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-rw-r--r--doc/classes/@GlobalScope.xml1
-rw-r--r--doc/classes/AnimationNodeStateMachine.xml26
-rw-r--r--doc/classes/AspectRatioContainer.xml1
-rw-r--r--doc/classes/BaseMaterial3D.xml15
-rw-r--r--doc/classes/BoxContainer.xml1
-rw-r--r--doc/classes/CenterContainer.xml1
-rw-r--r--doc/classes/Container.xml1
-rw-r--r--doc/classes/DisplayServer.xml115
-rw-r--r--doc/classes/Environment.xml51
-rw-r--r--doc/classes/GridContainer.xml1
-rw-r--r--doc/classes/HBoxContainer.xml1
-rw-r--r--doc/classes/HSplitContainer.xml1
-rw-r--r--doc/classes/Label3D.xml13
-rw-r--r--doc/classes/MarginContainer.xml1
-rw-r--r--doc/classes/NavigationRegion2D.xml8
-rw-r--r--doc/classes/NavigationRegion3D.xml6
-rw-r--r--doc/classes/Object.xml6
-rw-r--r--doc/classes/PanelContainer.xml1
-rw-r--r--doc/classes/Performance.xml6
-rw-r--r--doc/classes/PhysicalSkyMaterial.xml2
-rw-r--r--doc/classes/PrismMesh.xml2
-rw-r--r--doc/classes/ProceduralSkyMaterial.xml3
-rw-r--r--doc/classes/RenderingServer.xml16
-rw-r--r--doc/classes/SceneTree.xml1
-rw-r--r--doc/classes/ScrollContainer.xml1
-rw-r--r--doc/classes/SphereMesh.xml4
-rw-r--r--doc/classes/SplitContainer.xml1
-rw-r--r--doc/classes/SpriteBase3D.xml5
-rw-r--r--doc/classes/StyleBoxFlat.xml10
-rw-r--r--doc/classes/TabContainer.xml1
-rw-r--r--doc/classes/TextServer.xml8
-rw-r--r--doc/classes/TextServerExtension.xml8
-rw-r--r--doc/classes/TubeTrailMesh.xml2
-rw-r--r--doc/classes/Tween.xml14
-rw-r--r--doc/classes/Tweener.xml2
-rw-r--r--doc/classes/VBoxContainer.xml1
-rw-r--r--doc/classes/VSplitContainer.xml1
37 files changed, 270 insertions, 68 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 0021b2f857..a40b851efc 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -457,6 +457,7 @@
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
[/codeblock]
+ [b]Note:[/b] This method lerps through the shortest path between [code]from[/code] and [code]to[/code]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
</description>
</method>
<method name="linear2db">
diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml
index 2cafdf8aaa..6140dd799f 100644
--- a/doc/classes/AnimationNodeStateMachine.xml
+++ b/doc/classes/AnimationNodeStateMachine.xml
@@ -39,12 +39,6 @@
Adds a transition between the given nodes.
</description>
</method>
- <method name="get_end_node" qualifiers="const">
- <return type="String" />
- <description>
- Returns the graph's end node.
- </description>
- </method>
<method name="get_graph_offset" qualifiers="const">
<return type="Vector2" />
<description>
@@ -72,12 +66,6 @@
Returns the given node's coordinates. Used for display in the editor.
</description>
</method>
- <method name="get_start_node" qualifiers="const">
- <return type="String" />
- <description>
- Returns the graph's end node.
- </description>
- </method>
<method name="get_transition" qualifiers="const">
<return type="AnimationNodeStateMachineTransition" />
<argument index="0" name="idx" type="int" />
@@ -157,13 +145,6 @@
<description>
</description>
</method>
- <method name="set_end_node">
- <return type="void" />
- <argument index="0" name="name" type="StringName" />
- <description>
- Sets the given node as the graph end point.
- </description>
- </method>
<method name="set_graph_offset">
<return type="void" />
<argument index="0" name="offset" type="Vector2" />
@@ -179,12 +160,5 @@
Sets the node's coordinates. Used for display in the editor.
</description>
</method>
- <method name="set_start_node">
- <return type="void" />
- <argument index="0" name="name" type="StringName" />
- <description>
- Sets the given node as the graph start point.
- </description>
- </method>
</methods>
</class>
diff --git a/doc/classes/AspectRatioContainer.xml b/doc/classes/AspectRatioContainer.xml
index 742a7276d4..e7847ba05c 100644
--- a/doc/classes/AspectRatioContainer.xml
+++ b/doc/classes/AspectRatioContainer.xml
@@ -7,6 +7,7 @@
Arranges child controls in a way to preserve their aspect ratio automatically whenever the container is resized. Solves the problem where the container size is dynamic and the contents' size needs to adjust accordingly without losing proportions.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<members>
<member name="alignment_horizontal" type="int" setter="set_alignment_horizontal" getter="get_alignment_horizontal" enum="AspectRatioContainer.AlignmentMode" default="1">
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 4b6f6eec67..f3e2c4b308 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -59,6 +59,7 @@
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
The material's base color.
+ [b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead.
</member>
<member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
Forces a conversion of the [member albedo_texture] from sRGB space to linear space.
@@ -148,19 +149,20 @@
Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency].
</member>
<member name="detail_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture that specifies the color of the detail overlay.
