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-rw-r--r--doc/classes/@GlobalScope.xml11
-rw-r--r--doc/classes/Array.xml4
-rw-r--r--doc/classes/Callable.xml3
-rw-r--r--doc/classes/Dictionary.xml3
-rw-r--r--doc/classes/DisplayServer.xml20
-rw-r--r--doc/classes/GeometryInstance3D.xml4
-rw-r--r--doc/classes/PhysicalSkyMaterial.xml12
-rw-r--r--doc/classes/ProceduralSkyMaterial.xml14
-rw-r--r--doc/classes/RenderingServer.xml3
-rw-r--r--doc/classes/String.xml3
10 files changed, 56 insertions, 21 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 4c0f89f14d..93439b82f9 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -221,6 +221,17 @@
[/codeblock]
</description>
</method>
+ <method name="cubic_interpolate">
+ <return type="float" />
+ <argument index="0" name="from" type="float" />
+ <argument index="1" name="to" type="float" />
+ <argument index="2" name="pre" type="float" />
+ <argument index="3" name="post" type="float" />
+ <argument index="4" name="weight" type="float" />
+ <description>
+ Cubic interpolates between two values by the factor defined in [code]weight[/code] with pre and post values.
+ </description>
+ </method>
<method name="db2linear">
<return type="float" />
<argument index="0" name="db" type="float" />
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index 57f51c7ccf..a7de570a5e 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -299,8 +299,8 @@
<method name="hash" qualifiers="const">
<return type="int" />
<description>
- Returns a hashed integer value representing the array and its contents.
- [b]Note:[/b] Arrays with equal contents can still produce different hashes. Only the exact same arrays will produce the same hashed integer value.
+ Returns a hashed 32-bit integer value representing the array and its contents.
+ [b]Note:[/b] [Array]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the arrays are equal, because different arrays can have identical hash values due to hash collisions.
</description>
</method>
<method name="insert">
diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml
index 2d3571e36c..f319f338ed 100644
--- a/doc/classes/Callable.xml
+++ b/doc/classes/Callable.xml
@@ -98,7 +98,8 @@
<method name="hash" qualifiers="const">
<return type="int" />
<description>
- Returns the hash value of this [Callable]'s object.
+ Returns the 32-bit hash value of this [Callable]'s object.
+ [b]Note:[/b] [Callable]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the callables are equal, because different callables can have identical hash values due to hash collisions. The engine uses a 32-bit hash algorithm for [method hash].
</description>
</method>
<method name="is_custom" qualifiers="const">
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 7218e3bcb0..74942dc829 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -259,7 +259,7 @@
<method name="hash" qualifiers="const">
<return type="int" />
<description>
- Returns a hashed integer value representing the dictionary contents. This can be used to compare dictionaries by value:
+ Returns a hashed 32-bit integer value representing the dictionary contents. This can be used to compare dictionaries by value:
[codeblocks]
[gdscript]
var dict1 = {0: 10}
@@ -276,6 +276,7 @@
[/csharp]
[/codeblocks]
[b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash.
+ [b]Note:[/b] Dictionaries with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the dictionaries are equal, because different dictionaries can have identical hash values due to hash collisions.
</description>
</method>
<method name="is_empty" qualifiers="const">
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 281c218d0d..a6b854e36a 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -403,8 +403,14 @@
<return type="float" />
<argument index="0" name="screen" type="int" default="-1" />
<description>
- Returns the current refresh rate of the specified screen. If [code]screen[/code] is [code]SCREEN_OF_MAIN_WINDOW[/code] (the default value), a screen with the main window will be used.
- [b]Note:[/b] Returns [code]60.0[/code] if the DisplayServer fails to find the refresh rate for the specified screen. On HTML5, [method screen_get_refresh_rate] will always return [code]60.0[/code] as there is no way to retrieve the refresh rate on that platform.
+ Returns the current refresh rate of the specified screen. If [code]screen[/code] is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the main window will be used.
+ [b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the refresh rate for the specified screen. On HTML5, [method screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no way to retrieve the refresh rate on that platform.
+ To fallback to a default refresh rate if the method fails, try:
+ [codeblock]
+ var refresh_rate = DisplayServer.screen_get_refresh_rate()
+ if refresh_rate &lt; 0:
+ refresh_rate = 60.0
+ [/codeblock]
</description>
</method>
<method name="screen_get_scale" qualifiers="const">
@@ -638,6 +644,16 @@
<description>
</description>
</method>
+ <method name="window_set_exclusive">
+ <return type="void" />
+ <argument index="0" name="window_id" type="int" />
+ <argument index="1" name="exclusive" type="bool" />
+ <description>
+ If set to [code]true[/code], this window will always stay on top of its parent window, parent window will ignore input while this window is opened.
+ [b]Note:[/b] On macOS, exclusive windows are confined to the same space (virtual desktop or screen) as the parent window.
+ [b]Note:[/b] This method is implemented on macOS and Windows.
+ </description>
+ </method>
<method name="window_set_flag">
<return type="void" />
<argument index="0" name="flag" type="int" enum="DisplayServer.WindowFlags" />
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index c03a2b8b7c..1029533e94 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -57,7 +57,9 @@
If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.
