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-rw-r--r--doc/classes/AESContext.xml1
-rw-r--r--doc/classes/AnimatedSprite2D.xml11
-rw-r--r--doc/classes/AnimatedSprite3D.xml13
-rw-r--r--doc/classes/AnimationNodeBlendTree.xml8
-rw-r--r--doc/classes/AnimationPlayer.xml5
-rw-r--r--doc/classes/AnimationTree.xml7
-rw-r--r--doc/classes/BaseMaterial3D.xml2
-rw-r--r--doc/classes/BoneAttachment3D.xml10
-rw-r--r--doc/classes/CanvasItem.xml12
-rw-r--r--doc/classes/Cubemap.xml4
-rw-r--r--doc/classes/CubemapArray.xml5
-rw-r--r--doc/classes/EditorPlugin.xml4
-rw-r--r--doc/classes/Environment.xml18
-rw-r--r--doc/classes/FogMaterial.xml13
-rw-r--r--doc/classes/FogVolume.xml9
-rw-r--r--doc/classes/HMACContext.xml18
-rw-r--r--doc/classes/ImageTextureLayered.xml6
-rw-r--r--doc/classes/JSON.xml18
-rw-r--r--doc/classes/MultiMesh.xml22
-rw-r--r--doc/classes/OS.xml21
-rw-r--r--doc/classes/PanoramaSkyMaterial.xml4
-rw-r--r--doc/classes/ProjectSettings.xml2
-rw-r--r--doc/classes/Skeleton3D.xml28
-rw-r--r--doc/classes/SkeletonIK3D.xml37
-rw-r--r--doc/classes/SkeletonModification2D.xml2
-rw-r--r--doc/classes/SkeletonModification2DCCDIK.xml2
-rw-r--r--doc/classes/SkeletonModification2DFABRIK.xml2
-rw-r--r--doc/classes/SkeletonModification2DJiggle.xml2
-rw-r--r--doc/classes/SkeletonModification2DLookAt.xml2
-rw-r--r--doc/classes/SkeletonModification2DPhysicalBones.xml3
-rw-r--r--doc/classes/SkeletonModification2DStackHolder.xml2
-rw-r--r--doc/classes/SkeletonModification2DTwoBoneIK.xml2
-rw-r--r--doc/classes/SkeletonModification3D.xml2
-rw-r--r--doc/classes/SkeletonModification3DCCDIK.xml2
-rw-r--r--doc/classes/SkeletonModification3DFABRIK.xml2
-rw-r--r--doc/classes/SkeletonModification3DJiggle.xml2
-rw-r--r--doc/classes/SkeletonModification3DLookAt.xml2
-rw-r--r--doc/classes/SkeletonModification3DStackHolder.xml2
-rw-r--r--doc/classes/SkeletonModification3DTwoBoneIK.xml2
-rw-r--r--doc/classes/SkeletonModificationStack2D.xml2
-rw-r--r--doc/classes/SkeletonModificationStack3D.xml2
-rw-r--r--doc/classes/TextServer.xml1
-rw-r--r--doc/classes/Texture2DArray.xml3
-rw-r--r--doc/classes/TextureLayered.xml11
44 files changed, 226 insertions, 102 deletions
diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml
index 69cd54a79b..7f582e4be7 100644
--- a/doc/classes/AESContext.xml
+++ b/doc/classes/AESContext.xml
@@ -45,6 +45,7 @@
public class Example : Node
{
public AESContext Aes = new AESContext();
+
public override void _Ready()
{
string key = "My secret key!!!"; // Key must be either 16 or 32 bytes.
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml
index b207eda27f..afbe34816a 100644
--- a/doc/classes/AnimatedSprite2D.xml
+++ b/doc/classes/AnimatedSprite2D.xml
@@ -5,6 +5,8 @@
</brief_description>
<description>
[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
+ After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
+ To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
@@ -17,13 +19,14 @@
<param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
<param index="1" name="backwards" type="bool" default="false" />
<description>
- Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse.
+ Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
- Stops the current animation (does not reset the frame counter).
+ Stops the current [member animation] at the current [member frame].
+ [b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
</description>
</method>
</methods>
@@ -50,10 +53,10 @@
The texture's drawing offset.
</member>
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
- If [code]true[/code], the [member animation] is currently playing.
+ If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The animation speed is multiplied by this value.
+ The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
</member>
</members>
<signals>
diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml
index 58d3ca6ad3..09baf882fb 100644
--- a/doc/classes/AnimatedSprite3D.xml
+++ b/doc/classes/AnimatedSprite3D.xml
@@ -4,7 +4,9 @@
2D sprite node in 3D world, that can use multiple 2D textures for animation.
</brief_description>
<description>
- Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
+ [AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
+ After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
+ To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
@@ -15,13 +17,14 @@
<param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
<param index="1" name="backwards" type="bool" default="false" />
<description>
- Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation will be played in reverse.
+ Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
- Stops the current animation (does not reset the frame counter).
+ Stops the current [member animation] at the current [member frame].
+ [b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
</description>
</method>
</methods>
@@ -36,10 +39,10 @@
The [SpriteFrames] resource containing the animation(s).
</member>
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
- If [code]true[/code], the [member animation] is currently playing.
+ If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
- The animation speed is multiplied by this value.
+ The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
</member>
</members>
<signals>
diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml
index 4c7943ece3..2a765ac8d6 100644
--- a/doc/classes/AnimationNodeBlendTree.xml
+++ b/doc/classes/AnimationNodeBlendTree.xml
@@ -87,6 +87,14 @@
The global offset of all sub-nodes.
</member>
</members>
+ <signals>
+ <signal name="node_changed">
+ <param index="0" name="node_name" type="StringName" />
+ <description>
+ Emitted when the input port information is changed.
+ </description>
+ </signal>
+ </signals>
<constants>
<constant name="CONNECTION_OK" value="0">
The connection was successful.
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index 710dc55a4b..d24703203b 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -268,6 +268,11 @@
[b]Note:[/b] This signal is not emitted if an animation is looping.
</description>
</signal>
+ <signal name="animation_list_changed">
+ <description>
+ Notifies when an animation list is changed.
