doc: Sync classref with current source

Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
This commit is contained in:
Rémi Verschelde 2020-02-12 09:59:06 +01:00
parent 0c7fc80cc1
commit 0e3d625737
149 changed files with 1950 additions and 4241 deletions

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@ -53,8 +53,14 @@
<member name="Marshalls" type="Reference" setter="" getter="">
The [Marshalls] singleton.
</member>
<member name="NavigationMeshGenerator" type="EditorNavigationMeshGenerator" setter="" getter="">
The [EditorNavigationMeshGenerator] singleton.
<member name="Navigation2DServer" type="Navigation2DServer" setter="" getter="">
The [Navigation2DServer] singleton.
</member>
<member name="NavigationMeshGenerator" type="NavigationMeshGenerator" setter="" getter="">
The [NavigationMeshGenerator] singleton.
</member>
<member name="NavigationServer" type="NavigationServer" setter="" getter="">
The [NavigationServer] singleton.
</member>
<member name="OS" type="OS" setter="" getter="">
The [OS] singleton.
@ -1367,7 +1373,7 @@
Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
</constant>
<constant name="PROPERTY_HINT_RESOURCE_TYPE" value="17" enum="PropertyHint">
Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture"[/code]). Editing it will show a popup menu of valid resource types to instantiate.
Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate.
</constant>
<constant name="PROPERTY_HINT_MULTILINE_TEXT" value="18" enum="PropertyHint">
Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.

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@ -60,6 +60,10 @@
<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing.
</member>
<member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0">
</member>
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )">
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The animation speed is multiplied by this value.
</member>

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedTexture" inherits="Texture" version="4.0">
<class name="AnimatedTexture" inherits="Texture2D" version="4.0">
<brief_description>
Proxy texture for simple frame-based animations.
</brief_description>
<description>
[AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], but has the advantage of being usable anywhere a [Texture] resource can be used, e.g. in a [TileSet].
[AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet].
The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
[AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn't support [AtlasTexture]. Each frame needs to be separate image.
</description>
@ -21,12 +21,12 @@
</description>
</method>
<method name="get_frame_texture" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="frame" type="int">
</argument>
<description>
Returns the given frame's [Texture].
Returns the given frame's [Texture2D].
</description>
</method>
<method name="set_frame_delay">
@ -52,16 +52,15 @@
</return>
<argument index="0" name="frame" type="int">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID [member frames] - 1.
Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID [member frames] - 1.
You can define any number of textures up to [constant MAX_FRAMES], but keep in mind that only frames from 0 to [member frames] - 1 will be part of the animation.
</description>
</method>
</methods>
<members>
<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
<member name="fps" type="float" setter="set_fps" getter="get_fps" default="4.0">
Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see [method set_frame_delay]).
For example, an animation with 8 frames, no frame delay and a [code]fps[/code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.

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@ -14,7 +14,7 @@
animation.track_insert_key(track_index, 0.0, 0)
animation.track_insert_key(track_index, 0.5, 100)
[/codeblock]
Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back.
Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>

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@ -1,656 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationTreePlayer" inherits="Node" version="4.0">
<brief_description>
Animation player that uses a node graph for blending animations.
</brief_description>
<description>
A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="AnimationTreePlayer.NodeType">
</argument>
<argument index="1" name="id" type="String">
</argument>
<description>
Adds a [code]type[/code] node to the graph with name [code]id[/code].
</description>
</method>
<method name="advance">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
Shifts position in the animation timeline. [code]delta[/code] is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled.
</description>
</method>
<method name="animation_node_get_animation" qualifiers="const">
<return type="Animation">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the [AnimationPlayer]'s [Animation] bound to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
</description>
</method>
<method name="animation_node_get_master_animation" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the name of the [member master_player]'s [Animation] bound to this animation node.
</description>
</method>
<method name="animation_node_get_position" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the absolute playback timestamp of the animation node with name [code]id[/code].
</description>
</method>
<method name="animation_node_set_animation">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="animation" type="Animation">
</argument>
<description>
Binds a new [Animation] from the [member master_player] to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
</description>
</method>
<method name="animation_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
If [code]enable[/code] is [code]true[/code], the animation node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
</description>
</method>
<method name="animation_node_set_master_animation">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="source" type="String">
</argument>
<description>
Binds the [Animation] named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
</description>
</method>
<method name="are_nodes_connected" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_id" type="String">
</argument>
<argument index="2" name="dst_input_idx" type="int">
</argument>
<description>
Returns whether node [code]id[/code] and [code]dst_id[/code] are connected at the specified slot.
</description>
</method>
<method name="blend2_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend2 node given its name.
</description>
</method>
<method name="blend2_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="float">
</argument>
<description>
Sets the blend amount of a Blend2 node given its name and value.
A Blend2 node blends two animations (A and B) with the amount between 0 and 1.
At 0, output is input A. Towards 1, the influence of A gets lessened, the influence of B gets raised. At 1, output is input B.
</description>
</method>
<method name="blend2_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
If [code]enable[/code] is [code]true[/code], the Blend2 node with name [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
</description>
</method>
<method name="blend3_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend3 node given its name.
</description>
</method>
<method name="blend3_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="float">
</argument>
<description>
Sets the blend amount of a Blend3 node given its name and value.
A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 and 1.
At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, the influence of A gets raised and the influence of B+ is 0. At 0, output is input A. From 0 to 1, the influence of A gets lessened, the influence of B+ gets raised and the influence of B+ is 0. At 1, output is input B+.
</description>
</method>
<method name="blend4_node_get_amount" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend4 node given its name.
</description>
</method>
<method name="blend4_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="Vector2">
</argument>
<description>
Sets the blend amount of a Blend4 node given its name and value.
A Blend4 Node blends two pairs of animations.
The two pairs are blended like Blend2 and then added together.
</description>
</method>
<method name="connect_nodes">
<return type="int" enum="Error">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_id" type="String">
</argument>
<argument index="2" name="dst_input_idx" type="int">
</argument>
<description>
Connects node [code]id[/code] to [code]dst_id[/code] at the specified input slot.
</description>
</method>
<method name="disconnect_nodes">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_input_idx" type="int">
</argument>
<description>
Disconnects nodes connected to [code]id[/code] at the specified input slot.
</description>
</method>
<method name="get_node_list">
<return type="PoolStringArray">
</return>
<description>
Returns a [PoolStringArray] containing the name of all nodes.
</description>
</method>
<method name="mix_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the mix amount of a Mix node given its name.
</description>
</method>
<method name="mix_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="ratio" type="float">
</argument>
<description>
Sets the mix amount of a Mix node given its name and value.
A Mix node adds input b to input a by the amount given by ratio.
</description>
</method>
<method name="node_exists" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="node" type="String">
</argument>
<description>
Check if a node exists (by name).
</description>
</method>
<method name="node_get_input_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the input count for a given node. Different types of nodes have different amount of inputs.
</description>
</method>
<method name="node_get_input_source" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="idx" type="int">
</argument>
<description>
Returns the input source for a given node input.
</description>
</method>
<method name="node_get_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns position of a node in the graph given its name.
</description>
</method>
<method name="node_get_type" qualifiers="const">
<return type="int" enum="AnimationTreePlayer.NodeType">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Gets the node type, will return from [enum NodeType] enum.
</description>
</method>
<method name="node_rename">
<return type="int" enum="Error">
</return>
<argument index="0" name="node" type="String">
</argument>
<argument index="1" name="new_name" type="String">
</argument>
<description>
Renames a node in the graph.
</description>
</method>
<method name="node_set_position">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="screen_position" type="Vector2">
</argument>
<description>
Sets the position of a node in the graph given its name and position.
</description>
</method>
<method name="oneshot_node_get_autorestart_delay" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the autostart delay of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_autorestart_random_delay" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the autostart random delay of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_fadein_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the fade in time of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_fadeout_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the fade out time of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_has_autorestart" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns whether a OneShot node will auto restart given its name.
</description>
</method>
<method name="oneshot_node_is_active" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns whether a OneShot node is active given its name.
</description>
</method>
<method name="oneshot_node_set_autorestart">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
Sets the autorestart property of a OneShot node given its name and value.
</description>
</method>
<method name="oneshot_node_set_autorestart_delay">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="delay_sec" type="float">
</argument>
<description>
Sets the autorestart delay of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_autorestart_random_delay">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="rand_sec" type="float">
</argument>
<description>
Sets the autorestart random delay of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_fadein_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
Sets the fade in time of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_fadeout_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
Sets the fade out time of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
If [code]enable[/code] is [code]true[/code], the OneShot node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
</description>
</method>
<method name="oneshot_node_start">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Starts a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_stop">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Stops the OneShot node with name [code]id[/code].
</description>
</method>
<method name="recompute_caches">
<return type="void">
</return>
<description>
Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.
</description>
</method>
<method name="remove_node">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Removes the animation node with name [code]id[/code].
</description>
</method>
<method name="reset">
<return type="void">
</return>
<description>
Resets this [AnimationTreePlayer].
</description>
</method>
<method name="timescale_node_get_scale" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the time scale value of the TimeScale node with name [code]id[/code].
</description>
</method>
<method name="timescale_node_set_scale">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="scale" type="float">
</argument>
<description>
Sets the time scale of the TimeScale node with name [code]id[/code] to [code]scale[/code].
The TimeScale node is used to speed [Animation]s up if the scale is above 1 or slow them down if it is below 1.
If applied after a blend or mix, affects all input animations to that blend or mix.
</description>
</method>
<method name="timeseek_node_seek">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="seconds" type="float">
</argument>
<description>
Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code].
This functions as a seek in the [Animation] or the blend or mix of [Animation]s input in it.
</description>
</method>
<method name="transition_node_delete_input">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code].
</description>
</method>
<method name="transition_node_get_current" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the index of the currently evaluated input for the transition node with name [code]id[/code].
</description>
</method>
<method name="transition_node_get_input_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the number of inputs for the transition node with name [code]id[/code]. You can add inputs by right-clicking on the transition node.
</description>
</method>
<method name="transition_node_get_xfade_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the cross fade time for the transition node with name [code]id[/code].
</description>
</method>
<method name="transition_node_has_input_auto_advance" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
Returns [code]true[/code] if the input at [code]input_idx[/code] on the transition node with name [code]id[/code] is set to automatically advance to the next input upon completion.
</description>
</method>
<method name="transition_node_set_current">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code].
</description>
</method>
<method name="transition_node_set_input_auto_advance">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes.
</description>
</method>
<method name="transition_node_set_input_count">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="count" type="int">
</argument>
<description>
Resizes the number of inputs available for the transition node with name [code]id[/code].
</description>
</method>
<method name="transition_node_set_xfade_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code].
</description>
</method>
</methods>
<members>
<member name="active" type="bool" setter="set_active" getter="is_active" default="false">
If [code]true[/code], the [AnimationTreePlayer] is able to play animations.
</member>
<member name="base_path" type="NodePath" setter="set_base_path" getter="get_base_path" default="NodePath(&quot;..&quot;)">
The node from which to relatively access other nodes.
It accesses the bones, so it should point to the same node the [AnimationPlayer] would point its Root Node at.
</member>
<member name="master_player" type="NodePath" setter="set_master_player" getter="get_master_player" default="NodePath(&quot;&quot;)">
The path to the [AnimationPlayer] from which this [AnimationTreePlayer] binds animations to animation nodes.
Once set, [Animation] nodes can be added to the [AnimationTreePlayer].
</member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationTreePlayer.AnimationProcessMode" default="1">
The thread in which to update animations.
</member>
</members>
<constants>
<constant name="NODE_OUTPUT" value="0" enum="NodeType">
Output node.
</constant>
<constant name="NODE_ANIMATION" value="1" enum="NodeType">
Animation node.
</constant>
<constant name="NODE_ONESHOT" value="2" enum="NodeType">
OneShot node.
</constant>
<constant name="NODE_MIX" value="3" enum="NodeType">
Mix node.
</constant>
<constant name="NODE_BLEND2" value="4" enum="NodeType">
Blend2 node.
</constant>
<constant name="NODE_BLEND3" value="5" enum="NodeType">
Blend3 node.
</constant>
<constant name="NODE_BLEND4" value="6" enum="NodeType">
Blend4 node.
</constant>
<constant name="NODE_TIMESCALE" value="7" enum="NodeType">
TimeScale node.
</constant>
<constant name="NODE_TIMESEEK" value="8" enum="NodeType">
TimeSeek node.
</constant>
<constant name="NODE_TRANSITION" value="9" enum="NodeType">
Transition node.
</constant>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
Process animation during the physics process. This is especially useful when animating physics bodies.
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
Process animation during the idle process.
</constant>
</constants>
</class>

