diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AABB.xml | 6 | ||||
-rw-r--r-- | doc/classes/AStar.xml | 12 | ||||
-rw-r--r-- | doc/classes/AStar2D.xml | 12 | ||||
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 3 | ||||
-rw-r--r-- | doc/classes/Camera3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/EditorNode3DGizmo.xml | 2 | ||||
-rw-r--r-- | doc/classes/File.xml | 1 | ||||
-rw-r--r-- | doc/classes/Line2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Node.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsServer3D.xml | 8 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 2 | ||||
-rw-r--r-- | doc/classes/Rect2.xml | 1 | ||||
-rw-r--r-- | doc/classes/Rect2i.xml | 1 | ||||
-rw-r--r-- | doc/classes/SkeletonModification3DTwoBoneIK.xml | 2 | ||||
-rw-r--r-- | doc/classes/Sprite3D.xml | 5 | ||||
-rw-r--r-- | doc/classes/TextEdit.xml | 7 | ||||
-rw-r--r-- | doc/classes/TranslationServer.xml | 2 | ||||
-rw-r--r-- | doc/classes/Vector2.xml | 6 | ||||
-rw-r--r-- | doc/classes/Vector3.xml | 18 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeIntFunc.xml | 5 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeIntOp.xml | 17 | ||||
-rw-r--r-- | doc/classes/VoxelGIData.xml | 12 |
22 files changed, 91 insertions, 41 deletions
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 170cfea6f9..bdf8a78dc3 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -6,6 +6,7 @@ <description> [AABB] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. + Negative values for [member size] are not supported and will not work for most methods. Use [method abs] to get an AABB with a positive size. [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. </description> <tutorials> @@ -157,14 +158,15 @@ <return type="bool" /> <argument index="0" name="point" type="Vector3" /> <description> - Returns [code]true[/code] if the [AABB] contains a point. + Returns [code]true[/code] if the [AABB] contains a point. Points on the faces of the AABB are considered included, though float-point precision errors may impact the accuracy of such checks. + [b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent [AABB] to check for contained points. </description> </method> <method name="intersection" qualifiers="const"> <return type="AABB" /> <argument index="0" name="with" type="AABB" /> <description> - Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is returned on failure. + Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, 0)[/code]) is returned on failure. </description> </method> <method name="intersects" qualifiers="const"> diff --git a/doc/classes/AStar.xml b/doc/classes/AStar.xml index 11c0fc33b8..bbb5f6b8e3 100644 --- a/doc/classes/AStar.xml +++ b/doc/classes/AStar.xml @@ -244,6 +244,12 @@ Returns the number of points currently in the points pool. </description> </method> + <method name="get_point_ids"> + <return type="Array" /> + <description> + Returns an array of all point IDs. + </description> + </method> <method name="get_point_path"> <return type="PackedVector3Array" /> <argument index="0" name="from_id" type="int" /> @@ -267,12 +273,6 @@ Returns the weight scale of the point associated with the given [code]id[/code]. </description> </method> - <method name="get_points"> - <return type="Array" /> - <description> - Returns an array of all points. - </description> - </method> <method name="has_point" qualifiers="const"> <return type="bool" /> <argument index="0" name="id" type="int" /> diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 43e7d59665..dc821ebb8b 100644 --- a/doc/classes/AStar2D.xml +++ b/doc/classes/AStar2D.xml @@ -215,6 +215,12 @@ Returns the number of points currently in the points pool. </description> </method> + <method name="get_point_ids"> + <return type="Array" /> + <description> + Returns an array of all point IDs. + </description> + </method> <method name="get_point_path"> <return type="PackedVector2Array" /> <argument index="0" name="from_id" type="int" /> @@ -238,12 +244,6 @@ Returns the weight scale of the point associated with the given [code]id[/code]. </description> </method> - <method name="get_points"> - <return type="Array" /> - <description> - Returns an array of all points. - </description> - </method> <method name="has_point" qualifiers="const"> <return type="bool" /> <argument index="0" name="id" type="int" /> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index f0f49f89d5..aa2ffae48c 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -53,6 +53,7 @@ <argument index="1" name="texture" type="Texture2D" /> <description> Sets the texture for the slot specified by [code]param[/code]. See [enum TextureParam] for available slots. + [b]Note:[/b] When setting a roughness or metallic texture on a material that has no texture assigned to those slots, [member roughness] or [member