+ </description>
+ </signal>
<signal name="animation_started">
<param index="0" name="anim_name" type="StringName" />
<description>
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index f2bf74f495..27797b00b5 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -54,6 +54,13 @@
The root animation node of this [AnimationTree]. See [AnimationNode].
</member>
</members>
+ <signals>
+ <signal name="animation_player_changed">
+ <description>
+ Emitted when the [member anim_player] is changed.
+ </description>
+ </signal>
+ </signals>
<constants>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
The animations will progress during the physics frame (i.e. [method Node._physics_process]).
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index ee28675d89..cbb58a3e1e 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -28,7 +28,7 @@
<return type="Texture2D" />
<param index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam" />
<description>
- Returns the [Texture] associated with the specified [enum TextureParam].
+ Returns the [Texture2D] associated with the specified [enum TextureParam].
</description>
</method>
<method name="set_feature">
diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml
index dc3d448621..f29525038e 100644
--- a/doc/classes/BoneAttachment3D.xml
+++ b/doc/classes/BoneAttachment3D.xml
@@ -16,10 +16,11 @@
Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
</description>
</method>
- <method name="get_override_mode" qualifiers="const">
+ <method name="get_override_mode" qualifiers="const" is_deprecated="true">
<return type="int" />
<description>
- Returns the override mode for the BoneAttachment3D node.
+ Deprecated. Local pose overrides will be removed.
+ Returns the override mode for the BoneAttachment3D node (0=global / 1=local).
</description>
</method>
<method name="get_override_pose" qualifiers="const">
@@ -48,11 +49,12 @@
Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code].
</description>
</method>
- <method name="set_override_mode">
+ <method name="set_override_mode" is_deprecated="true">
<return type="void" />
<param index="0" name="override_mode" type="int" />
<description>
- Sets the override mode for the BoneAttachment3D node. The override mode defines which of the bone poses the BoneAttachment3D node will override.
+ Deprecated. Local pose overrides will be removed.
+ Sets the override mode for the BoneAttachment3D node (0=global / 1=local). The override mode defines which of the bone poses the BoneAttachment3D node will override.
</description>
</method>
<method name="set_override_pose">
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 70d825efac..d74f49c897 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -310,16 +310,16 @@
# If using this method in a script that redraws constantly, move the
# `default_font` declaration to a member variable assigned in `_ready()`
# so the Control is only created once.
- var default_font = Control.new().get_font("font")
- var default_font_size = Control.new().get_font_size("font_size")
- draw_string(default_font, Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, font_size)
+ var default_font = ThemeDB.fallback_font
+ var default_font_size = ThemeDB.fallback_font_size
+ draw_string(default_font, Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)
[/gdscript]
[csharp]
// If using this method in a script that redraws constantly, move the
- // `default_font` declaration to a member variable assigned in `_ready()`
+ // `default_font` declaration to a member variable assigned in `_Ready()`
// so the Control is only created once.
- Font defaultFont = new Control().GetFont("font");
- int defaultFontSize = new Control().GetFontSize("font_size");
+ Font defaultFont = ThemeDB.FallbackFont;
+ int defaultFontSize = ThemeDB.FallbackFontSize;
DrawString(defaultFont, new Vector2(64, 64), "Hello world", HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);
[/csharp]
[/codeblocks]
diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml
index 7173388027..0cdebeda95 100644
--- a/doc/classes/Cubemap.xml
+++ b/doc/classes/Cubemap.xml
@@ -4,9 +4,9 @@
6-sided texture typically used in 3D rendering.
</brief_description>
<description>
- A cubemap is a 6-sided texture typically used for faking reflections in 3D rendering. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
+ A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections (see [ReflectionProbe]) in 3D rendering. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of Cubemap resources.
- [b]Note:[/b] Godot doesn't support using cubemaps as a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map.
+ [b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
index 4fca842b5a..7f001155e4 100644
--- a/doc/classes/CubemapArray.xml
+++ b/doc/classes/CubemapArray.xml
@@ -1,8 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CubemapArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ A single composite texture resource which consists of multiple [Cubemap]s.
</brief_description>
<description>
+ [CubemapArray]s are made of an array of [Cubemap]s. Accordingly, like [Cubemap]s they are made of multiple textures the amount of which must be divisible by 6 (one image for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray].
+ Generally, [CubemapArray]s provide a more efficent way for storing multiple [Cubemap]s, than storing multiple [Cubemap]s themselves in an array.
+ Internally Godot, uses [CubemapArray]s for many effects including the [Sky], if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
+ [b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering backend.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 8f4c848041..27cf410c15 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -237,7 +237,7 @@
# You can use a custom icon:
return preload("res://addons/my_plugin/my_plugin_icon.svg")
# Or use a built-in icon:
- return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
+ return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")
[/gdscript]
[csharp]
public override Texture2D GetPluginIcon()
@@ -245,7 +245,7 @@
// You can use a custom icon:
return ResourceLoader.Load&lt;Texture2D&gt;("res://addons/my_plugin/my_plugin_icon.svg");
// Or use a built-in icon:
- return GetEditorInterface().GetBaseControl().GetIcon("Node", "EditorIcons");
+ return GetEditorInterface().GetBaseControl().GetThemeIcon("Node", "EditorIcons");
}
[/csharp]
[/codeblocks]
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 695f2cbc66..34a639d2de 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -86,7 +86,7 @@
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
</member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01">
- The exponential fog density to use. Higher values result in a more dense fog.
+ The [i]exponential[/i] fog density to use. Higher values result in a more dense fog. Fog rendering is exponential as in real life.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled.
@@ -292,13 +292,15 @@
The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
</member>
<member name="volumetric_fog_ambient_inject" type="float" setter="set_volumetric_fog_ambient_inject" getter="get_volumetric_fog_ambient_inject" default="0.0">
- Scales the strength of ambient light used in the volumetric fog. A value of [code]0[/code] means that ambient light will not impact the volumetric fog.
+ Scales the strength of ambient light used in the volumetric fog. A value of [code]0.0[/code] means that ambient light will not impact the volumetric fog. [member volumetric_fog_ambient_inject] has a small performance cost when set above [code]0.0[/code].
+ [b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color.
