diff options
Diffstat (limited to 'doc/classes')
98 files changed, 982 insertions, 371 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 5f81c80887..18ea29857b 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -2419,63 +2419,66 @@ <constant name="PROPERTY_HINT_LENGTH" value="5" enum="PropertyHint"> Deprecated hint, unused. </constant> - <constant name="PROPERTY_HINT_KEY_ACCEL" value="6" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LINK" value="6" enum="PropertyHint"> + Hints that a vector property should allow linking values (e.g. to edit both [code]x[/code] and [code]y[/code] together). + </constant> + <constant name="PROPERTY_HINT_KEY_ACCEL" value="7" enum="PropertyHint"> Deprecated hint, unused. </constant> - <constant name="PROPERTY_HINT_FLAGS" value="7" enum="PropertyHint"> + <constant name="PROPERTY_HINT_FLAGS" value="8" enum="PropertyHint"> Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like [code]"Bit0,Bit1,Bit2,,Bit4"[/code]. </constant> - <constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="8" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="9" enum="PropertyHint"> Hints that an integer property is a bitmask using the optionally named 2D render layers. </constant> - <constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="9" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="10" enum="PropertyHint"> Hints that an integer property is a bitmask using the optionally named 2D physics layers. </constant> - <constant name="PROPERTY_HINT_LAYERS_2D_NAVIGATION" value="10" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LAYERS_2D_NAVIGATION" value="11" enum="PropertyHint"> Hints that an integer property is a bitmask using the optionally named 2D navigation layers. </constant> - <constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="11" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="12" enum="PropertyHint"> Hints that an integer property is a bitmask using the optionally named 3D render layers. </constant> - <constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="12" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="13" enum="PropertyHint"> Hints that an integer property is a bitmask using the optionally named 3D physics layers. </constant> - <constant name="PROPERTY_HINT_LAYERS_3D_NAVIGATION" value="13" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LAYERS_3D_NAVIGATION" value="14" enum="PropertyHint"> Hints that an integer property is a bitmask using the optionally named 2D navigation layers. </constant> - <constant name="PROPERTY_HINT_FILE" value="14" enum="PropertyHint"> + <constant name="PROPERTY_HINT_FILE" value="15" enum="PropertyHint"> Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. </constant> - <constant name="PROPERTY_HINT_DIR" value="15" enum="PropertyHint"> + <constant name="PROPERTY_HINT_DIR" value="16" enum="PropertyHint"> Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path. </constant> - <constant name="PROPERTY_HINT_GLOBAL_FILE" value="16" enum="PropertyHint"> + <constant name="PROPERTY_HINT_GLOBAL_FILE" value="17" enum="PropertyHint"> Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. </constant> - <constant name="PROPERTY_HINT_GLOBAL_DIR" value="17" enum="PropertyHint"> + <constant name="PROPERTY_HINT_GLOBAL_DIR" value="18" enum="PropertyHint"> Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path. </constant> - <constant name="PROPERTY_HINT_RESOURCE_TYPE" value="18" enum="PropertyHint"> + <constant name="PROPERTY_HINT_RESOURCE_TYPE" value="19" enum="PropertyHint"> Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate. </constant> - <constant name="PROPERTY_HINT_MULTILINE_TEXT" value="19" enum="PropertyHint"> + <constant name="PROPERTY_HINT_MULTILINE_TEXT" value="20" enum="PropertyHint"> Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed. </constant> - <constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="20" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="21" enum="PropertyHint"> Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use. </constant> - <constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="21" enum="PropertyHint"> + <constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="22" enum="PropertyHint"> Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited. </constant> - <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="22" enum="PropertyHint"> + <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="23" enum="PropertyHint"> Hints that an image is compressed using lossy compression. </constant> - <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="23" enum="PropertyHint"> + <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="24" enum="PropertyHint"> Hints that an image is compressed using lossless compression. </constant> - <constant name="PROPERTY_HINT_OBJECT_ID" value="24" enum="PropertyHint"> + <constant name="PROPERTY_HINT_OBJECT_ID" value="25" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_TYPE_STRING" value="25" enum="PropertyHint"> + <constant name="PROPERTY_HINT_TYPE_STRING" value="26" enum="PropertyHint"> Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance: [codeblock] hint_string = "%s:" % [TYPE_INT] # Array of inteters. @@ -2485,43 +2488,43 @@ [/codeblock] [b]Note:[/b] The final colon is required to specify for properly detecting built-in types. </constant> - <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="26" enum="PropertyHint"> + <constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="27" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="27" enum="PropertyHint"> + <constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="28" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="28" enum="PropertyHint"> + <constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="29" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="29" enum="PropertyHint"> + <constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="30" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="30" enum="PropertyHint"> + <constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="31" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="31" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="32" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="32" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="33" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="33" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="34" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="34" enum="PropertyHint"> + <constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="35" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="35" enum="PropertyHint"> + <constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="36" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="36" enum="PropertyHint"> + <constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="37" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_SAVE_FILE" value="37" enum="PropertyHint"> + <constant name="PROPERTY_HINT_SAVE_FILE" value="38" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="38" enum="PropertyHint"> + <constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_INT_IS_POINTER" value="40" enum="PropertyHint"> + <constant name="PROPERTY_HINT_INT_IS_POINTER" value="41" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_ARRAY_TYPE" value="39" enum="PropertyHint"> + <constant name="PROPERTY_HINT_ARRAY_TYPE" value="40" enum="PropertyHint"> </constant> - <constant name="PROPERTY_HINT_LOCALE_ID" value="41" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint"> Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country. </constant> - <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="42" enum="PropertyHint"> + <constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="43" enum="PropertyHint"> Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings. </constant> - <constant name="PROPERTY_HINT_MAX" value="43" enum="PropertyHint"> + <constant name="PROPERTY_HINT_MAX" value="44" enum="PropertyHint"> </constant> <constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags"> </constant> @@ -2626,6 +2629,8 @@ <constant name="METHOD_FLAG_FROM_SCRIPT" value="64" enum="MethodFlags"> Deprecated method flag, unused. </constant> + <constant name="METHOD_FLAG_VARARG" value="128" enum="MethodFlags"> + </constant> <constant name="METHOD_FLAG_STATIC" value="256" enum="MethodFlags"> </constant> <constant name="METHOD_FLAG_OBJECT_CORE" value="512" enum="MethodFlags"> @@ -2640,8 +2645,8 @@ <constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode"> Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. </constant> - <constant name="RPC_MODE_AUTH" value="2" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_multiplayer_authority]. + <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode"> + Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority]. </constant> <constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode"> Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters. diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml index 0a731edadd..d856c65dfc 100644 --- a/doc/classes/AnimationLibrary.xml +++ b/doc/classes/AnimationLibrary.xml @@ -51,18 +51,18 @@ </members> <signals> <signal name="animation_added"> - <argument index="0" name="name" type="Animation" /> + <argument index="0" name="name" type="StringName" /> <description> </description> </signal> <signal name="animation_removed"> - <argument index="0" name="name" type="Animation" /> + <argument index="0" name="name" type="StringName" /> <description> </description> </signal> <signal name="animation_renamed"> - <argument index="0" name="name" type="Animation" /> - <argument index="1" name="to_name" type="Animation" /> + <argument index="0" name="name" type="StringName" /> + <argument index="1" name="to_name" type="StringName" /> <description> </description> </signal> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 99d21706ee..9026aa6a34 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -53,6 +53,7 @@ <return type="float" /> <argument index="0" name="time" type="float" /> <argument index="1" name="seek" type="bool" /> + <argument index="2" name="seek_root" type="bool" /> <description> User-defined callback called when a custom node is processed. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory. @@ -72,8 +73,9 @@ <argument index="1" name="time" type="float" /> <argument index="2" name="delta" type="float" /> <argument index="3" name="seeked" type="bool" /> - <argument index="4" name="blend" type="float" /> - <argument index="5" name="pingponged" type="int" default="0" /> + <argument index="4" name="seek_root" type="bool" /> + <argument index="5" name="blend" type="float" /> + <argument index="6" name="pingponged" type="int" default="0" /> <description> Blend an animation by [code]blend[/code] amount (name must be valid in the linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be passed, as well as whether [code]seek[/code] happened. </description> @@ -83,9 +85,10 @@ <argument index="0" name="input_index" type="int" /> <argument index="1" name="time" type="float" /> <argument index="2" name="seek" type="bool" /> - <argument index="3" name="blend" type="float" /> - <argument index="4" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> - <argument index="5" name="optimize" type="bool" default="true" /> + <argument index="3" name="seek_root" type="bool" /> + <argument index="4" name="blend" type="float" /> + <argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> + <argument index="6" name="optimize" type="bool" default="true" /> <description> Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options). </description> @@ -96,9 +99,10 @@ <argument index="1" name="node" type="AnimationNode" /> <argument index="2" name="time" type="float" /> <argument index="3" name="seek" type="bool" /> - <argument index="4" name="blend" type="float" /> - <argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> - <argument index="6" name="optimize" type="bool" default="true" /> + <argument index="4" name="seek_root" type="bool" /> + <argument index="5" name="blend" type="float" /> + <argument index="6" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" /> + <argument index="7" name="optimize" type="bool" default="true" /> <description> Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition. </description> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 727a09e110..de2414cd43 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -20,9 +20,9 @@ <member name="autorestart_random_delay" type="float" setter="set_autorestart_random_delay" getter="get_autorestart_random_delay" default="0.0"> If [member autorestart] is [code]true[/code], a random additional delay (in seconds) between 0 and this value will be added to [member autorestart_delay]. </member> - <member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.1"> + <member name="fadein_time" type="float" setter="set_fadein_time" getter="get_fadein_time" default="0.0"> </member> - <member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.1"> + <member name="fadeout_time" type="float" setter="set_fadeout_time" getter="get_fadeout_time" default="0.0"> </member> <member name="mix_mode" type="int" setter="set_mix_mode" getter="get_mix_mode" enum="AnimationNodeOneShot.MixMode" default="0"> </member> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index ef4f86f1a9..94181db95f 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -123,6 +123,48 @@ </constructor> </constructors> <methods> + <method name="all" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="method" type="Callable" /> + <description> + Calls the provided [Callable] on each element in the array and returns [code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] elements in the array. If the [Callable] returns [code]false[/code] for one array element or more, this method returns [code]false[/code]. + The callable's method should take one [Variant] parameter (the current array element) and return a boolean value. + [codeblock] + func _ready(): + print([6, 10, 6].all(greater_than_5)) # Prints True (3 elements evaluate to `true`). + print([4, 10, 4].all(greater_than_5)) # Prints False (1 elements evaluate to `true`). + print([4, 4, 4].all(greater_than_5)) # Prints False (0 elements evaluate to `true`). + + print([6, 10, 6].all(func(number): return number > 5)) # Prints True. Same as the first line above, but using lambda function. + + func greater_than_5(number): + return number > 5 + [/codeblock] + See also [method any], [method filter], [method map] and [method reduce]. + [b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays). + </description> + </method> + <method name="any" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="method" type="Callable" /> + <description> + Calls the provided [Callable] on each element in the array and returns [code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or more[/i] elements in the array. If the [Callable] returns [code]false[/code] for all elements in the array, this method returns [code]false[/code]. + The callable's method should take one [Variant] parameter (the current array element) and return a boolean value. + [codeblock] + func _ready(): + print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate to `true`). + print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate to `true`). + print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate to `true`). + + print([6, 10, 6].any(func(number): return number > 5)) # Prints True. Same as the first line above, but using lambda function. + + func greater_than_5(number): + return number > 5 + [/codeblock] + See also [method all], [method filter], [method map] and [method reduce]. + [b]Note:[/b] Unlike relying on the size of an array returned by [method filter], this method will return as early as possible to improve performance (especially with large arrays). + </description> + </method> <method name="append"> <return type="void" /> <argument index="0" name="value" type="Variant" /> @@ -232,6 +274,7 @@ func remove_1(number): return number != 1 [/codeblock] + See also [method any], [method all], [method map] and [method reduce]. </description> </method> <method name="find" qualifiers="const"> @@ -333,6 +376,7 @@ func negate(number): return -number [/codeblock] + See also [method filter], [method reduce], [method any] and [method all]. </description> </method> <method name="max" qualifiers="const"> @@ -398,6 +442,7 @@ func sum(accum, number): return accum + number [/codeblock] + See also [method map], [method filter], [method any] and [method all]. </description> </method> <method name="remove_at"> diff --git a/doc/classes/AudioEffectCapture.xml b/doc/classes/AudioEffectCapture.xml index 5ab4403be5..7a7f1f8e8a 100644 --- a/doc/classes/AudioEffectCapture.xml +++ b/doc/classes/AudioEffectCapture.xml @@ -5,7 +5,7 @@ </brief_description> <description> AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer. - Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. + Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM. </description> <tutorials> </tutorials> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index f3e2c4b308..d3ae85101d 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -61,14 +61,16 @@ The material's base color. [b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead. </member> - <member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> - Forces a conversion of the [member albedo_texture] from sRGB space to linear space. - </member> - <member name="albedo_tex_msdf" type="bool" setter="set_flag" getter="get_flag" default="false"> - Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF paramenters. - </member> <member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture to multiply by [member albedo_color]. Used for basic texturing of objects. + If the texture appears unexpectedly too dark or too bright, check [member albedo_texture_force_srgb]. + </member> + <member name="albedo_texture_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], forces a conversion of the [member albedo_texture] from sRGB color space to linear color space. See also [member vertex_color_is_srgb]. + This should only be enabled when needed (typically when using a [ViewportTexture] as [member albedo_texture]). If [member albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the texture will appear to be too dark. If [member albedo_texture_force_srgb] is [code]false[/code] when it shouldn't be, the texture will appear to be too bright. + </member> + <member name="albedo_texture_msdf" type="bool" setter="set_flag" getter="get_flag" default="false"> + Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters. </member> <member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge"> Threshold at which antialiasing will be applied on the alpha channel. @@ -357,6 +359,7 @@ </member> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3"> Filter flags for the texture. See [enum TextureFilter] for options. + [b]Note:[/b] [member heightmap_texture] is always sampled with linear filtering, even if nearest-neighbor filtering is selected here. This is to ensure the heightmap effect looks as intended. If you need sharper height transitions between pixels, resize the heightmap texture in an image editor with nearest-neighbor filtering. </member> <member name="texture_repeat" type="bool" setter="set_flag" getter="get_flag" default="true"> Repeat flags for the texture. See [enum TextureFilter] for options. @@ -401,7 +404,8 @@ If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in world space rather than object local space. See also [member uv2_triplanar]. </member> <member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], the model's vertex colors are processed as sRGB mode. + If [code]true[/code], vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. If [code]false[/code], vertex colors are considered to be stored in linear color space and are rendered as-is. See also [member albedo_texture_force_srgb]. + [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends. </member> <member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the vertex color is used as albedo color. @@ -607,7 +611,8 @@ Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. </constant> <constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags"> - Vertex color is in sRGB space and needs to be converted to linear. Only applies in the Vulkan renderer. + Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb]. + [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends. </constant> <constant name="FLAG_USE_POINT_SIZE" value="3" enum="Flags"> Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code]. @@ -637,7 +642,7 @@ Use [code]UV2[/code] coordinates to look up from the [member emission_texture]. </constant> <constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="12" enum="Flags"> - Forces the shader to convert albedo from sRGB space to linear space. + Forces the shader to convert albedo from sRGB space to linear space. See also [member albedo_texture_force_srgb]. </constant> <constant name="FLAG_DONT_RECEIVE_SHADOWS" value="13" enum="Flags"> Disables receiving shadows from other objects. diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml index d85d02fbfb..4ece57fa81 100644 --- a/doc/classes/Button.xml +++ b/doc/classes/Button.xml @@ -92,6 +92,9 @@ <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> Base text writing direction. </member> + <member name="text_overrun_behavior" type="int" setter="set_text_overrun_behavior" getter="get_text_overrun_behavior" enum="TextParagraph.OverrunBehavior" default="0"> + Sets the clipping behavior when the text exceeds the node's bounding rectangle. See [enum TextParagraph.OverrunBehavior] for a description of all modes. + </member> </members> <theme_items> <theme_item name="font_color" data_type="color" type="Color" default="Color(0.875, 0.875, 0.875, 1)"> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 6cd2da520f..98a498d719 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -67,7 +67,7 @@ <argument index="1" name="radius" type="float" /> <argument index="2" name="color" type="Color" /> <description> - Draws a colored, unfilled circle. See also [method draw_arc], [method draw_polyline] and [method draw_polygon]. + Draws a colored, filled circle. See also [method draw_arc], [method draw_polyline] and [method draw_polygon]. </description> </method> <method name="draw_colored_polygon"> diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml index ab55aeba05..7ca27a35fe 100644 --- a/doc/classes/CodeEdit.xml +++ b/doc/classes/CodeEdit.xml @@ -478,7 +478,7 @@ <member name="indent_automatic" type="bool" setter="set_auto_indent_enabled" getter="is_auto_indent_enabled" default="false"> Sets whether automatic indent are enabled, this will add an extra indent if a prefix or brace is found. </member> - <member name="indent_automatic_prefixes" type="String[]" setter="set_auto_indent_prefixes" getter="get_auto_indent_prefixes" default="["(", ":", "[", "{"]"> + <member name="indent_automatic_prefixes" type="String[]" setter="set_auto_indent_prefixes" getter="get_auto_indent_prefixes" default="[":", "{", "[", "("]"> Prefixes to trigger an automatic indent. </member> <member name="indent_size" type="int" setter="set_indent_size" getter="get_indent_size" default="4"> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 7b8a57ed22..59ad104ad1 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -157,10 +157,28 @@ Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV profile[/url]. [code]h[/code] (hue), [code]s[/code] (saturation), and [code]v[/code] (value) are typically between 0 and 1. [codeblocks] [gdscript] - var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) + var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) [/gdscript] [csharp] - var c = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f); + var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f); + [/csharp] + [/codeblocks] + </description> + </method> + <method name="from_ok_hsl" qualifiers="static"> + <return type="Color" /> + <argument index="0" name="h" type="float" /> + <argument index="1" name="s" type="float" /> + <argument index="2" name="l" type="float" /> + <argument index="3" name="alpha" type="float" default="1.0" /> + <description> + Constructs a color from an [url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. [code]h[/code] (hue), [code]s[/code] (saturation), and [code]v[/code] (value) are typically between 0 and 1. + [codeblocks] + [gdscript] + var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8) + [/gdscript] + [csharp] + var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f); [/csharp] [/codeblocks] </description> diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index 5c47d6fb54..7c9c4ed4d6 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -91,6 +91,9 @@ <constant name="SHAPE_VHS_CIRCLE" value="2" enum="PickerShapeType"> HSV Color Model circle color space. Use Saturation as a radius. </constant> + <constant name="SHAPE_OKHSL_CIRCLE" value="3" enum="PickerShapeType"> + HSL OK Color Model circle color space. + </constant> </constants> <theme_items> <theme_item name="h_width" data_type="constant" type="int" default="30"> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index d084bd4db9..2828896eac 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1037,6 +1037,10 @@ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0"> Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does. </member> + <member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true"> + When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested scrollable containers to work out of the box. + You should disable it on the root of your UI if you do not want scroll events to go to the [code]_unhandled_input[/code] processing. + </member> <member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0"> Distance between the node's bottom edge and its parent control, based on [member anchor_bottom]. Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node. @@ -1194,10 +1198,10 @@ Show the system's cross mouse cursor when the user hovers the node. </constant> <constant name="CURSOR_WAIT" value="4" enum="CursorShape"> - Show the system's wait mouse cursor, often an hourglass, when the user hovers the node. + Show the system's wait mouse cursor when the user hovers the node. Often an hourglass. </constant> <constant name="CURSOR_BUSY" value="5" enum="CursorShape"> - Show the system's busy mouse cursor when the user hovers the node. Often an hourglass. + Show the system's busy mouse cursor when the user hovers the node. Often an arrow with a small hourglass. </constant> <constant name="CURSOR_DRAG" value="6" enum="CursorShape"> Show the system's drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they're currently dragging an item, like a node in the Scene dock. @@ -1315,7 +1319,7 @@ The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls. </constant> <constant name="MOUSE_FILTER_PASS" value="1" enum="MouseFilter"> - The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. Even if no control handled it at all, the event will still be handled automatically, so unhandled input will not be fired. + The control will receive mouse button input events through [method _gui_input] if clicked on. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to `_unhandled_input` for further processing. </constant> <constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter"> The control will not receive mouse button input events through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically. diff --git a/doc/classes/Crypto.xml b/doc/classes/Crypto.xml index c0a76dc80e..4936fc1d85 100644 --- a/doc/classes/Crypto.xml +++ b/doc/classes/Crypto.xml @@ -68,7 +68,6 @@ } [/csharp] [/codeblocks] - [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> </tutorials> diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml index b0abdf60c8..8496c6dec1 100644 --- a/doc/classes/CryptoKey.xml +++ b/doc/classes/CryptoKey.xml @@ -6,7 +6,6 @@ <description> The CryptoKey class represents a cryptographic key. Keys can be loaded and saved like any other [Resource]. They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerSSL.accept_stream] along with the appropriate certificate. - [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> </tutorials> diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml index 16d0e82a1f..383d33532b 100644 --- a/doc/classes/Curve.xml +++ b/doc/classes/Curve.xml @@ -38,12 +38,6 @@ Removes all points from the curve. </description> </method> - <method name="get_point_count" qualifiers="const"> - <return type="int" /> - <description> - Returns the number of points describing the curve. - </description> - </method> <method name="get_point_left_mode" qualifiers="const"> <return type="int" enum="Curve.TangentMode" /> <argument index="0" name="index" type="int" /> @@ -159,6 +153,9 @@ <member name="min_value" type="float" setter="set_min_value" getter="get_min_value" default="0.0"> The minimum value the curve can reach. </member> + <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0"> + The number of points describing the curve. + </member> </members> <signals> <signal name="range_changed"> diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml index 94e52912a1..3bba825aaa 100644 --- a/doc/classes/Curve2D.xml +++ b/doc/classes/Curve2D.xml @@ -55,12 +55,6 @@ [code]to_point[/code] must be in this curve's local space. </description> </method> - <method name="get_point_count" qualifiers="const"> - <return type="int" /> - <description> - Returns the number of points describing the curve. - </description> - </method> <method name="get_point_in" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="idx" type="int" /> @@ -155,5 +149,8 @@ <member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="5.0"> The distance in pixels between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care. </member> + <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0"> + The number of points describing the curve. + </member> </members> </class> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index ed642e0ddc..6457d9681e 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -68,12 +68,6 @@ [code]to_point[/code] must be in this curve's local space. </description> </method> - <method name="get_point_count" qualifiers="const"> - <return type="int" /> - <description> - Returns the number of points describing the curve. - </description> - </method> <method name="get_point_in" qualifiers="const"> <return type="Vector3" /> <argument index="0" name="idx" type="int" /> @@ -194,6 +188,9 @@ <member name="bake_interval" type="float" setter="set_bake_interval" getter="get_bake_interval" default="0.2"> The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the [method get_baked_points] or [method get_baked_length] function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care. </member> + <member name="point_count" type="int" setter="set_point_count" getter="get_point_count" default="0"> + The number of points describing the curve. + </member> <member name="up_vector_enabled" type="bool" setter="set_up_vector_enabled" getter="is_up_vector_enabled" default="true"> If [code]true[/code], the curve will bake up vectors used for orientation. This is used when [member PathFollow3D.rotation_mode] is set to [constant PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed. </member> diff --git a/doc/classes/CurveTexture.xml b/doc/classes/CurveTexture.xml index 6aa39e453e..85473fc237 100644 --- a/doc/classes/CurveTexture.xml +++ b/doc/classes/CurveTexture.xml @@ -5,23 +5,27 @@ </brief_description> <description> Renders a given [Curve] provided to it. Simplifies the task of drawing curves and/or saving them as image files. + If you need to store up to 3 curves within a single texture, use [CurveXYZTexture] instead. See also [GradientTexture1D] and [GradientTexture2D]. </description> <tutorials> </tutorials> <members> <member name="curve" type="Curve" setter="set_curve" getter="get_curve"> - The [code]curve[/code] rendered onto the texture. + The [Curve] that is rendered onto the texture. </member> <member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="CurveTexture.TextureMode" default="0"> + The format the texture should be generated with. When passing a CurveTexture as a input to a [Shader], this may need to be adjusted. </member> <member name="width" type="int" setter="set_width" getter="get_width" default="256"> - The width of the texture. + The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage. </member> </members> <constants> <constant name="TEXTURE_MODE_RGB" value="0" enum="TextureMode"> + Store the curve equally across the red, green and blue channels. This uses more video memory, but is more compatible with shaders that only read the green and blue values. </constant> <constant name="TEXTURE_MODE_RED" value="1" enum="TextureMode"> + Store the curve only in the red channel. This saves video memory, but some custom shaders may not be able to work with this. </constant> </constants> </class> diff --git a/doc/classes/CurveXYZTexture.xml b/doc/classes/CurveXYZTexture.xml index d289e394aa..e3f2e8fc45 100644 --- a/doc/classes/CurveXYZTexture.xml +++ b/doc/classes/CurveXYZTexture.xml @@ -1,19 +1,26 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CurveXYZTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + A texture that shows 3 different curves (stored on the red, green and blue color channels). </brief_description> <description> + Renders 3 given [Curve]s provided to it, on the red, green and blue channels respectively. Compared to using separate [CurveTexture]s, this further simplifies the task of drawing curves and/or saving them as image files. + If you only need to store one curve within a single texture, use [CurveTexture] instead. See also [GradientTexture1D] and [GradientTexture2D]. </description> <tutorials> </tutorials> <members> <member name="curve_x" type="Curve" setter="set_curve_x" getter="get_curve_x"> + The [Curve] that is rendered onto the texture's red channel. </member> <member name="curve_y" type="Curve" setter="set_curve_y" getter="get_curve_y"> + The [Curve] that is rendered onto the texture's green channel. </member> <member name="curve_z" type="Curve" setter="set_curve_z" getter="get_curve_z"> + The [Curve] that is rendered onto the texture's blue channel. </member> <member name="width" type="int" setter="set_width" getter="get_width" default="256"> + The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage. </member> </members> </class> diff --git a/doc/classes/CylinderMesh.xml b/doc/classes/CylinderMesh.xml index e141ba8203..045c3b914b 100644 --- a/doc/classes/CylinderMesh.xml +++ b/doc/classes/CylinderMesh.xml @@ -10,7 +10,15 @@ </tutorials> <members> <member name="bottom_radius" type="float" setter="set_bottom_radius" getter="get_bottom_radius" default="0.5"> - Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces will not be generated, resulting in a conic shape. + Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces will not be generated, resulting in a conic shape. See also [member cap_bottom]. + </member> + <member name="cap_bottom" type="bool" setter="set_cap_bottom" getter="is_cap_bottom" default="true"> + If [code]true[/code], generates a cap at the bottom of the cylinder. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera. See also [member bottom_radius]. + [b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation is always skipped even if [member cap_bottom] is [code]true[/code]. + </member> + <member name="cap_top" type="bool" setter="set_cap_top" getter="is_cap_top" default="true"> + If [code]true[/code], generates a cap at the top of the cylinder. This can be set to [code]false[/code] to speed up generation and rendering when the cap is never seen by the camera. See also [member top_radius]. + [b]Note:[/b] If [member top_radius] is [code]0.0[/code], cap generation is always skipped even if [member cap_top] is [code]true[/code]. </member> <member name="height" type="float" setter="set_height" getter="get_height" default="2.0"> Full height of the cylinder. @@ -22,7 +30,7 @@ Number of edge rings along the height of the cylinder. Changing [member rings] does not have any visual impact unless a shader or procedural mesh tool is used to alter the vertex data. Higher values result in more subdivisions, which can be used to create smoother-looking effects with shaders or procedural mesh tools (at the cost of performance). When not altering the vertex data using a shader or procedural mesh tool, [member rings] should be kept to its default value. </member> <member name="top_radius" type="float" setter="set_top_radius" getter="get_top_radius" default="0.5"> - Top radius of the cylinder. If set to [code]0.0[/code], the top faces will not be generated, resulting in a conic shape. + Top radius of the cylinder. If set to [code]0.0[/code], the top faces will not be generated, resulting in a conic shape. See also [member cap_top]. </member> </members> </class> diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index 342bc762af..c0ad61b77e 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -7,6 +7,7 @@ [Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals to add detail to a scene without affecting the underlying [Mesh]. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots. They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y). The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after. + [b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them. </description> <tutorials> </tutorials> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 8ee09ba8f8..6f2ad5205c 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -43,7 +43,7 @@ You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable). [codeblocks] [gdscript] - export(string, "White", "Yellow", "Orange") var my_color + export(String, "White", "Yellow", "Orange") var my_color var points_dict = {"White": 50, "Yellow": 75, "Orange": 100} func _ready(): # We can't use dot syntax here as `my_color` is a variable. @@ -291,6 +291,14 @@ Returns the list of keys in the [Dictionary]. </description> </method> + <method name="merge"> + <return type="void" /> + <argument index="0" name="dictionary" type="Dictionary" /> + <argument index="1" name="overwrite" type="bool" default="false" /> + <description> + Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, duplicate keys will not be copied over, unless [code]overwrite[/code] is [code]true[/code]. + </description> + </method> <method name="size" qualifiers="const"> <return type="int" /> <description> diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index 60ac499d25..402efba34a 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -39,7 +39,7 @@ <method name="is_scanning" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] of the filesystem is being scanned. + Returns [code]true[/code] if the filesystem is being scanned. </description> </method> <method name="reimport_files"> diff --git a/doc/classes/EditorFileSystemImportFormatSupportQuery.xml b/doc/classes/EditorFileSystemImportFormatSupportQuery.xml index 8431a3a7ef..abd77909bd 100644 --- a/doc/classes/EditorFileSystemImportFormatSupportQuery.xml +++ b/doc/classes/EditorFileSystemImportFormatSupportQuery.xml @@ -4,7 +4,7 @@ Used to query and configure import format support. </brief_description> <description> - This class is used to query and configure a certain import format. It is used in conjuntion with asset format import plugins. + This class is used to query and configure a certain import format. It is used in conjunction with asset format import plugins. </description> <tutorials> </tutorials> diff --git a/doc/classes/EditorInspectorPlugin.xml b/doc/classes/EditorInspectorPlugin.xml index 2bbed84b1e..572d5d9d84 100644 --- a/doc/classes/EditorInspectorPlugin.xml +++ b/doc/classes/EditorInspectorPlugin.xml @@ -77,6 +77,7 @@ <return type="void" /> <argument index="0" name="property" type="String" /> <argument index="1" name="editor" type="Control" /> + <argument index="2" name="add_to_end" type="bool" default="false" /> <description> Adds a property editor for an individual property. The [code]editor[/code] control must extend [EditorProperty]. </description> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 7bbb2ae26c..1514b82ff8 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -261,14 +261,28 @@ <method name="_get_state" qualifiers="virtual const"> <return type="Dictionary" /> <description> - Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). + Override this method to provide a state data you want to be saved, like view position, grid settings, folding, etc. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). This data is automatically saved for each scene in an [code]editstate[/code] file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use [method _get_window_layout] instead. + Use [method _set_state] to restore your saved state. + [b]Note:[/b] This method should not be used to save important settings that should persist with the project. + [b]Note:[/b] You must implement [method _get_plugin_name] for the state to be stored and restored correctly. + [codeblock] + func _get_state(): + var state = {"zoom": zoom, "preferred_color": my_color} + return state + [/codeblock] </description> </method> <method name="_get_window_layout" qualifiers="virtual"> <return type="void" /> <argument index="0" name="configuration" type="ConfigFile" /> <description> - Gets the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock). + Override this method to provide the GUI layout of the plugin or any other data you want to be stored. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed (for example changing the position of a dock). The data is stored in the [code]editor_layout.cfg[/code] file in the editor metadata directory. + Use [method _set_window_layout] to restore your saved layout. + [codeblock] + func _get_window_layout(configuration): + configuration.set_value("MyPlugin", "window_position", $Window.position) + configuration.set_value("MyPlugin", "icon_color", $Icon.modulate) + [/codeblock] </description> </method> <method name="_handles" qualifiers="virtual const"> @@ -302,14 +316,25 @@ <return type="void" /> <argument index="0" name="state" type="Dictionary" /> <description> - Restore the state saved by [method _get_state]. + Restore the state saved by [method _get_state]. This method is called when the current scene tab is changed in the editor. + [b]Note:[/b] Your plugin must implement [method _get_plugin_name], otherwise it will not be recognized and this method will not be called. + [codeblock] + func _set_state(data): + zoom = data.get("zoom", 1.0) + preferred_color = data.get("my_color", Color.white) + [/codeblock] </description> </method> <method name="_set_window_layout" qualifiers="virtual"> <return type="void" /> <argument index="0" name="configuration" type="ConfigFile" /> <description> - Restore the plugin GUI layout saved by [method _get_window_layout]. + Restore the plugin GUI layout and data saved by [method _get_window_layout]. This method is called for every plugin on editor startup. Use the provided [code]configuration[/code] file to read your saved data. + [codeblock] + func _set_window_layout(configuration): + $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2()) + $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.white) + [/codeblock] </description> </method> <method name="add_autoload_singleton"> @@ -479,7 +504,7 @@ <method name="get_script_create_dialog"> <return type="ScriptCreateDialog" /> <description> - Gets the Editor's dialogue used for making scripts. + Gets the Editor's dialog used for making scripts. [b]Note:[/b] Users can configure it before use. [b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash. </description> diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml index db536a738a..9d55704604 100644 --- a/doc/classes/FileDialog.xml +++ b/doc/classes/FileDialog.xml @@ -130,7 +130,7 @@ <theme_item name="file_icon_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The color modulation applied to the file icon. </theme_item> - <theme_item name="files_disabled" data_type="color" type="Color" default="Color(0, 0, 0, 0.7)"> + <theme_item name="files_disabled" data_type="color" type="Color" default="Color(1, 1, 1, 0.25)"> The color tint for disabled files (when the [FileDialog] is used in open folder mode). </theme_item> <theme_item name="folder_icon_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> diff --git a/doc/classes/FogVolume.xml b/doc/classes/FogVolume.xml index d28a6a8783..3f2ee3035c 100644 --- a/doc/classes/FogVolume.xml +++ b/doc/classes/FogVolume.xml @@ -11,14 +11,15 @@ </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] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX]. + 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]. [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]. </member> - <member name="shape" type="int" setter="set_shape" getter="get_shape" enum="RenderingServer.FogVolumeShape" default="1"> - Sets the shape of the [FogVolume] to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX], or [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]. + <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]. </member> </members> </class> diff --git a/doc/classes/FontData.xml b/doc/classes/FontData.xml index a423d7a4e4..d32e7b3a94 100644 --- a/doc/classes/FontData.xml +++ b/doc/classes/FontData.xml @@ -3,7 +3,7 @@ <brief_description> Font source data and prerendered glyph cache, imported from dynamic or bitmap font. Supported font formats: - - Dynamic font importer: TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2), Type 1 (.pfb, .pfm). + - Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), Type 1 (.pfb, .pfm). - Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary (version 3) format variants. - Monospace image font importer: All supported image formats. </brief_description> @@ -87,6 +87,12 @@ Returns font descent (number of pixels below the baseline). </description> </method> + <method name="get_face_count" qualifiers="const"> + <return type="int" /> + <description> + Returns number of faces in the TrueType / OpenType collection. + </description> + </method> <method name="get_glyph_advance" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="cache_index" type="int" /> @@ -318,7 +324,8 @@ <return type="int" enum="Error" /> <argument index="0" name="path" type="String" /> <description> - Loads a TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2) or Type 1 (.pfb, .pfm) dynamic font from file [code]path[/code]. + Loads a TrueType (.ttf), TrueType collection (.ttc), OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2) or Type 1 (.pfb, .pfm) dynamic font from file [code]path[/code]. + [b]Note:[/b] Use [member face_index] to select specific face from the collection file. [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external fonts at run-time, such as fonts located at the [code]user://[/code] directory. </description> </method> @@ -570,6 +577,9 @@ <member name="embolden" type="float" setter="set_embolden" getter="get_embolden" default="0.0"> If is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness. </member> + <member name="face_index" type="int" setter="set_face_index" getter="get_face_index" default="0"> + Active face index in the TrueType / OpenType collection file. + </member> <member name="fixed_size" type="int" setter="set_fixed_size" getter="get_fixed_size" default="0"> Font size, used only for the bitmap fonts. </member> diff --git a/doc/classes/Geometry2D.xml b/doc/classes/Geometry2D.xml index cbd83e8d7d..b84e221d1c 100644 --- a/doc/classes/Geometry2D.xml +++ b/doc/classes/Geometry2D.xml @@ -118,7 +118,7 @@ <argument index="2" name="from_b" type="Vector2" /> <argument index="3" name="dir_b" type="Vector2" /> <description> - Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and ([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. + Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and ([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns [code]null[/code]. [b]Note:[/b] The lines are specified using direction vectors, not end points. </description> </method> @@ -195,7 +195,7 @@ <argument index="2" name="from_b" type="Vector2" /> <argument index="3" name="to_b" type="Vector2" /> <description> - Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. + Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns [code]null[/code]. </description> </method> <method name="triangulate_delaunay"> diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml index 0bf6f880c2..c05d7df53f 100644 --- a/doc/classes/Geometry3D.xml +++ b/doc/classes/Geometry3D.xml @@ -81,7 +81,7 @@ <argument index="3" name="b" type="Vector3" /> <argument index="4" name="c" type="Vector3" /> <description> - Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. + Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, returns [code]null[/code]. </description> </method> <method name="segment_intersects_convex"> @@ -121,7 +121,7 @@ <argument index="3" name="b" type="Vector3" /> <argument index="4" name="c" type="Vector3" /> <description> - Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. + Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, returns [code]null[/code]. </description> </method> </methods> diff --git a/doc/classes/GradientTexture1D.xml b/doc/classes/GradientTexture1D.xml index a124753a9f..3254754ac1 100644 --- a/doc/classes/GradientTexture1D.xml +++ b/doc/classes/GradientTexture1D.xml @@ -4,7 +4,7 @@ Gradient-filled texture. </brief_description> <description> - GradientTexture1D uses a [Gradient] to fill the texture data. The gradient will be filled from left to right using colors obtained from the gradient. This means the texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width]). + GradientTexture1D uses a [Gradient] to fill the texture data. The gradient will be filled from left to right using colors obtained from the gradient. This means the texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width]). See also [GradientTexture2D], [CurveTexture] and [CurveXYZTexture]. </description> <tutorials> </tutorials> diff --git a/doc/classes/GradientTexture2D.xml b/doc/classes/GradientTexture2D.xml index 4362578932..7561f1b947 100644 --- a/doc/classes/GradientTexture2D.xml +++ b/doc/classes/GradientTexture2D.xml @@ -4,7 +4,7 @@ Gradient-filled 2D texture. </brief_description> <description> - The texture uses a [Gradient] to fill the texture data in 2D space. The gradient is filled according to the specified [member fill] and [member repeat] types using colors obtained from the gradient. The texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width] and [member height]). + The texture uses a [Gradient] to fill the texture data in 2D space. The gradient is filled according to the specified [member fill] and [member repeat] types using colors obtained from the gradient. The texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width] and [member height]). See also [GradientTexture1D], [CurveTexture] and [CurveXYZTexture]. </description> <tutorials> </tutorials> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 02352ca808..965dbe7449 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -202,6 +202,9 @@ <member name="connection_lines_antialiased" type="bool" setter="set_connection_lines_antialiased" getter="is_connection_lines_antialiased" default="true"> If [code]true[/code], the lines between nodes will use antialiasing. </member> + <member name="connection_lines_curvature" type="float" setter="set_connection_lines_curvature" getter="get_connection_lines_curvature" default="0.5"> + The curvature of the lines between the nodes. 0 results in straight lines. + </member> <member name="connection_lines_thickness" type="float" setter="set_connection_lines_thickness" getter="get_connection_lines_thickness" default="2.0"> The thickness of the lines between the nodes. </member> @@ -372,15 +375,11 @@ <theme_item name="selection_stroke" data_type="color" type="Color" default="Color(1, 1, 1, 0.8)"> The outline color of the selection rectangle. </theme_item> - <theme_item name="bezier_len_neg" data_type="constant" type="int" default="160"> - </theme_item> - <theme_item name="bezier_len_pos" data_type="constant" type="int" default="80"> - </theme_item> - <theme_item name="port_grab_distance_horizontal" data_type="constant" type="int" default="24"> - The horizontal range within which a port can be grabbed (on both sides). + <theme_item name="port_hotzone_inner_extent" data_type="constant" type="int" default="22"> + The horizontal range within which a port can be grabbed (inner side). </theme_item> - <theme_item name="port_grab_distance_vertical" data_type="constant" type="int" default="26"> - The vertical range within which a port can be grabbed (on both sides). + <theme_item name="port_hotzone_outer_extent" data_type="constant" type="int" default="26"> + The horizontal range within which a port can be grabbed (outer side). </theme_item> <theme_item name="layout" data_type="icon" type="Texture2D"> </theme_item> diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index 5f0dca0402..f261da8413 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -43,6 +43,13 @@ Returns the number of enabled input slots (connections) to the GraphNode. </description> </method> + <method name="get_connection_input_height"> + <return type="int" /> + <argument index="0" name="idx" type="int" /> + <description> + Returns the height of the input connection [code]idx[/code]. + </description> + </method> <method name="get_connection_input_position"> <return type="Vector2" /> <argument index="0" name="idx" type="int" /> @@ -70,6 +77,13 @@ Returns the number of enabled output slots (connections) of the GraphNode. </description> </method> + <method name="get_connection_output_height"> + <return type="int" /> + <argument index="0" name="idx" type="int" /> + <description> + Returns the height of the output connection [code]idx[/code]. + </description> + </method> <method name="get_connection_output_position"> <return type="Vector2" /> <argument index="0" name="idx" type="int" /> diff --git a/doc/classes/HMACContext.xml b/doc/classes/HMACContext.xml index fa60a7eb58..f2b946cab7 100644 --- a/doc/classes/HMACContext.xml +++ b/doc/classes/HMACContext.xml @@ -50,7 +50,6 @@ [/csharp] [/codeblocks] - [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> </tutorials> diff --git a/doc/classes/HashingContext.xml b/doc/classes/HashingContext.xml index 9ecf2872f3..c126efcfbb 100644 --- a/doc/classes/HashingContext.xml +++ b/doc/classes/HashingContext.xml @@ -57,7 +57,6 @@ } [/csharp] [/codeblocks] - [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> </tutorials> diff --git a/doc/classes/ImporterMesh.xml b/doc/classes/ImporterMesh.xml index 90e7df4421..00601cec75 100644 --- a/doc/classes/ImporterMesh.xml +++ b/doc/classes/ImporterMesh.xml @@ -39,6 +39,16 @@ Removes all surfaces and blend shapes from this [ImporterMesh]. </description> </method> + <method name="generate_lods"> + <return type="void" /> + <argument index="0" name="normal_merge_angle" type="float" /> + <argument index="1" name="normal_split_angle" type="float" /> + <description> + Generates all lods for this ImporterMesh. + [code]normal_merge_angle[/code] and [code]normal_split_angle[/code] are in degrees and used in the same way as the importer settings in [code]lods[/code]. As a good default, use 25 and 60 respectively. + The number of generated lods can be accessed using [method get_surface_lod_count], and each LOD is available in [method get_surface_lod_size] and [method get_surface_lod_indices]. + </description> + </method> <method name="get_blend_shape_count" qualifiers="const"> <return type="int" /> <description> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 948c4b253f..66683fa0ee 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -40,7 +40,7 @@ <method name="flush_buffered_events"> <return type="void" /> <description> - Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([method set_use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]). + Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([member use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]). The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling. </description> </method> @@ -80,7 +80,7 @@ </description> </method> <method name="get_connected_joypads"> - <return type="Array" /> + <return type="int[]" /> <description> Returns an [Array] containing the device IDs of all currently connected joypads. </description> @@ -160,12 +160,6 @@ Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. </description> </method> - <method name="get_mouse_mode" qualifiers="const"> - <return type="int" enum="Input.MouseMode" /> - <description> - Returns the mouse mode. See the constants for more information. - </description> - </method> <method name="get_vector" qualifiers="const"> <return type="Vector2" /> <argument index="0" name="negative_x" type="StringName" /> @@ -338,21 +332,6 @@ [b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS. </description> </method> - <method name="set_mouse_mode"> - <return type="void" /> - <argument index="0" name="mode" type="int" enum="Input.MouseMode" /> - <description> - Sets the mouse mode. See the constants for more information. - </description> - </method> - <method name="set_use_accumulated_input"> - <return type="void" /> - <argument index="0" name="enable" type="bool" /> - <description> - Enables or disables the accumulation of similar input events sent by the operating system. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. - Input accumulation is enabled by default. It can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input. - </description> - </method> <method name="start_joy_vibration"> <return type="void" /> <argument index="0" name="device" type="int" /> @@ -389,6 +368,15 @@ </description> </method> </methods> + <members> + <member name="mouse_mode" type="int" setter="set_mouse_mode" getter="get_mouse_mode" enum="Input.MouseMode"> + Controls the mouse mode. See [enum MouseMode] for more information. + </member> + <member name="use_accumulated_input" type="bool" setter="set_use_accumulated_input" getter="is_using_accumulated_input"> + If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. + Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input. + </member> + </members> <signals> <signal name="joy_connection_changed"> <argument index="0" name="device" type="int" /> @@ -428,10 +416,10 @@ Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections. </constant> <constant name="CURSOR_WAIT" value="4" enum="CursorShape"> - Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation. + Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread). </constant> <constant name="CURSOR_BUSY" value="5" enum="CursorShape"> - Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread). + Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation. </constant> <constant name="CURSOR_DRAG" value="6" enum="CursorShape"> Drag cursor. Usually displayed when dragging something. diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 7cc3de8fcb..ad74204d82 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -5,7 +5,7 @@ </brief_description> <description> Contains mouse and pen motion information. Supports relative, absolute positions and velocity. See [method Node._input]. - [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. + [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, set [member Input.use_accumulated_input] to [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. </description> <tutorials> <link title="Mouse and input coordinates">$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html</link> diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index ee98356962..ffde0d95ce 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -4,80 +4,122 @@ Computes and stores baked lightmaps for fast global illumination. </brief_description> <description> - The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI]. + The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv] to a value other than [constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI]. [b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [LightmapGI] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment.sdfgi_enabled]). [b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices. + [b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again. + [b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking. + [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Clustered or Mobile), not OpenGL. </description> <tutorials> </tutorials> <members> <member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005"> + The bias to use when computing shadows. Increasing [member bias] can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-time [Light3D] shadows are not affected by this [member bias] property. </member> <member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="1"> + Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to [code]0[/code], only environment lighting, direct light and emissive lighting is baked. </member> <member name="directional" type="bool" setter="set_directional" getter="is_directional" default="false"> + If [code]true[/code], bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that their have direct light baked ([member Light3D.light_bake_mode] set to [constant Light3D.BAKE_STATIC]). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes. + [b]Note:[/b] The property's name has no relationship with [DirectionalLight3D]. [member directional] works with all light types. </member> <member name="environment_custom_color" type="Color" setter="set_environment_custom_color" getter="get_environment_custom_color"> + The color to use for environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]. </member> <member name="environment_custom_energy" type="float" setter="set_environment_custom_energy" getter="get_environment_custom_energy"> + The color multiplier to use for environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]. </member> <member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky"> + The sky to use as a source of environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]. </member> <member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="LightmapGI.EnvironmentMode" default="0"> + The environment mode to use when baking lightmaps. </member> <member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="LightmapGI.GenerateProbes" default="0"> + The level of subdivision to use when automatically generating [LightmapProbe]s for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes. + [b]Note:[/b] Automatically generated [LightmapProbe]s are not visible as nodes in the Scene tree dock, and cannot be modified this way after they are generated. + [b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting on dynamic objects is always applied using [Light3D] nodes in real-time. </member> <member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false"> + If [code]true[/code], ignore environment lighting when baking lightmaps. </member> <member name="light_data" type="LightmapGIData" setter="set_light_data" getter="get_light_data"> + The [LightmapGIData] associated to this [LightmapGI] node. This resource is automatically created after baking, and is not meant to be created manually. </member> <member name="max_texture_size" type="int" setter="set_max_texture_size" getter="get_max_texture_size" default="16384"> + The maximum texture size for the generated texture atlas. Higher values will result in fewer slices being generated, but may not work on all hardware as a result of hardware limitations on texture sizes. Leave [member max_texture_size] at its default value of [code]16384[/code] if unsure. </member> <member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="LightmapGI.BakeQuality" default="1"> + The quality preset to use when baking lightmaps. This affects bake times, but output file sizes remain mostly identical across quality levels. + To further speed up bake times, decrease [member bounces], disable [member use_denoiser] and increase the lightmap texel size on 3D scenes in the Import doc. </member> <member name="use_denoiser" type="bool" setter="set_use_denoiser" getter="is_using_denoiser" default="true"> + If [code]true[/code], uses a CPU-based denoising algorithm on the generated lightmap. This eliminates most noise within the generated lightmap at the cost of longer bake times. File sizes are generally not impacted significantly by the use of a denoiser, although lossless compression may do a better job at compressing a denoised image. + [b]Note:[/b] The built-in denoiser (OpenImageDenoise) may crash when denoising lightmaps in large scenes. If you encounter a crash at the end of lightmap baking, try disabling [member use_denoiser]. </member> </members> <constants> <constant name="BAKE_QUALITY_LOW" value="0" enum="BakeQuality"> + Low bake quality (fastest bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/low_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/low_quality_probe_ray_count]. </constant> <constant name="BAKE_QUALITY_MEDIUM" value="1" enum="BakeQuality"> + Medium bake quality (fast bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_probe_ray_count]. </constant> <constant name="BAKE_QUALITY_HIGH" value="2" enum="BakeQuality"> + High bake quality (slow bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_probe_ray_count]. </constant> <constant name="BAKE_QUALITY_ULTRA" value="3" enum="BakeQuality"> + Highest bake quality (slowest bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count]. </constant> <constant name="GENERATE_PROBES_DISABLED" value="0" enum="GenerateProbes"> + Don't generate lightmap probes for lighting dynamic objects. </constant> <constant name="GENERATE_PROBES_SUBDIV_4" value="1" enum="GenerateProbes"> + Lowest level of subdivision (fastest bake times, smallest file sizes). </constant> <constant name="GENERATE_PROBES_SUBDIV_8" value="2" enum="GenerateProbes"> + Low level of subdivision (fast bake times, small file sizes). </constant> <constant name="GENERATE_PROBES_SUBDIV_16" value="3" enum="GenerateProbes"> + High level of subdivision (slow bake times, large file sizes). </constant> <constant name="GENERATE_PROBES_SUBDIV_32" value="4" enum="GenerateProbes"> + Highest level of subdivision (slowest bake times, largest file sizes). </constant> <constant name="BAKE_ERROR_OK" value="0" enum="BakeError"> + Lightmap baking was successful. </constant> <constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="1" enum="BakeError"> + Lightmap baking failed as there is no lightmapper available in this Godot build. </constant> <constant name="BAKE_ERROR_NO_SAVE_PATH" value="2" enum="BakeError"> + Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource. </constant> <constant name="BAKE_ERROR_NO_MESHES" value="3" enum="BakeError"> + Lightmap baking failed as there are no meshes whose [member GeometryInstance3D.gi_mode] is [constant GeometryInstance3D.GI_MODE_STATIC] and with valid UV2 mapping in the current scene. You may need to select 3D scenes in the Import dock and change their global illumination mode accordingly. </constant> <constant name="BAKE_ERROR_MESHES_INVALID" value="4" enum="BakeError"> + Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking. </constant> <constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="5" enum="BakeError"> + Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved. </constant> <constant name="BAKE_ERROR_USER_ABORTED" value="6" enum="BakeError"> + The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog). </constant> <constant name="ENVIRONMENT_MODE_DISABLED" value="0" enum="EnvironmentMode"> + Ignore environment lighting when baking lightmaps. </constant> <constant name="ENVIRONMENT_MODE_SCENE" value="1" enum="EnvironmentMode"> + Use the scene's environment lighting when baking lightmaps. + [b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking lightmaps. </constant> <constant name="ENVIRONMENT_MODE_CUSTOM_SKY" value="2" enum="EnvironmentMode"> + Use [member environment_custom_sky] as a source of environment lighting when baking lightmaps. </constant> <constant name="ENVIRONMENT_MODE_CUSTOM_COLOR" value="3" enum="EnvironmentMode"> + Use [member environment_custom_color] multiplied by [member environment_custom_energy] as a constant source of environment lighting when baking lightmaps. </constant> </constants> </class> diff --git a/doc/classes/LightmapGIData.xml b/doc/classes/LightmapGIData.xml index c2423daef0..20113ac309 100644 --- a/doc/classes/LightmapGIData.xml +++ b/doc/classes/LightmapGIData.