metallic] will automatically be set to [code]1.0[/code] to ensure correct appearance. </description> </method> </methods> @@ -229,6 +230,7 @@ </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]. + [b]Note:[/b] [member metallic] is automatically set to [code]1.0[/code] when assigning a metallic texture using [method set_texture]. </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. @@ -301,6 +303,7 @@ </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]. + [b]Note:[/b] [member roughness] is automatically set to [code]1.0[/code] when assigning a roughness texture using [method set_texture]. </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]. diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 06e2f83f05..772396befe 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -218,10 +218,10 @@ Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] simulation (default). </constant> <constant name="DOPPLER_TRACKING_IDLE_STEP" value="1" enum="DopplerTracking"> - Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how Audio is perceived (changing the Audio's [code]pitch shift[/code]). + Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's [member AudioStreamPlayer3D.pitch_scale]). </constant> <constant name="DOPPLER_TRACKING_PHYSICS_STEP" value="2" enum="DopplerTracking"> - Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_physics_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how Audio is perceived (changing the Audio's [code]pitch shift[/code]). + Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] by tracking positions of objects that are changed in [code]_physics_process[/code]. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's [member AudioStreamPlayer3D.pitch_scale]). </constant> </constants> </class> diff --git a/doc/classes/EditorNode3DGizmo.xml b/doc/classes/EditorNode3DGizmo.xml index c804bb70e0..60c329935a 100644 --- a/doc/classes/EditorNode3DGizmo.xml +++ b/doc/classes/EditorNode3DGizmo.xml @@ -135,7 +135,7 @@ </method> <method name="add_mesh"> <return type="void" /> - <argument index="0" name="mesh" type="ArrayMesh" /> + <argument index="0" name="mesh" type="Mesh" /> <argument index="1" name="material" type="Material" default="null" /> <argument index="2" name="transform" type="Transform3D" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)" /> <argument index="3" name="skeleton" type="SkinReference" default="null" /> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 276c1f0223..0dac9a379a 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -417,6 +417,7 @@ <argument index="0" name="string" type="String" /> <description> Appends [code]string[/code] to the file without a line return, encoding the text as UTF-8. + [b]Note:[/b] This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can't be loaded back easily. If you want to store a retrievable string in a binary file, consider using [method store_pascal_string] instead. For retrieving strings from a text file, you can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know the length) or [method get_as_text]. </description> </method> <method name="store_var"> diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml index 4d9abbbb19..5e673cc19b 100644 --- a/doc/classes/Line2D.xml +++ b/doc/classes/Line2D.xml @@ -82,7 +82,7 @@ The smoothness of the rounded joints and caps. This is only used if a cap or joint is set as round. </member> <member name="sharp_limit" type="float" setter="set_sharp_limit" getter="get_sharp_limit" default="2.0"> - The direction difference in radians between vector points. This value is only used if [code]joint mode[/code] is set to [constant LINE_JOINT_SHARP]. + The direction difference in radians between vector points. This value is only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]. </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> The texture used for the line's texture. Uses [code]texture_mode[/code] for drawing style. diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index c75b2e305e..f1ab5e4843 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -261,7 +261,7 @@ <return type="Node" /> <argument index="0" name="path" type="NodePath" /> <description> - Fetches a node. The [NodePath] can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a [code]null instance[/code] is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error. + Fetches a node. The [NodePath] can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, [code]null[/code] is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call <method> on a null instance." error. [b]Note:[/b] Fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]). [b]Example:[/b] Assume your current node is Character and the following tree: [codeblock] @@ -322,7 +322,7 @@ <method name="get_parent" qualifiers="const"> <return type="Node" /> <description> - Returns