</member>
<member name="volumetric_fog_anisotropy" type="float" setter="set_volumetric_fog_anisotropy" getter="get_volumetric_fog_anisotropy" default="0.2">
- The direction of scattered light as it goes through the volumetric fog. A value close [code]1[/code] means almost all light is scattered forward. A value close to [code]0[/code] means light is scattered equally in all directions. A value close to [code]-1[/code] means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions.
+ The direction of scattered light as it goes through the volumetric fog. A value close to [code]1.0[/code] means almost all light is scattered forward. A value close to [code]0.0[/code] means light is scattered equally in all directions. A value close to [code]-1.0[/code] means light is scattered mostly backward. Fog and mist scatter light slightly forward, while smoke scatters light equally in all directions.
</member>
<member name="volumetric_fog_density" type="float" setter="set_volumetric_fog_density" getter="get_volumetric_fog_density" default="0.05">
- The base density of the volumetric fog. Set this to the lowest density you want to have globally.
+ The base [i]exponential[/i] density of the volumetric fog. Set this to the lowest density you want to have globally. [FogVolume]s can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life.
+ A value of [code]0.0[/code] disables global volumetric fog while allowing [FogVolume]s to display volumetric fog in specific areas.
</member>
<member name="volumetric_fog_detail_spread" type="float" setter="set_volumetric_fog_detail_spread" getter="get_volumetric_fog_detail_spread" default="2.0">
The distribution of size down the length of the froxel buffer. A higher value compresses the froxels closer to the camera and places more detail closer to the camera.
@@ -313,20 +315,22 @@
Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission.
</member>
<member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="1.0">
- Scales the strength of Global Illumination used in the volumetric fog. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog.
+ Scales the strength of Global Illumination used in the volumetric fog's albedo color. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small performance cost when set above [code]0.0[/code].
+ [b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color.
[b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) are taken into account when using [member volumetric_fog_gi_inject]. Global illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member ssil_enabled]) will be ignored by volumetric fog.
</member>
<member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0">
- The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible.
+ The distance over which the volumetric fog is computed. Increase to compute fog over a greater range, decrease to add more detail when a long range is not needed. For best quality fog, keep this as low as possible. See also [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth].
</member>
<member name="volumetric_fog_sky_affect" type="float" setter="set_volumetric_fog_sky_affect" getter="get_volumetric_fog_sky_affect" default="1.0">
The factor to use when affecting the sky with volumetric fog. [code]1.0[/code] means that volumetric fog can fully obscure the sky. Lower values reduce the impact of volumetric fog on sky rendering, with [code]0.0[/code] not affecting sky rendering at all.
+ [b]Note:[/b] [member volumetric_fog_sky_affect] also affects [FogVolume]s, even if [member volumetric_fog_density] is [code]0.0[/code]. If you notice [FogVolume]s are disappearing when looking towards the sky, set [member volumetric_fog_sky_affect] to [code]1.0[/code].
</member>
<member name="volumetric_fog_temporal_reprojection_amount" type="float" setter="set_volumetric_fog_temporal_reprojection_amount" getter="get_volumetric_fog_temporal_reprojection_amount" default="0.9">
The amount by which to blend the last frame with the current frame. A higher number results in smoother volumetric fog, but makes "ghosting" much worse. A lower value reduces ghosting but can result in the per-frame temporal jitter becoming visible.
</member>
<member name="volumetric_fog_temporal_reprojection_enabled" type="bool" setter="set_volumetric_fog_temporal_reprojection_enabled" getter="is_volumetric_fog_temporal_reprojection_enabled" default="true">
- Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal, however it does lead to moving [FogVolume]s and [Light3D]s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving [FogVolume]s or [Light3D]s too fast.
+ Enables temporal reprojection in the volumetric fog. Temporal reprojection blends the current frame's volumetric fog with the last frame's volumetric fog to smooth out jagged edges. The performance cost is minimal; however, it leads to moving [FogVolume]s and [Light3D]s "ghosting" and leaving a trail behind them. When temporal reprojection is enabled, try to avoid moving [FogVolume]s or [Light3D]s too fast. Short-lived dynamic lighting effects should have [member Light3D.light_volumetric_fog_energy] set to [code]0.0[/code] to avoid ghosting.
</member>
</members>
<constants>
diff --git a/doc/classes/FogMaterial.xml b/doc/classes/FogMaterial.xml
index e63d4ddf3e..7428d6169a 100644
--- a/doc/classes/FogMaterial.xml
+++ b/doc/classes/FogMaterial.xml
@@ -5,27 +5,28 @@
</brief_description>
<description>
A [Material] resource that can be used by [FogVolume]s to draw volumetric effects.
+ If you need more advanced effects, use a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
</description>
<tutorials>
</tutorials>
<members>
<member name="albedo" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
- Sets the single-scattering [Color] of the [FogVolume]. Internally [member albedo] is converted into single-scattering which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo].
+ The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] is converted into single-scattering, which is additively blended with other [FogVolume]s and the [member Environment.volumetric_fog_albedo].
</member>
<member name="density" type="float" setter="set_density" getter="get_density" default="1.0">
- Sets the density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes.
+ The density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Negative values can be used to subtract fog from other [FogVolume]s or global volumetric fog.
</member>
<member name="density_texture" type="Texture3D" setter="set_density_texture" getter="get_density_texture">
- Sets a 3D texture that is used to scale the [member density] of the [FogVolume].
+ The 3D texture that is used to scale the [member density] of the [FogVolume]. This can be used to vary fog density within the [FogVolume] with any kind of static pattern. For animated effects, consider using a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
</member>
<member name="edge_fade" type="float" setter="set_edge_fade" getter="get_edge_fade" default="0.1">
- Sets the hardness of the edges of the [FogVolume]. A higher number will result in softer edges while a lower number will result in harder edges.
+ The hardness of the edges of the [FogVolume]. A higher value will result in softer edges, while a lower value will result in harder edges.
</member>
<member name="emission" type="Color" setter="set_emission" getter="get_emission" default="Color(0, 0, 0, 1)">
- Sets the [Color] of the light emitted by the [FogVolume]. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the [Color] of the [FogVolume] independently from light sources.
+ The [Color] of the light emitted by the [FogVolume]. Emitted light will not cast light or shadows on other objects, but can be useful for modulating the [Color] of the [FogVolume] independently from light sources.
