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-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/EditorImportPlugin.xml4
-rw-r--r--doc/classes/Input.xml7
-rw-r--r--doc/classes/OS.xml4
-rw-r--r--doc/classes/ProjectSettings.xml29
-rw-r--r--doc/classes/RenderingServer.xml19
-rw-r--r--doc/classes/SceneTree.xml2
7 files changed, 44 insertions, 23 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 332d171457..63e3eb7a5f 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1044,7 +1044,7 @@
<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
- [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]yield(get_tree(), "process_frame")[/code] then set its [member rect_scale] property.
+ [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member rect_scale] property.
</member>
<member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2(0, 0)">
The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index 6011a5411d..cb33f159ef 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
[EditorImportPlugin]s provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers.
- EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/project_data_dir_name]).
+ EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]).
Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
[codeblocks]
[gdscript]
@@ -198,7 +198,7 @@
<method name="_get_save_extension" qualifiers="virtual const">
<return type="String" />
<description>
- Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/project_data_dir_name]).
+ Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/use_hidden_project_data_directory]).
</description>
</method>
<method name="_get_visible_name" qualifiers="virtual const">
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 88e4a67615..1fded42db2 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -37,6 +37,13 @@
Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
</description>
</method>
+ <method name="flush_buffered_events">
+ <return type="void" />
+ <description>
+ Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([method set_use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]).
+ The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.
+ </description>
+ </method>
<method name="get_accelerometer" qualifiers="const">
<return type="Vector3" />
<description>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 656fa61af7..15cc7b9b65 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -57,7 +57,7 @@
<argument index="0" name="msec" type="int" />
<description>
Delays execution of the current thread by [code]msec[/code] milliseconds. [code]msec[/code] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_msec] will do nothing and will print an error message.
- [b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, see [method SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will delay the execution of code placed below the [code]yield[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).
+ [b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, see [method SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will delay the execution of code placed below the [code]await[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).
[b]Note:[/b] When [method delay_msec] is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using [method delay_msec] as part of an [EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).
</description>
</method>
@@ -66,7 +66,7 @@
<argument index="0" name="usec" type="int" />
<description>
Delays execution of the current thread by [code]usec[/code] microseconds. [code]usec[/code] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_usec] will do nothing and will print an error message.
- [b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, see [method SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will delay the execution of code placed below the [code]yield[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).
+ [b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, see [method SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will delay the execution of code placed below the [code]await[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).
[b]Note:[/b] When [method delay_usec] is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using [method delay_usec] as part of an [EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).
</description>
</method>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index eec06d6f82..c646380bee 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -221,11 +221,6 @@
The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
[b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
</member>
- <member name="application/config/project_data_dir_name" type="String" setter="" getter="" default="&quot;.godot&quot;">
- The project data directory is used for storing project-specific data (metadata, shader cache, etc.).
- [b]Note:[/b] Restart the application after changing this setting.
- [b]Note:[/b] Changing this value can help on platforms or with third-party tools where specific directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default [code].godot[/code] folder.
- </member>
<member name="application/config/project_settings_override" type="String" setter="" getter="" default="&quot;&quot;">
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
@@ -233,6 +228,12 @@
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
</member>
+ <member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.).
+ If [code]false[/code], a non-hidden directory ([code]godot[/code]) will be used instead.
+ [b]Note:[/b] Restart the application after changing this setting.
+ [b]Note:[/b] Changing this value can help on platforms or with third-party tools where hidden directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default [code].godot[/code] folder.
+ </member>
<member name="application/config/windows_native_icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
</member>
@@ -1698,8 +1699,10 @@
<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
+ <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3">
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.
+ [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
+ [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
</member>
<member name="rendering/shadows/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
@@ -1724,8 +1727,10 @@
<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
+ <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3">
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.
+ [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
+ [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
</member>
<member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
@@ -1750,23 +1755,23 @@
</member>
<member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer.
- [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/project_data_dir_name]).
+ [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_etc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures.
- [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/project_data_dir_name]).
+ [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_etc2" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer.
- [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/project_data_dir_name]).
+ [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_pvrtc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.
- [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/project_data_dir_name]).
+ [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" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on 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/project_data_dir_name]).
+ [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/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
</member>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 6f19114c16..973f8cdb1e 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3663,16 +3663,25 @@
Use 4 splits for shadow projection when using directional light.
</constant>
<constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality">
+ Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code].
+ [b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.
</constant>
- <constant name="SHADOW_QUALITY_SOFT_LOW" value="1" enum="ShadowQuality">
+ <constant name="SHADOW_QUALITY_SOFT_VERY_LOW" value="1" enum="ShadowQuality">
+ Very low shadow filtering quality (faster). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
</constant>
- <constant name="SHADOW_QUALITY_SOFT_MEDIUM" value="2" enum="ShadowQuality">
+ <constant name="SHADOW_QUALITY_SOFT_LOW" value="2" enum="ShadowQuality">
+ Low shadow filtering quality (fast).
</constant>
- <constant name="SHADOW_QUALITY_SOFT_HIGH" value="3" enum="ShadowQuality">
+ <constant name="SHADOW_QUALITY_SOFT_MEDIUM" value="3" enum="ShadowQuality">
+ Medium low shadow filtering quality (average).
</constant>
- <constant name="SHADOW_QUALITY_SOFT_ULTRA" value="4" enum="ShadowQuality">
+ <constant name="SHADOW_QUALITY_SOFT_HIGH" value="4" enum="ShadowQuality">
+ High low shadow filtering quality (slow). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
</constant>
- <constant name="SHADOW_QUALITY_MAX" value="5" enum="ShadowQuality">
+ <constant name="SHADOW_QUALITY_SOFT_ULTRA" value="5" enum="ShadowQuality">
+ Highest low shadow filtering quality (slowest). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).
+ </constant>
+ <constant name="SHADOW_QUALITY_MAX" value="6" enum="ShadowQuality">
</constant>
<constant name="REFLECTION_PROBE_UPDATE_ONCE" value="0" enum="ReflectionProbeUpdateMode">
Reflection probe will update reflections once and then stop.
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index ce7fd293d5..6d0ec44b69 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -66,7 +66,7 @@
[gdscript]
func some_function():
print("start")
- yield(get_tree().create_timer(1.0), "timeout")
+ await get_tree().create_timer(1.0).timeout
print("end")
[/gdscript]
[csharp]