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path: root/doc/classes/Camera3D.xml
AgeCommit message (Collapse)Author
2020-12-19Increase the default Camera Zfar to 4000Hugo Locurcio
This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
2020-10-27Document hiding a Control when its reference point is behind the cameraHugo Locurcio
See https://github.com/godotengine/godot/issues/1725.
2020-10-01Link to demos from within the class referenceAaron Franke
2020-05-15Document the Camera3D's `effects` propertyHugo Locurcio
This makes the Camera3D documentation 100% complete.
2020-05-01Increase the default Camera3D field of view to 75Hugo Locurcio
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree horizontal FOV on a 4:3 display (~107.51 degrees on 16:9), which is close to the typical default FOV used in PC games. Note that this doesn't apply to the in-editor camera which keeps its FOV to 70. This is because it doesn't display in fullscreen; its viewport only displays in the center of the editor (roughly). This means the viewport won't cover the viewer's eyes as much. Therefore, the editor camera FOV should be slightly lower to account for this. Since this changes the default value, this may break existing projects slightly. For the record, this was already done in https://github.com/godotengine/godot-demo-projects/pull/260 for the official demo projects.
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.