</member>
<member name="transparency" type="float" setter="set_transparency" getter="get_transparency" default="0.0">
- Transparency applied to the whole geometry. In spatial shaders, transparency is set as the default value of the [code]ALPHA[/code] built-in.
+ The transparency applied to the whole geometry (as a multiplier of the materials' existing transparency). [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [member transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
+ In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
+ [b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
</member>
<member name="visibility_range_begin" type="float" setter="set_visibility_range_begin" getter="get_visibility_range_begin" default="0.0">
Starting distance from which the GeometryInstance3D will be visible, taking [member visibility_range_begin_margin] into account as well. The default value of 0 is used to disable the range check.
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml
index e1e50a2b51..5f10cb3c82 100644
--- a/doc/classes/PhysicalSkyMaterial.xml
+++ b/doc/classes/PhysicalSkyMaterial.xml
@@ -17,14 +17,14 @@
<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.
</member>
- <member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(1, 1, 1, 1)">
+ <member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(0.1, 0.07, 0.034, 1)">
Modulates the [Color] on the bottom half of the sky to represent the ground.
</member>
<member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005">
Controls the strength of mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, mie scattering results in a whitish color around the sun and horizon.
</member>
- <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.63, 0.77, 0.92, 1)">
- Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien looking planets.
+ <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.69, 0.729, 0.812, 1)">
+ Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets.
</member>
<member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8">
Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards.
@@ -35,14 +35,14 @@
<member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0">
Controls the strength of the Rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.
</member>
- <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.26, 0.41, 0.58, 1)">
- Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien looking planets. For example, setting this to a red [Color] results in a Mars looking atmosphere with a corresponding blue sunset.
+ <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.3, 0.405, 0.6, 1)">
+ Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset.
</member>
<member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0">
Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.
</member>
<member name="turbidity" type="float" setter="set_turbidity" getter="get_turbidity" default="10.0">
- Sets the thickness of the atmosphere. High turbidity creates a foggy looking atmosphere, while a low turbidity results in a clearer atmosphere.
+ Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
</member>
</members>
</class>
diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml
index e3db74894b..dc6ead1b01 100644
--- a/doc/classes/ProceduralSkyMaterial.xml
+++ b/doc/classes/ProceduralSkyMaterial.xml
@@ -11,7 +11,7 @@
<tutorials>
</tutorials>
<members>
- <member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.12, 0.12, 0.13, 1)">
+ <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>
<member name="ground_curve" type="float" setter="set_ground_curve" getter="get_ground_curve" default="0.02">
@@ -20,25 +20,25 @@
<member name="ground_energy" type="float" setter="set_ground_energy" getter="get_ground_energy" default="1.0">
Amount of energy contribution from the ground.
</member>
- <member name="ground_horizon_color" type="Color" setter="set_ground_horizon_color" getter="get_ground_horizon_color" default="Color(0.37, 0.33, 0.31, 1)">
+ <member name="ground_horizon_color" type="Color" setter="set_ground_horizon_color" getter="get_ground_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)">
Color of the ground at the horizon. Blends with [member ground_bottom_color].
</member>
- <member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.09">
+ <member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.15">
How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
</member>
<member name="sky_energy" type="float" setter="set_sky_energy" getter="get_sky_energy" default="1.0">
Amount of energy contribution from the sky.
</member>
- <member name="sky_horizon_color" type="Color" setter="set_sky_horizon_color" getter="get_sky_horizon_color" default="Color(0.55, 0.69, 0.81, 1)">
+ <member name="sky_horizon_color" type="Color" setter="set_sky_horizon_color" getter="get_sky_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)">
Color of the sky at the horizon. Blends with [member sky_top_color].
</member>
- <member name="sky_top_color" type="Color" setter="set_sky_top_color" getter="get_sky_top_color" default="Color(0.35, 0.46, 0.71, 1)">
+ <member name="sky_top_color" type="Color" setter="set_sky_top_color" getter="get_sky_top_color" default="Color(0.385, 0.454, 0.55, 1)">
Color of the sky at the top. Blends with [member sky_horizon_color].
</member>
- <member name="sun_angle_max" type="float" setter="set_sun_angle_max" getter="get_sun_angle_max" default="100.0">
+ <member name="sun_angle_max" type="float" setter="set_sun_angle_max" getter="get_sun_angle_max" default="30.0">
Distance from center of sun where it fades out completely.
</member>
- <member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.05">
+ <member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.15">
How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max].
</member>
</members>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 82436b10a5..8ef10d1be4 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1455,6 +1455,9 @@
<argument index="1" name="transparency" type="float" />
<description>
Sets the transparency for the given geometry instance. Equivalent to [member GeometryInstance3D.transparency].
+ A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [code]transparency[/code] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.
+ In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in.
+ [b]Note:[/b] [code]transparency[/code] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.
</description>
</method>
<method name="instance_geometry_set_visibility_range">
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index a6182f5dab..6b8c455203 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -241,7 +241,8 @@
<method name="hash" qualifiers="const">
<return type="int" />
<description>
- Hashes the string and returns a 32-bit integer.
+ Returns the 32-bit hash value representing the string's contents.
+ [b]Note:[/b] [String]s with equal content will always produce identical hash values. However, the reverse is not true. Returning identical hash values does [i]not[/i] imply the strings are equal, because different strings can have identical hash values due to hash collisions.
</description>
</method>
<method name="hex_to_int" qualifiers="const">