+ Texture that specifies the color of the detail overlay. [member detail_albedo]'s alpha channel is used as a mask, even when the material is opaque. To use a dedicated texture as a mask, see [member detail_mask].
+ [b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member albedo_color].
</member>
<member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">
Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options.
</member>
<member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask]. This can be used to add variation to objects, or to blend between two different albedo/normal textures.
+ If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask] and [member detail_albedo]'s alpha channel. This can be used to add variation to objects, or to blend between two different albedo/normal textures.
</member>
<member name="detail_mask" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture used to specify how the detail textures get blended with the base textures.
+ Texture used to specify how the detail textures get blended with the base textures. [member detail_mask] can be used together with [member detail_albedo]'s alpha channel (if any).
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture that specifies the per-pixel normal of the detail overlay.
+ Texture that specifies the per-pixel normal of the detail overlay. The [member detail_normal] texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member detail_normal] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0">
@@ -262,9 +264,10 @@
The strength of the normal map's effect.
</member>
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh].
+ Texture used to specify the normal at a given pixel. The [member normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member normal_texture] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
@@ -709,7 +712,7 @@
Used to read from the alpha channel of a texture.
</constant>
<constant name="TEXTURE_CHANNEL_GRAYSCALE" value="4" enum="TextureChannel">
- Currently unused.
+ Used to read from the linear (non-perceptual) average of the red, green and blue channels of a texture.
</constant>
<constant name="EMISSION_OP_ADD" value="0" enum="EmissionOperator">
Adds the emission color to the color from the emission texture.
diff --git a/doc/classes/BoxContainer.xml b/doc/classes/BoxContainer.xml
index 92fccaa884..c76a178368 100644
--- a/doc/classes/BoxContainer.xml
+++ b/doc/classes/BoxContainer.xml
@@ -7,6 +7,7 @@
Arranges child [Control] nodes vertically or horizontally, and rearranges them automatically when their minimum size changes.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="add_spacer">
diff --git a/doc/classes/CenterContainer.xml b/doc/classes/CenterContainer.xml
index 08cdf64cea..f5f32bd325 100644
--- a/doc/classes/CenterContainer.xml
+++ b/doc/classes/CenterContainer.xml
@@ -7,6 +7,7 @@
CenterContainer keeps children controls centered. This container keeps all children to their minimum size, in the center.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<members>
<member name="use_top_left" type="bool" setter="set_use_top_left" getter="is_using_top_left" default="false">
diff --git a/doc/classes/Container.xml b/doc/classes/Container.xml
index 11b20b5654..900997d119 100644
--- a/doc/classes/Container.xml
+++ b/doc/classes/Container.xml
@@ -8,6 +8,7 @@
A Control can inherit this to create custom container classes.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="_get_allowed_size_flags_horizontal" qualifiers="virtual const">
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 0d99c600d5..cec504584c 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -104,6 +104,19 @@
<description>
</description>
</method>
+ <method name="get_display_cutouts" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns an [Array] of [Rect2], each of which is the bounding rectangle for a display cutout or notch. These are non-functional areas on edge-to-edge screens used by cameras and sensors. Returns an empty array if the device does not have cutouts. See also [method get_display_safe_area].
+ [b]Note:[/b] Currently only implemented on Android. Other platforms will return an empty array even if they do have display cutouts or notches.
+ </description>
+ </method>
+ <method name="get_display_safe_area" qualifiers="const">
+ <return type="Rect2i" />
+ <description>
+ Returns the unobscured area of the display where interactive controls should be rendered. See also [method get_display_cutouts].
+ </description>
+ </method>
<method name="get_name" qualifiers="const">
<return type="String" />
<description>
@@ -814,6 +827,93 @@
[b]Note:[/b] This method is implemented on Windows.
</description>
</method>
+ <method name="tts_get_voices" qualifiers="const">
+ <return type="Array" />
+ <description>
+ Returns an [Array] of voice information dictionaries.
+ Each [Dictionary] contains two [String] entries:
+ - [code]name[/code] is voice name.
+ - [code]id[/code] is voice identifier.
+ - [code]language[/code] is language code in [code]lang_Variant[/code] format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And [code]Variant[/code] part is an engine dependent string describing country, region or/and dialect.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_get_voices_for_language" qualifiers="const">
+ <return type="PackedStringArray" />
+ <argument index="0" name="language" type="String" />
+ <description>
+ Returns an [PackedStringArray] of voice identifiers for the [code]language[/code].
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_is_paused" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the synthesizer is in a paused state.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_is_speaking" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if the synthesizer is generating speech, or have utterance waiting in the queue.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_pause">
+ <return type="void" />
+ <description>
+ Puts the synthesizer into a paused state.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_resume">
+ <return type="void" />
+ <description>
+ Resumes the synthesizer if it was paused.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_set_utterance_callback">
+ <return type="void" />
+ <argument index="0" name="event" type="int" enum="DisplayServer.TTSUtteranceEvent" />
+ <argument index="1" name="callable" type="Callable" />
+ <description>
+ Adds a callback, which is called when the utterance has started, finished, canceled or reached a text boundary.
+ - [code]TTS_UTTERANCE_STARTED[/code], [code]TTS_UTTERANCE_ENDED[/code], and [code]TTS_UTTERANCE_CANCELED[/code] callable's method should take one [int] parameter, the utterance id.