View File

@ -45,7 +45,11 @@
</argument>
<argument index="2" name="blend_shapes" type="Array" default="[ ]">
</argument>
<argument index="3" name="compress_flags" type="int" default="97280">
<argument index="3" name="lods" type="Dictionary" default="{
}">
</argument>
<argument index="4" name="compress_flags" type="int" default="31744">
</argument>
<description>
Creates a new surface.
@ -62,6 +66,12 @@
Removes all blend shapes from this [ArrayMesh].
</description>
</method>
<method name="clear_surfaces">
<return type="void">
</return>
<description>
</description>
</method>
<method name="get_blend_shape_count" qualifiers="const">
<return type="int">
</return>
@ -150,15 +160,6 @@
Returns the primitive type of the requested surface (see [method add_surface_from_arrays]).
</description>
</method>
<method name="surface_remove">
<return type="void">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Removes a surface at position [code]surf_idx[/code], shifting greater surfaces one [code]surf_idx[/code] slot down.
</description>
</method>
<method name="surface_set_name">
<return type="void">
</return>

View File

@ -1,23 +1,22 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AtlasTexture" inherits="Texture" version="4.0">
<class name="AtlasTexture" inherits="Texture2D" version="4.0">
<brief_description>
Packs multiple small textures in a single, bigger one. Helps to optimize video memory costs and render calls.
</brief_description>
<description>
[Texture] resource aimed at managing big textures files that pack multiple smaller textures. Consists of a [Texture], a margin that defines the border width, and a region that defines the actual area of the AtlasTexture.
[Texture2D] resource aimed at managing big textures files that pack multiple smaller textures. Consists of a [Texture2D], a margin that defines the border width, and a region that defines the actual area of the AtlasTexture.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="atlas" type="Texture" setter="set_atlas" getter="get_atlas">
The texture that contains the atlas. Can be any [Texture] subtype.
<member name="atlas" type="Texture2D" setter="set_atlas" getter="get_atlas">
The texture that contains the atlas. Can be any [Texture2D] subtype.
</member>
<member name="filter_clip" type="bool" setter="set_filter_clip" getter="has_filter_clip" default="false">
If [code]true[/code], clips the area outside of the region to avoid bleeding of the surrounding texture pixels.
</member>
<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
<member name="margin" type="Rect2" setter="set_margin" getter="get_margin" default="Rect2( 0, 0, 0, 0 )">
The margin around the region. The [Rect2]'s [member Rect2.size] parameter ("w" and "h" in the editor) resizes the texture so it fits within the margin.
</member>

View File

@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BakedLightmap" inherits="VisualInstance" version="4.0">
<brief_description>
Prerendered indirect light map for a scene.
</brief_description>
<description>
Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/baked_lightmaps.html</link>
</tutorials>
<methods>
<method name="bake">
<return type="int" enum="BakedLightmap.BakeError">
</return>
<argument index="0" name="from_node" type="Node" default="null">
</argument>
<argument index="1" name="create_visual_debug" type="bool" default="false">
</argument>
<description>
Bakes the lightmaps within the currently edited scene. Returns a [enum BakeError] to signify if the bake was successful, or if unsuccessful, how the bake failed.
</description>
</method>
<method name="debug_bake">
<return type="void">
</return>
<description>
Executes a dry run bake of lightmaps within the currently edited scene.
</description>
</method>
</methods>
<members>
<member name="bake_cell_size" type="float" setter="set_bake_cell_size" getter="get_bake_cell_size" default="0.25">
Grid subdivision size for lightmapper calculation. The default value will work for most cases. Increase for better lighting on small details or if your scene is very large.
</member>
<member name="bake_default_texels_per_unit" type="float" setter="set_bake_default_texels_per_unit" getter="get_bake_default_texels_per_unit" default="20.0">
If a [member Mesh.lightmap_size_hint] isn't specified, the lightmap baker will dynamically set the lightmap size using this value. This value is measured in texels per world unit. The maximum lightmap texture size is 4096x4096.
</member>
<member name="bake_energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
Multiplies the light sources' intensity by this value. For instance, if the value is set to 2, lights will be twice as bright. If the value is set to 0.5, lights will be half as bright.
</member>
<member name="bake_extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 10, 10, 10 )">
The size of the affected area.
</member>
<member name="bake_hdr" type="bool" setter="set_hdr" getter="is_hdr" default="false">
If [code]true[/code], the lightmap can capture light values greater than [code]1.0[/code]. Turning this off will result in a smaller file size.
</member>
<member name="bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="BakedLightmap.BakeMode" default="0">
Lightmapping mode. See [enum BakeMode].
</member>
<member name="bake_propagation" type="float" setter="set_propagation" getter="get_propagation" default="1.0">
Defines how far the light will travel before it is no longer effective. The higher the number, the farther the light will travel. For instance, if the value is set to 2, the light will go twice as far. If the value is set to 0.5, the light will only go half as far.
</member>
<member name="bake_quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="BakedLightmap.BakeQuality" default="1">
Three quality modes are available. Higher quality requires more rendering time. See [enum BakeQuality].
</member>
<member name="capture_cell_size" type="float" setter="set_capture_cell_size" getter="get_capture_cell_size" default="0.5">
Grid size used for real-time capture information on dynamic objects. Cannot be larger than [member bake_cell_size].
</member>
<member name="image_path" type="String" setter="set_image_path" getter="get_image_path" default="&quot;.&quot;">
The location where lightmaps will be saved.
</member>
<member name="light_data" type="BakedLightmapData" setter="set_light_data" getter="get_light_data">
The calculated light data.
</member>
</members>
<constants>
<constant name="BAKE_QUALITY_LOW" value="0" enum="BakeQuality">
The lowest bake quality mode. Fastest to calculate.
</constant>
<constant name="BAKE_QUALITY_MEDIUM" value="1" enum="BakeQuality">
The default bake quality mode.
</constant>
<constant name="BAKE_QUALITY_HIGH" value="2" enum="BakeQuality">
The highest bake quality mode. Takes longer to calculate.
</constant>
<constant name="BAKE_MODE_CONE_TRACE" value="0" enum="BakeMode">
Less precise but faster bake mode.
</constant>
<constant name="BAKE_MODE_RAY_TRACE" value="1" enum="BakeMode">
More precise bake mode but can take considerably longer to bake.
</constant>
<constant name="BAKE_ERROR_OK" value="0" enum="BakeError">
Baking was successful.
</constant>
<constant name="BAKE_ERROR_NO_SAVE_PATH" value="1" enum="BakeError">
Returns if no viable save path is found. This can happen where an [member image_path] is not specified or when the save location is invalid.
</constant>
<constant name="BAKE_ERROR_NO_MESHES" value="2" enum="BakeError">
Currently unused.
</constant>
<constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="3" enum="BakeError">
Returns when the baker cannot save per-mesh textures to file.
</constant>
<constant name="BAKE_ERROR_USER_ABORTED" value="4" enum="BakeError">
Returns if user cancels baking.
</constant>
</constants>
</class>