the parent node of the current node, or a [code]null instance[/code] if the node lacks a parent. + Returns the parent node of the current node, or [code]null[/code] if the node lacks a parent. </description> </method> <method name="get_path" qualifiers="const"> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index dd8003be1d..ceb3e788d2 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1152,16 +1152,16 @@ Maximum acceleration for the motor at the axes. </constant> <constant name="G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT" value="0" enum="G6DOFJointAxisFlag"> - If [code]set[/code] there is linear motion possible within the given limits. + If set, linear motion is possible within the given limits. </constant> <constant name="G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT" value="1" enum="G6DOFJointAxisFlag"> - If [code]set[/code] there is rotational motion possible. + If set, rotational motion is possible. </constant> <constant name="G6DOF_JOINT_FLAG_ENABLE_MOTOR" value="4" enum="G6DOFJointAxisFlag"> - If [code]set[/code] there is a rotational motor across these axes. + If set, there is a rotational motor across these axes. </constant> <constant name="G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR" value="5" enum="G6DOFJointAxisFlag"> - If [code]set[/code] there is a linear motor on this axis that targets a specific velocity. + If set, there is a linear motor on this axis that targets a specific velocity. </constant> <constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType"> The [Shape3D] is a [WorldBoundaryShape3D]. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 7fdac7ccd4..e0371a6a4a 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1576,7 +1576,7 @@ Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. </member> <member name="rendering/environment/defaults/default_environment" type="String" setter="" getter="" default=""""> - [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. + [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, you do not need to set this property. </member> <member name="rendering/environment/glow/upscale_mode" type="int" setter="" getter="" default="1"> Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth. diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 4dc3859ca5..65d1654c21 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -7,6 +7,7 @@ [Rect2] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. It uses floating-point coordinates. If you need integer coordinates, use [Rect2i] instead. The 3D counterpart to [Rect2] is [AABB]. + Negative values for [member size] are not supported and will not work for most methods. Use [method abs] to get a Rect2 with a positive size. </description> <tutorials> <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index d66b589ec1..5909784135 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -6,6 +6,7 @@ <description> [Rect2i] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. It uses integer coordinates. If you need floating-point coordinates, use [Rect2] instead. + Negative values for [member size] are not supported and will not work for most methods. Use [method abs] to get a Rect2i with a positive size. </description> <tutorials> <link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link> diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml index 80f8ba4e5b..0e83cd0b28 100644 --- a/doc/classes/SkeletonModification3DTwoBoneIK.xml +++ b/doc/classes/SkeletonModification3DTwoBoneIK.xml @@ -4,7 +4,7 @@ A modification that moves two bones to reach the target. </brief_description> <description> - This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three verticies of the triangle. Because the algorithm works by making a triangle, it can only opperate on two bones. + This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only opperate on two bones. TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification3DFABRIK], but gives similar, natural looking results. A [Node3D]-based node can be used to define the pole, or bend direction, allowing control over which direction the joint takes when bending to reach the target when the target is within reach. </description> diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml index 5a7fd537e0..4ad78429e9 100644 --- a/doc/classes/Sprite3D.xml +++ b/doc/classes/Sprite3D.xml @@ -36,5 +36,10 @@ Emitted when the [member frame] changes. </description> </signal> + <signal name="texture_changed"> + <description> + Emitted when the [member texture] changes. + </description> + </signal> </signals> </class> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 16d8595b4e..d14f8a9b35 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -586,6 +586,13 @@ Returns whether the menu is visible. Use this instead of [code]get_menu().visible[/code] to