+ - [code]TTS_UTTERANCE_BOUNDARY[/code] callable's method should take two [int] parameters, the index of the character and the utterance id.
+ [b]Note:[/b] The granularity of the boundary callbacks is engine dependent.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_speak">
+ <return type="void" />
+ <argument index="0" name="text" type="String" />
+ <argument index="1" name="voice" type="String" />
+ <argument index="2" name="volume" type="int" default="50" />
+ <argument index="3" name="pitch" type="float" default="1.0" />
+ <argument index="4" name="rate" type="float" default="1.0" />
+ <argument index="5" name="utterance_id" type="int" default="0" />
+ <argument index="6" name="interrupt" type="bool" default="false" />
+ <description>
+ Adds an utterance to the queue. If [code]interrupt[/code] is [code]true[/code], the queue is cleared first.
+ - [code]voice[/code] identifier is one of the [code]"id"[/code] values returned by [method tts_get_voices] or one of the values returned by [method tts_get_voices_for_language].
+ - [code]volume[/code] ranges from [code]0[/code] (lowest) to [code]100[/code] (highest).
+ - [code]pitch[/code] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] (highest), [code]1.0[/code] is default pitch for the current voice.
+ - [code]rate[/code] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] (highest), [code]1.0[/code] is a normal speaking rate. Other values act as a percentage relative.
+ - [code]utterance_id[/code] is passed as a parameter to the callback functions.
+ [b]Note:[/b] On Windows and Linux, utterance [code]text[/code] can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling [method tts_speak].
+ [b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice dependent. Values may be truncated.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
+ <method name="tts_stop">
+ <return type="void" />
+ <description>
+ Stops synthesis in progress and removes all utterances from the queue.
+ [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.
+ </description>
+ </method>
<method name="virtual_keyboard_get_height" qualifiers="const">
<return type="int" />
<description>
@@ -1184,6 +1284,9 @@
</constant>
<constant name="FEATURE_CLIPBOARD_PRIMARY" value="18" enum="Feature">
</constant>
+ <constant name="FEATURE_TEXT_TO_SPEECH" value="19" enum="Feature">
+ Display server supports text-to-speech. See [code]tts_*[/code] methods.
+ </constant>
<constant name="MOUSE_MODE_VISIBLE" value="0" enum="MouseMode">
Makes the mouse cursor visible if it is hidden.
</constant>
@@ -1335,5 +1438,17 @@
- MacOS: [code]NSView*[/code] for the window main view.
- iOS: [code]UIView*[/code] for the window main view.
</constant>
+ <constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent">
+ Utterance has begun to be spoken.
+ </constant>
+ <constant name="TTS_UTTERANCE_ENDED" value="1" enum="TTSUtteranceEvent">
+ Utterance was successfully finished.
+ </constant>
+ <constant name="TTS_UTTERANCE_CANCELED" value="2" enum="TTSUtteranceEvent">
+ Utterance was canceled, or TTS service was unable to process it.
+ </constant>
+ <constant name="TTS_UTTERANCE_BOUNDARY" value="3" enum="TTSUtteranceEvent">
+ Utterance reached a word or sentence boundary.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index e5e7efd315..9da360915b 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -51,16 +51,17 @@
The global color saturation value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="ambient_light_color" type="Color" setter="set_ambient_light_color" getter="get_ambient_light_color" default="Color(0, 0, 0, 1)">
- The ambient light's [Color].
+ The ambient light's [Color]. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
</member>
<member name="ambient_light_energy" type="float" setter="set_ambient_light_energy" getter="get_ambient_light_energy" default="1.0">
- The ambient light's energy. The higher the value, the stronger the light.
+ The ambient light's energy. The higher the value, the stronger the light. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
</member>
<member name="ambient_light_sky_contribution" type="float" setter="set_ambient_light_sky_contribution" getter="get_ambient_light_sky_contribution" default="1.0">
Defines the amount of light that the sky brings on the scene. A value of [code]0.0[/code] means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped between [code]0.0[/code] and [code]1.0[/code] (inclusive).
</member>
<member name="ambient_light_source" type="int" setter="set_ambient_source" getter="get_ambient_source" enum="Environment.AmbientSource" default="0">
+ The ambient light source to use for rendering materials and global illumination.
</member>
<member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure_enabled" getter="is_tonemap_auto_exposure_enabled" default="false">
If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
@@ -97,6 +98,7 @@
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
</member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
+ The exponential fog density to use. Higher values result in a more dense fog.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled.
@@ -108,10 +110,13 @@
The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.
</member>
<member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.5, 0.6, 0.7, 1)">
+ The fog's color.
</member>
<member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0">
+ The fog's brightness. Higher values result in brighter fog.
</member>
<member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0">
+ If set above [code]0.0[/code], renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog.
</member>
<member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2">
The glow blending mode.
@@ -132,7 +137,7 @@
The lower threshold of the HDR glow. When using the OpenGL renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case.
</member>
<member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8">
- The overall brightness multiplier of the glow effect. When using the OpenGL renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
+ The overall brightness multiplier of the glow effect. When using the OpenGL renderer, this should be increased to [code]1.5[/code] to compensate for the lack of HDR rendering.
</member>
<member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
The intensity of the 1st level of glow. This is the most "local" level (least blurry).