View File

@ -1,65 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BakedLightmapData" inherits="Resource" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_user">
<return type="void">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<argument index="1" name="lightmap" type="Texture">
</argument>
<argument index="2" name="instance" type="int">
</argument>
<description>
</description>
</method>
<method name="clear_users">
<return type="void">
</return>
<description>
</description>
</method>
<method name="get_user_count" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_user_lightmap" qualifiers="const">
<return type="Texture">
</return>
<argument index="0" name="user_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="get_user_path" qualifiers="const">
<return type="NodePath">
</return>
<argument index="0" name="user_idx" type="int">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="bounds" type="AABB" setter="set_bounds" getter="get_bounds" default="AABB( 0, 0, 0, 0, 0, 0 )">
</member>
<member name="cell_space_transform" type="Transform" setter="set_cell_space_transform" getter="get_cell_space_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
</member>
<member name="cell_subdiv" type="int" setter="set_cell_subdiv" getter="get_cell_subdiv" default="1">
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
</member>
<member name="octree" type="PoolByteArray" setter="set_octree" getter="get_octree" default="PoolByteArray( )">
</member>
</members>
<constants>
</constants>
</class>

View File

@ -0,0 +1,477 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BaseMaterial3D" inherits="Material" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_feature" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature">
</argument>
<description>
</description>
</method>
<method name="get_flag" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags">
</argument>
<description>
</description>
</method>
<method name="get_texture" qualifiers="const">
<return type="Texture2D">
</return>
<argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam">
</argument>
<description>
</description>
</method>
<method name="set_feature">
<return type="void">
</return>
<argument index="0" name="feature" type="int" enum="BaseMaterial3D.Feature">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_flag">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="BaseMaterial3D.Flags">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_texture">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="BaseMaterial3D.TextureParam">
</argument>
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color( 1, 1, 1, 1 )">
</member>
<member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold">
</member>
<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy">
</member>
<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="anisotropy_flowmap" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect">
</member>
<member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="ao_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="BaseMaterial3D.TextureChannel">
</member>
<member name="billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
</member>
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">
</member>
<member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat">
</member>
<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss">
</member>
<member name="clearcoat_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="BaseMaterial3D.CullMode" default="0">
</member>
<member name="depth_draw" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="BaseMaterial3D.DepthDrawMode" default="0">
</member>
<member name="detail_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode">
</member>
<member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="detail_mask" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV">
</member>
<member name="diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="BaseMaterial3D.DiffuseMode" default="0">
</member>
<member name="disable_ambient_light" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="disable_receive_shadows" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance">
</member>
<member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance">
</member>
<member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="BaseMaterial3D.DistanceFadeMode" default="0">
</member>
<member name="emission" type="Color" setter="set_emission" getter="get_emission">
</member>
<member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy">
</member>
<member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="BaseMaterial3D.EmissionOperator">
</member>
<member name="emission_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="fixed_size" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled" default="false">
</member>
<member name="grow_amount" type="float" setter="set_grow" getter="get_grow" default="0.0">
</member>
<member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled">
</member>
<member name="heightmap_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="heightmap_flip_binormal" type="bool" setter="set_heightmap_deep_parallax_flip_binormal" getter="get_heightmap_deep_parallax_flip_binormal">
</member>
<member name="heightmap_flip_tangent" type="bool" setter="set_heightmap_deep_parallax_flip_tangent" getter="get_heightmap_deep_parallax_flip_tangent">
</member>
<member name="heightmap_flip_texture" type="bool" setter="set_flag" getter="get_flag">
</member>
<member name="heightmap_max_layers" type="int" setter="set_heightmap_deep_parallax_max_layers" getter="get_heightmap_deep_parallax_max_layers">
</member>
<member name="heightmap_min_layers" type="int" setter="set_heightmap_deep_parallax_min_layers" getter="get_heightmap_deep_parallax_min_layers">
</member>
<member name="heightmap_scale" type="float" setter="set_heightmap_scale" getter="get_heightmap_scale">
</member>
<member name="heightmap_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0">
</member>
<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5">
</member>
<member name="metallic_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
</member>
<member name="no_depth_test" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale">
</member>
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
</member>
<member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
</member>
<member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
</member>
<member name="point_size" type="float" setter="set_point_size" getter="get_point_size" default="1.0">
</member>
<member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance">
</member>
<member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false">
</member>
<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction">
</member>
<member name="refraction_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="BaseMaterial3D.TextureChannel">
</member>
<member name="rim" type="float" setter="set_rim" getter="get_rim">
</member>
<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="rim_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint">
</member>
<member name="roughness" type="float" setter="set_roughness" getter="get_roughness" default="1.0">
</member>
<member name="roughness_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0">
</member>
<member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1">
</member>
<member name="shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="BaseMaterial3D.SpecularMode" default="0">
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength">
</member>
<member name="subsurf_scatter_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3">
</member>
<member name="texture_repeat" type="bool" setter="set_flag" getter="get_flag" default="true">
</member>
<member name="transmission" type="Color" setter="set_transmission" getter="get_transmission">
</member>
<member name="transmission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
</member>
<member name="transmission_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
<member name="transparency" type="int" setter="set_transparency" getter="get_transparency" enum="BaseMaterial3D.Transparency" default="0">
</member>
<member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3( 0, 0, 0 )">
</member>
<member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3( 1, 1, 1 )">
</member>
<member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness" default="1.0">
</member>
<member name="uv1_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3( 0, 0, 0 )">
</member>
<member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3( 1, 1, 1 )">
</member>
<member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness" default="1.0">
</member>
<member name="uv2_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
</members>
<constants>
<constant name="TEXTURE_ALBEDO" value="0" enum="TextureParam">
</constant>
<constant name="TEXTURE_METALLIC" value="1" enum="TextureParam">
</constant>
<constant name="TEXTURE_ROUGHNESS" value="2" enum="TextureParam">
</constant>
<constant name="TEXTURE_EMISSION" value="3" enum="TextureParam">
</constant>
<constant name="TEXTURE_NORMAL" value="4" enum="TextureParam">
</constant>
<constant name="TEXTURE_RIM" value="5" enum="TextureParam">
</constant>
<constant name="TEXTURE_CLEARCOAT" value="6" enum="TextureParam">
</constant>
<constant name="TEXTURE_FLOWMAP" value="7" enum="TextureParam">
</constant>
<constant name="TEXTURE_AMBIENT_OCCLUSION" value="8" enum="TextureParam">
</constant>
<constant name="TEXTURE_HEIGHTMAP" value="9" enum="TextureParam">
</constant>
<constant name="TEXTURE_SUBSURFACE_SCATTERING" value="10" enum="TextureParam">
</constant>
<constant name="TEXTURE_TRANSMISSION" value="11" enum="TextureParam">
</constant>
<constant name="TEXTURE_REFRACTION" value="12" enum="TextureParam">
</constant>
<constant name="TEXTURE_DETAIL_MASK" value="13" enum="TextureParam">
</constant>
<constant name="TEXTURE_DETAIL_ALBEDO" value="14" enum="TextureParam">
</constant>
<constant name="TEXTURE_DETAIL_NORMAL" value="15" enum="TextureParam">
</constant>
<constant name="TEXTURE_ORM" value="16" enum="TextureParam">
</constant>
<constant name="TEXTURE_MAX" value="17" enum="TextureParam">
</constant>
<constant name="TEXTURE_FILTER_NEAREST" value="0" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_LINEAR" value="1" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS" value="2" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS" value="3" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC" value="4" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_MAX" value="6" enum="TextureFilter">
</constant>
<constant name="DETAIL_UV_1" value="0" enum="DetailUV">
</constant>
<constant name="DETAIL_UV_2" value="1" enum="DetailUV">
</constant>
<constant name="TRANSPARENCY_DISABLED" value="0" enum="Transparency">
</constant>
<constant name="TRANSPARENCY_ALPHA" value="1" enum="Transparency">
</constant>
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
</constant>
<constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="3" enum="Transparency">
</constant>
<constant name="TRANSPARENCY_MAX" value="4" enum="Transparency">
</constant>
<constant name="SHADING_MODE_UNSHADED" value="0" enum="ShadingMode">
</constant>
<constant name="SHADING_MODE_PER_PIXEL" value="1" enum="ShadingMode">
</constant>
<constant name="SHADING_MODE_PER_VERTEX" value="2" enum="ShadingMode">
</constant>
<constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode">
</constant>
<constant name="FEATURE_EMISSION" value="0" enum="Feature">
</constant>
<constant name="FEATURE_NORMAL_MAPPING" value="1" enum="Feature">
</constant>
<constant name="FEATURE_RIM" value="2" enum="Feature">
</constant>
<constant name="FEATURE_CLEARCOAT" value="3" enum="Feature">
</constant>
<constant name="FEATURE_ANISOTROPY" value="4" enum="Feature">
</constant>
<constant name="FEATURE_AMBIENT_OCCLUSION" value="5" enum="Feature">
</constant>
<constant name="FEATURE_HEIGHT_MAPPING" value="6" enum="Feature">
</constant>
<constant name="FEATURE_SUBSURACE_SCATTERING" value="7" enum="Feature">
</constant>
<constant name="FEATURE_TRANSMISSION" value="8" enum="Feature">
</constant>
<constant name="FEATURE_REFRACTION" value="9" enum="Feature">
</constant>
<constant name="FEATURE_DETAIL" value="10" enum="Feature">
</constant>
<constant name="FEATURE_MAX" value="11" enum="Feature">
</constant>
<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
</constant>
<constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
</constant>
<constant name="BLEND_MODE_SUB" value="2" enum="BlendMode">
</constant>
<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
</constant>
<constant name="CULL_FRONT" value="1" enum="CullMode">
</constant>
<constant name="CULL_DISABLED" value="2" enum="CullMode">
</constant>
<constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags">
</constant>
<constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="1" enum="Flags">
</constant>
<constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags">
</constant>
<constant name="FLAG_USE_POINT_SIZE" value="3" enum="Flags">
</constant>
<constant name="FLAG_FIXED_SIZE" value="4" enum="Flags">
</constant>
<constant name="FLAG_BILLBOARD_KEEP_SCALE" value="5" enum="Flags">
</constant>
<constant name="FLAG_UV1_USE_TRIPLANAR" value="6" enum="Flags">
</constant>
<constant name="FLAG_UV2_USE_TRIPLANAR" value="7" enum="Flags">
</constant>
<constant name="FLAG_UV1_USE_WORLD_TRIPLANAR" value="8" enum="Flags">
</constant>
<constant name="FLAG_UV2_USE_WORLD_TRIPLANAR" value="9" enum="Flags">
</constant>
<constant name="FLAG_AO_ON_UV2" value="10" enum="Flags">
</constant>
<constant name="FLAG_EMISSION_ON_UV2" value="11" enum="Flags">
</constant>
<constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="12" enum="Flags">
</constant>
<constant name="FLAG_DONT_RECEIVE_SHADOWS" value="13" enum="Flags">
</constant>
<constant name="FLAG_DISABLE_AMBIENT_LIGHT" value="14" enum="Flags">
</constant>
<constant name="FLAG_USE_SHADOW_TO_OPACITY" value="15" enum="Flags">
</constant>
<constant name="FLAG_USE_TEXTURE_REPEAT" value="16" enum="Flags">
</constant>
<constant name="FLAG_INVERT_HEIGHTMAP" value="17" enum="Flags">
</constant>
<constant name="FLAG_MAX" value="18" enum="Flags">
</constant>
<constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode">
</constant>
<constant name="DIFFUSE_LAMBERT" value="1" enum="DiffuseMode">
</constant>
<constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode">
</constant>
<constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode">
</constant>
<constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode">
</constant>
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
</constant>
<constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
</constant>
<constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
</constant>
<constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
</constant>
<constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
</constant>
<constant name="BILLBOARD_ENABLED" value="1" enum="BillboardMode">
</constant>
<constant name="BILLBOARD_FIXED_Y" value="2" enum="BillboardMode">
</constant>
<constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode">
</constant>
<constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel">
</constant>
<constant name="TEXTURE_CHANNEL_GREEN" value="1" enum="TextureChannel">
</constant>
<constant name="TEXTURE_CHANNEL_BLUE" value="2" enum="TextureChannel">
</constant>
<constant name="TEXTURE_CHANNEL_ALPHA" value="3" enum="TextureChannel">
</constant>
<constant name="TEXTURE_CHANNEL_GRAYSCALE" value="4" enum="TextureChannel">
</constant>
<constant name="EMISSION_OP_ADD" value="0" enum="EmissionOperator">
</constant>
<constant name="EMISSION_OP_MULTIPLY" value="1" enum="EmissionOperator">
</constant>
<constant name="DISTANCE_FADE_DISABLED" value="0" enum="DistanceFadeMode">
</constant>
<constant name="DISTANCE_FADE_PIXEL_ALPHA" value="1" enum="DistanceFadeMode">
</constant>
<constant name="DISTANCE_FADE_PIXEL_DITHER" value="2" enum="DistanceFadeMode">
</constant>
<constant name="DISTANCE_FADE_OBJECT_DITHER" value="3" enum="DistanceFadeMode">
</constant>
</constants>
</class>