improve performance (so the creation of the menu is avoided). </description> </method> + <method name="is_mouse_over_selection" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="edges" type="bool" /> + <description> + Returns whether the mouse is over selection. If [code]edges[/code] is [code]true[/code], the edges are considered part of the selection. + </description> + </method> <method name="is_overtype_mode_enabled" qualifiers="const"> <return type="bool" /> <description> diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 519e1cb041..a1b4404079 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -49,7 +49,7 @@ <argument index="0" name="locale" type="String" /> <description> Returns the [Translation] instance based on the [code]locale[/code] passed in. - It will return a [code]nullptr[/code] if there is no [Translation] instance that matches the [code]locale[/code]. + It will return [code]null[/code] if there is no [Translation] instance that matches the [code]locale[/code]. </description> </method> <method name="pseudolocalize" qualifiers="const"> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 431815e75a..15f7d2f9e3 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -125,16 +125,16 @@ </method> <method name="direction_to" qualifiers="const"> <return type="Vector2" /> - <argument index="0" name="b" type="Vector2" /> + <argument index="0" name="to" type="Vector2" /> <description> - Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code]. + Returns the normalized vector pointing from this vector to [code]to[/code]. This is equivalent to using [code](b - a).normalized()[/code]. </description> </method> <method name="distance_squared_to" qualifiers="const"> <return type="float" /> <argument index="0" name="to" type="Vector2" /> <description> - Returns the squared distance between this vector and [code]b[/code]. + Returns the squared distance between this vector and [code]to[/code]. This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 6d20cc85ea..6d87ce9ea8 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -86,7 +86,7 @@ <return type="Vector3" /> <argument index="0" name="with" type="Vector3" /> <description> - Returns the cross product of this vector and [code]b[/code]. + Returns the cross product of this vector and [code]with[/code]. </description> </method> <method name="cubic_interpolate" qualifiers="const"> @@ -101,31 +101,31 @@ </method> <method name="direction_to" qualifiers="const"> <return type="Vector3" /> - <argument index="0" name="b" type="Vector3" /> + <argument index="0" name="to" type="Vector3" /> <description> - Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code]. + Returns the normalized vector pointing from this vector to [code]to[/code]. This is equivalent to using [code](b - a).normalized()[/code]. </description> </method> <method name="distance_squared_to" qualifiers="const"> <return type="float" /> - <argument index="0" name="b" type="Vector3" /> + <argument index="0" name="to" type="Vector3" /> <description> - Returns the squared distance between this vector and [code]b[/code]. + Returns the squared distance between this vector and [code]to[/code]. This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="distance_to" qualifiers="const"> <return type="float" /> - <argument index="0" name="b" type="Vector3" /> + <argument index="0" name="to" type="Vector3" /> <description> - Returns the distance between this vector and [code]b[/code]. + Returns the distance between this vector and [code]to[/code]. </description> </method> <method name="dot" qualifiers="const"> <return type="float" /> <argument index="0" name="with" type="Vector3" /> <description> - Returns the dot product of this vector and [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. + Returns the dot product of this vector and [code]with[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. @@ -225,7 +225,7 @@ <return type="Basis" /> <argument index="0" name="with" type="Vector3" /> <description> - Returns the outer product with [code]b[/code]. + Returns the outer product with [code]with[/code]. </description> </method> <method name="posmod" qualifiers="const"> diff --git a/doc/classes/VisualShaderNodeIntFunc.xml b/doc/classes/VisualShaderNodeIntFunc.xml index d2782efa96..316529a347 100644 --- a/doc/classes/VisualShaderNodeIntFunc.xml +++ b/doc/classes/VisualShaderNodeIntFunc.xml @@ -23,7 +23,10 @@ <constant name="FUNC_SIGN" value="2" enum="Function"> Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the Godot Shader Language. </constant> - <constant name="FUNC_MAX" value="3" enum="Function"> + <constant name="FUNC_BITWISE_NOT" value="3" enum="Function"> + Returns the result of bitwise [code]NOT[/code] operation on the integer. Translates to [code]~a[/code] in the Godot Shader Language. + </constant> + <constant