@@ -163,6 +168,7 @@
How strong of an impact the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no effect on the overall glow effect. A strength of [code]1.0[/code] means the glow has a full effect on the overall glow effect (and can turn off glow entirely in specific areas of the screen if the glow map has black areas).
</member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
+ When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this controls how much the source image is blended with the glow layer. A value of [code]0.0[/code] makes the glow rendering invisible, while a value of [code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].
</member>
<member name="glow_normalized" type="bool" setter="set_glow_normalized" getter="is_glow_normalized" default="false">
If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code].
@@ -171,10 +177,15 @@
The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the OpenGL renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
</member>
<member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0">
+ The reflected (specular) light source.
</member>
<member name="sdfgi_bounce_feedback" type="float" setter="set_sdfgi_bounce_feedback" getter="get_sdfgi_bounce_feedback" default="0.5">
+ The energy multiplier applied to light every time it bounces from a surface when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple bounces, resulting in a more realistic appearance. Increasing [member sdfgi_bounce_feedback] generally has no performance impact. See also [member sdfgi_energy].
+ [b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback loops and should be avoided in scenes with bright materials.
+ [b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect lighting will not be represented in reflections as light will only bounce one time.
</member>
<member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8">
+ [b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and [member sdfgi_max_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" default="4">
The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, [member sdfgi_cascades] can often be decreased between [code]1[/code] and [code]4[/code] to improve performance.
@@ -185,27 +196,39 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
</member>
<member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0">
+ The energy multiplier to use for SDFGI. Higher values will result in brighter indirect lighting and reflections. See also [member sdfgi_bounce_feedback].
</member>
<member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="204.8">
+ The maximum distance at which SDFGI is visible. Beyond this distance, environment lighting or other sources of GI such as [ReflectionProbe] will be used as a fallback.
+ [b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and [member sdfgi_cascade0_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_min_cell_size" type="float" setter="set_sdfgi_min_cell_size" getter="get_sdfgi_min_cell_size" default="0.2">
+ The cell size to use for the closest SDFGI cascade (in 3D units). Lower values allow SDFGI to be more precise up close, at the cost of making SDFGI updates more demanding. This can cause stuttering when the camera moves fast. Higher values allow SDFGI to cover more ground, while also reducing the performance impact of SDFGI updates.
+ [b]Note:[/b] This property is linked to [member sdfgi_max_distance] and [member sdfgi_cascade0_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_normal_bias" type="float" setter="set_sdfgi_normal_bias" getter="get_sdfgi_normal_bias" default="1.1">
+ The normal bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.
</member>
<member name="sdfgi_probe_bias" type="float" setter="set_sdfgi_probe_bias" getter="get_sdfgi_probe_bias" default="1.1">
+ The constant bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.
</member>
<member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="true">
+ If [code]true[/code], SDFGI takes the environment lighting into account. This should be set to [code]false[/code] for interior scenes.
</member>
<member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false">
+ If [code]true[/code], SDFGI uses an occlusion detection approach to reduce light leaking. Occlusion may however introduce dark blotches in certain spots, which may be undesired in mostly outdoor scenes. [member sdfgi_use_occlusion] has a performance impact and should only be enabled when needed.
</member>
<member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="1">
+ The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells being packed together more closely on the Y axis. This is used to balance between quality and covering a lot of vertical ground. [member sdfgi_y_scale] should be set depending on how vertical your scene is (and how fast your camera may move on the Y axis).
</member>
<member name="sky" type="Sky" setter="set_sky" getter="get_sky">
The [Sky] resource used for this [Environment].
</member>
<member name="sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov" default="0.0">
+ If set to a value greater than [code]0.0[/code], overrides the field of view to use for sky rendering. If set to [code]0.0[/code], the same FOV as the current [Camera3D] is used for sky rendering.
</member>
<member name="sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3(0, 0, 0)">
+ The rotation to use for sky rendering.
</member>
<member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0">
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
@@ -265,13 +288,13 @@
The maximum number of steps for screen-space reflections. Higher values are slower.
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
- The default exposure used for tonemapping.
+ The default exposure used for tonemapping. Higher values result in a brighter image. See also [member tonemap_white].
</member>
<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a LDR display. (Godot doesn't support rendering on HDR displays yet.)
</member>
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
- The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
+ The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure].
</member>
<member name="volumetric_fog_albedo" type="Color" setter="set_volumetric_fog_albedo" getter="get_volumetric_fog_albedo" default="Color(1, 1, 1, 1)">
The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
@@ -336,10 +359,10 @@
Gather ambient light from whichever source is specified as the background.
</constant>
<constant name="AMBIENT_SOURCE_DISABLED" value="1" enum="AmbientSource">
- Disable ambient light.
+ Disable ambient light. This provides a slight performance boost over [constant AMBIENT_SOURCE_SKY].
</constant>
<constant name="AMBIENT_SOURCE_COLOR" value="2" enum="AmbientSource">
- Specify a specific [Color] for ambient light.
+ Specify a specific [Color] for ambient light. This provides a slight performance boost over [constant AMBIENT_SOURCE_SKY].
</constant>
<constant name="AMBIENT_SOURCE_SKY" value="3" enum="AmbientSource">
Gather ambient light from the [Sky] regardless of what the background is.
@@ -348,22 +371,23 @@
Use the background for reflections.
</constant>
<constant name="REFLECTION_SOURCE_DISABLED" value="1" enum="ReflectionSource">
- Disable reflections.