View File

@ -43,7 +43,7 @@
<method name="add_texture">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<description>
Adds a texture to the [BitmapFont].
@ -88,7 +88,7 @@
</description>
</method>
<method name="get_texture" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="idx" type="int">
</argument>

View File

@ -23,7 +23,7 @@
<member name="flat" type="bool" setter="set_flat" getter="is_flat" default="false">
Flat buttons don't display decoration.
</member>
<member name="icon" type="Texture" setter="set_button_icon" getter="get_button_icon">
<member name="icon" type="Texture2D" setter="set_button_icon" getter="get_button_icon">
Button's icon, if text is present the icon will be placed before the text.
</member>
<member name="text" type="String" setter="set_text" getter="get_text" default="&quot;&quot;">

View File

@ -238,7 +238,7 @@
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
</member>
<member name="normalmap" type="Texture" setter="set_normalmap" getter="get_normalmap">
<member name="normalmap" type="Texture2D" setter="set_normalmap" getter="get_normalmap">
Normal map to be used for the [member texture] property.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
@ -292,7 +292,7 @@
<member name="tangential_accel_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
Tangential acceleration randomness ratio.
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
Particle texture. If [code]null[/code], particles will be squares.
</member>
</members>

View File

@ -175,6 +175,8 @@
<member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="Camera.DopplerTracking" default="0">
If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values.
</member>
<member name="effects" type="CameraEffects" setter="set_effects" getter="get_effects">
</member>
<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
The [Environment] to use for this camera.
</member>

View File

@ -0,0 +1,33 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraEffects" inherits="Resource" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="dof_blur_amount" type="float" setter="set_dof_blur_amount" getter="get_dof_blur_amount" default="0.1">
</member>
<member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0">
</member>
<member name="dof_blur_far_enabled" type="bool" setter="set_dof_blur_far_enabled" getter="is_dof_blur_far_enabled" default="false">
</member>
<member name="dof_blur_far_transition" type="float" setter="set_dof_blur_far_transition" getter="get_dof_blur_far_transition" default="5.0">
</member>
<member name="dof_blur_near_distance" type="float" setter="set_dof_blur_near_distance" getter="get_dof_blur_near_distance" default="2.0">
</member>
<member name="dof_blur_near_enabled" type="bool" setter="set_dof_blur_near_enabled" getter="is_dof_blur_near_enabled" default="false">
</member>
<member name="dof_blur_near_transition" type="float" setter="set_dof_blur_near_transition" getter="get_dof_blur_near_transition" default="1.0">
</member>
<member name="override_exposure" type="float" setter="set_override_exposure" getter="get_override_exposure" default="1.0">
</member>
<member name="override_exposure_enable" type="bool" setter="set_override_exposure_enabled" getter="is_override_exposure_enabled" default="false">
</member>
</members>
<constants>
</constants>
</class>

View File

@ -10,57 +10,7 @@
<tutorials>
</tutorials>
<methods>
<method name="get_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the unique ID for this feed.
</description>
</method>
<method name="get_name" qualifiers="const">
<return type="String">
</return>
<description>
Returns the camera's name.
</description>
</method>
<method name="get_position" qualifiers="const">
<return type="int" enum="CameraFeed.FeedPosition">
</return>
<description>
Returns the position of camera on the device.
</description>
</method>
</methods>
<members>
<member name="feed_is_active" type="bool" setter="set_active" getter="is_active" default="false">
If [code]true[/code], the feed is active.
</member>
<member name="feed_transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, -1, 0, 1 )">
The transform applied to the camera's image.
</member>
</members>
<constants>
<constant name="FEED_NOIMAGE" value="0" enum="FeedDataType">
No image set for the feed.
</constant>
<constant name="FEED_RGB" value="1" enum="FeedDataType">
Feed supplies RGB images.
</constant>
<constant name="FEED_YCBCR" value="2" enum="FeedDataType">
Feed supplies YCbCr images that need to be converted to RGB.
</constant>
<constant name="FEED_YCBCR_SEP" value="3" enum="FeedDataType">
Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
</constant>
<constant name="FEED_UNSPECIFIED" value="0" enum="FeedPosition">
Unspecified position.
</constant>
<constant name="FEED_FRONT" value="1" enum="FeedPosition">
Camera is mounted at the front of the device.
</constant>
<constant name="FEED_BACK" value="2" enum="FeedPosition">
Camera is mounted at the back of the device.
</constant>
</constants>
</class>

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraTexture" inherits="Texture" version="4.0">
<class name="CameraTexture" inherits="Texture2D" version="4.0">
<brief_description>
Texture provided by a [CameraFeed].
</brief_description>
@ -18,7 +18,6 @@
<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
Convenience property that gives access to the active property of the [CameraFeed].
</member>
<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
</member>