</member>
<member name="height_falloff" type="float" setter="set_height_falloff" getter="get_height_falloff" default="0.0">
- Sets the rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of [code]0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume].
+ The rate by which the height-based fog decreases in density as height increases in world space. A high falloff will result in a sharp transition, while a low falloff will result in a smoother transition. A value of [code]0.0[/code] results in uniform-density fog. The height threshold is determined by the height of the associated [FogVolume].
</member>
</members>
</class>
diff --git a/doc/classes/FogVolume.xml b/doc/classes/FogVolume.xml
index 3f2ee3035c..d9fa2e6ebb 100644
--- a/doc/classes/FogVolume.xml
+++ b/doc/classes/FogVolume.xml
@@ -4,22 +4,23 @@
A node used to add local fog with the volumetric fog effect.
</brief_description>
<description>
- [FogVolume]s are used to add localized fog into the global volumetric fog effect.
+ [FogVolume]s are used to add localized fog into the global volumetric fog effect. [FogVolume]s can also remove volumetric fog from specific areas if using a [FogMaterial] with a negative [member FogMaterial.density].
Performance of [FogVolume]s is directly related to their relative size on the screen and the complexity of their attached [FogMaterial]. It is best to keep [FogVolume]s relatively small and simple where possible.
+ [b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment.volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be globally visible (but only within [FogVolume] nodes), set [member Environment.volumetric_fog_density] to [code]0.0[/code].
</description>
<tutorials>
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
- Sets the size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
+ The size of the [FogVolume] when [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].
[b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or rotates. This can be alleviated by increasing [member ProjectSettings.rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or by decreasing [member Environment.volumetric_fog_length] (at no performance cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can be made thicker and use a lower density in the [member material].
[b]Note:[/b] If [member shape] is [constant RenderingServer.FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within the extents. Non-uniform scaling of cone/cylinder shapes via the [member extents] property is not supported, but you can scale the [FogVolume] node instead.
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
- Sets the [Material] to be used by the [FogVolume]. Can be either a [FogMaterial] or a custom [ShaderMaterial].
+ The [Material] used by the [FogVolume]. Can be either a built-in [FogMaterial] or a custom [ShaderMaterial].
</member>
<member name="shape" type="int" setter="set_shape" getter="get_shape" enum="RenderingServer.FogVolumeShape" default="3">
- Sets the shape of the [FogVolume] to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
+ The shape of the [FogVolume]. This can be set to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].
</member>
</members>
</class>
diff --git a/doc/classes/HMACContext.xml b/doc/classes/HMACContext.xml
index 52d4fce28f..706ee30963 100644
--- a/doc/classes/HMACContext.xml
+++ b/doc/classes/HMACContext.xml
@@ -32,22 +32,22 @@
public class CryptoNode : Node
{
private HMACContext ctx = new HMACContext();
+
public override void _Ready()
{
- PackedByteArray key = String("supersecret").to_utf8();
- Error err = ctx.Start(HashingContext.HASH_SHA256, key);
- GD.Assert(err == OK);
- PackedByteArray msg1 = String("this is ").to_utf8();
- PackedByteArray msg2 = String("super duper secret").to_utf8();
+ byte[] key = "supersecret".ToUTF8();
+ Error err = ctx.Start(HashingContext.HashType.Sha256, key);
+ Debug.Assert(err == Error.Ok);
+ byte[] msg1 = "this is ".ToUTF8();
+ byte[] msg2 = "super duper secret".ToUTF8();
err = ctx.Update(msg1);
- GD.Assert(err == OK);
+ Debug.Assert(err == Error.Ok);
err = ctx.Update(msg2);
- GD.Assert(err == OK);
- PackedByteArray hmac = ctx.Finish();
+ Debug.Assert(err == Error.Ok);
+ byte[] hmac = ctx.Finish();
GD.Print(hmac.HexEncode());
}
}
-
[/csharp]
[/codeblocks]
</description>
diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml
index f5b338542b..f5786f070a 100644
--- a/doc/classes/ImageTextureLayered.xml
+++ b/doc/classes/ImageTextureLayered.xml
@@ -11,6 +11,8 @@
<return type="int" enum="Error" />
<param index="0" name="images" type="Image[]" />
<description>
+ Creates an [ImageTextureLayered] from an array of [Image]s. The first image decides the width, height, image format and mipmapping setting. The other images must have the same width, height, image format and mipmapping setting.
+ Each [Image] represents one [code]layer[/code].
</description>
</method>
<method name="update_layer">
@@ -18,6 +20,10 @@
<param index="0" name="image" type="Image" />
<param index="1" name="layer" type="int" />
<description>
+ Replaces the existing [Image] data at the given [code]layer[/code] with this new image.
+ The given [Image] must have the same width, height, image format and mipmapping setting (a [code]bool[/code] value) as the rest of the referenced images.
+ If the image format is unsupported, it will be decompressed and converted to a similar and supported [enum Image.Format].
+ The update is immediate: synced with the draw.
</description>
</method>
</methods>
diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml
index 46e46cc164..38ddca2727 100644
--- a/doc/classes/JSON.xml
+++ b/doc/classes/JSON.xml
@@ -6,7 +6,7 @@
<description>
The [JSON] enables all data types to be converted to and from a JSON string. This useful for serializing data to save to a file or send over the network.
[method stringify] is used to convert any data type into a JSON string.
- [method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [method get_data] to retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean.
+ [method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [member data] to retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean.
[b]Example[/b]
[codeblock]
var data_to_send = ["a", "b", "c"]
@@ -16,7 +16,7 @@
# Retrieve data
var error = json.parse(json_string)
if error == OK:
- var data_received = json.get_data()
+ var data_received = json.data
if typeof(data_received) == TYPE_ARRAY:
print(data_received) # Prints array
else:
@@ -32,13 +32,6 @@
<tutorials>
</tutorials>
<methods>
- <method name="get_data" qualifiers="const">
- <return type="Variant" />
- <description>
- Returns the [Variant] containing the data of a successful [method parse].
- [b]Note:[/b] It will return [code]Null[/code] if the last call to parse was unsuccessful or [method parse] has not yet been called.