+ Disable reflections. This provides a slight performance boost over other options.
</constant>
<constant name="REFLECTION_SOURCE_SKY" value="2" enum="ReflectionSource">
Use the [Sky] for reflections regardless of what the background is.
</constant>
<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
- Linear tonemapper operator. Reads the linear data and passes it on unmodified.
+ Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
</constant>
<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
- Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
+ Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
</constant>
<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
- Filmic tonemapper operator.
+ Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
</constant>
<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
- Academy Color Encoding System tonemapper operator.
+ Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC].
+ [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
</constant>
<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
@@ -381,10 +405,13 @@
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="SDFGI_Y_SCALE_50_PERCENT" value="0" enum="SDFGIYScale">
+ Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
</constant>
<constant name="SDFGI_Y_SCALE_75_PERCENT" value="1" enum="SDFGIYScale">
+ Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.
</constant>
<constant name="SDFGI_Y_SCALE_100_PERCENT" value="2" enum="SDFGIYScale">
+ Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.
</constant>
</constants>
</class>
diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml
index bb27c35785..8b7a0fe407 100644
--- a/doc/classes/GridContainer.xml
+++ b/doc/classes/GridContainer.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<members>
diff --git a/doc/classes/HBoxContainer.xml b/doc/classes/HBoxContainer.xml
index 0af9f7a0f4..21267215eb 100644
--- a/doc/classes/HBoxContainer.xml
+++ b/doc/classes/HBoxContainer.xml
@@ -7,6 +7,7 @@
Horizontal box container. See [BoxContainer].
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="separation" data_type="constant" type="int" default="4">
diff --git a/doc/classes/HSplitContainer.xml b/doc/classes/HSplitContainer.xml
index f240718176..8137e26b8c 100644
--- a/doc/classes/HSplitContainer.xml
+++ b/doc/classes/HSplitContainer.xml
@@ -7,6 +7,7 @@
Horizontal split container. See [SplitContainer]. This goes from left to right.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="autohide" data_type="constant" type="int" default="1">
diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml
index c95b691bf3..1bd52ab2dc 100644
--- a/doc/classes/Label3D.xml
+++ b/doc/classes/Label3D.xml
@@ -92,15 +92,28 @@
<member name="no_depth_test" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
</member>
+ <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
+ The text drawing offset (in pixels).
+ </member>
<member name="outline_modulate" type="Color" setter="set_outline_modulate" getter="get_outline_modulate" default="Color(0, 0, 0, 1)">
The tint of [Font]'s outline.
</member>
+ <member name="outline_render_priority" type="int" setter="set_outline_render_priority" getter="get_outline_render_priority" default="-1">
+ Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0">
Text outline size.
</member>
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
The size of one pixel's width on the label to scale it in 3D.
</member>
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], the [Light3D] in the [Environment] has effects on the label.
</member>
diff --git a/doc/classes/MarginContainer.xml b/doc/classes/MarginContainer.xml
index 3f9f93a39b..3b2ace8475 100644
--- a/doc/classes/MarginContainer.xml
+++ b/doc/classes/MarginContainer.xml
@@ -26,6 +26,7 @@
[/codeblocks]
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="margin_bottom" data_type="constant" type="int" default="0">
diff --git a/doc/classes/NavigationRegion2D.xml b/doc/classes/NavigationRegion2D.xml
index b1165174a2..5cd2e035b6 100644
--- a/doc/classes/NavigationRegion2D.xml
+++ b/doc/classes/NavigationRegion2D.xml
@@ -10,6 +10,14 @@
</description>
<tutorials>
</tutorials>
+ <methods>
+ <method name="get_region_rid" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of this region on the [NavigationServer2D]. Combined with [method NavigationServer2D.map_get_closest_point_owner] can be used to identify the [NavigationRegion2D] closest to a point on the merged navigation map.
+ </description>
+ </method>
+ </methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Determines if the [NavigationRegion2D] is enabled or disabled.
diff --git a/doc/classes/NavigationRegion3D.xml b/doc/classes/NavigationRegion3D.xml
index e007633a1e..b27410ed74 100644
--- a/doc/classes/NavigationRegion3D.xml
+++ b/doc/classes/NavigationRegion3D.xml
@@ -16,6 +16,12 @@
Bakes the [NavigationMesh]. The baking is done in a separate thread because navigation baking is not a cheap operation. This can be done at runtime. When it is completed, it automatically sets the new [NavigationMesh].
</description>
</method>
+ <method name="get_region_rid" qualifiers="const">
+ <return type="RID" />
+ <description>
+ Returns the [RID] of this region on the [NavigationServer3D]. Combined with [method NavigationServer3D.map_get_closest_point_owner] can be used to identify the [NavigationRegion3D] closest to a point on the merged navigation map.
+ </description>
+ </method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index f7a3be48cf..42844794b0 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -157,7 +157,7 @@
<description>
Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
[b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
- A signal can only be connected once to a [Callable]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
+ A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
[b]Examples with recommended syntax:[/b]
Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach for both GDScript and C#.
