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-rw-r--r--doc/classes/AnimationPlayer.xml1
-rw-r--r--doc/classes/Camera3D.xml4
-rw-r--r--doc/classes/EditorFileSystem.xml12
-rw-r--r--doc/classes/EditorSpinSlider.xml3
-rw-r--r--doc/classes/GraphEdit.xml3
-rw-r--r--doc/classes/NavigationMeshGenerator.xml7
-rw-r--r--doc/classes/ProjectSettings.xml6
7 files changed, 29 insertions, 7 deletions
diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml
index 625cf3c47c..653607610d 100644
--- a/doc/classes/AnimationPlayer.xml
+++ b/doc/classes/AnimationPlayer.xml
@@ -179,6 +179,7 @@
<argument index="1" name="update" type="bool" default="false" />
<description>
Seeks the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time. Events between the current frame and [code]seconds[/code] are skipped.
+ [b]Note:[/b] Seeking to the end of the animation doesn't emit [signal animation_finished]. If you want to skip animation and emit the signal, use [method advance].
</description>
</method>
<method name="set_blend_time">
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index 5008cd826e..56e5ce1522 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -88,14 +88,14 @@
<return type="Vector3" />
<argument index="0" name="screen_point" type="Vector2" />
<description>
- Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
+ Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
</description>
</method>
<method name="project_ray_origin" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="screen_point" type="Vector2" />
<description>
- Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
+ Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
</description>
</method>
<method name="set_cull_mask_value">
diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml
index 300cb4bfd6..60ac499d25 100644
--- a/doc/classes/EditorFileSystem.xml
+++ b/doc/classes/EditorFileSystem.xml
@@ -42,6 +42,15 @@
Returns [code]true[/code] of the filesystem is being scanned.
</description>
</method>
+ <method name="reimport_files">
+ <return type="void" />
+ <argument index="0" name="files" type="PackedStringArray" />
+ <description>
+ Reimports a set of files. Call this if these files or their [code].import[/code] files were directly edited by script or an external program.
+ If the file type changed or the file was newly created, use [method update_file] or [method scan].
+ [b]Note:[/b] This function blocks until the import is finished. However, the main loop iteration, including timers and [method Node._process], will occur during the import process due to progress bar updates. Avoid calls to [method reimport_files] or [method scan] while an import is in progress.
+ </description>
+ </method>
<method name="scan">
<return type="void" />
<description>
@@ -58,7 +67,8 @@
<return type="void" />
<argument index="0" name="path" type="String" />
<description>
- Update a file information. Call this if an external program (not Godot) modified the file.
+ Add a file in an existing directory, or schedule file information to be updated on editor restart. Can be used to update text files saved by an external program.
+ This will not import the file. To reimport, call [method reimport_files] or [method scan] methods.
</description>
</method>
<method name="update_script_classes">
diff --git a/doc/classes/EditorSpinSlider.xml b/doc/classes/EditorSpinSlider.xml
index 96dea1edce..2ada211dab 100644
--- a/doc/classes/EditorSpinSlider.xml
+++ b/doc/classes/EditorSpinSlider.xml
@@ -11,6 +11,9 @@
<members>
<member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false">
</member>
+ <member name="hide_slider" type="bool" setter="set_hide_slider" getter="is_hiding_slider" default="false">
+ If [code]true[/code], the slider is hidden.
+ </member>
<member name="label" type="String" setter="set_label" getter="get_label" default="&quot;&quot;">
</member>
<member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false">
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index e699a40ea0..02352ca808 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -296,8 +296,9 @@
</description>
</signal>
<signal name="delete_nodes_request">
+ <argument index="0" name="nodes" type="StringName[]" />
<description>
- Emitted when a GraphNode is attempted to be removed from the GraphEdit.
+ Emitted when a GraphNode is attempted to be removed from the GraphEdit. Provides a list of node names to be removed (all selected nodes, excluding nodes without closing button).
</description>
</signal>
<signal name="disconnection_request">
diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml
index 1cffb1a627..36588ce2f5 100644
--- a/doc/classes/NavigationMeshGenerator.xml
+++ b/doc/classes/NavigationMeshGenerator.xml
@@ -1,8 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationMeshGenerator" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Helper class for creating and clearing navigation meshes.
</brief_description>
<description>
+ This class is responsible for creating and clearing 3D navigation meshes used as [NavigationMesh] resources inside [NavigationRegion3D]. The [NavigationMeshGenerator] has very limited to no use for 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse.
+ The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very performance and time hungry operations.
+ Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the [NavigationMesh] resource. In the first step, starting from a root node and depending on [NavigationMesh] properties all valid 3D source geometry nodes are collected from the [SceneTree]. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various [CollisionObject3D]s, some operations to collect geometry data can trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves [Mutex] locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total amount of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to [NavigationMesh] agent properties by creating a voxel world around the meshes bounding area.
+ The finalized navigation mesh is then returned and stored inside the [NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.
</description>
<tutorials>
</tutorials>
@@ -12,12 +17,14 @@
<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.
</description>
</method>
<method name="clear">
<return type="void" />
<argument index="0" name="nav_mesh" type="NavigationMesh" />
<description>
+ Removes all polygons and vertices from the provided [code]nav_mesh[/code] resource.
</description>
</method>
</methods>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b54c129369..7f3c0ea6d9 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1723,13 +1723,13 @@
<member name="rendering/limits/global_shader_variables/buffer_size" type="int" setter="" getter="" default="65536">
</member>
<member name="rendering/limits/opengl/max_lights_per_object" type="int" setter="" getter="" default="8">
- Max number of lights renderable per object. This is further limited by hardware support. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
+ Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
</member>
<member name="rendering/limits/opengl/max_renderable_elements" type="int" setter="" getter="" default="65536">
Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
</member>
- <member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="256">
- Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
+ <member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="32">
+ Max number of positional lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
</member>
<member name="rendering/limits/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000">
</member>