diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AnimationPlayer.xml | 6 | ||||
-rw-r--r-- | doc/classes/BackBufferCopy.xml | 4 | ||||
-rw-r--r-- | doc/classes/CanvasGroup.xml | 4 | ||||
-rw-r--r-- | doc/classes/CanvasItem.xml | 3 | ||||
-rw-r--r-- | doc/classes/CodeEdit.xml | 8 | ||||
-rw-r--r-- | doc/classes/CollisionObject3D.xml | 6 | ||||
-rw-r--r-- | doc/classes/ConvexPolygonShape3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/EditorFileSystem.xml | 6 | ||||
-rw-r--r-- | doc/classes/EditorPlugin.xml | 15 | ||||
-rw-r--r-- | doc/classes/EditorResourceConversionPlugin.xml | 23 | ||||
-rw-r--r-- | doc/classes/OS.xml | 12 | ||||
-rw-r--r-- | doc/classes/PhysicsServer3DManager.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 7 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 2 | ||||
-rw-r--r-- | doc/classes/RichTextLabel.xml | 1 | ||||
-rw-r--r-- | doc/classes/Skeleton2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/SkeletonModification2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/SkeletonProfile.xml | 11 | ||||
-rw-r--r-- | doc/classes/TileMap.xml | 14 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeTexture.xml | 10 | ||||
-rw-r--r-- | doc/classes/VisualShaderNodeTextureParameter.xml | 18 |
21 files changed, 122 insertions, 36 deletions
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index ca0cbf0ca1..304caeef43 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -208,9 +208,11 @@ </method> <method name="stop"> <return type="void" /> + <param index="0" name="keep_state" type="bool" default="false" /> <description> - Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. - See also [method pause]. + Stops the currently playing animation. The animation position is reset to [code]0[/code] and the playback speed is reset to [code]1.0[/code]. See also [method pause]. + If [param keep_state] is [code]true[/code], the animation state is not updated visually. + [b]Note:[/b] The method / audio / animation playback tracks will not be processed by this method. </description> </method> </methods> diff --git a/doc/classes/BackBufferCopy.xml b/doc/classes/BackBufferCopy.xml index b2c5a1756f..be4a649b50 100644 --- a/doc/classes/BackBufferCopy.xml +++ b/doc/classes/BackBufferCopy.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="BackBufferCopy" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function. + Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts using the screen texture (i.e. a uniform sampler with ``hint_screen_texture``). </brief_description> <description> - Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer. + Node for back-buffering the currently-displayed screen. The region defined in the [BackBufferCopy] node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the screen texture in your shader scripts to access the buffer. [b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), anchors and margins won't apply to child [Control]-derived nodes. This can be problematic when resizing the window. To avoid this, add [Control]-derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them as children. </description> <tutorials> diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml index 37827defec..6eeff8fef3 100644 --- a/doc/classes/CanvasGroup.xml +++ b/doc/classes/CanvasGroup.xml @@ -9,8 +9,10 @@ [codeblock] shader_type canvas_item; + uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; + void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); if (c.a > 0.0001) { c.rgb /= c.a; diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index e79bb97a92..5279574d5a 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -45,7 +45,8 @@ <param index="6" name="width" type="float" default="1.0" /> <param index="7" name="antialiased" type="bool" default="false" /> <description> - Draws a unfilled arc between the given angles. The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. + Draws an unfilled arc between the given angles. The larger the value of [param point_count], the smoother the curve. See also [method draw_circle]. + The arc is drawn from [param start_angle] towards the value of [param end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] and counter-clockwise otherwise. Passing the same angles but in reversed order will produce the same arc. If absolute difference of [param start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] radians, then a full circle arc is drawn (i.e. arc will not overlap itself). </description> </method> <method name="draw_char" qualifiers="const"> diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index 3ceb8967a0..df40d2a4cf 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -132,12 +132,6 @@ Perform an indent as if the user activated the "ui_text_indent" action. </description> </method> - <method name="do_unindent"> - <return type="void" /> - <description> - Perform an unindent as if the user activated the "ui_text_unindent" action. - </description> - </method> <method name="fold_all_lines"> <return type="void" /> <description> @@ -423,7 +417,7 @@ <method name="unindent_lines"> <return type="void" /> <description> - Unindents selected lines, or in the case of no selection the caret line by one. + Unindents selected lines, or in the case of no selection the caret line by one. Same as performing "ui_text_unindent" action. </description> </method> <method name="update_code_completion_options"> diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml index c302963b92..31b5842930 100644 --- a/doc/classes/CollisionObject3D.xml +++ b/doc/classes/CollisionObject3D.xml @@ -216,13 +216,13 @@ <signal name="mouse_entered"> <description> Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> <signal name="mouse_exited"> <description> Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. - [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question. + [b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question. </description> </signal> </signals> @@ -232,7 +232,7 @@ Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode"> - When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode"> diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml index 32dc8f673b..66d2280280 100644 --- a/doc/classes/ConvexPolygonShape3D.xml +++ b/doc/classes/ConvexPolygonShape3D.xml @@ -4,7 +4,7 @@ Convex polygon shape resource for 3D physics. </brief_description> <description> - 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. + 3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape3D]s can be manually drawn in the editor using the [CollisionPolygon3D] node. [b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time. [b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape. </description> diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index cddf3662aa..5f33c68a7d 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -71,12 +71,6 @@ This will not import the file. To reimport, call [method reimport_files] or [method scan] methods. </description> </method> - <method name="update_script_classes"> - <return type="void" /> - <description> - Scans the script files and updates the list of custom class names. - </description> - </method> </methods> <signals> <signal name="filesystem_changed"> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 2124a97751..370be8e9f3 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -467,6 +467,14 @@ See [method add_inspector_plugin] for an example of how to register a plugin. </description> </method> + <method name="add_resource_conversion_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorResourceConversionPlugin" /> + <description> + Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins are used to add custom resource converters to the editor inspector. + See [EditorResourceConversionPlugin] for an example of how to create a resource conversion plugin. + </description> + </method> <method name="add_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> @@ -632,6 +640,13 @@ Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]. </description> </method> + <method name="remove_resource_conversion_plugin"> + <return type="void" /> + <param index="0" name="plugin" type="EditorResourceConversionPlugin" /> + <description> + Removes a resource conversion plugin registered by [method add_resource_conversion_plugin]. + </description> + </method> <method name="remove_scene_format_importer_plugin"> <return type="void" /> <param index="0" name="scene_format_importer" type="EditorSceneFormatImporter" /> diff --git a/doc/classes/EditorResourceConversionPlugin.xml b/doc/classes/EditorResourceConversionPlugin.xml index c40bb1d91e..6bdfbbe40c 100644 --- a/doc/classes/EditorResourceConversionPlugin.xml +++ b/doc/classes/EditorResourceConversionPlugin.xml @@ -1,8 +1,28 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorResourceConversionPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Plugin for adding custom converters from one resource format to another in the editor resource picker context menu; for example, converting a [StandardMaterial3D] to a [ShaderMaterial]. </brief_description> <description> + [EditorResourceConversionPlugin] is invoked when the context menu is brought up for a resource in the editor inspector. Relevant conversion plugins will appear as menu options to convert the given resource to a target type. + Below shows an example of a basic plugin that will convert an [ImageTexture] to a [PortableCompressedTexture2D]. + [codeblocks] + [gdscript] + extends EditorResourceConversionPlugin + + func _handles(resource : Resource): + return resource is ImageTexture + + func _converts_to(): + return "PortableCompressedTexture2D" + + func _convert(itex : Resource): + var ptex = PortableCompressedTexture2D.new() + ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D.COMPRESSION_MODE_LOSSLESS) + return ptex + [/gdscript] + [/codeblocks] + To use an [EditorResourceConversionPlugin], register it using the [method EditorPlugin.add_resource_conversion_plugin] method first. </description> <tutorials> </tutorials> @@ -11,17 +31,20 @@ <return type="Resource" /> <param index="0" name="resource" type="Resource" /> <description> + Takes an input [Resource] and converts it to the type given in [method _converts_to]. The returned [Resource] is the result of the conversion, and the input [Resource] remains unchanged. </description> </method> <method name="_converts_to" qualifiers="virtual const"> <return type="String" /> <description> + Returns the class name of the target type of [Resource] that this plugin converts source resources to. </description> </method> <method name="_handles" qualifiers="virtual const"> <return type="bool" /> <param index="0" name="resource" type="Resource" /> <description> + Called to determine whether a particular [Resource] can be converted to the target resource type by this plugin. </description> </method> </methods> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 6dab7b4ebe..1bc81ffb42 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -592,12 +592,12 @@ </description> </method> <method name="set_environment" qualifiers="const"> - <return type="bool" /> + <return type="void" /> <param index="0" name="variable" type="String" /> <param index="1" name="value" type="String" /> <description> Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. - [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows. + [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. On Windows, there is a 32767 characters limit for the combined length of [param variable], [param value], and the [code]=[/code] and null terminator characters that will be registered in the environment block. </description> </method> <method name="set_restart_on_exit"> @@ -637,6 +637,14 @@ [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS and Windows. </description> </method> + <method name="unset_environment" qualifiers="const"> + <return type="void" /> + <param index="0" name="variable" type="String" /> + <description> + Removes the environment [param variable] from the current environment, if it exists. The environment variable will be removed for the Godot process and any process executed with [method execute] after running [method unset_environment]. The removal of the environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + [b]Note:[/b] Environment variable names are case-sensitive on all platforms except Windows. The [param variable] name cannot be empty or include the [code]=[/code] character. + </description> + </method> </methods> <members> <member name="low_processor_usage_mode" type="bool" setter="set_low_processor_usage_mode" getter="is_in_low_processor_usage_mode" default="false"> diff --git a/doc/classes/PhysicsServer3DManager.xml b/doc/classes/PhysicsServer3DManager.xml index 3ec03fede4..4d789ceb3f 100644 --- a/doc/classes/PhysicsServer3DManager.xml +++ b/doc/classes/PhysicsServer3DManager.xml @@ -15,7 +15,7 @@ <param index="0" name="name" type="String" /> <param index="1" name="create_callback" type="Callable" /> <description> - Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object. + Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer3D] object. </description> </method> <method name="set_default_server"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 9e1c751662..de41edc305 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -652,6 +652,13 @@ See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported. </member> + <member name="dotnet/project/assembly_name" type="String" setter="" getter="" default=""""> + Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly. + </member> + <member name="dotnet/project/solution_directory" type="String" setter="" getter="" default=""""> + Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files. + Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. + </member> <member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false"> If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate. [b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 887fcb2197..3d7fb0d445 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3336,7 +3336,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="enabled" type="bool" /> <description> - If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. + If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. </description> </method> <method name="viewport_set_scaling_3d_mode"> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index dd291a425d..5550bf0955 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -283,6 +283,7 @@ <return type="void" /> <param index="0" name="font_size" type="int" /> <description> + Adds a [code][font_size][/code] tag to the tag stack. Overrides default font size for its duration. </description> </method> <method name="push_hint"> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 808f93b491..39bdc5c796 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -16,7 +16,7 @@ <param index="0" name="delta" type="float" /> <param index="1" name="execution_mode" type="int" /> <description> - Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned. + Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned. </description> </method> <method name="get_bone"> diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml index 77aaf0213b..3a78f13bff 100644 --- a/doc/classes/SkeletonModification2D.xml +++ b/doc/classes/SkeletonModification2D.xml @@ -56,7 +56,7 @@ <method name="get_modification_stack"> <return type="SkeletonModificationStack2D" /> <description> - Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. + Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on. </description> </method> <method name="set_editor_draw_gizmo"> diff --git a/doc/classes/SkeletonProfile.xml b/doc/classes/SkeletonProfile.xml index 57bdd52d9e..6fb311bcee 100644 --- a/doc/classes/SkeletonProfile.xml +++ b/doc/classes/SkeletonProfile.xml @@ -5,6 +5,7 @@ </brief_description> <description> This resource is used in [EditorScenePostImport]. Some parameters are referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes are rewritten based on the parameters of [SkeletonProfile]. + [b]Note:[/b] These parameters need to be set only when creating a custom profile. In [SkeletonProfileHumanoid], they are defined internally as read-only values. </description> <tutorials> <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link> @@ -160,16 +161,18 @@ </methods> <members> <member name="bone_size" type="int" setter="set_bone_size" getter="get_bone_size" default="0"> + The amount