- </description>
- </method>
<method name="get_error_line" qualifiers="const">
<return type="int" />
<description>
@@ -56,7 +49,7 @@
<param index="0" name="json_string" type="String" />
<description>
Attempts to parse the [param json_string] provided.
- Returns an [enum Error]. If the parse was successful, it returns [code]OK[/code] and the result can be retrieved using [method get_data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure.
+ Returns an [enum Error]. If the parse was successful, it returns [code]OK[/code] and the result can be retrieved using [member data]. If unsuccessful, use [method get_error_line] and [method get_error_message] for identifying the source of the failure.
Non-static variant of [method parse_string], if you want custom error handling.
</description>
</method>
@@ -118,4 +111,9 @@
</description>
</method>
</methods>
+ <members>
+ <member name="data" type="Variant" setter="set_data" getter="get_data" default="null">
+ Contains the parsed JSON data in [Variant] form.
+ </member>
+ </members>
</class>
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index bae2335cfb..ce2b5f2584 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -1,13 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiMesh" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Provides high-performance mesh instancing.
+ Provides high-performance drawing of a mesh multiple times using GPU instancing.
</brief_description>
<description>
MultiMesh provides low-level mesh instancing. Drawing thousands of [MeshInstance3D] nodes can be slow, since each object is submitted to the GPU then drawn individually.
MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.
As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
+ [b]Note:[/b] A MultiMesh is a single object, therefore the same maximum lights per object restriction applies. This means, that once the maximum lights are consumed by one or more instances, the rest of the MultiMesh instances will [b]not[/b] receive any lighting.
+ [b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh.
</description>
<tutorials>
<link title="Animating thousands of fish with MultiMeshInstance">$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html</link>
@@ -24,7 +26,7 @@
<return type="Color" />
<param index="0" name="instance" type="int" />
<description>
- Gets a specific instance's color.
+ Gets a specific instance's color multiplier.
</description>
</method>
<method name="get_instance_custom_data" qualifiers="const">
@@ -53,8 +55,8 @@
<param index="0" name="instance" type="int" />
<param index="1" name="color" type="Color" />
<description>
- Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors.
- For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If the color doesn't look as expected, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]).
+ Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. This allows for different color tinting per instance.
+ For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white ([code]Color(1, 1, 1)[/code]).
</description>
</method>
<method name="set_instance_custom_data">
@@ -64,6 +66,7 @@
<description>
Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers.
For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code].
+ This custom instance data has to be manually accessed in your custom shader using [code]INSTANCE_CUSTOM[/code].
</description>
</method>
<method name="set_instance_transform">
@@ -87,28 +90,33 @@
<member name="buffer" type="PackedFloat32Array" setter="set_buffer" getter="get_buffer" default="PackedFloat32Array()">
</member>
<member name="color_array" type="PackedColorArray" setter="_set_color_array" getter="_get_color_array">
+ See [method set_instance_color].
</member>
<member name="custom_data_array" type="PackedColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array">
+ See [method set_instance_custom_data].
</member>
<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0">
Number of instances that will get drawn. This clears and (re)sizes the buffers. Setting data format or flags afterwards will have no effect.
By default, all instances are drawn but you can limit this with [member visible_instance_count].
</member>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
- Mesh to be drawn.
+ [Mesh] resource to be instanced.
+ The looks of the individual instances can be modified using [method set_instance_color] and [method set_instance_custom_data].
</member>
<member name="transform_2d_array" type="PackedVector2Array" setter="_set_transform_2d_array" getter="_get_transform_2d_array">
+ See [method set_instance_transform_2d].
</member>
<member name="transform_array" type="PackedVector3Array" setter="_set_transform_array" getter="_get_transform_array">
+ See [method set_instance_transform].
</member>
<member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0">
Format of transform used to transform mesh, either 2D or 3D.
</member>
<member name="use_colors" type="bool" setter="set_use_colors" getter="is_using_colors" default="false">
- If [code]true[/code], the [MultiMesh] will use color data (see [member color_array]).
+ If [code]true[/code], the [MultiMesh] will use color data (see [method set_instance_color]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code].
</member>
<member name="use_custom_data" type="bool" setter="set_use_custom_data" getter="is_using_custom_data" default="false">
- If [code]true[/code], the [MultiMesh] will use custom data (see [member custom_data_array]).
+ If [code]true[/code], the [MultiMesh] will use custom data (see [method set_instance_custom_data]). Can only be set when [member instance_count] is [code]0[/code] or less. This means that you need to call this method before setting the instance count, or temporarily reset it to [code]0[/code].
</member>
<member name="visible_instance_count" type="int" setter="set_visible_instance_count" getter="get_visible_instance_count" default="-1">
Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 059766656f..54f31d7918 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -216,6 +216,15 @@
Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path.
</description>
</method>
+ <method name="get_distribution_name" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the name of the distribution for Linux and BSD platforms (e.g. Ubuntu, Manjaro, OpenBSD, etc.).
+ Returns the same value as [method get_name] for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as LineageOS.
+ Returns the same value as [method get_name] for other platforms.
+ [b]Note:[/b] This method is not supported on the web platform. It returns an empty string.
+ </description>
+ </method>
<method name="get_environment" qualifiers="const">
<return type="String" />
<param index="0" name="variable" type="String" />
@@ -430,6 +439,18 @@
Not to be confused with [method get_data_dir], which returns the [i]global[/i] (non-project-specific) user home directory.
</description>
</method>
+ <method name="get_version" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds.
+ For Windows, the major and minor version are returned, as well as the build number. For example, the returned string can look like [code]10.0.9926[/code] for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a build of Windows 7 SP1.
+ For rolling distributions, such as Arch Linux, an empty string is returned.
+ For macOS and iOS, the major and minor version are returned, as well as the patch number.
+ For UWP, the device family version is returned.
+ For Android, the SDK version and the incremental build number are returned. If it's a custom ROM, it attempts to return its version instead.
+ [b]Note:[/b] This method is not supported on the web platform. It returns an empty string.
+ </description>
+ </method>
<method name="has_environment" qualifiers="const">
<return type="bool" />
<param index="0" name="variable" type="String" />
diff --git a/doc/classes/PanoramaSkyMaterial.xml b/doc/classes/PanoramaSkyMaterial.xml
index 21c7f29585..0c27037f28 100644
--- a/doc/classes/PanoramaSkyMaterial.xml
+++ b/doc/classes/PanoramaSkyMaterial.xml
@@ -4,9 +4,9 @@
A [Material] used with [Sky] to draw a background texture.
