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-rw-r--r--doc/classes/DirectionalLight3D.xml1
-rw-r--r--doc/classes/ProjectSettings.xml6
-rw-r--r--doc/classes/SpotLight3D.xml3
-rw-r--r--doc/classes/Viewport.xml10
-rw-r--r--doc/classes/VisualShaderNodeTransformMult.xml32
-rw-r--r--doc/classes/VisualShaderNodeTransformOp.xml50
6 files changed, 62 insertions, 40 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml
index 4f51adb8fc..0060368207 100644
--- a/doc/classes/DirectionalLight3D.xml
+++ b/doc/classes/DirectionalLight3D.xml
@@ -36,7 +36,6 @@
<member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5">
The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].
</member>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.05" />
<member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" />
<member name="use_in_sky_only" type="bool" setter="set_sky_only" getter="is_sky_only" default="false">
If [code]true[/code], this [DirectionalLight3D] will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index f769ace836..0d1fa0e70f 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -717,6 +717,12 @@
Default [InputEventAction] to move up in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
+ <member name="input_devices/buffering/agile_event_flushing" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], key/touch/joystick events will be flushed just before every idle and physics frame.
+ If [code]false[/code], such events will be flushed only once per process frame, between iterations of the engine.
+ Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (process) frame, because they can't run at the target frame rate.
+ [b]Note:[/b] Currently implemented only on Android.
+ </member>
<member name="input_devices/pen_tablet/driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
</member>
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml
index f868503bbd..fde40ba6de 100644
--- a/doc/classes/SpotLight3D.xml
+++ b/doc/classes/SpotLight3D.xml
@@ -13,8 +13,7 @@
<methods>
</methods>
<members>
- <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.02" />
- <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" />
+ <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.03" />
<member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0">
The spotlight's angle in degrees.
</member>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 7b5cb2c459..4a62d3ec7b 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -296,19 +296,19 @@
Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum.
</constant>
<constant name="MSAA_DISABLED" value="0" enum="MSAA">
- Multisample antialiasing mode disabled. This is the default value, and also the fastest setting.
+ Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.
</constant>
<constant name="MSAA_2X" value="1" enum="MSAA">
- Use 2x Multisample Antialiasing.
+ Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.
</constant>
<constant name="MSAA_4X" value="2" enum="MSAA">
- Use 4x Multisample Antialiasing.
+ Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.
</constant>
<constant name="MSAA_8X" value="3" enum="MSAA">
- Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware.
+ Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.
</constant>
<constant name="MSAA_16X" value="4" enum="MSAA">
- Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.
+ Use 16× Multisample Antialiasing. This has a very high performance cost. The difference between 8× and 16× MSAA may not always be visible in real gameplay conditions. Likely unsupported on medium and low-end hardware.
</constant>
<constant name="MSAA_MAX" value="5" enum="MSAA">
Represents the size of the [enum MSAA] enum.
diff --git a/doc/classes/VisualShaderNodeTransformMult.xml b/doc/classes/VisualShaderNodeTransformMult.xml
deleted file mode 100644
index f26f60a1f3..0000000000
--- a/doc/classes/VisualShaderNodeTransformMult.xml
+++ /dev/null
@@ -1,32 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeTransformMult" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Multiplies [Transform3D] by [Transform3D] within the visual shader graph.
- </brief_description>
- <description>
- A multiplication operation on two transforms (4x4 matrices), with support for different multiplication operators.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <members>
- <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformMult.Operator" default="0">
- The multiplication type to be performed on the transforms. See [enum Operator] for options.
- </member>
- </members>
- <constants>
- <constant name="OP_AxB" value="0" enum="Operator">
- Multiplies transform [code]a[/code] by the transform [code]b[/code].
- </constant>
- <constant name="OP_BxA" value="1" enum="Operator">
- Multiplies transform [code]b[/code] by the transform [code]a[/code].
- </constant>
- <constant name="OP_AxB_COMP" value="2" enum="Operator">
- Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
- </constant>
- <constant name="OP_BxA_COMP" value="3" enum="Operator">
- Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
- </constant>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeTransformOp.xml b/doc/classes/VisualShaderNodeTransformOp.xml
new file mode 100644
index 0000000000..a628fa3e8d
--- /dev/null
+++ b/doc/classes/VisualShaderNodeTransformOp.xml
@@ -0,0 +1,50 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeTransformOp" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ A [Transform3D] operator to be used within the visual shader graph.
+ </brief_description>
+ <description>
+ Applies [member operator] to two transform (4x4 matrices) inputs.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformOp.Operator" default="0">
+ The type of the operation to be performed on the transforms. See [enum Operator] for options.
+ </member>
+ </members>
+ <constants>
+ <constant name="OP_AxB" value="0" enum="Operator">
+ Multiplies transform [code]a[/code] by the transform [code]b[/code].
+ </constant>
+ <constant name="OP_BxA" value="1" enum="Operator">
+ Multiplies transform [code]b[/code] by the transform [code]a[/code].
+ </constant>
+ <constant name="OP_AxB_COMP" value="2" enum="Operator">
+ Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
+ </constant>
+ <constant name="OP_BxA_COMP" value="3" enum="Operator">
+ Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
+ </constant>
+ <constant name="OP_ADD" value="4" enum="Operator">
+ Adds two transforms.
+ </constant>
+ <constant name="OP_A_MINUS_B" value="5" enum="Operator">
+ Subtracts the transform [code]a[/code] from the transform [code]b[/code].
+ </constant>
+ <constant name="OP_B_MINUS_A" value="6" enum="Operator">
+ Subtracts the transform [code]b[/code] from the transform [code]a[/code].
+ </constant>
+ <constant name="OP_A_DIV_B" value="7" enum="Operator">
+ Divides the transform [code]a[/code] by the transform [code]b[/code].
+ </constant>
+ <constant name="OP_B_DIV_A" value="8" enum="Operator">
+ Divides the transform [code]b[/code] by the transform [code]a[/code].
+ </constant>
+ <constant name="OP_LIMITER" value="9" enum="Operator">
+ Represents the size of the [enum Operator] enum.
+ </constant>
+ </constants>
+</class>