View File

@ -39,8 +39,6 @@
</argument>
<argument index="6" name="width" type="float" default="1.0">
</argument>
<argument index="7" name="antialiased" type="bool" default="false">
</argument>
<description>
Draws an arc between the given angles. The larger the value of [code]point_count[/code], the smoother the curve.
</description>
@ -84,11 +82,17 @@
</argument>
<argument index="2" name="uvs" type="PoolVector2Array" default="PoolVector2Array( )">
</argument>
<argument index="3" name="texture" type="Texture" default="null">
<argument index="3" name="texture" type="Texture2D" default="null">
</argument>
<argument index="4" name="normal_map" type="Texture" default="null">
<argument index="4" name="normal_map" type="Texture2D" default="null">
</argument>
<argument index="5" name="antialiased" type="bool" default="false">
<argument index="5" name="specular_map" type="Texture2D" default="null">
</argument>
<argument index="6" name="specular_shinness" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="7" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0">
</argument>
<argument index="8" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0">
</argument>
<description>
Draws a colored polygon of any amount of points, convex or concave.
@ -105,10 +109,8 @@
</argument>
<argument index="3" name="width" type="float" default="1.0">
</argument>
<argument index="4" name="antialiased" type="bool" default="false">
</argument>
<description>
Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased.
Draws a line from a 2D point to another, with a given color and width.
</description>
</method>
<method name="draw_mesh">
@ -116,13 +118,21 @@
</return>
<argument index="0" name="mesh" type="Mesh">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D" default="null">
</argument>
<argument index="2" name="normal_map" type="Texture" default="null">
<argument index="2" name="normal_map" type="Texture2D" default="null">
</argument>
<argument index="3" name="transform" type="Transform2D" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
<argument index="3" name="specular_map" type="Texture2D" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="4" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
<argument index="4" name="transform" type="Color" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
</argument>
<argument index="5" name="modulate" type="Transform2D" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="6" name="specular_shinness" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="7" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0">
</argument>
<argument index="8" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0">
</argument>
<description>
Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for related documentation.
@ -137,10 +147,8 @@
</argument>
<argument index="2" name="width" type="float" default="1.0">
</argument>
<argument index="3" name="antialiased" type="bool" default="false">
</argument>
<description>
Draws multiple, parallel lines with a uniform [code]color[/code]. [code]width[/code] and [code]antialiased[/code] are currently not implemented and have no effect.
Draws multiple, parallel lines with a uniform [code]color[/code].
</description>
</method>
<method name="draw_multiline_colors">
@ -152,10 +160,8 @@
</argument>
<argument index="2" name="width" type="float" default="1.0">
</argument>
<argument index="3" name="antialiased" type="bool" default="false">
</argument>
<description>
Draws multiple, parallel lines with a uniform [code]width[/code], segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].
Draws multiple, parallel lines with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].
</description>
</method>
<method name="draw_multimesh">
@ -163,9 +169,17 @@
</return>
<argument index="0" name="multimesh" type="MultiMesh">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D" default="null">
</argument>
<argument index="2" name="normal_map" type="Texture" default="null">
<argument index="2" name="normal_map" type="Texture2D" default="null">
</argument>
<argument index="3" name="specular_map" type="Texture2D" default="null">
</argument>
<argument index="4" name="specular_shinness" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="5" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0">
</argument>
<argument index="6" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0">
</argument>
<description>
Draws a [MultiMesh] in 2D with the provided texture. See [MultiMeshInstance2D] for related documentation.
@ -180,11 +194,17 @@
</argument>
<argument index="2" name="uvs" type="PoolVector2Array" default="PoolVector2Array( )">
</argument>
<argument index="3" name="texture" type="Texture" default="null">
<argument index="3" name="texture" type="Texture2D" default="null">
</argument>
<argument index="4" name="normal_map" type="Texture" default="null">
<argument index="4" name="normal_map" type="Texture2D" default="null">
</argument>
<argument index="5" name="antialiased" type="bool" default="false">
<argument index="5" name="specular_map" type="Texture2D" default="null">
</argument>
<argument index="6" name="specular_shinness" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="7" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0">
</argument>
<argument index="8" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0">
</argument>
<description>
Draws a polygon of any amount of points, convex or concave.
@ -199,10 +219,8 @@
</argument>
<argument index="2" name="width" type="float" default="1.0">
</argument>
<argument index="3" name="antialiased" type="bool" default="false">
</argument>
<description>
Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code] and optional antialiasing.
Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code].
</description>
</method>
<method name="draw_polyline_colors">
@ -214,10 +232,8 @@
</argument>
<argument index="2" name="width" type="float" default="1.0">
</argument>
<argument index="3" name="antialiased" type="bool" default="false">
</argument>
<description>
Draws interconnected line segments with a uniform [code]width[/code], segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].
Draws interconnected line segments with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].
</description>
</method>
<method name="draw_primitive">
@ -229,11 +245,19 @@
</argument>
<argument index="2" name="uvs" type="PoolVector2Array">
</argument>
<argument index="3" name="texture" type="Texture" default="null">
<argument index="3" name="texture" type="Texture2D" default="null">
</argument>
<argument index="4" name="width" type="float" default="1.0">
</argument>
<argument index="5" name="normal_map" type="Texture" default="null">
<argument index="5" name="normal_map" type="Texture2D" default="null">
</argument>
<argument index="6" name="specular_map" type="Texture2D" default="null">
</argument>
<argument index="7" name="specular_shinness" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="8" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0">
</argument>
<argument index="9" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0">
</argument>
<description>
Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad.
@ -250,11 +274,9 @@
</argument>
<argument index="3" name="width" type="float" default="1.0">
</argument>
<argument index="4" name="antialiased" type="bool" default="false">
</argument>
<description>
Draws a rectangle. If [code]filled[/code] is [code]true[/code], the rectangle will be filled with the [code]color[/code] specified. If [code]filled[/code] is [code]false[/code], the rectangle will be drawn as a stroke with the [code]color[/code] and [code]width[/code] specified. If [code]antialiased[/code] is [code]true[/code], the lines will be antialiased.
[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only effective if [code]filled[/code] is [code]false[/code].
Draws a rectangle. If [code]filled[/code] is [code]true[/code], the rectangle will be filled with the [code]color[/code] specified. If [code]filled[/code] is [code]false[/code], the rectangle will be drawn as a stroke with the [code]color[/code] and [code]width[/code] specified.
[b]Note:[/b] [code]width[/code] is only effective if [code]filled[/code] is [code]false[/code].
</description>
</method>
<method name="draw_set_transform">
@ -310,13 +332,21 @@
<method name="draw_texture">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="position" type="Vector2">
</argument>
<argument index="2" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="3" name="normal_map" type="Texture" default="null">
<argument index="3" name="normal_map" type="Texture2D" default="null">
</argument>
<argument index="4" name="specular_map" type="Texture2D" default="null">
</argument>
<argument index="5" name="specular_shinness" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="6" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0">
</argument>
<argument index="7" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0">
</argument>
<description>
Draws a texture at a given position.
@ -325,7 +355,7 @@
<method name="draw_texture_rect">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
@ -335,7 +365,15 @@
</argument>
<argument index="4" name="transpose" type="bool" default="false">
</argument>
<argument index="5" name="normal_map" type="Texture" default="null">
<argument index="5" name="normal_map" type="Texture2D" default="null">
</argument>
<argument index="6" name="specular_map" type="Texture2D" default="null">
</argument>
<argument index="7" name="specular_shinness" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="8" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0">
</argument>
<argument index="9" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0">
</argument>
<description>
Draws a textured rectangle at a given position, optionally modulated by a color. If [code]transpose[/code] is [code]true[/code], the texture will have its X and Y coordinates swapped.
@ -344,7 +382,7 @@
<method name="draw_texture_rect_region">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
@ -354,9 +392,17 @@
</argument>
<argument index="4" name="transpose" type="bool" default="false">
</argument>
<argument index="5" name="normal_map" type="Texture" default="null">
<argument index="5" name="normal_map" type="Texture2D" default="null">
</argument>
<argument index="6" name="clip_uv" type="bool" default="true">
<argument index="6" name="specular_map" type="Texture2D" default="null">
</argument>
<argument index="7" name="clip_uv" type="Color" default="true">
</argument>
<argument index="8" name="specular_shinness" type="bool" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="9" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0">
</argument>
<argument index="10" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0">
</argument>
<description>
Draws a textured rectangle region at a given position, optionally modulated by a color. If [code]transpose[/code] is [code]true[/code], the texture will have its X and Y coordinates swapped.
@ -560,6 +606,10 @@
<member name="show_on_top" type="bool" setter="_set_on_top" getter="_is_on_top">
If [code]true[/code], the object draws on top of its parent.
</member>
<member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0">
</member>
<member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0">
</member>
<member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" default="false">
If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.
</member>
@ -590,24 +640,6 @@
</signal>
</signals>
<constants>
<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
</constant>
<constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
Additive blending mode.
</constant>
<constant name="BLEND_MODE_SUB" value="2" enum="BlendMode">
Subtractive blending mode.
</constant>
<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
Multiplicative blending mode.
</constant>
<constant name="BLEND_MODE_PREMULT_ALPHA" value="4" enum="BlendMode">
Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
</constant>
<constant name="BLEND_MODE_DISABLED" value="5" enum="BlendMode">
Disables blending mode. Colors including alpha are written as-is. Only applicable for render targets with a transparent background. No lighting will be applied.
</constant>
<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="2000">
The [CanvasItem]'s transform has changed. This notification is only received if enabled by [method set_notify_transform] or [method set_notify_local_transform].
</constant>
@ -623,5 +655,31 @@
<constant name="NOTIFICATION_EXIT_CANVAS" value="33">
The [CanvasItem] has exited the canvas.
</constant>
<constant name="TEXTURE_FILTER_PARENT_NODE" value="0" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_NEAREST" value="1" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_LINEAR" value="2" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS" value="3" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS" value="4" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC" value="5" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="6" enum="TextureFilter">
</constant>
<constant name="TEXTURE_FILTER_MAX" value="7" enum="TextureFilter">
</constant>
<constant name="TEXTURE_REPEAT_PARENT_NODE" value="0" enum="TextureRepeat">
</constant>
<constant name="TEXTURE_REPEAT_DISABLED" value="1" enum="TextureRepeat">
</constant>
<constant name="TEXTURE_REPEAT_ENABLED" value="2" enum="TextureRepeat">
</constant>
<constant name="TEXTURE_REPEAT_MIRROR" value="3" enum="TextureRepeat">
</constant>
<constant name="TEXTURE_REPEAT_MAX" value="4" enum="TextureRepeat">
</constant>
</constants>
</class>