</brief_description>
<description>
- A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map.
+ A resource referenced in a [Sky] that is used to draw a background. The Panorama sky material functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cubemap.
Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR ([code].exr[/code]) image formats for this purpose.
- You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map.
+ You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 1f07a13c94..ffd3dbaf80 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1782,7 +1782,7 @@
Enables filtering of the volumetric fog effect prior to integration. This substantially blurs the fog which reduces fine details but also smooths out harsh edges and aliasing artifacts. Disable when more detail is required.
</member>
<member name="rendering/environment/volumetric_fog/volume_depth" type="int" setter="" getter="" default="64">
- Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement.
+ Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement. See also [member Environment.volumetric_fog_length].
</member>
<member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 5a0766263a..3bd0e04b92 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -32,9 +32,10 @@
Removes the global pose override on all bones in the skeleton.
</description>
</method>
- <method name="clear_bones_local_pose_override">
+ <method name="clear_bones_local_pose_override" is_deprecated="true">
<return type="void" />
<description>
+ Deprecated. Local pose overrides will be removed.
Removes the local pose override on all bones in the skeleton.
</description>
</method>
@@ -43,7 +44,7 @@
<description>
</description>
</method>
- <method name="execute_modifications">
+ <method name="execute_modifications" is_deprecated="true">
<return type="void" />
<param index="0" name="delta" type="float" />
<param index="1" name="execution_mode" type="int" />
@@ -58,7 +59,7 @@
Returns the bone index that matches [param name] as its name.
</description>
</method>
- <method name="force_update_all_bone_transforms">
+ <method name="force_update_all_bone_transforms" is_deprecated="true">
<return type="void" />
<description>
Force updates the bone transforms/poses for all bones in the skeleton.
@@ -166,7 +167,7 @@
Returns the rest transform for a bone [param bone_idx].
</description>
</method>
- <method name="get_modification_stack">
+ <method name="get_modification_stack" is_deprecated="true">
<return type="SkeletonModificationStack3D" />
<description>
Returns the modification stack attached to this skeleton, if one exists.
@@ -178,7 +179,7 @@
Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
</description>
</method>
- <method name="global_pose_to_local_pose">
+ <method name="global_pose_to_local_pose" is_deprecated="true">
<return type="Transform3D" />
<param index="0" name="bone_idx" type="int" />
<param index="1" name="global_pose" type="Transform3D" />
@@ -187,15 +188,16 @@
This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform in [method set_bone_local_pose_override].
</description>
</method>
- <method name="global_pose_to_world_transform">
+ <method name="global_pose_to_world_transform" is_deprecated="true">
<return type="Transform3D" />
<param index="0" name="global_pose" type="Transform3D" />
<description>
+ Deprecated. Use [Node3D] apis instead.
Takes the passed-in global pose and converts it to a world transform.
This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform usable with a node's transform, like [member Node3D.global_transform] for example.
</description>
</method>
- <method name="global_pose_z_forward_to_bone_forward">
+ <method name="global_pose_z_forward_to_bone_forward" is_deprecated="true">
<return type="Basis" />
<param index="0" name="bone_idx" type="int" />
<param index="1" name="basis" type="Basis" />
@@ -211,7 +213,7 @@
Returns whether the bone pose for the bone at [param bone_idx] is enabled.
</description>
</method>
- <method name="local_pose_to_global_pose">
+ <method name="local_pose_to_global_pose" is_deprecated="true">
<return type="Transform3D" />
<param index="0" name="bone_idx" type="int" />
<param index="1" name="local_pose" type="Transform3D" />
@@ -293,16 +295,17 @@
<description>
Sets the global pose transform, [param pose], for the bone at [param bone_idx].
[param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
- [b]Note:[/b] The pose transform needs to be a global pose! Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to a global pose.
+ [b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform
</description>
</method>
- <method name="set_bone_local_pose_override">
+ <method name="set_bone_local_pose_override" is_deprecated="true">
<return type="void" />
<param index="0" name="bone_idx" type="int" />
<param index="1" name="pose" type="Transform3D" />
<param index="2" name="amount" type="float" />
<param index="3" name="persistent" type="bool" default="false" />
<description>
+ Deprecated. Local pose overrides will be removed.
Sets the local pose transform, [param pose], for the bone at [param bone_idx].
[param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
[b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose.
@@ -353,7 +356,7 @@
Sets the rest transform for bone [param bone_idx].
</description>
</method>
- <method name="set_modification_stack">
+ <method name="set_modification_stack" is_deprecated="true">
<return type="void" />
<param index="0" name="modification_stack" type="SkeletonModificationStack3D" />
<description>
@@ -367,10 +370,11 @@
Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset.
</description>
</method>
- <method name="world_transform_to_global_pose">
+ <method name="world_transform_to_global_pose" is_deprecated="true">
<return type="Transform3D" />
<param index="0" name="world_transform" type="Transform3D" />
<description>
+ Deprecated. Use [Node3D] apis instead.
Takes the passed-in global transform and converts it to a global pose.
This can be used to easily convert a global transform from [member Node3D.global_transform] to a global pose usable with [method set_bone_global_pose_override], for example.
</description>
diff --git a/doc/classes/SkeletonIK3D.xml b/doc/classes/SkeletonIK3D.xml
index 788ba3e248..1d50a97954 100644
--- a/doc/classes/SkeletonIK3D.xml
+++ b/doc/classes/SkeletonIK3D.xml
@@ -1,8 +1,29 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonIK3D" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonIK3D" inherits="Node" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a certain point in 3D by rotating all bones in the chain accordingly.
</brief_description>
<description>
+ SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a certain point in 3D by rotating all bones in the chain accordingly. A typical scenario for IK in games is to place a characters feet on the ground or a characters hands on a currently hold object. SkeletonIK uses FabrikInverseKinematic internally to solve the bone chain and applies the results to the [Skeleton3D] [code]bones_global_pose_override[/code] property for all affected bones in the chain. If fully applied this overwrites any bone transform from [Animation]s or bone custom poses set by users. The applied amount can be controlled with the [code]interpolation[/code] property.
