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/Line2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/Node.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsServer3D.xml | 8 | ||||
-rw-r--r-- | doc/classes/Rect2.xml | 1 | ||||
-rw-r--r-- | doc/classes/Rect2i.xml | 1 | ||||
-rw-r--r-- | doc/classes/Sprite3D.xml | 5 | ||||
-rw-r--r-- | doc/classes/SpriteBase3D.xml | 3 | ||||
-rw-r--r-- | doc/classes/TabContainer.xml | 3 | ||||
-rw-r--r-- | doc/classes/Transform2D.xml | 12 | ||||
-rw-r--r-- | doc/classes/Transform3D.xml | 14 | ||||
-rw-r--r-- | doc/classes/TranslationServer.xml | 2 | ||||
-rw-r--r-- | doc/classes/Vector2.xml | 20 | ||||
-rw-r--r-- | doc/classes/Vector3.xml | 38 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 4 | ||||
-rw-r--r-- | doc/classes/VoxelGIData.xml | 12 | ||||
-rw-r--r-- | doc/classes/float.xml | 18 | ||||
-rw-r--r-- | doc/classes/int.xml | 28 |
22 files changed, 119 insertions, 93 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/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/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/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/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index b723c9f4d4..32abd1caea 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -60,7 +60,8 @@ If [code]true[/code], texture is flipped vertically. </member> <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> - A color value that gets multiplied on, could be used for mood-coloring or to simulate the color of light. + A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light. + [b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the shader's [code]fragment()[/code] function. </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> The texture's drawing offset. diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 1f32bba5a1..ad1e5c0050 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -4,8 +4,9 @@ Tabbed container. </brief_description> <description> - Sets the active tab's [code]visible[/code] property to the value [code]true[/code]. Sets all other children's to [code]false[/code]. + Arranges [Control] children into a tabbed view, creating a tab for each one. The active tab's corresponding [Control] has its [code]visible[/code] property set to [code]true[/code], and all other children's to [code]false[/code]. Ignores non-[Control] children. + [b]Note:[/b] The drawing of the clickable tabs themselves is handled by this node. Adding [TabBar]s as children is not needed. </description> <tutorials> </tutorials> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index be41cdde99..97cbf6918d 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -225,17 +225,17 @@ </description> </operator> <operator name="operator *"> - <return type="Transform2D" /> - <argument index="0" name="right" type="Transform2D" /> + <return type="Rect2" /> + <argument index="0" name="right" type="Rect2" /> <description> - Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). + Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix. </description> </operator> <operator name="operator *"> - <return type="Rect2" /> - <argument index="0" name="right" type="Rect2" /> + <return type="Transform2D" /> + <argument index="0" name="right" type="Transform2D" /> <description> - Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix. + Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent). </description> </operator> <operator name="operator *"> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index 511574f6aa..e62cb9216e 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -152,6 +152,13 @@ </description> </operator> <operator name="operator *"> + <return type="AABB" /> + <argument index="0" name="right" type="AABB" /> + <description> + Transforms (multiplies) the [AABB] by the given [Transform3D] matrix. + </description> + </operator> + <operator name="operator *"> <return type="PackedVector3Array" /> <argument index="0" name="right" type="PackedVector3Array" /> <description> @@ -166,13 +173,6 @@ </description> </operator> <operator name="operator *"> - <return type="AABB" /> - <argument index="0" name="right" type="AABB" /> - <description> - Transforms (multiplies) the [AABB] by the given [Transform3D] matrix. - </description> - </operator> - <operator name="operator *"> <return type="Vector3" /> <argument index="0" name="right" type="Vector3" /> <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 595af6222c..