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-rw-r--r--doc/classes/Directory.xml1
-rw-r--r--doc/classes/Environment.xml2
-rw-r--r--doc/classes/GIProbe.xml1
-rw-r--r--doc/classes/ImageTexture.xml6
-rw-r--r--doc/classes/Texture2D.xml2
-rw-r--r--doc/classes/Theme.xml2
-rw-r--r--doc/classes/Viewport.xml4
7 files changed, 11 insertions, 7 deletions
diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml
index 6a126204c6..a9d7960501 100644
--- a/doc/classes/Directory.xml
+++ b/doc/classes/Directory.xml
@@ -6,6 +6,7 @@
<description>
Directory type. It is used to manage directories and their content (not restricted to the project folder).
When creating a new [Directory], it must be explicitly opened using [method open] before most methods can be used. However, [method file_exists] and [method dir_exists] can be used without opening a directory. If so, they use a path relative to [code]res://[/code].
+ [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. Use [ResourceLoader] to access imported resources.
Here is an example on how to iterate through the files of a directory:
[codeblocks]
[gdscript]
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 821aa91d21..6909fac2b7 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -176,6 +176,8 @@
<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1">
</member>
<member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false">
+ If [code]true[/code], enables signed distance field global illumination.
+ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
</member>
<member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0">
</member>
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index dd51248fd9..4f56d1ad3e 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -6,6 +6,7 @@
<description>
[GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/global_illumination/gi_probes/quality].
+ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
</description>
<tutorials>
<link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index 2bea482bc1..5fef56e354 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -18,11 +18,11 @@
var texture = load("res://icon.png")
$Sprite2D.texture = texture
[/codeblock]
- This is because images have to be imported as [StreamTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method.
- But do note that the image data can still be retrieved from an imported texture as well using the [method Texture2D.get_data] method, which returns a copy of the data:
+ This is because images have to be imported as a [StreamTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method.
+ [b]Note:[/b] The image can be retrieved from an imported texture using the [method Texture2D.get_image] method, which returns a copy of the image:
[codeblock]
var texture = load("res://icon.png")
- var image : Image = texture.get_data()
+ var image : Image = texture.get_image()
[/codeblock]
An [ImageTexture] is not meant to be operated from within the editor interface directly, and is mostly useful for rendering images on screen dynamically via code. If you need to generate images procedurally from within the editor, consider saving and importing images as custom texture resources implementing a new [EditorImportPlugin].
[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
index 2270b95c63..b648098a94 100644
--- a/doc/classes/Texture2D.xml
+++ b/doc/classes/Texture2D.xml
@@ -63,7 +63,7 @@
Draws a part of the texture using a [CanvasItem] with the [RenderingServer] API.
</description>
</method>
- <method name="get_data" qualifiers="const">
+ <method name="get_image" qualifiers="const">
<return type="Image">
</return>
<description>
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index ad22573eb8..3173dddb42 100644
--- a/doc/classes/Theme.xml
+++ b/doc/classes/Theme.xml
@@ -278,7 +278,7 @@
</description>
</method>
<method name="get_theme_item" qualifiers="const">
- <return type="StyleBox">
+ <return type="Variant">
</return>
<argument index="0" name="data_type" type="int" enum="Theme.DataType">
</argument>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 8120ae539e..471d21374d 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -80,9 +80,9 @@
</return>
<description>
Returns the viewport's texture.
- [b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is flipped vertically. You can use [method Image.flip_y] on the result of [method Texture2D.get_data] to flip it back, for example:
+ [b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is flipped vertically. You can use [method Image.flip_y] on the result of [method Texture2D.get_image] to flip it back, for example:
[codeblock]
- var img = get_viewport().get_texture().get_data()
+ var img = get_viewport().get_texture().get_image()
img.flip_y()
[/codeblock]
</description>