+ [codeblock]
+ # Apply IK effect automatically on every new frame (not the current)
+ skeleton_ik_node.start()
+
+ # Apply IK effect only on the current frame
+ skeleton_ik_node.start(true)
+
+ # Stop IK effect and reset bones_global_pose_override on Skeleton
+ skeleton_ik_node.stop()
+
+ # Apply full IK effect
+ skeleton_ik_node.set_interpolation(1.0)
+
+ # Apply half IK effect
+ skeleton_ik_node.set_interpolation(0.5)
+
+ # Apply zero IK effect (a value at or below 0.01 also removes bones_global_pose_override on Skeleton)
+ skeleton_ik_node.set_interpolation(0.0)
+ [/codeblock]
</description>
<tutorials>
<link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link>
@@ -11,45 +32,59 @@
<method name="get_parent_skeleton" qualifiers="const">
<return type="Skeleton3D" />
<description>
+ Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node when SkeletonIK3D entered the [SceneTree].
</description>
</method>
<method name="is_running">
<return type="bool" />
<description>
+ Returns [code]true[/code] if SkeletonIK is applying IK effects on continues frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is stopped or [method start] was used with the [code]one_time[/code] parameter set to [code]true[/code].
</description>
</method>
<method name="start">
<return type="void" />
<param index="0" name="one_time" type="bool" default="false" />
<description>
+ Starts applying IK effects on each frame to the [Skeleton3D] bones but will only take effect starting on the next frame. If [code]one_time[/code] is [code]true[/code], this will take effect immediately but also reset on the next frame.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
+ Stops applying IK effects on each frame to the [Skeleton3D] bones and also calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing overrides on all bones.
</description>
</method>
</methods>
<members>
<member name="interpolation" type="float" setter="set_interpolation" getter="get_interpolation" default="1.0">
+ Interpolation value for how much the IK results are applied to the current skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton bone transforms completely while a value of [code]0.0[/code] will visually disable the SkeletonIK. A value at or below [code]0.01[/code] also calls [method Skeleton3D.clear_bones_global_pose_override].
</member>
<member name="magnet" type="Vector3" setter="set_magnet_position" getter="get_magnet_position" default="Vector3(0, 0, 0)">
+ Secondary target position (first is [member target] property or [member target_node]) for the IK chain. Use magnet position (pole target) to control the bending of the IK chain. Only works if the bone chain has more than 2 bones. The middle chain bone position will be linearly interpolated with the magnet position.
</member>
<member name="max_iterations" type="int" setter="set_max_iterations" getter="get_max_iterations" default="10">
+ Number of iteration loops used by the IK solver to produce more accurate (and elegant) bone chain results.
</member>
<member name="min_distance" type="float" setter="set_min_distance" getter="get_min_distance" default="0.01">
+ The minimum distance between bone and goal target. If the distance is below this value, the IK solver stops further iterations.
</member>
<member name="override_tip_basis" type="bool" setter="set_override_tip_basis" getter="is_override_tip_basis" default="true">
+ If [code]true[/code] overwrites the rotation of the tip bone with the rotation of the [member target] (or [member target_node] if defined).
</member>
<member name="root_bone" type="StringName" setter="set_root_bone" getter="get_root_bone" default="&amp;&quot;&quot;">
+ The name of the current root bone, the first bone in the IK chain.
</member>
<member name="target" type="Transform3D" setter="set_target_transform" getter="get_target_transform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
+ First target of the IK chain where the tip bone is placed and, if [member override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a [member target_node] path is available the nodes transform is used instead and this property is ignored.
</member>
<member name="target_node" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
+ Target node [NodePath] for the IK chain. If available, the node's current [Transform3D] is used instead of the [member target] property.
</member>
<member name="tip_bone" type="StringName" setter="set_tip_bone" getter="get_tip_bone" default="&amp;&quot;&quot;">
+ The name of the current tip bone, the last bone in the IK chain placed at the [member target] transform (or [member target_node] if defined).
</member>
<member name="use_magnet" type="bool" setter="set_use_magnet" getter="is_using_magnet" default="false">
+ If [code]true[/code], instructs the IK solver to consider the secondary magnet target (pole target) when calculating the bone chain. Use the magnet position (pole target) to control the bending of the IK chain.
</member>
</members>
</class>
diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml
index 46d32aef41..77aaf0213b 100644
--- a/doc/classes/SkeletonModification2D.xml
+++ b/doc/classes/SkeletonModification2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2D" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that operates on [Bone2D] nodes in a [Skeleton2D].
</brief_description>
diff --git a/doc/classes/SkeletonModification2DCCDIK.xml b/doc/classes/SkeletonModification2DCCDIK.xml
index c8fee3f94d..0d80b1b914 100644
--- a/doc/classes/SkeletonModification2DCCDIK.xml
+++ b/doc/classes/SkeletonModification2DCCDIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DCCDIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DCCDIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that uses CCDIK to manipulate a series of bones to reach a target in 2D.
</brief_description>
diff --git a/doc/classes/SkeletonModification2DFABRIK.xml b/doc/classes/SkeletonModification2DFABRIK.xml
index ff3a65fe1a..8d1cd4b4d4 100644
--- a/doc/classes/SkeletonModification2DFABRIK.xml
+++ b/doc/classes/SkeletonModification2DFABRIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DFABRIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DFABRIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to reach a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification2DJiggle.xml b/doc/classes/SkeletonModification2DJiggle.xml
index 7329b2d865..3321fffe1b 100644
--- a/doc/classes/SkeletonModification2DJiggle.xml
+++ b/doc/classes/SkeletonModification2DJiggle.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DJiggle" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DJiggle" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that jiggles [Bone2D] nodes as they move towards a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification2DLookAt.xml b/doc/classes/SkeletonModification2DLookAt.xml
index 4747b06056..136fed37de 100644
--- a/doc/classes/SkeletonModification2DLookAt.xml
+++ b/doc/classes/SkeletonModification2DLookAt.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DLookAt" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that rotates a [Bone2D] node to look at a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification2DPhysicalBones.xml b/doc/classes/SkeletonModification2DPhysicalBones.xml
index d5f46b2ea0..209602e974 100644
--- a/doc/classes/SkeletonModification2DPhysicalBones.xml
+++ b/doc/classes/SkeletonModification2DPhysicalBones.xml
@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that applies the transforms of [PhysicalBone2D] nodes to [Bone2D] nodes.