name="FUNC_MAX" value="4" enum="Function"> Represents the size of the [enum Function] enum. </constant> </constants> diff --git a/doc/classes/VisualShaderNodeIntOp.xml b/doc/classes/VisualShaderNodeIntOp.xml index e5fcafca81..c685592fd0 100644 --- a/doc/classes/VisualShaderNodeIntOp.xml +++ b/doc/classes/VisualShaderNodeIntOp.xml @@ -35,7 +35,22 @@ <constant name="OP_MIN" value="6" enum="Operator"> Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language. </constant> - <constant name="OP_ENUM_SIZE" value="7" enum="Operator"> + <constant name="OP_BITWISE_AND" value="7" enum="Operator"> + Returns the result of bitwise [code]AND[/code] operation on the integer. Translates to [code]a & b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_OR" value="8" enum="Operator"> + Returns the result of bitwise [code]OR[/code] operation for two integers. Translates to [code]a | b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_XOR" value="9" enum="Operator"> + Returns the result of bitwise [code]XOR[/code] operation for two integers. Translates to [code]a ^ b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_LEFT_SHIFT" value="10" enum="Operator"> + Returns the result of bitwise left shift operation on the integer. Translates to [code]a << b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_BITWISE_RIGHT_SHIFT" value="11" enum="Operator"> + Returns the result of bitwise right shift operation on the integer. Translates to [code]a >> b[/code] in the Godot Shader Language. + </constant> + <constant name="OP_ENUM_SIZE" value="12" enum="Operator"> Represents the size of the [enum Operator] enum. </constant> </constants> diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml index f0bd2a0601..36907c88ba 100644 --- a/doc/classes/VoxelGIData.xml +++ b/doc/classes/VoxelGIData.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VoxelGIData" inherits="Resource" version="4.0"> <brief_description> + Contains baked voxel global illumination data for use in a [VoxelGI] node. </brief_description> <description> + [VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] node. [VoxelGIData] also offers several properties to adjust the final appearance of the global illumination. These properties can be adjusted at run-time without having to bake the [VoxelGI] node again. + [b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from growing too much and becoming slow to load and save, always save [VoxelGIData] to an external binary resource file ([code].res[/code]) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the floppy disk icon at the top of the inspector then choosing [b]Save As...[/b]. </description> <tutorials> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> @@ -23,6 +26,8 @@ <method name="get_bounds" qualifiers="const"> <return type="AABB" /> <description> + Returns the bounds of the baked voxel data as an [AABB], which should match [member VoxelGI.extents] after being baked (which only contains the size as a [Vector3]). + [b]Note:[/b] If the extents were modified without baking the VoxelGI data, then the value of [method get_bounds] and [member VoxelGI.extents] will not match. </description> </method> <method name="get_data_cells" qualifiers="const"> @@ -53,18 +58,25 @@ </methods> <members> <member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5"> + The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code]. </member> <member name="dynamic_range" type="float" setter="set_dynamic_range" getter="get_dynamic_range" default="4.0"> + The dynamic range to use ([code]1.0[/code] represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping. </member> <member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0"> + The energy of the indirect lighting and reflections produced by the [VoxelGI] node. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness. </member> <member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false"> + If [code]true[/code], [Environment] lighting is ignored by the [VoxelGI] node. If [code]false[/code], [Environment] lighting is taken into account by the [VoxelGI] node. [Environment] lighting updates in real-time, which means it can be changed without having to bake the [VoxelGI] node again. </member> <member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0"> + The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also [member bias]. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code]. </member> <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7"> + If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness. </member> <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false"> + If [code]true[/code], performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling [member use_two_bounces], adjust [member propagation] and [member energy]. </member> </members> </class> |