@@ -245,7 +245,7 @@
}
[/csharp]
[/codeblocks]
- While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will throw a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will throw a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
+ While all options have the same outcome ([code]button[/code]'s [signal BaseButton.button_down] signal will be connected to [code]_on_button_down[/code]), option 3 offers the best validation: it will print a compile-time error if either the [code]button_down[/code] signal or the [code]_on_button_down[/code] callable are undefined. On the other hand, option 2 only relies on string names and will only be able to validate either names at runtime: it will print a runtime error if [code]"button_down"[/code] doesn't correspond to a signal, or if [code]"_on_button_down"[/code] is not a registered method in the object [code]self[/code]. The main reason for using options 1, 2, or 4 would be if you actually need to use strings (e.g. to connect signals programmatically based on strings read from a configuration file). Otherwise, option 3 is the recommended (and fastest) method.
[b]Parameter bindings and passing:[/b]
For legacy or language-specific reasons, there are also several ways to bind parameters to signals. One can pass a [code]binds[/code] [Array] to [method Object.connect] or [method Signal.connect], or use the recommended [method Callable.bind] method to create a new callable from an existing one, with the given parameter binds.
One can also pass additional parameters when emitting the signal with [method emit_signal]. The examples below show the relationship between those two types of parameters.
@@ -297,7 +297,7 @@
<argument index="1" name="callable" type="Callable" />
<description>
Disconnects a [code]signal[/code] from a given [code]callable[/code].
- If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
+ If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists.
</description>
</method>
<method name="emit_signal" qualifiers="vararg">
diff --git a/doc/classes/PanelContainer.xml b/doc/classes/PanelContainer.xml
index 1bb26045d9..fff30e0dc0 100644
--- a/doc/classes/PanelContainer.xml
+++ b/doc/classes/PanelContainer.xml
@@ -7,6 +7,7 @@
Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
</tutorials>
<members>
diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml
index 3b8e481519..bcaf38fd06 100644
--- a/doc/classes/Performance.xml
+++ b/doc/classes/Performance.xml
@@ -69,7 +69,7 @@
[/codeblocks]
The debugger calls the callable to get the value of custom monitor. The callable must return a number.
Callables are called with arguments supplied in argument array.
- [b]Note:[/b] It throws an error if given id is already present.
+ [b]Note:[/b] It prints an error if given id is already present.
</description>
</method>
<method name="get_custom_monitor">
@@ -77,7 +77,7 @@
<argument index="0" name="id" type="StringName" />
<description>
Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor.
- [b]Note:[/b] It throws an error if the given id is absent.
+ [b]Note:[/b] It prints an error if the given id is absent.
</description>
</method>
<method name="get_custom_monitor_names">
@@ -119,7 +119,7 @@
<argument index="0" name="id" type="StringName" />
<description>
Removes the custom monitor with given id.
- [b]Note:[/b] It throws an error if the given id is already absent.
+ [b]Note:[/b] It prints an error if the given id is already absent.
</description>
</method>
</methods>
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml
index 3e85074e41..716eaaeeba 100644
--- a/doc/classes/PhysicalSkyMaterial.xml
+++ b/doc/classes/PhysicalSkyMaterial.xml
@@ -12,7 +12,7 @@
</tutorials>
<members>
<member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0">
- Sets the amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible, higher amounts may add fuzziness to the sky.
+ The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky.
</member>
<member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1">
Sets the exposure of the sky. Higher exposure values make the entire sky brighter.
diff --git a/doc/classes/PrismMesh.xml b/doc/classes/PrismMesh.xml
index 10c2b11a9a..a7bfa43c52 100644
--- a/doc/classes/PrismMesh.xml
+++ b/doc/classes/PrismMesh.xml
@@ -12,7 +12,7 @@
<member name="left_to_right" type="float" setter="set_left_to_right" getter="get_left_to_right" default="0.5">
Displacement of the upper edge along the X axis. 0.0 positions edge straight above the bottom-left edge.
</member>
- <member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(2, 2, 2)">
+ <member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(1, 1, 1)">
Size of the prism.
</member>
<member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0">
diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml
index bf33232406..88283bcf24 100644
--- a/doc/classes/ProceduralSkyMaterial.xml
+++ b/doc/classes/ProceduralSkyMaterial.xml
@@ -11,6 +11,9 @@
<tutorials>
</tutorials>
<members>
+ <member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0">
+ The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky.
+ </member>
<member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.2, 0.169, 0.133, 1)">
Color of the ground at the bottom. Blends with [member ground_horizon_color].
</member>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 5bb83c8ffd..b8f26f75c9 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1252,6 +1252,13 @@
Returns the id of the test texture. Creates one if none exists.
</description>
</method>
+ <method name="get_video_adapter_api_version" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version.
+ [b]Note:[/b] When running a headless or server binary, this function returns an empty string.
+ </description>
+ </method>
<method name="get_video_adapter_name" qualifiers="const">
<return type="String" />
<description>
@@ -4159,16 +4166,17 @@
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
- Output color as they came in.
+ Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
</constant>
<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
- Use the Reinhard tonemapper.
+ Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
</constant>
<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
- Use the filmic tonemapper.
+ Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
</constant>
<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
- Use the ACES tonemapper.
+ Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
+ [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
</constant>
<constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index ddff766b17..970f5125cd 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -91,6 +91,7 @@
<return type="Node" />
<argument index="0" name="group" type="StringName" />
<description>
+ Returns the first node in the specified group, or [code]null[/code] if the group is empty or does not exist.
