diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/File.xml | 4 | ||||
-rw-r--r-- | doc/classes/Light3D.xml | 9 | ||||
-rw-r--r-- | doc/classes/OptionButton.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 18 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 12 |
6 files changed, 34 insertions, 15 deletions
diff --git a/doc/classes/File.xml b/doc/classes/File.xml index e9477517cf..17c65731ff 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -297,6 +297,7 @@ </argument> <description> Stores an integer as 16 bits in the file. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^16 - 1][/code]. </description> </method> <method name="store_32"> @@ -306,6 +307,7 @@ </argument> <description> Stores an integer as 32 bits in the file. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^32 - 1][/code]. </description> </method> <method name="store_64"> @@ -315,6 +317,7 @@ </argument> <description> Stores an integer as 64 bits in the file. + [b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, 2^63 - 1][/code] (i.e. be a valid [int] value). </description> </method> <method name="store_8"> @@ -324,6 +327,7 @@ </argument> <description> Stores an integer as 8 bits in the file. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255][/code]. </description> </method> <method name="store_buffer"> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 4e48a24951..623b2a2bb0 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -35,6 +35,9 @@ <member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only" default="false"> If [code]true[/code], the light only appears in the editor and will not be visible at runtime. </member> + <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0"> + Angular size of the light in degrees. Only available for [DirectionalLight3D]s. For reference, the sun from earth is approximately [code]0.5[/code]. + </member> <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1"> The light's bake mode. See [enum BakeMode]. </member> @@ -53,12 +56,18 @@ <member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false"> If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows. </member> + <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0"> + The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. + </member> <member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5"> The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light. </member> <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.15"> Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed. </member> + <member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0"> + Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. + </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 1 )"> The color of shadows cast by this light. </member> diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index 5cb2aaf314..39d974ec47 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -214,14 +214,14 @@ </members> <signals> <signal name="item_focused"> - <argument index="0" name="id" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Emitted the when user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument. </description> </signal> <signal name="item_selected"> - <argument index="0" name="id" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Emitted when the current item has been changed by the user. The index of the item selected is passed as argument. diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 09ee93732d..ea094dcd90 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -19,7 +19,7 @@ </argument> <description> Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code]. - If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics. + If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D. </description> </method> <method name="collide_shape"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 3a4e516d86..67a033daca 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -911,7 +911,7 @@ </member> <member name="physics/2d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 2D physics. - "DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented. + "DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented. </member> <member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626"> Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. @@ -953,7 +953,7 @@ </member> <member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 3D physics. - "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative. + "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative. </member> <member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true"> Enables [member Viewport.physics_object_picking] on the root viewport. @@ -994,6 +994,12 @@ <member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/quality/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2"> + Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. + </member> + <member name="rendering/quality/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> + Lower-end override for [member rendering/quality/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. + </member> <member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default=""Vulkan""> The video driver to use ("GLES2" or "Vulkan"). [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument. @@ -1098,11 +1104,11 @@ <member name="rendering/quality/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/quality/shadows/filter_mode" type="int" setter="" getter="" default="1"> - Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. "Disabled" is the fastest option, but also has the lowest quality. "PCF5" is smoother but is also slower. "PCF13" is the smoothest option, but is also the slowest. + <member name="rendering/quality/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2"> + Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. </member> - <member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter="" default="0"> - Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support. + <member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> + Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. </member> <member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false"> </member> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index aa393877b2..bfdcf1bb79 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3282,18 +3282,18 @@ <constant name="LIGHT_PARAM_RANGE" value="3" enum="LightParam"> The light's range. </constant> - <constant name="LIGHT_PARAM_ATTENUATION" value="4" enum="LightParam"> + <constant name="LIGHT_PARAM_SIZE" value="4" enum="LightParam"> + The size of the light when using spot light or omni light. The angular size of the light when using directional light. + </constant> + <constant name="LIGHT_PARAM_ATTENUATION" value="5" enum="LightParam"> The light's attenuation. </constant> - <constant name="LIGHT_PARAM_SPOT_ANGLE" value="5" enum="LightParam"> + <constant name="LIGHT_PARAM_SPOT_ANGLE" value="6" enum="LightParam"> The spotlight's angle. </constant> - <constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="6" enum="LightParam"> + <constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="7" enum="LightParam"> The spotlight's attenuation. </constant> - <constant name="LIGHT_PARAM_CONTACT_SHADOW_SIZE" value="7" enum="LightParam"> - Scales the shadow color. - </constant> <constant name="LIGHT_PARAM_SHADOW_MAX_DISTANCE" value="8" enum="LightParam"> Max distance that shadows will be rendered. </constant> |