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="LightmapGIData" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Contains baked lightmap and dynamic object probe data for [LightmapGI]. </brief_description> <description> + [LightmapGIData] contains baked lightmap and dynamic object probe data for [LightmapGI]. It is replaced every time lightmaps are baked in [LightmapGI]. </description> <tutorials> </tutorials> @@ -14,38 +16,46 @@ <argument index="2" name="slice_index" type="int" /> <argument index="3" name="sub_instance" type="int" /> <description> + Adds an object that is considered baked within this [LightmapGIData]. </description> </method> <method name="clear_users"> <return type="void" /> <description> + Clear all objects that are considred baked within this [LightmapGIData]. </description> </method> <method name="get_user_count" qualifiers="const"> <return type="int" /> <description> + Returns the number of objects that are considered baked within this [LightmapGIData]. </description> </method> <method name="get_user_path" qualifiers="const"> <return type="NodePath" /> <argument index="0" name="user_idx" type="int" /> <description> + Returns the [NodePath] of the baked object at index [code]user_idx[/code]. </description> </method> <method name="is_using_spherical_harmonics" qualifiers="const"> <return type="bool" /> <description> + If [code]true[/code], lightmaps were baked with directional information. See also [member LightmapGI.directional]. </description> </method> <method name="set_uses_spherical_harmonics"> <return type="void" /> <argument index="0" name="uses_spherical_harmonics" type="bool" /> <description> + If [code]uses_spherical_harmonics[/code] is [code]true[/code], tells the engine to treat the lightmap data as if it was baked with directional information. + [b]Note:[/b] Changing this value on already baked lightmaps will not cause them to be baked again. This means the material appearance will look incorrect until lightmaps are baked again, in which case the value set here is discarded as the entire [LightmapGIData] resource is replaced by the lightmapper. </description> </method> </methods> <members> <member name="light_texture" type="TextureLayered" setter="set_light_texture" getter="get_light_texture"> + The lightmap atlas texture generated by the lightmapper. </member> </members> </class> diff --git a/doc/classes/LightmapProbe.xml b/doc/classes/LightmapProbe.xml index a5ba6294b9..cb4879b6c7 100644 --- a/doc/classes/LightmapProbe.xml +++ b/doc/classes/LightmapProbe.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="LightmapProbe" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Represents a single manually placed probe for dynamic object lighting with [LightmapGI]. </brief_description> <description> + [LightmapProbe] represents the position of a single manually placed probe for dynamic object lighting with [LightmapGI]. + Typically, [LightmapGI] probes are placed automatically by setting [member LightmapGI.generate_probes_subdiv] to a value other than [constant LightmapGI.GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes before baking lightmaps, you can add more probes in specific areas for greater detail, or disable automatic generation and rely only on manually placed probes instead. </description> <tutorials> </tutorials> diff --git a/doc/classes/Lightmapper.xml b/doc/classes/Lightmapper.xml index f9a1e2fa99..58ef2ed0cf 100644 --- a/doc/classes/Lightmapper.xml +++ b/doc/classes/Lightmapper.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Lightmapper" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + Abstract class extended by lightmappers, for use in [LightmapGI]. </brief_description> <description> + This class should be extended by custom lightmapper classes. Lightmappers can then be used with [LightmapGI] to provide fast baked global illumination in 3D. + Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules. </description> <tutorials> </tutorials> diff --git a/doc/classes/LightmapperRD.xml b/doc/classes/LightmapperRD.xml index 29d95244ce..e4b68a7ef8 100644 --- a/doc/classes/LightmapperRD.xml +++ b/doc/classes/LightmapperRD.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="LightmapperRD" inherits="Lightmapper" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> + The built-in GPU-based lightmapper for use with [LightmapGI]. </brief_description> <description> + LightmapperRD ("RD" stands for [RenderingDevice]) is the built-in GPU-based lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses compute shaders to bake lightmaps, so it does not require CUDA or OpenCL libraries to be installed to be usable. + [b]Note:[/b] Only usable when using the Vulkan backend (Clustered or Mobile), not OpenGL. </description> <tutorials> </tutorials> diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 2b24901fe2..48fa2754d5 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -123,7 +123,7 @@ <method name="generate_triangle_mesh" qualifiers="const"> <return type="TriangleMesh" /> <description> - Generate a [TriangleMesh] from the mesh. + Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of these primitive types: [constant PRIMITIVE_TRIANGLES], [constant PRIMITIVE_TRIANGLE_STRIP]. </description> </method> <method name="get_aabb" qualifiers="const"> @@ -215,12 +215,16 @@ [PackedVector2Array] for second UV coordinates. </constant> <constant name="ARRAY_CUSTOM0" value="6" enum="ArrayType"> + Contains custom color channel 0. [PackedByteArray] if [code](format >> [constant ARRAY_FORMAT_CUSTOM0_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise. </constant> <constant name="ARRAY_CUSTOM1" value="7" enum="ArrayType"> + Contains custom color channel 1. [PackedByteArray] if [code](format >> [constant ARRAY_FORMAT_CUSTOM1_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise. </constant> <constant name="ARRAY_CUSTOM2" value="8" enum="ArrayType"> + Contains custom color channel 2. [PackedByteArray] if [code](format >> [constant ARRAY_FORMAT_CUSTOM2_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise. </constant> <constant name="ARRAY_CUSTOM3" value="9" enum="ArrayType"> + Contains custom color channel 3. [PackedByteArray] if [code](format >> [constant ARRAY_FORMAT_CUSTOM3_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise. </constant> <constant name="ARRAY_BONES" value="10" enum="ArrayType"> [PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element is a group of 4 numbers. @@ -236,20 +240,28 @@ Represents the size of the [enum ArrayType] enum. </constant> <constant name="ARRAY_CUSTOM_RGBA8_UNORM" value="0" enum="ArrayCustomFormat"> + Indicates this custom channel contains unsigned normalized byte colors from 0 to 1, encoded as [PackedByteArray]. </constant> <constant name="ARRAY_CUSTOM_RGBA8_SNORM" value="1" enum="ArrayCustomFormat"> + Indicates this custom channel contains signed normalized byte colors from -1 to 1, encoded as [PackedByteArray]. </constant> <constant name="ARRAY_CUSTOM_RG_HALF" value="2" enum="ArrayCustomFormat"> + Indicates this custom channel contains half precision float colors, encoded as [PackedByteArray]. Only red and green channels are used. </constant> <constant name="ARRAY_CUSTOM_RGBA_HALF" value="3" enum="ArrayCustomFormat"> + Indicates this custom channel contains half precision float colors, encoded as [PackedByteArray]. </constant> <constant name="ARRAY_CUSTOM_R_FLOAT" value="4" enum="ArrayCustomFormat"> + Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only the red green channel is used. </constant> <constant name="ARRAY_CUSTOM_RG_FLOAT" value="5" enum="ArrayCustomFormat"> + Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only red and green channels are used. </constant> <constant name="ARRAY_CUSTOM_RGB_FLOAT" value="6" enum="ArrayCustomFormat"> + Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. Only red, green and blue channels are used. </constant> <constant name="ARRAY_CUSTOM_RGBA_FLOAT" value="7" enum="ArrayCustomFormat"> + Indicates this custom channel contains full float colors, in a [PackedFloat32Array]. </constant> <constant name="ARRAY_CUSTOM_MAX" value="8" enum="ArrayCustomFormat"> Represents the size of the [enum ArrayCustomFormat] enum. @@ -273,12 +285,16 @@ Mesh array contains second UV. </constant> <constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat"> + Mesh array contains custom channel index 0. </constant> <constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat"> + Mesh array contains custom channel index 1. </constant> <constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat"> + Mesh array contains custom channel index 2. </constant> <constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat"> + Mesh array contains custom channel index 3. </constant> <constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat"> Mesh array contains bones. @@ -290,29 +306,40 @@ Mesh array uses indices. </constant> <constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="7" enum="ArrayFormat"> + Mask of mesh channels permitted in blend shapes. </constant> <constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat"> + Shift of first custom channel. </constant> <constant name="ARRAY_FORMAT_CUSTOM_BITS" value="3" enum="ArrayFormat"> + Number of format bits per custom channel. See [enum ArrayCustomFormat]. </constant> <constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat"> + Amount to shift [enum ArrayCustomFormat] for custom channel index 0. </constant> <constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat"> + Amount to shift [enum ArrayCustomFormat] for custom channel index 1. </constant> <constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat"> + Amount to shift [enum ArrayCustomFormat] for custom channel index 2. </constant> <constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat"> + Amount to shift [enum ArrayCustomFormat] for custom channel index 3. </constant> <constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat"> + Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See [enum ArrayCustomFormat]. </constant> <constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat"> + Shift of first compress flag. Compress flags should be passed to [method ArrayMesh.add_surface_from_arrays] and [method SurfaceTool.commit]. </constant> <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat"> Flag used to mark that the array contains 2D vertices. </constant> <constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat"> + Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on GLES. Unused on Vulkan. </constant> <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat"> + Flag used to mark that the mesh contains up to 8 bone influences per vertex. This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] elements will have double length. </constant> <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode"> Blend shapes are normalized. diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 96e66f850a..e9666337a1 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -4,7 +4,7 @@ Node used for displaying a [Mesh] in 2D. </brief_description> <description> - Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". + Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport. </description> <tutorials> <link title="2D meshes">$DOCS_URL/tutorials/2d/2d_meshes.html</link> diff --git a/doc/classes/MultiplayerSpawner.xml b/doc/classes/MultiplayerSpawner.xml index 465db85455..4ca92728ff 100644 --- a/doc/classes/MultiplayerSpawner.xml +++ b/doc/classes/MultiplayerSpawner.xml @@ -13,6 +13,28 @@ <description> </description> </method> + <method name="add_spawnable_scene"> + <return type="void" /> + <argument index="0" name="path" type="String" /> + <description> + </description> + </method> + <method name="clear_spawnable_scenes"> + <return type="void" /> + <description> + </description> + </method> + <method name="get_spawnable_scene" qualifiers="const"> + <return type="String" /> + <argument index="0" name="path" type="int" /> + <description> + </description> + </method> + <method name="get_spawnable_scene_count" qualifiers="const"> + <return type="int" /> + <description> + </description> + </method> <method name="spawn"> <return type="Node" /> <argument index="0" name="data" type="Variant" default="null" /> @@ -23,8 +45,6 @@ <members> <member name="auto_spawn" type="bool" setter="set_auto_spawning" getter="is_auto_spawning" default="false"> </member> - <member name="replication" type="PackedScene[]" setter="set_spawnable_scenes" getter="get_spawnable_scenes" default="[]"> - </member> <member name="spawn_limit" type="int" setter="set_spawn_limit" getter="get_spawn_limit" default="0"> </member> <member name="spawn_path" type="NodePath" setter="set_spawn_path" getter="get_spawn_path" default="NodePath("")"> diff --git a/doc/classes/MultiplayerSynchronizer.xml b/doc/classes/MultiplayerSynchronizer.xml index e1f0948346..ac067791e6 100644 --- a/doc/classes/MultiplayerSynchronizer.xml +++ b/doc/classes/MultiplayerSynchronizer.xml @@ -7,11 +7,11 @@ <tutorials> </tutorials> <members> - <member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0"> + <member name="replication_config" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config"> </member> - <member name="resource" type="SceneReplicationConfig" setter="set_replication_config" getter="get_replication_config"> + <member name="replication_interval" type="float" setter="set_replication_interval" getter="get_replication_interval" default="0.0"> </member> - <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath("")"> + <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath("..")"> </member> </members> </class> diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml index baab91569a..0ac9513464 100644 --- a/doc/classes/NavigationAgent2D.xml +++ b/doc/classes/NavigationAgent2D.xml @@ -5,6 +5,7 @@ </brief_description> <description> 2D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent2D] is physics safe. + [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. </description> <tutorials> </tutorials> @@ -24,7 +25,7 @@ <method name="get_nav_path" qualifiers="const"> <return type="PackedVector2Array" /> <description> - Returns the path from start to finish in global coordinates. + Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. </description> </method> <method name="get_nav_path_index" qualifiers="const"> @@ -33,15 +34,22 @@ Returns which index the agent is currently on in the navigation path's [PackedVector2Array]. </description> </method> + <method name="get_navigation_map" qualifiers="const"> + <return type="RID" /> + <description> + Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer. + </description> + </method> <method name="get_next_location"> <return type="Vector2" /> <description> - Returns a [Vector2] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. + Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. </description> </method> <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> + Returns the [RID] of this agent on the [NavigationServer2D]. </description> </method> <method name="get_target_location" qualifiers="const"> @@ -68,6 +76,13 @@ Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. </description> </method> + <method name="set_navigation_map"> + <return type="void" /> + <argument index="0" name="navigation_map" type="RID" /> + <description> + Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer. + </description> + </method> <method name="set_target_location"> <return type="void" /> <argument index="0" name="location" type="Vector2" /> @@ -84,14 +99,17 @@ </method> </methods> <members> + <member name="avoidance_enabled" type="bool" setter="set_avoidance_enabled" getter="get_avoidance_enabled" default="false"> + If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer2D]. When [method NavigationAgent2D.set_velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector2 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it. + </member> <member name="max_neighbors" type="int" setter="set_max_neighbors" getter="get_max_neighbors" default="10"> The maximum number of neighbors for the agent to consider. </member> <member name="max_speed" type="float" setter="set_max_speed" getter="get_max_speed" default="200.0"> The maximum speed that an agent can move. </member> - <member name="navigable_layers" type="int" setter="set_navigable_layers" getter="get_navigable_layers" default="1"> - A bitfield determining what layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new layers. + <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> + A bitfield determining what navigation layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers. </member> <member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0"> The distance to search for other agents. diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml index 04b148c70d..cc45a43ffc 100644 --- a/doc/classes/NavigationAgent3D.xml +++ b/doc/classes/NavigationAgent3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> 3D Agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO collision avoidance. The agent needs navigation data to work correctly. [NavigationAgent3D] is physics safe. + [b]Note:[/b] After [method set_target_location] is used it is required to use the [method get_next_location] function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node. </description> <tutorials> </tutorials> @@ -24,7 +25,7 @@ <method name="get_nav_path" qualifiers="const"> <return type="PackedVector3Array" /> <description> - Returns the path from start to finish in global coordinates. + Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_location] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic. </description> </method> <method name="get_nav_path_index" qualifiers="const"> @@ -33,15 +34,22 @@ Returns which index the agent is currently on in the navigation path's [PackedVector3Array]. </description> </method> + <method name="get_navigation_map" qualifiers="const"> + <return type="RID" /> + <description> + Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer. + </description> + </method> <method name="get_next_location"> <return type="Vector3" /> <description> - Returns a [Vector3] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the origin of the agent's parent. + Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent. </description> </method> <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> + Returns the [RID] of this agent on the [NavigationServer3D]. </description> </method> <method name="get_target_location" qualifiers="const"> @@ -68,6 +76,13 @@ Returns true if the target location is reached. The target location is set using [method set_target_location]. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See [method get_final_location]. </description> </method> + <method name="set_navigation_map"> + <return type="void" /> + <argument index="0" name="navigation_map" type="RID" /> + <description> + Sets the [RID] of the navigation map this NavigationAgent node should use and also updates the [code]agent[/code] on the NavigationServer. + </description> + </method> <method name="set_target_location"> <return type="void" /> <argument index="0" name="location" type="Vector3" /> @@ -85,7 +100,10 @@ </methods> <members> <member name="agent_height_offset" type="float" setter="set_agent_height_offset" getter="get_agent_height_offset" default="0.0"> - The agent height offset to match the navigation mesh height. + The NavigationAgent height offset is subtracted from the y-axis value of any vector path position for this NavigationAgent. The NavigationAgent height offset does not change or influence the navigation mesh or pathfinding query result. Additional navigation maps that use regions with navigation meshes that the developer baked with appropriate agent radius or height values are required to support different-sized agents. + </member> + <member name="avoidance_enabled" type="bool" setter="set_avoidance_enabled" getter="get_avoidance_enabled" default="false"> + If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer3D]. When [method NavigationAgent3D.set_velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector3 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it. </member> <member name="ignore_y" type="bool" setter="set_ignore_y" getter="get_ignore_y" default="true"> Ignores collisions on the Y axis. Must be true to move on a horizontal plane. @@ -96,8 +114,8 @@ <member name="max_speed" type="float" setter="set_max_speed" getter="get_max_speed" default="10.0"> The maximum speed that an agent can move. </member> - <member name="navigable_layers" type="int" setter="set_navigable_layers" getter="get_navigable_layers" default="1"> - A bitfield determining what layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new layers. + <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> + A bitfield determining what navigation layers of navigation regions this NavigationAgent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers. </member> <member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0"> The distance to search for other agents. diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index bcf2cfc507..3c18b56658 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -34,7 +34,7 @@ <return type="bool" /> <argument index="0" name="layer_number" type="int" /> <description> - Returns whether or not the specified layer of the [member geometry/collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. + Returns whether or not the specified layer of the [member geometry_collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. </description> </method> <method name="get_polygon"> @@ -61,7 +61,7 @@ <argument index="0" name="layer_number" type="int" /> <argument index="1" name="value" type="bool" /> <description> - Based on [code]value[/code], enables or disables the specified layer in the [member geometry/collision_mask], given a [code]layer_number[/code] between 1 and 32. + Based on [code]value[/code], enables or disables the specified layer in the [member geometry_collision_mask], given a [code]layer_number[/code] between 1 and 32. </description> </method> <method name="set_vertices"> @@ -73,75 +73,75 @@ </method> </methods> <members> - <member name="agent/height" type="float" setter="set_agent_height" getter="get_agent_height" default="2.0"> + <member name="agent_height" type="float" setter="set_agent_height" getter="get_agent_height" default="1.5"> The minimum floor to ceiling height that will still allow the floor area to be considered walkable. - [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/height]. