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-rw-r--r--doc/classes/Array.xml6
-rw-r--r--doc/classes/Engine.xml4
-rw-r--r--doc/classes/MeshLibrary.xml3
-rw-r--r--doc/classes/Node.xml8
-rw-r--r--doc/classes/ProjectSettings.xml21
-rw-r--r--doc/classes/ReflectionProbe.xml4
-rw-r--r--doc/classes/Sky.xml4
7 files changed, 34 insertions, 16 deletions
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index a294967fc9..234949277a 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -14,6 +14,12 @@
array[2] = "Three"
print(array[-2]) # Three.
[/codeblock]
+ Arrays can be concatenated using the [code]+[/code] operator:
+ [codeblock]
+ var array1 = ["One", 2]
+ var array2 = [3, "Four"]
+ print(array1 + array2) # ["One", 2, 3, "Four"]
+ [/codeblock]
Arrays are always passed by reference.
</description>
<tutorials>
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 8cdb9c1c3f..45c153b6dc 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -147,10 +147,10 @@
If [code]true[/code], it is running inside the editor. Useful for tool scripts.
</member>
<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">
- The number of fixed iterations per second (for fixed process and physics).
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
- Controls how much physic ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows to smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
+ Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows to smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml
index e8431e64f4..a96f6d7231 100644
--- a/doc/classes/MeshLibrary.xml
+++ b/doc/classes/MeshLibrary.xml
@@ -84,8 +84,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- Returns a generated item preview (a 3D rendering in isometric perspective).
- [b]Note:[/b] Since item previews are only generated in an editor context, this function will return an empty [Texture2D] in a running project.
+ When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using [method set_item_preview]. Returns an empty [Texture2D] if no preview was manually set in a running project.
</description>
</method>
<method name="get_item_shapes" qualifiers="const">
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 3ddc3af200..eb15bc2ad9 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -129,21 +129,23 @@
child_node.get_parent().remove_child(child_node)
add_child(child_node)
[/codeblock]
+ If you need the child node to be added below a specific node in the list of children, use [method add_child_below_node] instead of this method.
[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</description>
</method>
<method name="add_child_below_node">
<return type="void">
</return>
- <argument index="0" name="node" type="Node">
+ <argument index="0" name="preceding_node" type="Node">
</argument>
- <argument index="1" name="child_node" type="Node">
+ <argument index="1" name="node" type="Node">
</argument>
<argument index="2" name="legible_unique_name" type="bool" default="false">
</argument>
<description>
- Adds a child node. The child is placed below the given node in the list of children.
+ Adds a child node below the [code]preceding_node[/code].
If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type.
+ Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children.
</description>
</method>
<method name="add_to_group">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 236931f877..a2c6ed34e0 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -968,10 +968,12 @@
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>
<member name="physics/common/physics_fps" type="int" setter="" getter="" default="60">
- Frames per second used in the physics. Physics always needs a fixed amount of frames per second.
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
+ [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead.
</member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
+ [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="rendering/environment/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )">
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method VisualServer.set_default_clear_color].
@@ -1035,23 +1037,28 @@
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
+ Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
</member>
- <member name="rendering/quality/reflection_atlas/reflection_size" type="int" setter="" getter="" default="256">
+ <member name="rendering/quality/reflection_atlas/reflection_size" type="int" setter="" getter="" default="128">
+ Size of cubemap faces for [ReflectionProbe]s. A higher number requires more VRAM and may make reflection probe updating slower.
</member>
<member name="rendering/quality/reflection_atlas/reflection_size.mobile" type="int" setter="" getter="" default="128">
+ Lower-end override for [member rendering/quality/reflection_atlas/reflection_size] on mobile devices, due to performance concerns or driver support.
+ </member>
+ <member name="rendering/quality/reflections/fast_filter_high_quality" type="bool" setter="" getter="" default="false">
+ Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed.
</member>
<member name="rendering/quality/reflections/ggx_samples" type="int" setter="" getter="" default="1024">
+ Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail.
</member>
<member name="rendering/quality/reflections/ggx_samples.mobile" type="int" setter="" getter="" default="128">
- </member>
- <member name="rendering/quality/reflections/ggx_samples_realtime" type="int" setter="" getter="" default="64">
- </member>
- <member name="rendering/quality/reflections/ggx_samples_realtime.mobile" type="int" setter="" getter="" default="16">
+ Lower-end override for [member rendering/quality/reflections/ggx_samples] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflections/roughness_layers" type="int" setter="" getter="" default="6">
+ Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM.
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="" default="true">
- If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.
+ If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses [member rendering/quality/reflections/roughness_layers] times more memory.
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index 9c7a645fec..e138af6841 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -4,7 +4,7 @@
Captures its surroundings to create reflections.
</brief_description>
<description>
- Capture its surroundings as a dual parabolid image, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
+ Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them.
</description>
<tutorials>
@@ -52,7 +52,7 @@
</members>
<constants>
<constant name="UPDATE_ONCE" value="0" enum="UpdateMode">
- Update the probe once on the next frame.
+ Update the probe once on the next frame. The corresponding radiance map will be generated over the following six frames. This is slower to update than [constant UPDATE_ALWAYS] but can result in higher quality reflections.
</constant>
<constant name="UPDATE_ALWAYS" value="1" enum="UpdateMode">
Update the probe every frame. This is needed when you want to capture dynamic objects. However, it results in an increased render time. Use [constant UPDATE_ONCE] whenever possible.
diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml
index 72599a323d..ba9c5ee661 100644
--- a/doc/classes/Sky.xml
+++ b/doc/classes/Sky.xml
@@ -12,6 +12,7 @@
</methods>
<members>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Sky.ProcessMode" default="0">
+ Sets the method for generating the radiance map from the sky. The radiance map is a cubemap with increasingly blurry versions of the sky corresponding to different levels of roughness. Radiance maps can be expensive to calculate. See [enum ProcessMode] for options.
</member>
<member name="radiance_size" type="int" setter="set_radiance_size" getter="get_radiance_size" enum="Sky.RadianceSize" default="2">
The [Sky]'s radiance map size. The higher the radiance map size, the more detailed the lighting from the [Sky] will be.
@@ -45,8 +46,11 @@
Represents the size of the [enum RadianceSize] enum.
</constant>
<constant name="PROCESS_MODE_QUALITY" value="0" enum="ProcessMode">
+ Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime.
</constant>
<constant name="PROCESS_MODE_REALTIME" value="1" enum="ProcessMode">
+ Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times.
+ [b]Note:[/b] The fast filtering algorithm is limited to 128x128 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_128].
</constant>
</constants>
</class>