View File

@ -18,7 +18,7 @@
The manner in which material reacts to lighting.
</member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
The number of columns in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
The number of columns in the spritesheet assigned as [Texture2D] for a [Particles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
</member>
<member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
@ -26,7 +26,7 @@
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
</member>
<member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
The number of rows in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
The number of rows in the spritesheet assigned as [Texture2D] for a [Particles2D] or [CPUParticles2D].
[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].
</member>
<member name="particles_animation" type="bool" setter="set_particles_animation" getter="get_particles_animation" default="false">

View File

@ -20,7 +20,7 @@
<theme_item name="check_vadjust" type="int" default="0">
The vertical offset used when rendering the check icons (in pixels).
</theme_item>
<theme_item name="checked" type="Texture">
<theme_item name="checked" type="Texture2D">
The check icon to display when the [CheckBox] is checked.
</theme_item>
<theme_item name="disabled" type="StyleBox">
@ -62,13 +62,13 @@
<theme_item name="pressed" type="StyleBox">
The [StyleBox] to display as a background when the [CheckBox] is pressed.
</theme_item>
<theme_item name="radio_checked" type="Texture">
<theme_item name="radio_checked" type="Texture2D">
If the [CheckBox] is configured as a radio button, the icon to display when the [CheckBox] is checked.
</theme_item>
<theme_item name="radio_unchecked" type="Texture">
<theme_item name="radio_unchecked" type="Texture2D">
If the [CheckBox] is configured as a radio button, the icon to display when the [CheckBox] is unchecked.
</theme_item>
<theme_item name="unchecked" type="Texture">
<theme_item name="unchecked" type="Texture2D">
The check icon to display when the [CheckBox] is unchecked.
</theme_item>
</theme_items>

View File

@ -56,16 +56,16 @@
<theme_item name="normal" type="StyleBox">
The [StyleBox] to display as a background.
</theme_item>
<theme_item name="off" type="Texture">
<theme_item name="off" type="Texture2D">
The icon to display when the [CheckButton] is unchecked.
</theme_item>
<theme_item name="off_disabled" type="Texture">
<theme_item name="off_disabled" type="Texture2D">
The icon to display when the [CheckButton] is unchecked and disabled.
</theme_item>
<theme_item name="on" type="Texture">
<theme_item name="on" type="Texture2D">
The icon to display when the [CheckButton] is checked.
</theme_item>
<theme_item name="on_disabled" type="Texture">
<theme_item name="on_disabled" type="Texture2D">
The icon to display when the [CheckButton] is checked and disabled.
</theme_item>
<theme_item name="pressed" type="StyleBox">

View File

@ -87,11 +87,11 @@
<constants>
</constants>
<theme_items>
<theme_item name="add_preset" type="Texture">
<theme_item name="add_preset" type="Texture2D">
</theme_item>
<theme_item name="color_hue" type="Texture">
<theme_item name="color_hue" type="Texture2D">
</theme_item>
<theme_item name="color_sample" type="Texture">
<theme_item name="color_sample" type="Texture2D">
</theme_item>
<theme_item name="h_width" type="int" default="30">
</theme_item>
@ -99,11 +99,11 @@
</theme_item>
<theme_item name="margin" type="int" default="4">
</theme_item>
<theme_item name="overbright_indicator" type="Texture">
<theme_item name="overbright_indicator" type="Texture2D">
</theme_item>
<theme_item name="preset_bg" type="Texture">
<theme_item name="preset_bg" type="Texture2D">
</theme_item>
<theme_item name="screen_picker" type="Texture">
<theme_item name="screen_picker" type="Texture2D">
</theme_item>
<theme_item name="sv_height" type="int" default="256">
</theme_item>

View File

@ -55,7 +55,7 @@
<constants>
</constants>
<theme_items>
<theme_item name="bg" type="Texture">
<theme_item name="bg" type="Texture2D">
The background of the color preview rect on the button.
</theme_item>
<theme_item name="disabled" type="StyleBox">

View File

@ -125,7 +125,7 @@
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is empty or invalid, the override is cleared and the icon from assigned [Theme] is used.
@ -317,7 +317,7 @@
</description>
</method>
<method name="get_icon" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="name" type="String">
</argument>

View File

@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CubeMap" inherits="Resource" version="4.0">
<brief_description>
A CubeMap is a 6-sided 3D texture.
</brief_description>
<description>
A 6-sided 3D texture typically used for faking reflections. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_height" qualifiers="const">
<return type="int">
</return>
<description>
Returns the [CubeMap]'s height.
</description>
</method>
<method name="get_side" qualifiers="const">
<return type="Image">
</return>
<argument index="0" name="side" type="int" enum="CubeMap.Side">
</argument>
<description>
Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] constants.
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int">
</return>
<description>
Returns the [CubeMap]'s width.
</description>
</method>
<method name="set_side">
<return type="void">
</return>
<argument index="0" name="side" type="int" enum="CubeMap.Side">
</argument>
<argument index="1" name="image" type="Image">
</argument>
<description>
Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] constants.
</description>
</method>
</methods>
<members>
<member name="flags" type="int" setter="set_flags" getter="get_flags" default="7">
The render flags for the [CubeMap]. See the [enum Flags] constants for details.
</member>
<member name="lossy_storage_quality" type="float" setter="set_lossy_storage_quality" getter="get_lossy_storage_quality" default="0.7">
The lossy storage quality of the [CubeMap] if the storage mode is set to [constant STORAGE_COMPRESS_LOSSY].
</member>
<member name="storage_mode" type="int" setter="set_storage" getter="get_storage" enum="CubeMap.Storage" default="0">
The [CubeMap]'s storage mode. See [enum Storage] constants.
</member>
</members>
<constants>
<constant name="STORAGE_RAW" value="0" enum="Storage">
Store the [CubeMap] without any compression.
</constant>
<constant name="STORAGE_COMPRESS_LOSSY" value="1" enum="Storage">
Store the [CubeMap] with strong compression that reduces image quality.
</constant>
<constant name="STORAGE_COMPRESS_LOSSLESS" value="2" enum="Storage">
Store the [CubeMap] with moderate compression that doesn't reduce image quality.
</constant>
<constant name="SIDE_LEFT" value="0" enum="Side">
Identifier for the left face of the [CubeMap].
</constant>
<constant name="SIDE_RIGHT" value="1" enum="Side">
Identifier for the right face of the [CubeMap].
</constant>
<constant name="SIDE_BOTTOM" value="2" enum="Side">
Identifier for the bottom face of the [CubeMap].
</constant>
<constant name="SIDE_TOP" value="3" enum="Side">
Identifier for the top face of the [CubeMap].
</constant>
<constant name="SIDE_FRONT" value="4" enum="Side">
Identifier for the front face of the [CubeMap].
</constant>
<constant name="SIDE_BACK" value="5" enum="Side">
Identifier for the back face of the [CubeMap].
</constant>
<constant name="FLAG_MIPMAPS" value="1" enum="Flags">
Generate mipmaps, to enable smooth zooming out of the texture.
</constant>
<constant name="FLAG_REPEAT" value="2" enum="Flags">
Repeat (instead of clamp to edge).
</constant>
<constant name="FLAG_FILTER" value="4" enum="Flags">
Turn on magnifying filter, to enable smooth zooming in of the texture.
</constant>
<constant name="FLAGS_DEFAULT" value="7" enum="Flags">
Default flags. Generate mipmaps, repeat, and filter are enabled.
</constant>
</constants>
</class>

13
doc/classes/Cubemap.xml Normal file
View File

@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Cubemap" inherits="TextureLayered" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

View File

@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CubemapArray" inherits="TextureLayered" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CurveTexture" inherits="Texture" version="4.0">
<class name="CurveTexture" inherits="Texture2D" version="4.0">
<brief_description>
A texture that shows a curve.
</brief_description>

View File

@ -21,6 +21,8 @@
<member name="directional_shadow_depth_range" type="int" setter="set_shadow_depth_range" getter="get_shadow_depth_range" enum="DirectionalLight.ShadowDepthRange" default="0">
Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange].
</member>
<member name="directional_shadow_fade_start" type="float" setter="set_param" getter="get_param" default="0.8">
</member>
<member name="directional_shadow_max_distance" type="float" setter="set_param" getter="get_param" default="100.0">
The maximum distance for shadow splits.
</member>

View File

@ -108,12 +108,6 @@
<member name="size" type="int" setter="set_size" getter="get_size" default="16">
The font size in pixels.
</member>
<member name="use_filter" type="bool" setter="set_use_filter" getter="get_use_filter" default="false">
If [code]true[/code], filtering is used. This makes the font blurry instead of pixelated when scaling it if font oversampling is disabled or ineffective. It's recommended to enable this when using the font in a control whose size changes over time, unless a pixel art aesthetic is desired.
</member>
<member name="use_mipmaps" type="bool" setter="set_use_mipmaps" getter="get_use_mipmaps" default="false">
If [code]true[/code], mipmapping is used. This improves the font's appearance when downscaling it if font oversampling is disabled or ineffective.
</member>
</members>
<constants>
<constant name="SPACING_TOP" value="0" enum="SpacingType">