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_height]. </member> - <member name="agent/max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.9"> + <member name="agent_max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.25"> The minimum ledge height that is considered to still be traversable. - [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell/height]. + [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell_height]. </member> - <member name="agent/max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0"> + <member name="agent_max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0"> The maximum slope that is considered walkable, in degrees. </member> - <member name="agent/radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="1.0"> + <member name="agent_radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="0.5"> The distance to erode/shrink the walkable area of the heightfield away from obstructions. - [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size]. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size]. </member> - <member name="cell/height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.2"> + <member name="cell_height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.25"> The Y axis cell size to use for fields. </member> - <member name="cell/size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3"> + <member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.25"> The XZ plane cell size to use for fields. </member> - <member name="detail/sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0"> + <member name="detail_sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0"> The sampling distance to use when generating the detail mesh, in cell unit. </member> - <member name="detail/sample_max_error" type="float" setter="set_detail_sample_max_error" getter="get_detail_sample_max_error" default="1.0"> + <member name="detail_sample_max_error" type="float" setter="set_detail_sample_max_error" getter="get_detail_sample_max_error" default="1.0"> The maximum distance the detail mesh surface should deviate from heightfield, in cell unit. </member> - <member name="edge/max_error" type="float" setter="set_edge_max_error" getter="get_edge_max_error" default="1.3"> + <member name="edge_max_error" type="float" setter="set_edge_max_error" getter="get_edge_max_error" default="1.3"> The maximum distance a simplfied contour's border edges should deviate the original raw contour. </member> - <member name="edge/max_length" type="float" setter="set_edge_max_length" getter="get_edge_max_length" default="12.0"> + <member name="edge_max_length" type="float" setter="set_edge_max_length" getter="get_edge_max_length" default="12.0"> The maximum allowed length for contour edges along the border of the mesh. - [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size]. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell_size]. </member> - <member name="filter/filter_walkable_low_height_spans" type="bool" setter="set_filter_walkable_low_height_spans" getter="get_filter_walkable_low_height_spans" default="false"> - If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent/height]. - </member> - <member name="filter/ledge_spans" type="bool" setter="set_filter_ledge_spans" getter="get_filter_ledge_spans" default="false"> + <member name="filter_ledge_spans" type="bool" setter="set_filter_ledge_spans" getter="get_filter_ledge_spans" default="false"> If [code]true[/code], marks spans that are ledges as non-walkable. </member> - <member name="filter/low_hanging_obstacles" type="bool" setter="set_filter_low_hanging_obstacles" getter="get_filter_low_hanging_obstacles" default="false"> - If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent/max_climb] of a walkable neighbor. + <member name="filter_low_hanging_obstacles" type="bool" setter="set_filter_low_hanging_obstacles" getter="get_filter_low_hanging_obstacles" default="false"> + If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent_max_climb] of a walkable neighbor. + </member> + <member name="filter_walkable_low_height_spans" type="bool" setter="set_filter_walkable_low_height_spans" getter="get_filter_walkable_low_height_spans" default="false"> + If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent_height]. </member> - <member name="geometry/collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask"> + <member name="geometry_collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers to scan for static colliders. - Only used when [member geometry/parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]. + Only used when [member geometry_parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]. </member> - <member name="geometry/parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" enum="NavigationMesh.ParsedGeometryType" default="0"> + <member name="geometry_parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" enum="NavigationMesh.ParsedGeometryType" default="0"> Determines which type of nodes will be parsed as geometry. See [enum ParsedGeometryType] for possible values. </member> - <member name="geometry/source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" enum="NavigationMesh.SourceGeometryMode" default="0"> + <member name="geometry_source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" enum="NavigationMesh.SourceGeometryMode" default="0"> The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values. </member> - <member name="geometry/source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name"> + <member name="geometry_source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name" default="&"navmesh""> The name of the group to scan for geometry. - Only used when [member geometry/source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT]. + Only used when [member geometry_source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT]. </member> - <member name="polygon/verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0"> + <member name="polygon_verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0"> The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process. </member> - <member name="region/merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0"> + <member name="region_merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0"> Any regions with a size smaller than this will be merged with larger regions if possible. [b]Note:[/b] This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400. </member> - <member name="region/min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="8.0"> + <member name="region_min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="2.0"> The minimum size of a region for it to be created. [b]Note:[/b] This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64. </member> - <member name="sample_partition_type/sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" enum="NavigationMesh.SamplePartitionType" default="0"> + <member name="sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" enum="NavigationMesh.SamplePartitionType" default="0"> Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values. </member> </members> @@ -162,7 +162,7 @@ Parses mesh instances as geometry. This includes [MeshInstance3D], [CSGShape3D], and [GridMap] nodes. </constant> <constant name="PARSED_GEOMETRY_STATIC_COLLIDERS" value="1" enum="ParsedGeometryType"> - Parses [StaticBody3D] colliders as geometry. The collider should be in any of the layers specified by [member geometry/collision_mask]. + Parses [StaticBody3D] colliders as geometry. The collider should be in any of the layers specified by [member geometry_collision_mask]. </constant> <constant name="PARSED_GEOMETRY_BOTH" value="2" enum="ParsedGeometryType"> Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant PARSED_GEOMETRY_STATIC_COLLIDERS]. @@ -174,10 +174,10 @@ Scans the child nodes of [NavigationRegion3D] recursively for geometry. </constant> <constant name="SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN" value="1" enum="SourceGeometryMode"> - Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry/source_group_name]. + Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry_source_group_name]. </constant> <constant name="SOURCE_GEOMETRY_GROUPS_EXPLICIT" value="2" enum="SourceGeometryMode"> - Uses nodes in a group for geometry. The group is specified by [member geometry/source_group_name]. + Uses nodes in a group for geometry. The group is specified by [member geometry_source_group_name]. </constant> <constant name="SOURCE_GEOMETRY_MAX" value="3" enum="SourceGeometryMode"> Represents the size of the [enum SourceGeometryMode] enum. diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml index 36588ce2f5..b92183fda0 100644 --- a/doc/classes/NavigationMeshGenerator.xml +++ b/doc/classes/NavigationMeshGenerator.xml @@ -17,7 +17,7 @@ <argument index="0" name="nav_mesh" type="NavigationMesh" /> <argument index="1" name="root_node" type="Node" /> <description> - Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child nodes under the provided [code]root_node[/code] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry/parsed_geometry_type] and [member NavigationMesh.geometry/source_geometry_mode] properties on the [NavigationMesh] resource. + Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child nodes under the provided [code]root_node[/code] or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the [member NavigationMesh.geometry_parsed_geometry_type] and [member NavigationMesh.geometry_source_geometry_mode] properties on the [NavigationMesh] resource. </description> </method> <method name="clear"> diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml index f3690ce8a7..4ecdc06645 100644 --- a/doc/classes/NavigationObstacle2D.xml +++ b/doc/classes/NavigationObstacle2D.xml @@ -5,6 +5,7 @@ </brief_description> <description> 2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle2D] is physics safe. + [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. </description> <tutorials> </tutorials> diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml index e6ea70b91a..ed8af3883c 100644 --- a/doc/classes/NavigationObstacle3D.xml +++ b/doc/classes/NavigationObstacle3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> 3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle3D] is physics safe. + [b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently. </description> <tutorials> </tutorials> diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml index ee57d8f26b..0a2ceeedc5 100644 --- a/doc/classes/NavigationPolygon.xml +++ b/doc/classes/NavigationPolygon.xml @@ -80,6 +80,12 @@ Clears the array of polygons, but it doesn't clear the array of outlines and vertices. </description> </method> + <method name="get_mesh"> + <return type="NavigationMesh" /> + <description> + Returns the [NavigationMesh] resulting from this navigation polygon. This navmesh can be used to update the navmesh of a region with the [method NavigationServer3D.region_set_navmesh] API directly (as 2D uses the 3D server behind the scene). + </description> + </method> <method name="get_outline" qualifiers="const"> <return type="PackedVector2Array" /> <argument index="0" name="idx" type="int" /> diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml index 5cd2e035b6..62e64f2a3c 100644 --- a/doc/classes/NavigationRegion2D.xml +++ b/doc/classes/NavigationRegion2D.xml @@ -7,6 +7,9 @@ A region of the navigation map. It tells the [NavigationServer2D] what can be navigated and what cannot, based on its [NavigationPolygon] resource. Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer2D.map_set_edge_connection_margin]. [b]Note:[/b] Overlapping two regions' polygons is not enough for connecting two regions. They must share a similar edge. + The pathfinding cost of entering this region from another region can be controlled with the [member enter_cost] value. + [b]Note[/b]: This value is not added to the path cost when the start position is already inside this region. + The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. </description> <tutorials> </tutorials> @@ -22,11 +25,17 @@ <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> Determines if the [NavigationRegion2D] is enabled or disabled. </member> - <member name="layers" type="int" setter="set_layers" getter="get_layers" default="1"> - A bitfield determining all layers the region belongs to. These layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. + <member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0"> + When pathfinding enters this regions navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. + </member> + <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> + A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. </member> <member name="navpoly" type="NavigationPolygon" setter="set_navigation_polygon" getter="get_navigation_polygon"> The [NavigationPolygon] resource to use. </member> + <member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0"> + When pathfinding moves inside this regions navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path. + </member> </members> </class> diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml index 42f0e0c5d9..3af7fe5c97 100644 --- a/doc/classes/NavigationRegion3D.xml +++ b/doc/classes/NavigationRegion3D.xml @@ -6,6 +6,10 @@ <description> A region of the navigation map. It tells the [NavigationServer3D] what can be navigated and what cannot, based on its [NavigationMesh] resource. Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer3D.map_set_edge_connection_margin]. + [b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting two regions. They must share a similar edge. + The cost of entering this region from another region can be controlled with the [member enter_cost] value. + [b]Note[/b]: This value is not added to the path cost when the start position is already inside this region. + The cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier. </description> <tutorials> </tutorials> @@ -28,12 +32,18 @@ <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> Determines if the [NavigationRegion3D] is enabled or disabled. </member> - <member name="layers" type="int" setter="set_layers" getter="get_layers" default="1"> - A bitfield determining all layers the region belongs to. These layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. + <member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0"> + When pathfinding enters this regions navmesh from another regions navmesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path. + </member> + <member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1"> + A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. </member> <member name="navmesh" type="NavigationMesh" setter="set_navigation_mesh" getter="get_navigation_mesh"> The [NavigationMesh] resource to use. </member> + <member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0"> + When pathfinding moves inside this regions navmesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path. + </member> </members> <signals> <signal name="bake_finished"> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index 928834101f..220c12ce7f 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -5,8 +5,10 @@ </brief_description> <description> NavigationServer2D is the server responsible for all 2D navigation. It handles several objects, namely maps, regions and agents. - Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex. - You may assign navigation layers to regions with [method NavigationServer2D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This allows allowing or forbidding some areas to 2D objects. + Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world. + [b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts. + For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex. + You may assign navigation layers to regions with [method NavigationServer2D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This allows allowing or forbidding some areas to 2D objects. To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity. [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. @@ -42,7 +44,8 @@ <argument index="2" name="method" type="StringName" /> <argument index="3" name="userdata" type="Variant" default="null" /> <description> - Callback called at the end of the RVO process. + Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [code]receiver[/code] object with a signal to the chosen [code]method[/code] name. + [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [code]receiver[/code]. </description> </method> <method name="agent_set_map" qualifiers="const"> @@ -173,9 +176,9 @@ <argument index="1" name="origin" type="Vector2" /> <argument index="2" name="destination" type="Vector2" /> <argument index="3" name="optimize" type="bool" /> - <argument index="4" name="layers" type="int" default="1" /> + <argument index="4" name="navigation_layers" type="int" default="1" /> <description> - Returns the navigation path to reach the destination from the origin. [code]layers[/code] is a bitmask of all region layers that are allowed to be in the path. + Returns the navigation path to reach the destination from the origin. [code]navigation_layers[/code] is a bitmask of all region navigation layers that are allowed to be in the path. </description> </method> <method name="map_get_regions" qualifiers="const"> @@ -245,11 +248,11 @@ Returns how many connections this [code]region[/code] has with other regions in the map. </description> </method> - <method name="region_get_layers" qualifiers="const"> - <return type="int" /> + <method name="region_get_enter_cost" qualifiers="const"> + <return type="float" /> <argument index="0" name="region" type="RID" /> <description> - Returns the region's layers. + Returns the [code]enter_cost[/code] of this [code]region[/code]. </description> </method> <method name="region_get_map" qualifiers="const"> @@ -259,12 +262,26 @@ Returns the navigation map [RID] the requested [code]region[/code] is currently assigned to. </description> </method> - <method name="region_set_layers" qualifiers="const"> + <method name="region_get_navigation_layers" qualifiers="const"> + <return type="int" /> + <argument index="0" name="region" type="RID" /> + <description> + Returns the region's navigation layers. + </description> + </method> + <method name="region_get_travel_cost" qualifiers="const"> + <return type="float" /> + <argument index="0" name="region" type="RID" /> + <description> + Returns the [code]travel_cost[/code] of this [code]region[/code]. + </description> + </method> + <method name="region_set_enter_cost" qualifiers="const"> <return type="void" /> <argument index="0" name="region" type="RID" /> - <argument index="1" name="layers" type="int" /> + <argument index="1" name="enter_cost" type="float" /> <description> - Set the region's layers. This allows selecting regions from a path request (when using [method NavigationServer2D.map_get_path]). + Sets the [code]enter_cost[/code] for this [code]region[/code]. </description> </method> <method name="region_set_map" qualifiers="const"> @@ -275,6 +292,14 @@ Sets the map for the region. </description> </method> + <method name="region_set_navigation_layers" qualifiers="const"> + <return type="void" /> + <argument index="0" name="region" type="RID" /> + <argument index="1" name="navigation_layers" type="int" /> + <description> + Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer2D.map_get_path]). + </description> + </method> <method name="region_set_navpoly" qualifiers="const"> <return type="void" /> <argument index="0" name="region" type="RID" /> @@ -291,6 +316,14 @@ Sets the global transformation for the region. </description> </method> + <method name="region_set_travel_cost" qualifiers="const"> + <return type="void" /> + <argument index="0" name="region" type="RID" /> + <argument index="1" name="travel_cost" type="float" /> + <description> + Sets the [code]travel_cost[/code] for this [code]region[/code]. + </description> + </method> </methods> <signals> <signal name="map_changed"> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index 8c83fe5485..d2eef49cfd 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -5,8 +5,10 @@ </brief_description> <description> NavigationServer3D is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents. - Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex. - You may assign navigation layers to regions with [method NavigationServer3D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This allows allowing or forbidding some areas to 3D objects. + Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. + [b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts. + For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex. + You may assign navigation layers to regions with [method NavigationServer3D.region_set_navigation_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This allows allowing or forbidding some areas to 3D objects. To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity. [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. @@ -42,7 +44,8 @@ <argument index="2" name="method" type="StringName" /> <argument index="3" name="userdata" type="Variant" default="null" /> <description> - Callback called at the end of the RVO process. + Callback called at the end of the RVO process. If a callback is created manually and the agent is placed on a navigation map it will calculate avoidance for the agent and dispatch the calculated [code]safe_velocity[/code] to the [code]receiver[/code] object with a signal to the chosen [code]method[/code] name. + [b]Note:[/b] Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use [method agent_set_callback] again with a [code]null[/code] object as the [code]receiver[/code]. </description> </method> <method name="agent_set_map" qualifiers="const"> @@ -191,9 +194,9 @@ <argument index="1" name="origin" type="Vector3" /> <argument index="2" name="destination" type="Vector3" /> <argument index="3" name="optimize" type="bool" /> - <argument index="4" name="layers" type="int" default="1" /> + <argument index="4" name="navigation_layers" type="int" default="1" /> <description> - Returns the navigation path to reach the destination from the origin. [code]layers[/code] is a bitmask of all region layers that are allowed to be in the path. + Returns