of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 56 bones. + The size of elements in [BoneMap] updates when changing this property in it's assigned [SkeletonProfile]. </member> <member name="group_size" type="int" setter="set_group_size" getter="get_group_size" default="0"> + The amount of groups of bones in retargeting section's [BoneMap] editor. For example, [SkeletonProfileHumanoid] has 4 groups. + This property exists to separate the bone list into several sections in the editor. </member> <member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&"""> - A name of bone that will be used as the root bone in [AnimationTree]. - [b]Note:[/b] In most cases, it is the bone of the parent of the hips that exists at the world origin in the humanoid model. + A bone name that will be used as the root bone in [AnimationTree]. This should be the bone of the parent of hips that exists at the world origin. </member> <member name="scale_base_bone" type="StringName" setter="set_scale_base_bone" getter="get_scale_base_bone" default="&"""> - A name of bone which height will be used as the coefficient for normalization. - [b]Note:[/b] In most cases, it is hips in the humanoid model. + A bone name which will use model's height as the coefficient for normalization. For example, [SkeletonProfileHumanoid] defines it as [code]Hips[/code]. </member> </members> <signals> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 8176901ff7..f67b84f96f 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -185,7 +185,19 @@ <return type="Vector2i[]" /> <param index="0" name="layer" type="int" /> <description> - Returns a [Vector2] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. + Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. + </description> + </method> + <method name="get_used_cells_by_id" qualifiers="const"> + <return type="Vector2i[]" /> + <param index="0" name="layer" type="int" /> + <param index="1" name="source_id" type="int" default="-1" /> + <param index="2" name="atlas_coords" type="Vector2i" default="Vector2i(-1, -1)" /> + <param index="3" name="alternative_tile" type="int" default="-1" /> + <description> + Returns a [Vector2i] array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source ([param source_id]), their atlas coordinates ([param atlas_coords]) or alternative id ([param source_id]). + If a parameter has it's value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as [method get_used_cells]. + A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative identifier is -1. </description> </method> <method name="get_used_rect"> diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml index 72a7fadf1a..38fa98b21e 100644 --- a/doc/classes/VisualShaderNodeTexture.xml +++ b/doc/classes/VisualShaderNodeTexture.xml @@ -33,12 +33,18 @@ Use the texture from this shader's normal map built-in. </constant> <constant name="SOURCE_DEPTH" value="4" enum="Source"> - Use the depth texture available for this shader. + Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers). </constant> <constant name="SOURCE_PORT" value="5" enum="Source"> Use the texture provided in the input port for this function. </constant> - <constant name="SOURCE_MAX" value="6" enum="Source"> + <constant name="SOURCE_3D_NORMAL" value="6" enum="Source"> + Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). + </constant> + <constant name="SOURCE_ROUGHNESS" value="7" enum="Source"> + Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). + </constant> + <constant name="SOURCE_MAX" value="8" enum="Source"> Represents the size of the [enum Source] enum. </constant> <constant name="TYPE_DATA" value="0" enum="TextureType"> diff --git a/doc/classes/VisualShaderNodeTextureParameter.xml b/doc/classes/VisualShaderNodeTextureParameter.xml index 333226dc58..8a08bea659 100644 --- a/doc/classes/VisualShaderNodeTextureParameter.xml +++ b/doc/classes/VisualShaderNodeTextureParameter.xml @@ -18,6 +18,9 @@ <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="VisualShaderNodeTextureParameter.TextureRepeat" default="0"> Sets the texture repeating mode. See [enum TextureRepeat] for options. </member> + <member name="texture_source" type="int" setter="set_texture_source" getter="get_texture_source" enum="VisualShaderNodeTextureParameter.TextureSource" default="0"> + Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture. see [enum TextureSource] for options. + </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureParameter.TextureType" default="0"> Defines the type of data provided by the source texture. See [enum TextureType] for options. </member> @@ -88,5 +91,20 @@ <constant name="REPEAT_MAX" value="3" enum="TextureRepeat"> Represents the size of the [enum TextureRepeat] enum. </constant> + <constant name="SOURCE_NONE" value="0" enum="TextureSource"> + The texture source is not specified in the shader. + </constant> + <constant name="SOURCE_SCREEN" value="1" enum="TextureSource"> + The texture source is the screen texture which captures all opaque objects drawn this frame. + </constant> + <constant name="SOURCE_DEPTH" value="2" enum="TextureSource"> + The texture source is the depth texture from the depth prepass. + </constant> + <constant name="SOURCE_NORMAL_ROUGHNESS" value="3" enum="TextureSource"> + The texture source is the normal-roughness buffer from the depth prepass. + </constant> + <constant name="SOURCE_MAX" value="4" enum="TextureSource"> + Represents the size of the [enum TextureSource] enum. + </constant> </constants> </class> |