</description>
</method>
<method name="get_frame" qualifiers="const">
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 95255ed79f..658793c4c0 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -9,6 +9,7 @@
Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="ensure_control_visible">
diff --git a/doc/classes/SphereMesh.xml b/doc/classes/SphereMesh.xml
index d0549d6b52..28c9704626 100644
--- a/doc/classes/SphereMesh.xml
+++ b/doc/classes/SphereMesh.xml
@@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<members>
- <member name="height" type="float" setter="set_height" getter="get_height" default="2.0">
+ <member name="height" type="float" setter="set_height" getter="get_height" default="1.0">
Full height of the sphere.
</member>
<member name="is_hemisphere" type="bool" setter="set_is_hemisphere" getter="get_is_hemisphere" default="false">
@@ -19,7 +19,7 @@
<member name="radial_segments" type="int" setter="set_radial_segments" getter="get_radial_segments" default="64">
Number of radial segments on the sphere.
</member>
- <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
Radius of sphere.
</member>
<member name="rings" type="int" setter="set_rings" getter="get_rings" default="32">
diff --git a/doc/classes/SplitContainer.xml b/doc/classes/SplitContainer.xml
index b2fcd46731..f2bc65f8df 100644
--- a/doc/classes/SplitContainer.xml
+++ b/doc/classes/SplitContainer.xml
@@ -7,6 +7,7 @@
Container for splitting two [Control]s vertically or horizontally, with a grabber that allows adjusting the split offset or ratio.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="clamp_split_offset">
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index 9733fa3a26..41b02b6dc9 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -75,6 +75,11 @@
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
The size of one pixel's width on the sprite to scale it in 3D.
</member>
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite.
</member>
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index 20430f3205..c80f8dcbb1 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -119,7 +119,7 @@
</methods>
<members>
<member name="anti_aliasing" type="bool" setter="set_anti_aliased" getter="is_anti_aliased" default="true">
- Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners.
+ Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners or [member skew].
[b]Note:[/b] When using beveled corners with 45-degree angles ([member corner_detail] = 1), it is recommended to set [member anti_aliasing] to [code]false[/code] to ensure crisp visuals and avoid possible visual glitches.
</member>
<member name="anti_aliasing_size" type="float" setter="set_aa_size" getter="get_aa_size" default="0.625">
@@ -168,15 +168,19 @@
</member>
<member name="expand_margin_bottom" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0">
Expands the stylebox outside of the control rect on the bottom edge. Useful in combination with [member border_width_bottom] to draw a border outside the control rect.
+ [b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member expand_margin_bottom] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
</member>
<member name="expand_margin_left" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0">
Expands the stylebox outside of the control rect on the left edge. Useful in combination with [member border_width_left] to draw a border outside the control rect.
+ [b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member expand_margin_left] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
</member>
<member name="expand_margin_right" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0">
Expands the stylebox outside of the control rect on the right edge. Useful in combination with [member border_width_right] to draw a border outside the control rect.
+ [b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member expand_margin_right] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
</member>
<member name="expand_margin_top" type="float" setter="set_expand_margin" getter="get_expand_margin" default="0.0">
Expands the stylebox outside of the control rect on the top edge. Useful in combination with [member border_width_top] to draw a border outside the control rect.
+ [b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member expand_margin_top] does [i]not[/i] affect the size of the clickable area for [Control]s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.
</member>
<member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color(0, 0, 0, 0.6)">
The color of the shadow. This has no effect if [member shadow_size] is lower than 1.
@@ -187,5 +191,9 @@
<member name="shadow_size" type="int" setter="set_shadow_size" getter="get_shadow_size" default="0">
The shadow size in pixels.
</member>
+ <member name="skew" type="Vector2" setter="set_skew" getter="get_skew" default="Vector2(0, 0)">
+ If set to a non-zero value on either axis, [member skew] distorts the StyleBox horizontally and/or vertically. This can be used for "futuristic"-style UIs. Positive values skew the StyleBox towards the right (X axis) and upwards (Y axis), while negative values skew the StyleBox towards the left (X axis) and downwards (Y axis).
+ [b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider increasing the [StyleBox]'s content margin (see [member StyleBox.content_margin_bottom]). It is preferable to increase the content margin instead of the expand margin (see [member expand_margin_bottom]), as increasing the expand margin does not increase the size of the clickable area for [Control]s.
+ </member>
</members>
</class>
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index 011b716dfc..10b5f730ad 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this node. Adding [TabBar]s as children is not needed.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="get_current_tab_control" qualifiers="const">
diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml
index dba4bd24a5..2f57b76374 100644
--- a/doc/classes/TextServer.xml
+++ b/doc/classes/TextServer.xml
@@ -1441,6 +1441,14 @@
Aligns shaped text to the given tab-stops.
</description>
</method>
+ <method name="string_get_word_breaks" qualifiers="const">
+ <return type="PackedInt32Array" />
+ <argument index="0" name="string" type="String" />
+ <argument index="1" name="language" type="String" default="&quot;&quot;" />
+ <description>
+ Returns array of the word break character offsets.
+ </description>
+ </method>
<method name="string_to_lower" qualifiers="const">
<return type="String" />
<argument index="0" name="string" type="String" />
diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml
index ef522d08a7..434d6f909c 100644
--- a/doc/classes/TextServerExtension.xml
+++ b/doc/classes/TextServerExtension.xml
@@ -1461,6 +1461,14 @@
[b]Note:[/b] This method is used by default line/word breaking methods, and its implementation might be omitted if custom line breaking in implemented.