the navigation path to reach the destination from the origin. [code]navigation_layers[/code] is a bitmask of all region navigation layers that are allowed to be in the path. </description> </method> <method name="map_get_regions" qualifiers="const"> @@ -295,11 +298,11 @@ Returns how many connections this [code]region[/code] has with other regions in the map. </description> </method> - <method name="region_get_layers" qualifiers="const"> - <return type="int" /> + <method name="region_get_enter_cost" qualifiers="const"> + <return type="float" /> <argument index="0" name="region" type="RID" /> <description> - Returns the region's layers. + Returns the [code]enter_cost[/code] of this [code]region[/code]. </description> </method> <method name="region_get_map" qualifiers="const"> @@ -309,12 +312,26 @@ Returns the navigation map [RID] the requested [code]region[/code] is currently assigned to. </description> </method> - <method name="region_set_layers" qualifiers="const"> + <method name="region_get_navigation_layers" qualifiers="const"> + <return type="int" /> + <argument index="0" name="region" type="RID" /> + <description> + Returns the region's navigation layers. + </description> + </method> + <method name="region_get_travel_cost" qualifiers="const"> + <return type="float" /> + <argument index="0" name="region" type="RID" /> + <description> + Returns the [code]travel_cost[/code] of this [code]region[/code]. + </description> + </method> + <method name="region_set_enter_cost" qualifiers="const"> <return type="void" /> <argument index="0" name="region" type="RID" /> - <argument index="1" name="layers" type="int" /> + <argument index="1" name="enter_cost" type="float" /> <description> - Set the region's layers. This allows selecting regions from a path request (when using [method NavigationServer3D.map_get_path]). + Sets the [code]enter_cost[/code] for this [code]region[/code]. </description> </method> <method name="region_set_map" qualifiers="const"> @@ -325,6 +342,14 @@ Sets the map for the region. </description> </method> + <method name="region_set_navigation_layers" qualifiers="const"> + <return type="void" /> + <argument index="0" name="region" type="RID" /> + <argument index="1" name="navigation_layers" type="int" /> + <description> + Set the region's navigation layers. This allows selecting regions from a path request (when using [method NavigationServer3D.map_get_path]). + </description> + </method> <method name="region_set_navmesh" qualifiers="const"> <return type="void" /> <argument index="0" name="region" type="RID" /> @@ -341,6 +366,14 @@ Sets the global transformation for the region. </description> </method> + <method name="region_set_travel_cost" qualifiers="const"> + <return type="void" /> + <argument index="0" name="region" type="RID" /> + <argument index="1" name="travel_cost" type="float" /> + <description> + Sets the [code]travel_cost[/code] for this [code]region[/code]. + </description> + </method> <method name="set_active" qualifiers="const"> <return type="void" /> <argument index="0" name="active" type="bool" /> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index c9795856d5..966e24c537 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -625,7 +625,7 @@ <return type="void" /> <argument index="0" name="method" type="StringName" /> <description> - Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns an empty [Variant]. + Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns [code]null[/code]. [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code]. </description> </method> @@ -637,7 +637,7 @@ <argument index="3" name="transfer_mode" type="int" enum="TransferMode" default="2" /> <argument index="4" name="channel" type="int" default="0" /> <description> - Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(auth)[/code]). By default, methods are not exposed to networking (and RPCs). + Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(authority)[/code]). By default, methods are not exposed to networking (and RPCs). </description> </method> <method name="rpc_id" qualifiers="vararg"> @@ -645,7 +645,7 @@ <argument index="0" name="peer_id" type="int" /> <argument index="1" name="method" type="StringName" /> <description> - Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). Returns an empty [Variant]. + Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). Returns [code]null[/code]. </description> </method> <method name="set_display_folded"> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index bb73019668..e65c666900 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -102,6 +102,9 @@ <member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale"> Global scale. </member> + <member name="global_skew" type="float" setter="set_global_skew" getter="get_global_skew"> + Global skew in radians. + </member> <member name="global_transform" type="Transform2D" setter="set_global_transform" getter="get_global_transform"> Global [Transform2D]. </member> diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index 3319e5d822..00c5dcaa3d 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -107,7 +107,7 @@ <return type="StringName" /> <argument index="0" name="idx" type="int" /> <description> - Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]). + Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count] - 1). [codeblocks] [gdscript] var node_path = NodePath("Path2D/PathFollow2D/Sprite2D") @@ -157,6 +157,12 @@ For example, [code]"Path2D/PathFollow2D/Sprite2D:texture:load_path"[/code] has 2 subnames. </description> </method> + <method name="hash" qualifiers="const"> + <return type="int" /> + <description> + Returns the 32-bit hash value representing the [NodePath]'s contents. + </description> + </method> <method name="is_absolute" qualifiers="const"> <return type="bool" /> <description> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 266a2573de..e6d5ea61da 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -469,7 +469,12 @@ <argument index="0" name="path" type="String" /> <description> Moves the file or directory to the system's recycle bin. See also [method Directory.remove]. + The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported project. [b]Note:[/b] If the user has disabled the recycle bin on their system, the file will be permanently deleted instead. + [codeblock] + var file_to_remove = "user://slot1.sav" + OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove)) + [/codeblock] </description> </method> <method name="open_midi_inputs"> @@ -550,7 +555,7 @@ Requests the OS to open a resource with the most appropriate program. For example: - [code]OS.shell_open("C:\\Users\name\Downloads")[/code] on Windows opens the file explorer at the user's Downloads folder. - [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website. - - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://blog.escapecreative.com/customizing-mailto-links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields that can be added. + - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] for a list of fields that can be added. Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] path into a system path for use with this method. [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows. </description> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 42844794b0..11ae7cc2b0 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -325,7 +325,7 @@ </method> <method name="get" qualifiers="const"> <return type="Variant" /> - <argument index="0" name="property" type="String" /> + <argument index="0" name="property" type="StringName" /> <description> Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code]. [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). @@ -399,7 +399,7 @@ </method> <method name="get_signal_connection_list" qualifiers="const"> <return type="Array" /> - <argument index="0" name="signal" type="String" /> + <argument index="0" name="signal" type="StringName" /> <description> Returns an [Array] of connections for the given [code]signal[/code]. </description> @@ -490,7 +490,7 @@ </method> <method name="set"> <return type="void" /> - <argument index="0" name="property" type="String" /> + <argument index="0" name="property" type="StringName" /> <argument index="1" name="value" type="Variant" /> <description> Assigns a new value to the given property. If the [code]property[/code] does not exist or the given value's type doesn't match, nothing will happen. diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 716eaaeeba..7c2ea088c8 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -11,9 +11,6 @@ <tutorials> </tutorials> <members> - <member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0"> - The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky. - </member> <member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1"> Sets the exposure of the sky. Higher exposure values make the entire sky brighter. </member> @@ -44,5 +41,8 @@ <member name="turbidity" type="float" setter="set_turbidity" getter="get_turbidity" default="10.0"> Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere. </member> + <member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true"> + If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky. + </member> </members> </class> diff --git a/doc/classes/PhysicsTestMotionParameters2D.xml b/doc/classes/PhysicsTestMotionParameters2D.xml index c22a49edf7..00f21a2058 100644 --- a/doc/classes/PhysicsTestMotionParameters2D.xml +++ b/doc/classes/PhysicsTestMotionParameters2D.xml @@ -28,5 +28,9 @@ <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)"> Motion vector to define the length and direction of the motion to test. </member> + <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false"> + If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody2D.move_and_slide] for improving floor detection when floor snapping is disabled. + If set to [code]false[/code], only collisions resulting from the motion are reported; this is used e.g. by [method PhysicsBody2D.move_and_collide]. + </member> </members> </class> diff --git a/doc/classes/PhysicsTestMotionParameters3D.xml b/doc/classes/PhysicsTestMotionParameters3D.xml index 4ff07de7aa..5b07796a10 100644 --- a/doc/classes/PhysicsTestMotionParameters3D.xml +++ b/doc/classes/PhysicsTestMotionParameters3D.xml @@ -31,5 +31,9 @@ <member name="motion" type="Vector3" setter="set_motion" getter="get_motion" default="Vector3(0, 0, 0)"> Motion vector to define the length and direction of the motion to test. </member> + <member name="recovery_as_collision" type="bool" setter="set_recovery_as_collision_enabled" getter="is_recovery_as_collision_enabled" default="false"> + If set to [code]true[/code], any depenetration from the recovery phase is reported as a collision; this is used e.g. by [method CharacterBody3D.move_and_slide] for improving floor detection when floor snapping is disabled. + If set to [code]false[/code], only collisions resulting from the motion are detected; this is used e.g. by [method PhysicsBody3D.move_and_collide]. + </member> </members> </class> diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index bf80aa94a5..eb2b681071 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -201,6 +201,13 @@ Returns the accelerator of the item at the given [code]index[/code]. Accelerators are special combinations of keys that activate the item, no matter which control is focused. </description> </method> + <method name="get_item_horizontal_offset" qualifiers="const"> + <return type="int" /> + <argument index="0" name="index" type="int" /> + <description> + Returns the horizontal offset of the item at the given [code]index[/code]. + </description> + </method> <method name="get_item_icon" qualifiers="const"> <return type="Texture2D" /> <argument index="0" name="index" type="int" /> @@ -395,6 +402,14 @@ Enables/disables the item at the given [code]index[/code]. When it is disabled, it can't be selected and its action can't be invoked. </description> </method> + <method name="set_item_horizontal_offset"> + <return type="void" /> + <argument index="0" name="index" type="int" /> + <argument index="1" name="offset" type="int" /> + <description> + Sets the horizontal offset of the item at the given [code]index[/code]. + </description> + </method> <method name="set_item_icon"> <return type="void" /> <argument index="0" name="index" type="int" /> diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml index 88283bcf24..3cc4bd71f7 100644 --- a/doc/classes/ProceduralSkyMaterial.xml +++ b/doc/classes/ProceduralSkyMaterial.xml @@ -11,9 +11,6 @@ <tutorials> </tutorials> <members> - <member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0"> - The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky. - </member> <member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.2, 0.169, 0.133, 1)"> Color of the ground at the bottom. Blends with [member ground_horizon_color]. </member> @@ -50,5 +47,8 @@ <member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.15"> How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max]. </member> + <member name="use_debanding" type="bool" setter="set_use_debanding" getter="get_use_debanding" default="true"> + If [code]true[/code], enables debanding. Debanding adds a small amount of noise which helps reduce banding that appears from the smooth changes in color in the sky. + </member> </members> </class> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 7f3c0ea6d9..25f0a997ba 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -216,6 +216,9 @@ <member name="application/config/description" type="String" setter="" getter="" default=""""> The project's description, displayed as a tooltip in the Project Manager when hovering the project. </member> + <member name="application/config/features" type="PackedStringArray" setter="" getter=""> + List of internal features associated with the project, like [code]Double Precision[/code] or [code]C#[/code]. Not to be confused with feature tags. + </member> <member name="application/config/icon" type="String" setter="" getter="" default=""""> Icon used for the project, set when project loads. Exporters will also use this icon when possible. </member> @@ -334,18 +337,20 @@ <member name="debug/file_logging/max_log_files" type="int" setter="" getter="" default="5"> Specifies the maximum amount of log files allowed (used for rotation). </member> - <member name="debug/gdscript/warnings/assert_always_false" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when an [code]assert[/code] call always returns false. </member> - <member name="debug/gdscript/warnings/assert_always_true" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when an [code]assert[/code] call always returns true. </member> - <member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a constant is used as a function. + <member name="debug/gdscript/warnings/constant_used_as_function" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when a constant is used as a function. </member> - <member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when deprecated keywords are used. + <member name="debug/gdscript/warnings/deprecated_keyword" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when deprecated keywords are used. </member> - <member name="debug/gdscript/warnings/empty_file" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when an empty file is parsed. + <member name="debug/gdscript/warnings/empty_file" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when an empty file is parsed. </member> <member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings. @@ -353,82 +358,88 @@ <member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true"> If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings. </member> - <member name="debug/gdscript/warnings/function_used_as_property" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when using a function as if it was a property. + <member name="debug/gdscript/warnings/function_used_as_property" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when using a function as if it was a property. </member> - <member name="debug/gdscript/warnings/incompatible_ternary" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a ternary operator may emit values with incompatible types. + <member name="debug/gdscript/warnings/incompatible_ternary" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when a ternary operator may emit values with incompatible types. </member> - <member name="debug/gdscript/warnings/int_assigned_to_enum" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/int_assigned_to_enum" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when trying to assign an integer to a variable that expects an enum value. </member> - <member name="debug/gdscript/warnings/integer_division" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when dividing an integer by another integer (the decimal part will be discarded). + <member name="debug/gdscript/warnings/integer_division" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when dividing an integer by another integer (the decimal part will be discarded). </member> - <member name="debug/gdscript/warnings/narrowing_conversion" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision). + <member name="debug/gdscript/warnings/narrowing_conversion" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when passing a floating-point value to a function that expects an integer (it will be converted and lose precision). </member> - <member name="debug/gdscript/warnings/property_used_as_function" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when using a property as if it was a function. + <member name="debug/gdscript/warnings/property_used_as_function" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when using a property as if it was a function. </member> - <member name="debug/gdscript/warnings/redundant_await" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when a function that is not a coroutine is called with await. </member> - <member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. + <member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. </member> - <member name="debug/gdscript/warnings/shadowed_global_identifier" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when defining a local or subclass member variable, signal, or enum that would have the same name as a built-in function or global class name, which possibly shadow it. + <member name="debug/gdscript/warnings/shadowed_global_identifier" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when defining a local or subclass member variable, signal, or enum that would have the same name as a built-in function or global class name, which possibly shadow it. </member> - <member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable). + <member name="debug/gdscript/warnings/shadowed_variable" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable). </member> - <member name="debug/gdscript/warnings/shadowed_variable_base_class" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/shadowed_variable_base_class" type="int" setter="" getter="" default="1"> </member> - <member name="debug/gdscript/warnings/standalone_expression" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement. + <member name="debug/gdscript/warnings/standalone_expression" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement. </member> - <member name="debug/gdscript/warnings/standalone_ternary" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement. + <member name="debug/gdscript/warnings/standalone_ternary" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement. </member> <member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false"> If [code]true[/code], all warnings will be reported as if they were errors. </member> - <member name="debug/gdscript/warnings/unassigned_variable" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when using a variable that wasn't previously assigned. + <member name="debug/gdscript/warnings/unassigned_variable" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when using a variable that wasn't previously assigned. </member> - <member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned. + <member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned. </member> - <member name="debug/gdscript/warnings/unreachable_code" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed). + <member name="debug/gdscript/warnings/unreachable_code" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed). </member> - <member name="debug/gdscript/warnings/unreachable_pattern" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/unreachable_pattern" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when an unreachable [code]match[/code] pattern is detected. </member> - <member name="debug/gdscript/warnings/unsafe_call_argument" type="bool" setter="" getter="" default="false"> - If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected. + <member name="debug/gdscript/warnings/unsafe_call_argument" type="int" setter="" getter="" default="0"> + If [code]enabled[/code], prints a warning or an error when using an expression whose type may not be compatible with the function parameter expected. </member> - <member name="debug/gdscript/warnings/unsafe_cast" type="bool" setter="" getter="" default="false"> - If [code]true[/code], enables warnings when performing an unsafe cast. + <member name="debug/gdscript/warnings/unsafe_cast" type="int" setter="" getter="" default="0"> + If [code]enabled[/code], prints a warning or an error when performing an unsafe cast. </member> - <member name="debug/gdscript/warnings/unsafe_method_access" type="bool" setter="" getter="" default="false"> - If [code]true[/code], enables warnings when calling a method whose presence is not guaranteed at compile-time in the class. + <member name="debug/gdscript/warnings/unsafe_method_access" type="int" setter="" getter="" default="0"> + If [code]enabled[/code], prints a warning or an error when calling a method whose presence is not guaranteed at compile-time in the class. </member> - <member name="debug/gdscript/warnings/unsafe_property_access" type="bool" setter="" getter="" default="false"> - If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class. + <member name="debug/gdscript/warnings/unsafe_property_access" type="int" setter="" getter="" default="0"> + If [code]enabled[/code], prints a warning or an error when accessing a property whose presence is not guaranteed at compile-time in the class. </member> - <member name="debug/gdscript/warnings/unused_local_constant" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/unused_local_constant" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when a local constant is never used. </member> - <member