Portals - clarify docs VisualInstances only

Makes it more clear in the documentation that some debugger features are expected not to show when portals are active.

(cherry picked from commit dcf52103a6)
This commit is contained in:
lawnjelly 2022-09-12 06:29:55 +01:00 committed by Rémi Verschelde
parent 3e848096e8
commit 0a216bfec0

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@ -37,8 +37,9 @@
<members>
<member name="active" type="bool" setter="rooms_set_active" getter="rooms_get_active" default="true">
Switches the portal culling system on and off.
It is important to note that when portal culling is active, it is responsible for [b]all[/b] the 3d culling. Some editor functionality may be more difficult to use, so switching the active flag is intended to be used to make sure your [Room] / [Portal] layout works within the editor.
It is important to note that when portal culling is active, it is responsible for [b]all[/b] the 3d culling. Some editor visual debugging helpers may not be available when active, so switching the active flag is intended to be used to ensure your [Room] / [Portal] layout works within the editor.
Switching to [code]active[/code] will have no effect when the [code]room graph[/code] is unloaded (the rooms have not yet been converted).
[b]Note:[/b] For efficiency, the portal system is designed to work with only the core visual object types. In particular, only nodes derived from [VisualInstance] are expected to show when the system is active.
</member>
<member name="debug_sprawl" type="bool" setter="set_debug_sprawl" getter="get_debug_sprawl" default="false">
Large objects can 'sprawl' over (be present in) more than one room. It can be useful to visualize which objects are sprawling outside the current room.