</brief_description>
<description>
This modification takes the transforms of [PhysicalBone2D] nodes and applies them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics thanks to the linked [PhysicalBone2D] nodes.
+ Experimental. Physical bones may be changed in the future to perform the position update of [Bone2D] on their own.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SkeletonModification2DStackHolder.xml b/doc/classes/SkeletonModification2DStackHolder.xml
index 791dea2fb1..85df111c0d 100644
--- a/doc/classes/SkeletonModification2DStackHolder.xml
+++ b/doc/classes/SkeletonModification2DStackHolder.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DStackHolder" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DStackHolder" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that holds and executes a [SkeletonModificationStack2D].
</brief_description>
diff --git a/doc/classes/SkeletonModification2DTwoBoneIK.xml b/doc/classes/SkeletonModification2DTwoBoneIK.xml
index edd5431a0c..c476d71d44 100644
--- a/doc/classes/SkeletonModification2DTwoBoneIK.xml
+++ b/doc/classes/SkeletonModification2DTwoBoneIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification2DTwoBoneIK" inherits="SkeletonModification2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification2DTwoBoneIK" inherits="SkeletonModification2D" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that rotates two bones using the law of cosigns to reach the target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml
index 8457179651..25431ea96f 100644
--- a/doc/classes/SkeletonModification3D.xml
+++ b/doc/classes/SkeletonModification3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that operates on bones in a [Skeleton3D].
</brief_description>
diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml
index dec0fbe99f..90b2e78449 100644
--- a/doc/classes/SkeletonModification3DCCDIK.xml
+++ b/doc/classes/SkeletonModification3DCCDIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that uses CCDIK to manipulate a series of bones to reach a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml
index 325cc2a12e..a2bec2b559 100644
--- a/doc/classes/SkeletonModification3DFABRIK.xml
+++ b/doc/classes/SkeletonModification3DFABRIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that uses FABRIK to manipulate a series of bones to reach a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml
index ef469d42ea..304f08bb20 100644
--- a/doc/classes/SkeletonModification3DJiggle.xml
+++ b/doc/classes/SkeletonModification3DJiggle.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that jiggles bones as they move towards a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3DLookAt.xml b/doc/classes/SkeletonModification3DLookAt.xml
index 3602cfad95..aeed953ca9 100644
--- a/doc/classes/SkeletonModification3DLookAt.xml
+++ b/doc/classes/SkeletonModification3DLookAt.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that rotates a bone to look at a target.
</brief_description>
diff --git a/doc/classes/SkeletonModification3DStackHolder.xml b/doc/classes/SkeletonModification3DStackHolder.xml
index 24240236a4..9448e2c783 100644
--- a/doc/classes/SkeletonModification3DStackHolder.xml
+++ b/doc/classes/SkeletonModification3DStackHolder.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that holds and executes a [SkeletonModificationStack3D].
</brief_description>
diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml
index 6618ebbcfb..0e7ffd5c80 100644
--- a/doc/classes/SkeletonModification3DTwoBoneIK.xml
+++ b/doc/classes/SkeletonModification3DTwoBoneIK.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A modification that moves two bones to reach the target.
</brief_description>
diff --git a/doc/classes/SkeletonModificationStack2D.xml b/doc/classes/SkeletonModificationStack2D.xml
index 950e52e622..d96833e335 100644
--- a/doc/classes/SkeletonModificationStack2D.xml
+++ b/doc/classes/SkeletonModificationStack2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModificationStack2D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModificationStack2D" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that holds a stack of [SkeletonModification2D]s.
</brief_description>
diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml
index 34c7099bca..9eaeeefd8e 100644
--- a/doc/classes/SkeletonModificationStack3D.xml
+++ b/doc/classes/SkeletonModificationStack3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModificationStack3D" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+<class name="SkeletonModificationStack3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that holds a stack of [SkeletonModification3D]s.
</brief_description>
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index 0db16b491d..2e67c61e54 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1720,6 +1720,7 @@
</constant>
<constant name="HINTING_NORMAL" value="2" enum="Hinting">
Use the default font hinting mode (crisper but less smooth).
+ [b]Note:[/b] This hinting mode changes both horizontal and vertical glyph metrics. If applied to monospace font, some glyphs might have different width.
</constant>
<constant name="SUBPIXEL_POSITIONING_DISABLED" value="0" enum="SubpixelPositioning">
Glyph horizontal position is rounded to the whole pixel size, each glyph is rasterized once.
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml
index 6f059b5fbf..113f37f974 100644
--- a/doc/classes/Texture2DArray.xml
+++ b/doc/classes/Texture2DArray.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Texture2DArray" inherits="ImageTextureLayered" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ A single texture resource which consists of multiple, separate images. Each image has the same dimensions and number of mipmap levels.
</brief_description>
<description>
+ A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending.
+ A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index 7b528e2082..5e6afcbc5c 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -1,10 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureLayered" inherits="Texture" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Base class for 3D texture types.
+ Base class for texture types which contain the data of multiple [Image]s. Each image is of the same size and format.
</brief_description>
<description>
- Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
+ Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types.
+ Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
+ All images need to have the same width, height and number of mipmap levels.
+ A [TextureLayered] can be loaded with [code]method ResourceFormatLoader.load[/code].
+ To create such a texture file yourself, re-import your image files using the Godot Editor import presets.
+ Internally, Godot maps these files to their respective counterparts in the target rendering driver (GLES3, Vulkan).
</description>
<tutorials>
</tutorials>
@@ -72,6 +77,7 @@
<method name="get_layers" qualifiers="const">
<return type="int" />
<description>
+ Returns the number of referenced [Image]s.
</description>
</method>
<method name="get_width" qualifiers="const">
@@ -83,6 +89,7 @@
<method name="has_mipmaps" qualifiers="const">
<return type="bool" />
<description>
+ Returns [code]true[/code] if the layers have generated mipmaps.
</description>
</method>
</methods>