name="debug/gdscript/warnings/unused_parameter" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/unused_parameter" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when a function parameter is never used. </member> - <member name="debug/gdscript/warnings/unused_private_class_variable" type="bool" setter="" getter="" default="true"> + <member name="debug/gdscript/warnings/unused_private_class_variable" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when a class variable is never used. </member> - <member name="debug/gdscript/warnings/unused_signal" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a signal is unused. + <member name="debug/gdscript/warnings/unused_signal" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when a signal is unused. </member> - <member name="debug/gdscript/warnings/unused_variable" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a local variable is unused. + <member name="debug/gdscript/warnings/unused_variable" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when a local variable is unused. </member> - <member name="debug/gdscript/warnings/void_assignment" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable. + <member name="debug/gdscript/warnings/void_assignment" type="int" setter="" getter="" default="1"> + If [code]enabled[/code], prints a warning or an error when assigning the result of a function that returns [code]void[/code] to a variable. </member> <member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default=""Please include this when reporting the bug on https://github.com/godotengine/godot/issues""> Message to be displayed before the backtrace when the engine crashes. @@ -803,6 +814,12 @@ <member name="internationalization/locale/test" type="String" setter="" getter="" default=""""> If non-empty, this locale will be used when running the project from the editor. </member> + <member name="internationalization/locale/translation_remaps" type="PackedStringArray" setter="" getter=""> + Locale-dependent resource remaps. Edit them in the "Localization" tab of Project Settings editor. + </member> + <member name="internationalization/locale/translations" type="PackedStringArray" setter="" getter=""> + List of translation files available in the project. Edit them in the "Localization" tab of Project Settings editor. + </member> <member name="internationalization/pseudolocalization/double_vowels" type="bool" setter="" getter="" default="false"> Double vowels in strings during pseudolocalization to simulate the lengthening of text due to localization. </member> @@ -1367,10 +1384,10 @@ <member name="navigation/2d/default_edge_connection_margin" type="int" setter="" getter="" default="1"> Default edge connection margin for 2D navigation maps. See [method NavigationServer2D.map_set_edge_connection_margin]. </member> - <member name="navigation/3d/default_cell_size" type="float" setter="" getter="" default="0.3"> + <member name="navigation/3d/default_cell_size" type="float" setter="" getter="" default="0.25"> Default cell size for 3D navigation maps. See [method NavigationServer3D.map_set_cell_size]. </member> - <member name="navigation/3d/default_edge_connection_margin" type="float" setter="" getter="" default="0.3"> + <member name="navigation/3d/default_edge_connection_margin" type="float" setter="" getter="" default="0.25"> Default edge connection margin for 3D navigation maps. See [method NavigationServer3D.map_set_edge_connection_margin]. </member> <member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768"> @@ -1576,6 +1593,10 @@ </member> <member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false"> </member> + <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false"> + Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. + [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts. + </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25"> </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/enabled" type="bool" setter="" getter="" default="true"> @@ -1592,7 +1613,7 @@ If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples. </member> <member name="rendering/driver/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default=""PowerVR,Mali,Adreno,Apple""> - Disables [member rendering/driver/depth_prepass/enable] conditionally for certain venders. By default, disables the depth prepass for mobile devices as mobile devices do not benefit from the depth prepass due to their unique architecture. + Disables [member rendering/driver/depth_prepass/enable] conditionally for certain vendors. By default, disables the depth prepass for mobile devices as mobile devices do not benefit from the depth prepass due to their unique architecture. </member> <member name="rendering/driver/depth_prepass/enable" type="bool" setter="" getter="" default="true"> If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed. @@ -1693,28 +1714,40 @@ <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="0"> </member> <member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32"> + The maximum number of rays that can be thrown per pass when baking lightmaps with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times. </member> <member name="rendering/lightmapping/bake_performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64"> + The maximum number of rays that can be thrown per pass when baking dynamic object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times. </member> <member name="rendering/lightmapping/bake_performance/region_size" type="int" setter="" getter="" default="512"> + The region size to use when baking lightmaps with [LightmapGI]. </member> <member name="rendering/lightmapping/bake_quality/high_quality_probe_ray_count" type="int" setter="" getter="" default="512"> + The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]. </member> <member name="rendering/lightmapping/bake_quality/high_quality_ray_count" type="int" setter="" getter="" default="256"> + The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]. </member> <member name="rendering/lightmapping/bake_quality/low_quality_probe_ray_count" type="int" setter="" getter="" default="64"> + The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]. </member> <member name="rendering/lightmapping/bake_quality/low_quality_ray_count" type="int" setter="" getter="" default="16"> + The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]. </member> <member name="rendering/lightmapping/bake_quality/medium_quality_probe_ray_count" type="int" setter="" getter="" default="256"> + The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]. </member> <member name="rendering/lightmapping/bake_quality/medium_quality_ray_count" type="int" setter="" getter="" default="64"> + The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]. </member> <member name="rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count" type="int" setter="" getter="" default="2048"> + The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]. </member> <member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024"> + The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]. </member> <member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15"> + The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area. </member> <member name="rendering/limits/cluster_builder/max_clustered_elements" type="float" setter="" getter="" default="512"> </member> diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml index df6efd155a..22793e75d8 100644 --- a/doc/classes/Range.xml +++ b/doc/classes/Range.xml @@ -4,7 +4,7 @@ Abstract base class for range-based controls. </brief_description> <description> - Range is a base class for [Control] nodes that change a floating-point [i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/i] and [i]page[/i], for example a [ScrollBar]. + Range is a base class for [Control] nodes that change a floating-point [member value] between a [member min_value] and [member max_value], using a configured [member step] and [member page] size. See e.g. [ScrollBar] and [Slider] for examples of higher level nodes using Range. </description> <tutorials> </tutorials> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index b8f26f75c9..d92121a950 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1186,7 +1186,7 @@ <argument index="0" name="fog_volume" type="RID" /> <argument index="1" name="extents" type="Vector3" /> <description> - Sets the size of the fog volume when shape is [constant FOG_VOLUME_SHAPE_ELLIPSOID] or [constant FOG_VOLUME_SHAPE_BOX]. + Sets the size of the fog volume when 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]. </description> </method> <method name="fog_volume_set_material"> @@ -1202,7 +1202,7 @@ <argument index="0" name="fog_volume" type="RID" /> <argument index="1" name="shape" type="int" enum="RenderingServer.FogVolumeShape" /> <description> - Sets the shape of the fog volume to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX], or [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]. + Sets the shape of the fog volume 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]. </description> </method> <method name="force_draw"> @@ -3035,7 +3035,7 @@ $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600)) [/gdscript] [/codeblocks] - Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For a further optimization see, [method viewport_set_render_direct_to_screen]. + Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see [method viewport_set_render_direct_to_screen]. </description> </method> <method name="viewport_create"> @@ -3340,6 +3340,14 @@ <description> </description> </method> + <method name="viewport_set_use_taa"> + <return type="void" /> + <argument index="0" name="viewport" type="RID" /> + <argument index="1" name="enable" type="bool" /> + <description> + If [code]true[/code], use Temporal Anti-Aliasing. + </description> + </method> <method name="viewport_set_use_xr"> <return type="void" /> <argument index="0" name="viewport" type="RID" /> @@ -3931,14 +3939,22 @@ <constant name="PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX" value="6" enum="ParticlesCollisionHeightfieldResolution"> </constant> <constant name="FOG_VOLUME_SHAPE_ELLIPSOID" value="0" enum="FogVolumeShape"> - [FogVolume] will be shaped like an ellipsoid. + [FogVolume] will be shaped like an ellipsoid (stretched sphere). + </constant> + <constant name="FOG_VOLUME_SHAPE_CONE" value="1" enum="FogVolumeShape"> + [FogVolume] will be shaped like a cone pointing upwards (in local coordinates). The cone's angle is set automatically to fill the extents. The cone will be adjusted to fit within the extents. Rotate the [FogVolume] node to reorient the cone. Non-uniform scaling via extents is not supported (scale the [FogVolume] node instead). + </constant> + <constant name="FOG_VOLUME_SHAPE_CYLINDER" value="2" enum="FogVolumeShape"> + [FogVolume] will be shaped like an upright cylinder (in local coordinates). Rotate the [FogVolume] node to reorient the cylinder. The cylinder will be adjusted to fit within the extents. Non-uniform scaling via extents is not supported (scale the [FogVolume] node instead). </constant> - <constant name="FOG_VOLUME_SHAPE_BOX" value="1" enum="FogVolumeShape"> + <constant name="FOG_VOLUME_SHAPE_BOX" value="3" enum="FogVolumeShape"> [FogVolume] will be shaped like a box. </constant> - <constant name="FOG_VOLUME_SHAPE_WORLD" value="2" enum="FogVolumeShape"> + <constant name="FOG_VOLUME_SHAPE_WORLD" value="4" enum="FogVolumeShape"> [FogVolume] will have no shape, will cover the whole world and will not be culled. </constant> + <constant name="FOG_VOLUME_SHAPE_MAX" value="5" enum="FogVolumeShape"> + </constant> <constant name="VIEWPORT_SCALING_3D_MODE_BILINEAR" value="0" enum="ViewportScaling3DMode"> Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling. </constant> @@ -4097,6 +4113,8 @@ </constant> <constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="24" enum="ViewportDebugDraw"> </constant> + <constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="25" enum="ViewportDebugDraw"> + </constant> <constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode"> </constant> <constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode"> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 62a692d4a7..c5cc343fac 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -60,6 +60,7 @@ <argument index="0" name="character" type="int" /> <description> Returns the line number of the character position provided. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_character_paragraph"> @@ -67,24 +68,28 @@ <argument index="0" name="character" type="int" /> <description> Returns the paragraph number of the character position provided. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_content_height" qualifiers="const"> <return type="int" /> <description> Returns the height of the content. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_content_width" qualifiers="const"> <return type="int" /> <description> Returns the width of the content. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_line_count" qualifiers="const"> <return type="int" /> <description> Returns the total number of lines in the text. Wrapped text is counted as multiple lines. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_line_offset"> @@ -92,6 +97,7 @@ <argument index="0" name="line" type="int" /> <description> Returns the vertical offset of the line found at the provided index. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_menu" qualifiers="const"> @@ -112,6 +118,7 @@ <argument index="0" name="paragraph" type="int" /> <description> Returns the vertical offset of the paragraph found at the provided index. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_parsed_text" qualifiers="const"> @@ -155,12 +162,14 @@ <return type="int" /> <description> Returns the number of visible lines. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="get_visible_paragraph_count" qualifiers="const"> <return type="int" /> <description> Returns the number of visible paragraphs. A paragraph is considered visible if at least one of its lines is visible. + [b]Note:[/b] If [member threaded] is enabled, this method returns a value for the loaded part of the document. Use [method is_ready] or [signal finished] to determine whether document is fully loaded. </description> </method> <method name="install_effect"> @@ -176,6 +185,12 @@ Returns whether the menu is visible. Use this instead of [code]get_menu().visible[/code] to improve performance (so the creation of the menu is avoided). </description> </method> + <method name="is_ready" qualifiers="const"> + <return type="bool" /> + <description> + If [member threaded] is enabled, returns [code]true[/code] if the background thread has finished text processing, otherwise always return [code]true[/code]. + </description> + </method> <method name="newline"> <return type="void" /> <description> @@ -476,6 +491,10 @@ The range of characters to display, as a [float] between 0.0 and 1.0. When assigned an out of range value, it's the same as assigning 1.0. [b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count]. </member> + <member name="progress_bar_delay" type="int" setter="set_progress_bar_delay" getter="get_progress_bar_delay" default="1000"> + The delay after which the loading progress bar is displayed, in milliseconds. Set to [code]-1[/code] to disable progress bar entirely. + [b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled. + </member> <member name="scroll_active" type="bool" setter="set_scroll_active" getter="is_scroll_active" default="true"> If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/code] does not block scrolling completely. See [method scroll_to_line]. </member> @@ -504,6 +523,9 @@ <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> Base text writing direction. </member> + <member name="threaded" type="bool" setter="set_threaded" getter="is_threaded" default="false"> + If [code]true[/code], text processing is done in a background thread. + </member> <member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1"> The restricted number of characters to display in the label. If [code]-1[/code], all characters will be displayed. [b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count]. @@ -513,6 +535,11 @@ </member> </members> <signals> + <signal name="finished"> + <description> + Triggered when the document is fully loaded. + </description> + </signal> <signal name="meta_clicked"> <argument index="0" name="meta" type="Variant" /> <description> diff --git a/doc/classes/SceneReplicationConfig.xml b/doc/classes/SceneReplicationConfig.xml index aade8ac3be..62c108a477 100644 --- a/doc/classes/SceneReplicationConfig.xml +++ b/doc/classes/SceneReplicationConfig.xml @@ -19,6 +19,12 @@ <description> </description> </method> + <method name="has_property" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="path" type="NodePath" /> + <description> + </description> + </method> <method name="property_get_index" qualifiers="const"> <return type="int" /> <argument index="0" name="path" type="NodePath" /> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 3cd2ab0903..c6b80f171a 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -177,14 +177,6 @@ Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated. </description> </method> - <method name="set_auto_accept_quit"> - <return type="void" /> - <argument index="0" name="enabled" type="bool" /> - <description> - If [code]true[/code], the application automatically accepts quitting. Enabled by default. - For mobile platforms, see [method set_quit_on_go_back]. - </description> - </method> <method name="set_group"> <return type="void" /> <argument index="0" name="group" type="StringName" /> @@ -214,16 +206,12 @@ Sets a custom [MultiplayerAPI] with the given [code]root_path[/code] (controlling also the relative subpaths), or override the default one if [code]root_path[/code] is empty. </description> </method> - <method name="set_quit_on_go_back"> - <return type="void" /> - <argument index="0" name="enabled" type="bool" /> - <description> - If [code]true[/code], the application quits automatically on going back (e.g. on Android). Enabled by default. - To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]. - </description> - </method> </methods> <members> + <member name="auto_accept_quit" type="bool" setter="set_auto_accept_quit" getter="is_auto_accept_quit" default="true"> + If [code]true[/code], the application automatically accepts quitting. + For mobile platforms, see [member quit_on_go_back]. + </member> <member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene"> The current scene. </member> @@ -245,6 +233,10 @@ - 2D and 3D physics will be stopped. This includes signals and collision detection. - [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes. </member> + <member name="quit_on_go_back" type="bool" setter="set_quit_on_go_back" getter="is_quit_on_go_back" default="true"> + If [code]true[/code], the application quits automatically on going back (e.g. on Android). + To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]. + </member> <member name="root" type="Window" setter="" getter="get_root"> The [SceneTree]'s root [Window]. </member> diff --git a/doc/classes/SceneTreeTimer.xml b/doc/classes/SceneTreeTimer.xml index 427608ead3..f28e65c5bf 100644 --- a/doc/classes/SceneTreeTimer.xml +++ b/doc/classes/SceneTreeTimer.xml @@ -22,7 +22,7 @@ } [/csharp] [/codeblocks] - The timer will be automatically freed after its time elapses. + The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [RefCounted]. </description> <tutorials> </tutorials> diff --git a/doc/classes/SphereShape3D.xml b/doc/classes/SphereShape3D.xml index 63084f024e..b4713b1d41 100644 --- a/doc/classes/SphereShape3D.xml +++ b/doc/classes/SphereShape3D.xml @@ -11,7 +11,7 @@ <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> </tutorials> <members> - <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0"> + <member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5"> The sphere's radius. The shape's diameter is double the radius. </member> </members> diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 3aede347a0..70762cbf6c 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -44,6 +44,12 @@ Returns the status of the connection. See [enum Status] for values. </description> </method> + <method name="get_stream" qualifiers="const"> + <return type="StreamPeer" /> + <description> + Returns the underlying [StreamPeer] connection, used in [method accept_stream] or [method connect_to_stream]. + </description> + </method> <method name="poll"> <return type="void" /> <description> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 1f3d5596aa..f4d453700c 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -412,9 +412,9 @@ </method> <method name="left" qualifiers="const"> <return type="String" /> - <argument index="0" name="position" type="int" /> + <argument index="0" name="length" type="int" /> <description> - Returns a number of characters from the left of the string. If negative [code]position[/code] is used, the characters are counted downwards from [String]'s length. + Returns a number of characters from the left of the string. If negative [code]length[/code] is used, the characters are counted downwards from [String]'s length. Examples: [codeblock] print("sample text".left(3)) #prints "sam" @@ -599,9 +599,9 @@ </method> <method name="right" qualifiers="const"> <return type="String" /> - <argument index="0" name="position" type="int" /> + <argument index="0" name="length" type="int" /> <description> - Returns a number of characters from the right of the string. If negative [code]position[/code] is used, the characters are counted downwards from [String]'s length. + Returns a number of characters from the right of the string. If negative [code]length[/code] is used, the characters are counted downwards from [String]'s length. Examples: [codeblock] print("sample text".right(3)) #prints "ext" diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index ffa1227500..a2bcac9788 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -32,6 +32,14 @@ </description> </constructor> </constructors> + <methods> + <method name="hash" qualifiers="const"> + <return type="int" /> + <description> + Returns the 32-bit hash value representing the [StringName]'s contents. + </description> + </method> + </methods> <operators> <operator name="operator !