd0da7452 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -619,7 +619,7 @@ </description> </method> <method name="rpc_config"> - <return type="void"> + <return type="int"> </return> <argument index="0" name="method" type="String"> </argument> @@ -672,7 +672,7 @@ </description> </method> <method name="rset_config"> - <return type="void"> + <return type="int"> </return> <argument index="0" name="property" type="String"> </argument> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index e0f73df1bf..b3b77b0b26 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -973,11 +973,11 @@ </member> </members> <constants> - <constant name="VIDEO_DRIVER_GLES2" value="1" enum="VideoDriver"> + <constant name="VIDEO_DRIVER_GLES2" value="0" enum="VideoDriver"> The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the web. </constant> - <constant name="VIDEO_DRIVER_GLES3" value="0" enum="VideoDriver"> - The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web. + <constant name="VIDEO_DRIVER_VULKAN" value="1" enum="VideoDriver"> + The Vulkan rendering backend. </constant> <constant name="DAY_SUNDAY" value="0" enum="Weekday"> Sunday. diff --git a/doc/classes/PacketPeer.xml b/doc/classes/PacketPeer.xml index 39da9d1548..b721bc9df4 100644 --- a/doc/classes/PacketPeer.xml +++ b/doc/classes/PacketPeer.xml @@ -36,7 +36,7 @@ <argument index="0" name="allow_objects" type="bool" default="false"> </argument> <description> - Gets a Variant. If [code]allow_objects[/code] (or [member allow_object_decoding]) is [code]true[/code], decoding objects is allowed. + Gets a Variant. If [code]allow_objects[/code] is [code]true[/code], decoding objects is allowed. [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. </description> </method> @@ -57,16 +57,11 @@ <argument index="1" name="full_objects" type="bool" default="false"> </argument> <description> - Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member allow_object_decoding]) is [code]true[/code], encoding objects is allowed (and can potentially include code). + Sends a [Variant] as a packet. If [code]full_objects[/code] is [code]true[/code], encoding objects is allowed (and can potentially include code). </description> </method> </methods> <members> - <member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false"> - [i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] parameters instead. - If [code]true[/code], the PacketPeer will allow encoding and decoding of object via [method get_var] and [method put_var]. - [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="encode_buffer_max_size" type="int" setter="set_encode_buffer_max_size" getter="get_encode_buffer_max_size" default="8388608"> Maximum buffer size allowed when encoding [Variant]s. Raise this value to support heavier memory allocations. The [method put_var] method allocates memory on the stack, and the buffer used will grow automatically to the closest power of two to match the size of the [Variant]. If the [Variant] is bigger than [code]encode_buffer_max_size[/code], the method will error out with [constant ERR_OUT_OF_MEMORY]. diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index e992f25836..a7bf947011 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -89,7 +89,7 @@ The amount of vertex memory used. </constant> <constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="21" enum="Monitor"> - Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0. + Unimplemented in the GLES2 rendering backend, always returns 0. </constant> <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="22" enum="Monitor"> Number of active [RigidBody2D] nodes in the game. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 517c68221e..0bedb3afe3 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -284,7 +284,7 @@ If [code]true[/code], enables warnings when a constant is used as a function. </member> <member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when deprecated keywords such as [code]slave[/code] are used. + If [code]true[/code], enables warnings when deprecated keywords are used. </member> <member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings. @@ -972,7 +972,7 @@ </member> <member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false"> Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details. - If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms. + If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend, and only desktop platforms. It is not necessary when using the Vulkan backend. </member> <member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="" default="false"> If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles. @@ -990,12 +990,8 @@ Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support. </member> <member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default=""Vulkan""> - The video driver to use ("GLES2" or "GLES3"). - [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument, or by the [member rendering/quality/driver/fallback_to_gles2] option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at run-time. - </member> - <member name="rendering/quality/driver/fallback_to_gles2" type="bool" setter="" getter="" default="false"> - If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 driver is not supported. - [b]Note:[/b] The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack's size. + The video driver to use ("GLES2" or "Vulkan"). + [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at run-time. </member> <member name="rendering/quality/filters/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2"> </member> @@ -1101,13 +1097,13 @@ Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> <member name="rendering/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> - If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer. + If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. </member> <member name="rendering/vram_compression/import_etc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures. </member> <member name="rendering/vram_compression/import_etc2" type="bool" setter="" getter="" default="true"> - If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the GLES3 renderer. + If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer. </member> <member name="rendering/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS. diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 19c0363963..e2b7813361 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -145,10 +145,6 @@ <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's movement in the Z axis. </member> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. </member> @@ -165,10 +161,6 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction, from 0 (frictionless) to 1 (max friction). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 958c6f0504..79c4205f59 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -126,10 +126,6 @@ <member name="applied_torque" type="float" setter="set_applied_torque" getter="get_applied_torque" default="0.0"> The body's total applied torque. </member> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. </member> @@ -146,10 +142,6 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> If [code]true[/code], internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s. </member> diff --git a/doc/classes/StaticBody.xml b/doc/classes/StaticBody.xml index ce7584ecda..280b95d182 100644 --- a/doc/classes/StaticBody.xml +++ b/doc/classes/StaticBody.xml @@ -12,20 +12,12 @@ <methods> </methods> <members> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="constant_angular_velocity" type="Vector3" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="Vector3( 0, 0, 0 )"> The body's constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation. </member> <member name="constant_linear_velocity" type="Vector3" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector3( 0, 0, 0 )"> The body's constant linear velocity. This does not move the body, but affects other bodies that touch it, as if it was in a state of movement. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction, from 0 (frictionless) to 1 (full friction). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index daa160b8a9..2a5c1ea6f4 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -12,20 +12,12 @@ <methods> </methods> <members> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0"> The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating. </member> <member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2( 0, 0 )"> The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml index f6b24c2391..9de10d12a8 100644 --- a/doc/classes/VisualServer.xml +++ b/doc/classes/VisualServer.xml @@ -3706,7 +3706,7 @@ The amount of draw calls in frame. </constant> <constant name="INFO_USAGE_VIDEO_MEM_TOTAL" value="6" enum="RenderInfo"> - Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0. + Unimplemented in the GLES2 rendering backend, always returns 0. </constant> <constant name="INFO_VIDEO_MEM_USED" value="7" enum="RenderInfo"> The amount of video memory used, i.e. texture and vertex memory combined. diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 9ccdf0d3c4..0d1bcc754f 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -143,6 +143,14 @@ Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the root of the main category (see [method _get_category]). </description> </method> + <method name="_is_highend" qualifiers="virtual"> + <return type="bool"> + </return> + <description> + Override this method to enable high-end mark in the Visual Shader Editor's members dialog. + Defining this method is [b]optional[/b]. If not overridden, it's false. + </description> + </method> </methods> <constants> </constants> |