View File

@ -127,7 +127,7 @@
<argument index="1" name="preview_size" type="int">
</argument>
<description>
Returns mesh previews rendered at the given size as an [Array] of [Texture]s.
Returns mesh previews rendered at the given size as an [Array] of [Texture2D]s.
</description>
</method>
<method name="open_scene_from_path">

View File

@ -67,11 +67,11 @@
</argument>
<argument index="2" name="script" type="Script">
</argument>
<argument index="3" name="icon" type="Texture">
<argument index="3" name="icon" type="Texture2D">
</argument>
<description>
Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
When given node or resource is selected, the base type will be instanced (ie, "Spatial", "Control", "Resource"), then the script will be loaded and set to this object.
When given node or resource is selected, the base type will be instanced (e.g. "Spatial", "Control", "Resource"), then the script will be loaded and set to this object.
You can use the virtual method [method handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
</description>

View File

@ -18,7 +18,7 @@
</description>
</method>
<method name="generate" qualifiers="virtual">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="from" type="Resource">
</argument>
@ -31,7 +31,7 @@
</description>
</method>
<method name="generate_from_path" qualifiers="virtual">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="path" type="String">
</argument>

View File

@ -15,7 +15,7 @@
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="material" type="SpatialMaterial">
<argument index="1" name="material" type="StandardMaterial3D">
</argument>
<description>
Adds a new material to the internal material list for the plugin. It can then be accessed with [method get_material]. Should not be overridden.
@ -68,7 +68,7 @@
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<argument index="2" name="on_top" type="bool" default="false">
</argument>
@ -118,7 +118,7 @@
</description>
</method>
<method name="get_material">
<return type="SpatialMaterial">
<return type="StandardMaterial3D">
</return>
<argument index="0" name="name" type="String">
</argument>

View File

@ -40,8 +40,8 @@
<member name="adjustment_brightness" type="float" setter="set_adjustment_brightness" getter="get_adjustment_brightness" default="1.0">
The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="adjustment_color_correction" type="Texture" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
Applies the provided [Texture] resource to affect the global color aspect of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
<member name="adjustment_color_correction" type="Texture2D" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
Applies the provided [Texture2D] resource to affect the global color aspect of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="adjustment_contrast" type="float" setter="set_adjustment_contrast" getter="get_adjustment_contrast" default="1.0">
The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
@ -58,9 +58,13 @@
<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.
</member>
<member name="ambient_light_occlusion_color" type="Color" setter="set_ao_color" getter="get_ao_color" default="Color( 0, 0, 0, 1 )">
</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 0 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 1 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
</member>
<member name="ambient_light_source" type="int" setter="set_ambient_source" getter="get_ambient_source" enum="Environment.AmbientSource" default="0">
</member>
<member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure" getter="get_tonemap_auto_exposure" 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.
</member>
@ -83,7 +87,7 @@
The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode.
</member>
<member name="background_color" type="Color" setter="set_bg_color" getter="get_bg_color" default="Color( 0, 0, 0, 1 )">
The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes).
The [Color] displayed for clear areas of the scene. Only effective when using the [constant BG_COLOR] background mode.
</member>
<member name="background_energy" type="float" setter="set_bg_energy" getter="get_bg_energy" default="1.0">
The power of the light emitted by the background.
@ -91,51 +95,6 @@
<member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0">
The background mode. See [enum BGMode] for possible values.
</member>
<member name="background_sky" type="Sky" setter="set_sky" getter="get_sky">
The [Sky] resource defined as background.
</member>
<member name="background_sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov" default="0.0">
The [Sky] resource's custom field of view.
</member>
<member name="background_sky_orientation" type="Basis" setter="set_sky_orientation" getter="get_sky_orientation" default="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )">
The [Sky] resource's rotation expressed as a [Basis].
</member>
<member name="background_sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3( 0, 0, 0 )">
The [Sky] resource's rotation expressed as Euler angles in radians.
</member>
<member name="background_sky_rotation_degrees" type="Vector3" setter="set_sky_rotation_degrees" getter="get_sky_rotation_degrees" default="Vector3( 0, 0, 0 )">
The [Sky] resource's rotation expressed as Euler angles in degrees.
</member>
<member name="dof_blur_far_amount" type="float" setter="set_dof_blur_far_amount" getter="get_dof_blur_far_amount" default="0.1">
The amount of far blur for the depth-of-field effect.
</member>
<member name="dof_blur_far_distance" type="float" setter="set_dof_blur_far_distance" getter="get_dof_blur_far_distance" default="10.0">
The distance from the camera where the far blur effect affects the rendering.
</member>
<member name="dof_blur_far_enabled" type="bool" setter="set_dof_blur_far_enabled" getter="is_dof_blur_far_enabled" default="false">
If [code]true[/code], enables the depth-of-field far blur effect.
</member>
<member name="dof_blur_far_quality" type="int" setter="set_dof_blur_far_quality" getter="get_dof_blur_far_quality" enum="Environment.DOFBlurQuality" default="1">
The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
</member>
<member name="dof_blur_far_transition" type="float" setter="set_dof_blur_far_transition" getter="get_dof_blur_far_transition" default="5.0">
The length of the transition between the no-blur area and far blur.
</member>
<member name="dof_blur_near_amount" type="float" setter="set_dof_blur_near_amount" getter="get_dof_blur_near_amount" default="0.1">
The amount of near blur for the depth-of-field effect.
</member>
<member name="dof_blur_near_distance" type="float" setter="set_dof_blur_near_distance" getter="get_dof_blur_near_distance" default="2.0">
Distance from the camera where the near blur effect affects the rendering.
</member>
<member name="dof_blur_near_enabled" type="bool" setter="set_dof_blur_near_enabled" getter="is_dof_blur_near_enabled" default="false">
If [code]true[/code], enables the depth-of-field near blur effect.
</member>
<member name="dof_blur_near_quality" type="int" setter="set_dof_blur_near_quality" getter="get_dof_blur_near_quality" enum="Environment.DOFBlurQuality" default="1">
The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
</member>
<member name="dof_blur_near_transition" type="float" setter="set_dof_blur_near_transition" getter="get_dof_blur_near_transition" default="1.0">
The length of the transition between the near blur and no-blur area.
</member>
<member name="fog_color" type="Color" setter="set_fog_color" getter="get_fog_color" default="Color( 0.5, 0.6, 0.7, 1 )">
The fog's [Color].
</member>
@ -224,9 +183,19 @@
<member name="glow_levels/7" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false">
If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest).
</member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
</member>
<member name="glow_strength" type="float" setter="set_glow_strength" getter="get_glow_strength" default="1.0">
The glow strength. When using the GLES2 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">
</member>
<member name="sky" type="Sky" setter="set_sky" getter="get_sky">
</member>
<member name="sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov" default="0.0">
</member>
<member name="sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3( 0, 0, 0 )">
</member>
<member name="ss_reflections_depth_tolerance" type="float" setter="set_ssr_depth_tolerance" getter="get_ssr_depth_tolerance" default="0.2">
The depth tolerance for screen-space reflections.
</member>
@ -254,9 +223,6 @@
<member name="ssao_blur" type="int" setter="set_ssao_blur" getter="get_ssao_blur" enum="Environment.SSAOBlur" default="3">
The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values.
</member>
<member name="ssao_color" type="Color" setter="set_ssao_color" getter="get_ssao_color" default="Color( 0, 0, 0, 1 )">
The screen-space ambient occlusion color.
</member>
<member name="ssao_edge_sharpness" type="float" setter="set_ssao_edge_sharpness" getter="get_ssao_edge_sharpness" default="4.0">
The screen-space ambient occlusion edge sharpness.
</member>
@ -266,21 +232,12 @@
<member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="1.0">
The primary screen-space ambient occlusion intensity. See also [member ssao_radius].
</member>
<member name="ssao_intensity2" type="float" setter="set_ssao_intensity2" getter="get_ssao_intensity2" default="1.0">
The secondary screen-space ambient occlusion intensity. See also [member ssao_radius2].
</member>
<member name="ssao_light_affect" type="float" setter="set_ssao_direct_light_affect" getter="get_ssao_direct_light_affect" default="0.0">
The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than [code]0[/code] will make the SSAO effect visible in direct light.
</member>
<member name="ssao_quality" type="int" setter="set_ssao_quality" getter="get_ssao_quality" enum="Environment.SSAOQuality" default="1">
The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.
</member>
<member name="ssao_radius" type="float" setter="set_ssao_radius" getter="get_ssao_radius" default="1.0">
The primary screen-space ambient occlusion radius.
</member>
<member name="ssao_radius2" type="float" setter="set_ssao_radius2" getter="get_ssao_radius2" default="0.0">
The secondary screen-space ambient occlusion radius. If set to a value higher than [code]0[/code], enables the secondary screen-space ambient occlusion effect which can be used to improve the effect's appearance (at the cost of performance).
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
The default exposure used for tonemapping.
</member>
@ -292,9 +249,6 @@
</member>
</members>
<constants>
<constant name="BG_KEEP" value="5" enum="BGMode">
Keeps on screen every pixel drawn in the background. This is the fastest background mode, but it can only be safely used in fully-interior scenes (no visible sky or sky reflections). If enabled in a scene where the background is visible, "ghost trail" artifacts will be visible when moving the camera.
</constant>
<constant name="BG_CLEAR_COLOR" value="0" enum="BGMode">
Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color].
</constant>
@ -304,18 +258,32 @@
<constant name="BG_SKY" value="2" enum="BGMode">
Displays a user-defined sky in the background.
</constant>
<constant name="BG_COLOR_SKY" value="3" enum="BGMode">
Clears the background using a custom clear color and allows defining a sky for shading and reflection. This mode is slightly faster than [constant BG_SKY] and should be preferred in scenes where reflections can be visible, but the sky itself never is (e.g. top-down camera).
</constant>
<constant name="BG_CANVAS" value="4" enum="BGMode">
<constant name="BG_CANVAS" value="3" enum="BGMode">
Displays a [CanvasLayer] in the background.
</constant>
<constant name="BG_CAMERA_FEED" value="6" enum="BGMode">
<constant name="BG_KEEP" value="4" enum="BGMode">
Keeps on screen every pixel drawn in the background. This is the fastest background mode, but it can only be safely used in fully-interior scenes (no visible sky or sky reflections). If enabled in a scene where the background is visible, "ghost trail" artifacts will be visible when moving the camera.
</constant>
<constant name="BG_CAMERA_FEED" value="5" enum="BGMode">
Displays a camera feed in the background.
</constant>
<constant name="BG_MAX" value="7" enum="BGMode">
<constant name="BG_MAX" value="6" enum="BGMode">
Represents the size of the [enum BGMode] enum.
</constant>
<constant name="AMBIENT_SOURCE_BG" value="0" enum="AmbientSource">
</constant>
<constant name="AMBIENT_SOURCE_DISABLED" value="1" enum="AmbientSource">
</constant>
<constant name="AMBIENT_SOURCE_COLOR" value="2" enum="AmbientSource">
</constant>
<constant name="AMBIENT_SOURCE_SKY" value="3" enum="AmbientSource">
</constant>
<constant name="REFLECTION_SOURCE_BG" value="0" enum="ReflectionSource">
</constant>
<constant name="REFLECTION_SOURCE_DISABLED" value="1" enum="ReflectionSource">
</constant>
<constant name="REFLECTION_SOURCE_SKY" value="2" enum="ReflectionSource">
</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.
</constant>
@ -328,6 +296,8 @@
<constant name="GLOW_BLEND_MODE_REPLACE" value="3" enum="GlowBlendMode">
Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness.
</constant>
<constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode">
</constant>
<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
Linear tonemapper operator. Reads the linear data and passes it on unmodified.
</constant>
@ -340,15 +310,6 @@
<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
Academy Color Encoding System tonemapper operator.
</constant>
<constant name="DOF_BLUR_QUALITY_LOW" value="0" enum="DOFBlurQuality">
Low depth-of-field blur quality (fastest).
</constant>
<constant name="DOF_BLUR_QUALITY_MEDIUM" value="1" enum="DOFBlurQuality">
Medium depth-of-field blur quality.
</constant>
<constant name="DOF_BLUR_QUALITY_HIGH" value="2" enum="DOFBlurQuality">
High depth-of-field blur quality (slowest).
</constant>
<constant name="SSAO_BLUR_DISABLED" value="0" enum="SSAOBlur">
No blur for the screen-space ambient occlusion effect (fastest).
</constant>
@ -361,14 +322,5 @@
<constant name="SSAO_BLUR_3x3" value="3" enum="SSAOBlur">
3×3 blur for the screen-space ambient occlusion effect (slowest).
</constant>
<constant name="SSAO_QUALITY_LOW" value="0" enum="SSAOQuality">
Low quality for the screen-space ambient occlusion effect (fastest).
</constant>
<constant name="SSAO_QUALITY_MEDIUM" value="1" enum="SSAOQuality">
Low quality for the screen-space ambient occlusion effect.
</constant>
<constant name="SSAO_QUALITY_HIGH" value="2" enum="SSAOQuality">
Low quality for the screen-space ambient occlusion effect (slowest).
</constant>
</constants>
</class>