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> @@ -358,19 +358,19 @@ </operator> <operator name="operator *"> <return type="Vector2" /> - <argument index="0" name="right" type="Vector2" /> + <argument index="0" name="right" type="Transform2D" /> <description> - Multiplies each component of the [Vector2] by the components of the given [Vector2]. - [codeblock] - print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)" - [/codeblock] + Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix. </description> </operator> <operator name="operator *"> <return type="Vector2" /> - <argument index="0" name="right" type="Transform2D" /> + <argument index="0" name="right" type="Vector2" /> <description> - Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix. + Multiplies each component of the [Vector2] by the components of the given [Vector2]. + [codeblock] + print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)" + [/codeblock] </description> </operator> <operator name="operator *"> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 62d467c505..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"> @@ -373,16 +373,6 @@ </operator> <operator name="operator *"> <return type="Vector3" /> - <argument index="0" name="right" type="Vector3" /> - <description> - Multiplies each component of the [Vector3] by the components of the given [Vector3]. - [codeblock] - print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)" - [/codeblock] - </description> - </operator> - <operator name="operator *"> - <return type="Vector3" /> <argument index="0" name="right" type="Basis" /> <description> Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix. @@ -404,6 +394,16 @@ </operator> <operator name="operator *"> <return type="Vector3" /> + <argument index="0" name="right" type="Vector3" /> + <description> + Multiplies each component of the [Vector3] by the components of the given [Vector3]. + [codeblock] + print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)" + [/codeblock] + </description> + </operator> + <operator name="operator *"> + <return type="Vector3" /> <argument index="0" name="right" type="float" /> <description> Multiplies each component of the [Vector3] by the given [float]. diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 0418f29808..4a3f99696d 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -25,13 +25,13 @@ <method name="find_world_2d" qualifiers="const"> <return type="World2D" /> <description> - Returns the 2D world of the viewport. + Returns the first valid [World2D] for this viewport, searching the [member world_2d] property of itself and any Viewport ancestor. </description> </method> <method name="find_world_3d" qualifiers="const"> <return type="World3D" /> <description> - Returns the 3D world of the viewport, or if none the world of the parent viewport. + Returns the first valid [World3D] for this viewport, searching the [member world_3d] property of itself and any Viewport ancestor. </description> </method> <method name="get_camera_2d" qualifiers="const"> 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> diff --git a/doc/classes/float.xml b/doc/classes/float.xml index c96360e6ba..9effe9d5bf 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -62,10 +62,13 @@ </description> </operator> <operator name="operator *"> - <return type="float" /> - <argument index="0" name="right" type="float" /> + <return type="Color" /> + <argument index="0" name="right" type="Color" /> <description> - Multiplies two [float]s. + Multiplies each component of the [Color] by the given [float]. + [codeblock] + print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75) + [/codeblock] </description> </operator> <operator name="operator *"> @@ -113,13 +116,10 @@ </description> </operator> <operator name="operator *"> - <return type="Color" /> - <argument index="0" name="right" type="Color" /> + <return type="float" /> + <argument index="0" name="right" type="float" /> <description> - Multiplies each component of the [Color] by the given [float]. - [codeblock] - print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75) - [/codeblock] + Multiplies two [float]s. </description> </operator> <operator name="operator *"> diff --git a/doc/classes/int.xml b/doc/classes/int.xml index bb36d83741..d212fe42bf 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -132,20 +132,6 @@ </description> </operator> <operator name="operator *"> - <return type="int" /> - <argument index="0" name="right" type="int" /> - <description> - Multiplies two [int]s. - </description> - </operator> - <operator name="operator *"> - <return type="float" /> - <argument index="0" name="right" type="float" /> - <description> - Multiplies an [int] and a [float]. The result is a [float]. - </description> - </operator> - <operator name="operator *"> <return type="Vector2" /> <argument index="0" name="right" type="Vector2" /> <description> @@ -176,6 +162,20 @@ Multiplies each component of the [Vector3i] by the given [int]. </description> </operator> + <operator name="operator *"> + <return type="float" /> + <argument index="0" name="right" type="float" /> + <description> + Multiplies an [int] and a [float]. The result is a [float]. + </description> + </operator> + <operator name="operator *"> + <return type="int" /> + <argument index="0" name="right" type="int" /> + <description> + Multiplies two [int]s. + </description> + </operator> <operator name="operator +"> <return type="float" /> <argument index="0" name="right" type="float" /> |