</description>
</method>
+ <method name="string_get_word_breaks" qualifiers="virtual const">
+ <return type="PackedInt32Array" />
+ <argument index="0" name="string" type="String" />
+ <argument index="1" name="language" type="String" />
+ <description>
+ Returns array of the word break character offsets.
+ </description>
+ </method>
<method name="string_to_lower" qualifiers="virtual const">
<return type="String" />
<argument index="0" name="string" type="String" />
diff --git a/doc/classes/TubeTrailMesh.xml b/doc/classes/TubeTrailMesh.xml
index 05fcbe967a..ddc544dc97 100644
--- a/doc/classes/TubeTrailMesh.xml
+++ b/doc/classes/TubeTrailMesh.xml
@@ -11,7 +11,7 @@
</member>
<member name="radial_steps" type="int" setter="set_radial_steps" getter="get_radial_steps" default="8">
</member>
- <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
</member>
<member name="section_length" type="float" setter="set_section_length" getter="get_section_length" default="0.2">
</member>
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 2ec8bb287c..f9ec0d115d 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -76,7 +76,7 @@
<return type="float" />
<description>
Returns the total time in seconds the [Tween] has been animating (i.e. time since it started, not counting pauses etc.). The time is affected by [method set_speed_scale] and [method stop] will reset it to [code]0[/code].
- [b]Note:[/code] As it results from accumulating frame deltas, the time returned after the [Tween] has finished animating will be slightly greater than the actual [Tween] duration.
+ [b]Note:[/b] As it results from accumulating frame deltas, the time returned after the [Tween] has finished animating will be slightly greater than the actual [Tween] duration.
</description>
</method>
<method name="interpolate_value" qualifiers="static">
@@ -231,10 +231,10 @@
Example: creating an object that moves back and forth and jumps every few seconds.
[codeblock]
var tween = create_tween().set_loops()
- tween.tween_property("position:x", 200, 1).as_relative()
+ tween.tween_property($Sprite, "position:x", 200.0, 1).as_relative()
tween.tween_callback(jump)
tween.tween_interval(2)
- tween.tween_property("position:x", -200, 1).as_relative()
+ tween.tween_property($Sprite, "position:x", -200.0, 1).as_relative()
tween.tween_callback(jump)
tween.tween_interval(2)
[/codeblock]
@@ -274,16 +274,16 @@
Creates and appends a [PropertyTweener]. This method tweens a [code]property[/code] of an [code]object[/code] between an initial value and [code]final_val[/code] in a span of time equal to [code]duration[/code], in seconds. The initial value by default is a value at the time the tweening of the [PropertyTweener] start. For example:
[codeblock]
var tween = create_tween()
- tween.tween_property($Sprite, "position", Vector2(100, 200)
- tween.tween_property($Sprite, "position", Vector2(200, 300)
+ tween.tween_property($Sprite, "position", Vector2(100, 200), 1)
+ tween.tween_property($Sprite, "position", Vector2(200, 300), 1)
[/codeblock]
will move the sprite to position (100, 200) and then to (200, 300). If you use [method PropertyTweener.from] or [method PropertyTweener.from_current], the starting position will be overwritten by the given value instead. See other methods in [PropertyTweener] to see how the tweening can be tweaked further.
[b]Note:[/b] You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component.
Example: moving object twice from the same position, with different transition types.
[codeblock]
var tween = create_tween()
- tween.tween_property($Sprite, "position", Vector2.RIGHT * 300).as_relative().set_trans(Tween.TRANS_SINE)
- tween.tween_property($Sprite, "position", Vector2.RIGHT * 300).as_relative().from_current().set_trans(Tween.TRANS_EXPO)
+ tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().set_trans(Tween.TRANS_SINE)
+ tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().from_current().set_trans(Tween.TRANS_EXPO)
[/codeblock]
</description>
</method>
diff --git a/doc/classes/Tweener.xml b/doc/classes/Tweener.xml
index 3392f9ee23..721ed4e13e 100644
--- a/doc/classes/Tweener.xml
+++ b/doc/classes/Tweener.xml
@@ -4,7 +4,7 @@
Abstract class for all Tweeners used by [Tween].
</brief_description>
<description>
- Tweeners are objects that perform a specific animating task, e.g. interpolating a property or calling a method at a given time. A [Tweener] can't be created manually, you need to use a dedicated method from [Tween] or [Node].
+ Tweeners are objects that perform a specific animating task, e.g. interpolating a property or calling a method at a given time. A [Tweener] can't be created manually, you need to use a dedicated method from [Tween].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VBoxContainer.xml b/doc/classes/VBoxContainer.xml
index 4821791f50..a345668f91 100644
--- a/doc/classes/VBoxContainer.xml
+++ b/doc/classes/VBoxContainer.xml
@@ -7,6 +7,7 @@
Vertical box container. See [BoxContainer].
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<theme_items>
diff --git a/doc/classes/VSplitContainer.xml b/doc/classes/VSplitContainer.xml
index 32b7637c7e..b933fb2805 100644
--- a/doc/classes/VSplitContainer.xml
+++ b/doc/classes/VSplitContainer.xml
@@ -7,6 +7,7 @@
Vertical split container. See [SplitContainer]. This goes from top to bottom.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="autohide" data_type="constant" type="int" default="1">