diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/FileAccess.xml | 9 | ||||
-rw-r--r-- | doc/classes/NavigationServer2D.xml | 13 | ||||
-rw-r--r-- | doc/classes/NavigationServer3D.xml | 13 | ||||
-rw-r--r-- | doc/classes/OmniLight3D.xml | 3 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 | ||||
-rw-r--r-- | doc/classes/SpotLight3D.xml | 5 | ||||
-rw-r--r-- | doc/classes/TextureRect.xml | 3 |
7 files changed, 43 insertions, 7 deletions
diff --git a/doc/classes/FileAccess.xml b/doc/classes/FileAccess.xml index eda06d57da..526f7c22e6 100644 --- a/doc/classes/FileAccess.xml +++ b/doc/classes/FileAccess.xml @@ -33,7 +33,7 @@ [/csharp] [/codeblocks] In the example above, the file will be saved in the user data folder as specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] documentation. - There is no method to close a file in order to free it from use. Instead, [FileAccess] will close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly. + [FileAccess] will close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly. [codeblocks] [gdscript] var file = FileAccess.open("res://something") # File is opened and locked for use. @@ -52,6 +52,13 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> + <method name="close"> + <return type="void" /> + <description> + Closes the currently opened file and prevents subsequent read/write operations. Use flush to persist the data to disk without closing the file. + [b]Note:[/b] [FileAccess] will automatically close when it's freed, which happens when it goes out of scope or when it gets assigned with [code]null[/code]. In C# the reference must be disposed after we are done using it, this can be done with the [code]using[/code] statement or calling the [code]Dispose[/code] method directly. + </description> + </method> <method name="eof_reached" qualifiers="const"> <return type="bool" /> <description> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index e7a2b99172..103de8eddb 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -126,6 +126,12 @@ Destroys the given RID. </description> </method> + <method name="get_debug_enabled" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] when the NavigationServer has debug enabled. + </description> + </method> <method name="get_maps" qualifiers="const"> <return type="RID[]" /> <description> @@ -520,6 +526,13 @@ Sets the [param travel_cost] for this [param region]. </description> </method> + <method name="set_debug_enabled"> + <return type="void" /> + <param index="0" name="enabled" type="bool" /> + <description> + If [code]true[/code] enables debug mode on the NavigationServer. + </description> + </method> </methods> <signals> <signal name="map_changed"> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index 1feb363999..0d8cb78ff9 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -126,6 +126,12 @@ Destroys the given RID. </description> </method> + <method name="get_debug_enabled" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] when the NavigationServer has debug enabled. + </description> + </method> <method name="get_maps" qualifiers="const"> <return type="RID[]" /> <description> @@ -575,6 +581,13 @@ Control activation of this server. </description> </method> + <method name="set_debug_enabled"> + <return type="void" /> + <param index="0" name="enabled" type="bool" /> + <description> + If [code]true[/code] enables debug mode on the NavigationServer. + </description> + </method> </methods> <signals> <signal name="map_changed"> diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 1df8c255dd..7c5b9aff46 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -13,7 +13,8 @@ </tutorials> <members> <member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0"> - The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. + The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. Zero and negative values are allowed but can produce unusual effects. + [b]Note:[/b] Very high [member omni_attenuation] values (typically above 10) can impact performance negatively if the light is made to use a larger [member omni_range] to compensate. This is because culling opportunities will become less common and shading costs will be increased (as the light will cover more pixels on screen while resulting in the same amount of brightness). To improve performance, use the lowest [member omni_attenuation] value possible for the visuals you're trying to achieve. </member> <member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0"> The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index dcc4248682..3177780a26 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2334,11 +2334,11 @@ <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. </member> - <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false"> + <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter=""> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size). [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). </member> - <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true"> + <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter=""> If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles. [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). </member> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 6bb4ae548c..3b32923872 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -20,10 +20,11 @@ [b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). </member> <member name="spot_angle_attenuation" type="float" setter="set_param" getter="get_param" default="1.0"> - The spotlight's angular attenuation curve. + The spotlight's [i]angular[/i] attenuation curve. See also [member spot_attenuation]. </member> <member name="spot_attenuation" type="float" setter="set_param" getter="get_param" default="1.0"> - The spotlight's light energy attenuation curve. + The spotlight's light energy (drop-off) attenuation curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. Zero and negative values are allowed but can produce unusual effects. See also [member spot_angle_attenuation]. + [b]Note:[/b] Very high [member spot_attenuation] values (typically above 10) can impact performance negatively if the light is made to use a larger [member spot_range] to compensate. This is because culling opportunities will become less common and shading costs will be increased (as the light will cover more pixels on screen while resulting in the same amount of brightness). To improve performance, use the lowest [member spot_attenuation] value possible for the visuals you're trying to achieve. </member> <member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0"> The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range. diff --git a/doc/classes/TextureRect.xml b/doc/classes/TextureRect.xml index 460ffbbb80..3500a0ddf5 100644 --- a/doc/classes/TextureRect.xml +++ b/doc/classes/TextureRect.xml @@ -10,8 +10,9 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <members> - <member name="expand_mode" type="int" setter="set_expand_mode" getter="get_expand_mode" enum="TextureRect.ExpandMode" default="0"> + <member name="expand_mode" type="int" setter="set_expand_mode" getter="get_expand_mode" enum="TextureRect.ExpandMode" default="0" is_experimental="true"> Defines how minimum size is determined based on the texture's size. See [enum ExpandMode] for options. + [b]Note:[/b] Using [constant EXPAND_FIT_WIDTH], [constant EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT] or [constant EXPAND_FIT_HEIGHT_PROPORTIONAL] may result in unstable behavior in some containers. This functionality is being re-evaluated and will change in the future. </member> <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false"> If [code]true[/code], texture is flipped horizontally. |