="> <return type="bool" /> diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index 43d34d3890..ad638a680b 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -35,7 +35,7 @@ <return type="void" /> <argument index="0" name="index" type="int" /> <description> - Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices. + Adds a vertex to index array if you are using indexed vertices. Does not need to be called before adding vertices. </description> </method> <method name="add_triangle_fan"> @@ -123,6 +123,8 @@ <argument index="0" name="nd_threshold" type="float" /> <argument index="1" name="target_index_count" type="int" default="3" /> <description> + Generates a LOD for a given [code]nd_threshold[/code] in linear units (square root of quadric error metric), using at most [code]target_index_count[/code] indices. + Deprecated. Unused internally and neglects to preserve normals or UVs. Consider using [method ImporterMesh.generate_lods] instead. </description> </method> <method name="generate_normals"> @@ -139,25 +141,31 @@ Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already (see [method generate_normals]). </description> </method> - <method name="get_custom_format" qualifiers="const"> - <return type="int" enum="SurfaceTool.CustomFormat" /> - <argument index="0" name="index" type="int" /> + <method name="get_aabb" qualifiers="const"> + <return type="AABB" /> <description> + Returns the axis-aligned bounding box of the vertex positions. </description> </method> - <method name="get_max_axis_length" qualifiers="const"> - <return type="float" /> + <method name="get_custom_format" qualifiers="const"> + <return type="int" enum="SurfaceTool.CustomFormat" /> + <argument index="0" name="channel_index" type="int" /> <description> + Returns the format for custom [code]channel_index[/code] (currently up to 4). Returns [constant CUSTOM_MAX] if this custom channel is unused. </description> </method> - <method name="get_primitive" qualifiers="const"> + <method name="get_primitive_type" qualifiers="const"> <return type="int" enum="Mesh.PrimitiveType" /> <description> + Returns the type of mesh geometry, such as [constant Mesh.PRIMITIVE_TRIANGLES]. </description> </method> <method name="get_skin_weight_count" qualifiers="const"> <return type="int" enum="SurfaceTool.SkinWeightCount" /> <description> + By default, returns [constant SKIN_4_WEIGHTS] to indicate only 4 bone influences per vertex are used. + Returns [constant SKIN_8_WEIGHTS] if up to 8 influences are used. + [b]Note:[/b] This function returns an enum, not the exact number of weights. </description> </method> <method name="index"> @@ -169,6 +177,7 @@ <method name="optimize_indices_for_cache"> <return type="void" /> <description> + Optimizes triangle sorting for performance. Requires that [method get_primitive_type] is [constant Mesh.PRIMITIVE_TRIANGLES]. </description> </method> <method name="set_bones"> @@ -188,16 +197,20 @@ </method> <method name="set_custom"> <return type="void" /> - <argument index="0" name="index" type="int" /> - <argument index="1" name="custom" type="Color" /> + <argument index="0" name="channel_index" type="int" /> + <argument index="1" name="custom_color" type="Color" /> <description> + Sets the custom value on this vertex for [code]channel_index[/code]. + [method set_custom_format] must be called first for this [code]channel_index[/code]. Formats which are not RGBA will ignore other color channels. </description> </method> <method name="set_custom_format"> <return type="void" /> - <argument index="0" name="index" type="int" /> + <argument index="0" name="channel_index" type="int" /> <argument index="1" name="format" type="int" enum="SurfaceTool.CustomFormat" /> <description> + Sets the color format for this custom [code]channel_index[/code]. Use [constant CUSTOM_MAX] to disable. + Must be invoked after [method begin] and should be set before [method commit] or [method commit_to_arrays]. </description> </method> <method name="set_material"> @@ -218,6 +231,9 @@ <return type="void" /> <argument index="0" name="count" type="int" enum="SurfaceTool.SkinWeightCount" /> <description> + Set to [constant SKIN_8_WEIGHTS] to indicate that up to 8 bone influences per vertex may be used. + By default, only 4 bone influences are used ([constant SKIN_4_WEIGHTS]) + [b]Note:[/b] This function takes an enum, not the exact number of weights. </description> </method> <method name="set_smooth_group"> @@ -258,26 +274,37 @@ </methods> <constants> <constant name="CUSTOM_RGBA8_UNORM" value="0" enum="CustomFormat"> + Limits range of data passed to `set_custom` to unsigned normalized 0 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM]. </constant> <constant name="CUSTOM_RGBA8_SNORM" value="1" enum="CustomFormat"> + Limits range of data passed to `set_custom` to signed normalized -1 to 1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]. </constant> <constant name="CUSTOM_RG_HALF" value="2" enum="CustomFormat"> + Stores data passed to `set_custom` as half precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF]. </constant> <constant name="CUSTOM_RGBA_HALF" value="3" enum="CustomFormat"> + Stores data passed to `set_custom` as half precision floats and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF]. </constant> <constant name="CUSTOM_R_FLOAT" value="4" enum="CustomFormat"> + Stores data passed to `set_custom` as full precision floats, and uses only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT]. </constant> <constant name="CUSTOM_RG_FLOAT" value="5" enum="CustomFormat"> + Stores data passed to `set_custom` as full precision floats, and uses only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]. </constant> <constant name="CUSTOM_RGB_FLOAT" value="6" enum="CustomFormat"> + Stores data passed to `set_custom` as full precision floats, and uses only red, green and blue color channels. See [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT]. </constant> <constant name="CUSTOM_RGBA_FLOAT" value="7" enum="CustomFormat"> + Stores data passed to `set_custom` as full precision floats, and uses all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]. </constant> <constant name="CUSTOM_MAX" value="8" enum="CustomFormat"> + Used to indicate a disabled custom channel. </constant> <constant name="SKIN_4_WEIGHTS" value="0" enum="SkinWeightCount"> + Each individual vertex can be influenced by only 4 bone weights. </constant> <constant name="SKIN_8_WEIGHTS" value="1" enum="SkinWeightCount"> + Each individual vertex can be influenced by up to 8 bone weights. </constant> </constants> </class> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index 2f57b76374..19be38b323 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -121,6 +121,20 @@ Returns font embolden strength. </description> </method> + <method name="font_get_face_count" qualifiers="const"> + <return type="int" /> + <argument index="0" name="font_rid" type="RID" /> + <description> + Returns number of faces in the TrueType / OpenType collection. + </description> + </method> + <method name="font_get_face_index" qualifiers="const"> + <return type="int" /> + <argument index="0" name="font_rid" type="RID" /> + <description> + Recturns an active face index in the TrueType / OpenType collection. + </description> + </method> <method name="font_get_fixed_size" qualifiers="const"> <return type="int" /> <argument index="0" name="font_rid" type="RID" /> @@ -593,6 +607,14 @@ Sets font embolden strength. If [code]strength[/code] is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness. </description> </method> + <method name="font_set_face_index"> + <return type="void" /> + <argument index="0" name="font_rid" type="RID" /> + <argument index="1" name="face_index" type="int" /> + <description> + Sets an active face index in the TrueType / OpenType collection. + </description> + </method> <method name="font_set_fixed_size"> <return type="void" /> <argument index="0" name="font_rid" type="RID" /> diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index 434d6f909c..b3be858ca1 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -114,6 +114,20 @@ Returns font embolden strength. </description> </method> + <method name="font_get_face_count" qualifiers="virtual const"> + <return type="int" /> + <argument index="0" name="font_rid" type="RID" /> + <description> + Returns number of faces in the TrueType / OpenType collection. + </description> + </method> + <method name="font_get_face_index" qualifiers="virtual const"> + <return type="int" /> + <argument index="0" name="font_rid" type="RID" /> + <description> + Returns an active face index in the TrueType / OpenType collection. + </description> + </method> <method name="font_get_fixed_size" qualifiers="virtual const"> <return type="int" /> <argument index="0" name="font_rid" type="RID" /> @@ -590,6 +604,14 @@ Sets font embolden strength. If [code]strength[/code] is not equal to zero, emboldens the font outlines. Negative values reduce the outline thickness. </description> </method> + <method name="font_set_face_index" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="font_rid" type="RID" /> + <argument index="1" name="face_index" type="int" /> + <description> + Sets an active face index in the TrueType / OpenType collection. + </description> + </method> <method name="font_set_fixed_size" qualifiers="virtual"> <return type="void" /> <argument index="0" name="font_rid" type="RID" /> diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml index 1bbebe085e..3721058d25 100644 --- a/doc/classes/Texture2D.xml +++ b/doc/classes/Texture2D.xml @@ -106,7 +106,8 @@ <method name="get_image" qualifiers="const"> <return type="Image" /> <description> - Returns an [Image] that is a copy of data from this [Texture2D]. [Image]s can be accessed and manipulated directly. + Returns an [Image] that is a copy of data from this [Texture2D] (a new [Image] is created each time). [Image]s can be accessed and manipulated directly. + [b]Note:[/b] This will fetch the texture data from the GPU, which might cause performance problems when overused. </description> </method> <method name="get_size" qualifiers="const"> diff --git a/doc/classes/TileData.xml b/doc/classes/TileData.xml index d5c2693f8b..0c2961fd5e 100644 --- a/doc/classes/TileData.xml +++ b/doc/classes/TileData.xml @@ -79,7 +79,7 @@ Returns the occluder polygon of the tile for the TileSet occlusion layer with index [code]layer_id[/code]. </description> </method> - <method name="get_peering_bit_terrain" qualifiers="const"> + <method name="get_terrain_peering_bit" qualifiers="const"> <return type="int" /> <argument index="0" name="peering_bit" type="int" enum="TileSet.CellNeighbor" /> <description> @@ -185,7 +185,7 @@ Sets the occluder for the TileSet occlusion layer with index [code]layer_id[/code]. </description> </method> - <method name="set_peering_bit_terrain"> + <method name="set_terrain_peering_bit"> <return type="void" /> <argument index="0" name="peering_bit" type="int" enum="TileSet.CellNeighbor" /> <argument index="1" name="terrain" type="int" /> @@ -205,6 +205,8 @@ </member> <member name="probability" type="float" setter="set_probability" getter="get_probability" default="1.0"> </member> + <member name="terrain" type="int" setter="set_terrain" getter="get_terrain" default="-1"> + </member> <member name="terrain_set" type="int" setter="set_terrain_set" getter="get_terrain_set" default="-1"> </member> <member name="texture_offset" type="Vector2i" setter="set_texture_offset" getter="get_texture_offset" default="Vector2i(0, 0)"> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 259c800a78..d532f583e6 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -243,15 +243,30 @@ - The alternative tile identifier [code]alternative_tile[/code] identifies a tile alternative the source is a [TileSetAtlasSource], and the scene for a [TileSetScenesCollectionSource]. </description> </method> - <method name="set_cells_from_surrounding_terrains"> + <method name="set_cells_terrain_connect"> <return type="void" /> <argument index="0" name="layer" type="int" /> <argument index="1" name="cells" type="Vector2i[]" /> <argument index="2" name="terrain_set" type="int" /> - <argument index="3" name="ignore_empty_terrains" type="bool" default="true" /> + <argument index="3" name="terrain" type="int" /> + <argument index="4" name="ignore_empty_terrains" type="bool" default="true" /> <description> - Updates all the cells in the [code]cells[/code] coordinates array and replace them by tiles that matches the surrounding cells terrains. Only cells form the given [code]terrain_set[/code] are considered. - If [code]ignore_empty_terrains[/code] is true, zones with no terrain defined are ignored to select the tiles. + Update all the cells in the [code]cells[/code] coordinates array so that they use the given [code]terrain[/code] for the given [code]terrain_set[/code]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions. If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. + If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. + [b]Note:[/b] To work correctly, [code]set_cells_terrain_connect[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results. + </description> + </method> + <method name="set_cells_terrain_path"> + <return type="void" /> + <argument index="0" name="layer" type="int" /> + <argument index="1" name="path" type="Vector2i[]" /> + <argument index="2" name="terrain_set" type="int" /> + <argument index="3" name="terrain" type="int" /> + <argument index="4" name="ignore_empty_terrains" type="bool" default="true" /> + <description> + Update all the cells in the [code]cells[/code] coordinates array so that they use the given [code]terrain[/code] for the given [code]terrain_set[/code]. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions. + If [code]ignore_empty_terrains[/code] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. + [b]Note:[/b] To work correctly, [code]set_cells_terrain_path[/code] requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results. </description> </method> <method name="set_layer_enabled"> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index 1d4a5b922d..6ae85ad242 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -353,10 +353,11 @@ </member> </members> <signals> - <signal name="button_pressed"> + <signal name="button_clicked"> <argument index="0" name="item" type="TreeItem" /> <argument index="1" name="column" type="int" /> <argument index="2" name="id" type="int" /> + <argument index="3" name="mouse_button_index" type="int" /> <description> Emitted when a button on the tree was pressed (see [method TreeItem.add_button]). </description> @@ -379,22 +380,23 @@ Emitted when a column's title is pressed. </description> </signal> - <signal name="custom_popup_edited"> - <argument index="0" name="arrow_clicked" type="bool" /> + <signal name="custom_item_clicked"> + <argument index="0" name="mouse_button_index" type="int" /> <description> - Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked to be edited. + Emitted when an item with [constant TreeItem.CELL_MODE_CUSTOM] is clicked with a mouse button. </description> </signal> - <signal name="empty_rmb"> - <argument index="0" name="position" type="Vector2" /> + <signal name="custom_popup_edited"> + <argument index="0" name="arrow_clicked" type="bool" /> <description> - Emitted when the right mouse button is pressed in the empty space of the tree. + Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked to be edited. </description> </signal> - <signal name="empty_tree_rmb_selected"> + <signal name="empty_clicked"> <argument index="0" name="position" type="Vector2" /> + <argument index="1" name="mouse_button_index" type="int" /> <description> - Emitted when the right mouse button is pressed if right mouse button selection is active and the tree is empty. + Emitted when a mouse button is clicked in the empty space of the tree. </description> </signal> <signal name="item_activated"> @@ -423,15 +425,11 @@ Emitted when an item is edited. </description> </signal> - <signal name="item_rmb_edited"> - <description> - Emitted when an item is edited using the right mouse button. - </description> - </signal> - <signal name="item_rmb_selected"> + <signal name="item_mouse_selected"> <argument index="0" name="position" type="Vector2" /> + <argument index="1" name="mouse_button_index" type="int" /> <description> - Emitted when an item is selected with the right mouse button. + Emitted when an item is selected with a mouse button. </description> </signal> <signal name="item_selected"> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index d2e29bf3b1..0a680b9627 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -687,6 +687,10 @@ <member name="disable_folding" type="bool" setter="set_disable_folding" getter="is_folding_disabled"> If [code]true[/code], folding is disabled for this TreeItem. </member> + <member name="visible" type="bool" setter="set_visible" getter="is_visible"> + If [code]true[/code], the [TreeItem] is visible (default). + Note that if a [TreeItem] is set to not be visible, none of its children will be visible either. + </member> </members> <constants> <constant name="CELL_MODE_STRING" value="0" enum="TreeCellMode"> diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index 1ba86c633d..330a405d5f 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -22,7 +22,7 @@ </member> <member name="mass" type="float" setter="set_mass" getter="get_mass" overrides="RigidDynamicBody3D" default="40.0" /> <member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0"> - The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated. + The steering angle for the vehicle, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated. </member> </members> </class> diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 7fc59722e1..1c164d7c9a 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -53,7 +53,7 @@ A negative value will result in the wheel reversing. </member> <member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0"> - The steering angle for the wheel. Setting this to a non-zero value will result in the vehicle turning when it's moving. + The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving. </member> <member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force" default="6000.0"> The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidDynamicBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 148c6d7064..4727bc389e 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -227,7 +227,7 @@ The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. </member> <member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false"> - If [code]true[/code], the viewport will use the [World3D] defined in [member world_3d]. + If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d]. </member> <member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false"> If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. @@ -279,6 +279,10 @@ If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D for this viewport. For the root viewport, [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be set to [code]true[/code] instead. [b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it, and think whether your scene can actually benefit from occlusion culling. Large, open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling. </member> + <member name="use_taa" type="bool" setter="set_use_taa" getter="is_using_taa" default="false"> + Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. + [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts. + </member> <member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false"> If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset. </member> @@ -441,6 +445,8 @@ </constant> <constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw"> </constant> + <constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw"> + </constant> <constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter"> The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. </constant> diff --git a/doc/classes/VisualShaderNodeFloatFunc.xml b/doc/classes/VisualShaderNodeFloatFunc.xml index 0f057b2e6d..1226013c67 100644 --- a/doc/classes/VisualShaderNodeFloatFunc.xml +++ b/doc/classes/VisualShaderNodeFloatFunc.xml @@ -65,7 +65,7 @@ <constant name="FUNC_CEIL" value="16" enum="Function"> Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the Godot Shader Language. </constant> - <constant name="FUNC_FRAC" value="17" enum="Function"> + <constant name="FUNC_FRACT" value="17" enum="Function"> Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the Godot Shader Language. </constant> <constant name="FUNC_SATURATE" value="18" enum="Function"> diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml index b104634da0..bff6f2015d 100644 --- a/doc/classes/VisualShaderNodeTextureUniform.xml +++ b/doc/classes/VisualShaderNodeTextureUniform.xml @@ -27,7 +27,7 @@ No hints are added to the uniform declaration. </constant> <constant name="TYPE_COLOR" value="1" enum="TextureType"> - Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. + Adds [code]source_color[/code] as hint to the uniform declaration for proper sRGB to linear conversion. </constant> <constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType"> Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. diff --git a/doc/classes/VisualShaderNodeVectorFunc.xml b/doc/classes/VisualShaderNodeVectorFunc.xml index bc4e12c0b3..7524025f21 100644 --- a/doc/classes/VisualShaderNodeVectorFunc.xml +++ b/doc/classes/VisualShaderNodeVectorFunc.xml @@ -68,7 +68,7 @@ <constant name="FUNC_FLOOR" value="17" enum="Function"> Finds the nearest integer less than or equal to the parameter. </constant> - <constant name="FUNC_FRAC" value="18" enum="Function"> + <constant name="FUNC_FRACT" value="18" enum="Function"> Computes the fractional part of the argument. </constant> <constant name="FUNC_INVERSE_SQRT" value="19" enum="Function"> diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 8afe169874..ed8f0b9a04 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -16,6 +16,7 @@ </tutorials> <members> <member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects"> + The [CameraEffects] resource used by this [WorldEnvironment], defining the default properties. This [CameraEffects] resource will be used by all [Camera3D]s that do not define their own [CameraEffects]. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The [Environment] resource used by this [WorldEnvironment], defining the default properties. diff --git a/doc/classes/X509Certificate.xml b/doc/classes/X509Certificate.xml index e5d8b45db6..581aba05e4 100644 --- a/doc/classes/X509Certificate.xml +++ b/doc/classes/X509Certificate.xml @@ -6,7 +6,6 @@ <description> The X509Certificate class represents an X509 certificate. Certificates can be loaded and saved like any other [Resource]. They can be used as the server certificate in [method StreamPeerSSL.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to an SSL server via [method StreamPeerSSL.connect_to_stream]. - [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> </tutorials> |