View File

@ -134,15 +134,15 @@
<theme_items>
<theme_item name="files_disabled" type="Color" default="Color( 0, 0, 0, 0.7 )">
</theme_item>
<theme_item name="folder" type="Texture">
<theme_item name="folder" type="Texture2D">
</theme_item>
<theme_item name="folder_icon_modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</theme_item>
<theme_item name="parent_folder" type="Texture">
<theme_item name="parent_folder" type="Texture2D">
</theme_item>
<theme_item name="reload" type="Texture">
<theme_item name="reload" type="Texture2D">
</theme_item>
<theme_item name="toggle_hidden" type="Texture">
<theme_item name="toggle_hidden" type="Texture2D">
</theme_item>
</theme_items>
</class>

View File

@ -5,7 +5,7 @@
</brief_description>
<description>
[GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality].
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
@ -31,34 +31,12 @@
</method>
</methods>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
Offsets the lookup of the light contribution from the [GIProbe]. This can be used to avoid self-shadowing, but may introduce light leaking at higher values. This and [member normal_bias] should be played around with to minimize self-shadowing and light leaking.
[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the size of the voxels.
</member>
<member name="compress" type="bool" setter="set_compress" getter="is_compressed" default="false">
If [code]true[/code], the data for this [GIProbe] will be compressed. Compression saves space, but results in far worse visual quality.
</member>
<member name="data" type="GIProbeData" setter="set_probe_data" getter="get_probe_data">
The [GIProbeData] resource that holds the data for this [GIProbe].
</member>
<member name="dynamic_range" type="int" setter="set_dynamic_range" getter="get_dynamic_range" default="4">
The maximum brightness that the [GIProbe] will recognize. Brightness will be scaled within this range.
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
Energy multiplier. Makes the lighting contribution from the [GIProbe] brighter.
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 10, 10, 10 )">
The size of the area covered by the [GIProbe]. If you make the extents larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
If [code]true[/code], ignores the sky contribution when calculating lighting.
</member>
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
Offsets the lookup into the [GIProbe] based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.
</member>
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
How much light propagates through the probe internally. A higher value allows light to spread further.
</member>
<member name="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="GIProbe.Subdiv" default="1">
Number of times to subdivide the grid that the [GIProbe] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
</member>

View File

@ -7,29 +7,83 @@
<tutorials>
</tutorials>
<methods>
<method name="allocate">
<return type="void">
</return>
<argument index="0" name="to_cell_xform" type="Transform">
</argument>
<argument index="1" name="aabb" type="AABB">
</argument>
<argument index="2" name="octree_size" type="Vector3">
</argument>
<argument index="3" name="octree_cells" type="PoolByteArray">
</argument>
<argument index="4" name="data_cells" type="PoolByteArray">
</argument>
<argument index="5" name="distance_field" type="PoolByteArray">
</argument>
<argument index="6" name="level_counts" type="PoolIntArray">
</argument>
<description>
</description>
</method>
<method name="get_bounds" qualifiers="const">
<return type="AABB">
</return>
<description>
</description>
</method>
<method name="get_data_cells" qualifiers="const">
<return type="PoolByteArray">
</return>
<description>
</description>
</method>
<method name="get_level_counts" qualifiers="const">
<return type="PoolIntArray">
</return>
<description>
</description>
</method>
<method name="get_octree_cells" qualifiers="const">
<return type="PoolByteArray">
</return>
<description>
</description>
</method>
<method name="get_octree_size" qualifiers="const">
<return type="Vector3">
</return>
<description>
</description>
</method>
<method name="get_to_cell_xform" qualifiers="const">
<return type="Transform">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.4">
<member name="anisotropy_strength" type="float" setter="set_anisotropy_strength" getter="get_anisotropy_strength" default="0.5">
</member>
<member name="bounds" type="AABB" setter="set_bounds" getter="get_bounds" default="AABB( 0, 0, 0, 1, 1, 1 )">
<member name="ao" type="float" setter="set_ao" getter="get_ao" default="0.0">
</member>
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="1.0">
<member name="ao_size" type="float" setter="set_ao_size" getter="get_ao_size" default="0.5">
</member>
<member name="compress" type="bool" setter="set_compress" getter="is_compressed" default="false">
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
</member>
<member name="dynamic_data" type="PoolIntArray" setter="set_dynamic_data" getter="get_dynamic_data" default="PoolIntArray( )">
</member>
<member name="dynamic_range" type="int" setter="set_dynamic_range" getter="get_dynamic_range" default="1">
<member name="dynamic_range" type="float" setter="set_dynamic_range" getter="get_dynamic_range" default="4.0">
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
</member>
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.4">
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
</member>
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="1.0">
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
</member>
<member name="to_cell_xform" type="Transform" setter="set_to_cell_xform" getter="get_to_cell_xform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
<member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false">
</member>
</members>
<constants>

View File

@ -66,8 +66,10 @@
The material override for the whole geometry.
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="use_dynamic_gi" type="bool" setter="set_flag" getter="get_flag" default="false">
</member>
<member name="use_in_baked_light" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], this GeometryInstance will be used when baking lights using a [GIProbe] or [BakedLightmap].
If [code]true[/code], this GeometryInstance will be used when baking lights using a [GIProbe].
</member>
</members>
<constants>
@ -87,12 +89,14 @@
In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.
</constant>
<constant name="FLAG_USE_BAKED_LIGHT" value="0" enum="Flags">
Will allow the GeometryInstance to be used when baking lights using a [GIProbe] or [BakedLightmap].
Will allow the GeometryInstance to be used when baking lights using a [GIProbe].
</constant>
<constant name="FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="1" enum="Flags">
<constant name="FLAG_USE_DYNAMIC_GI" value="1" enum="Flags">
</constant>
<constant name="FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="2" enum="Flags">
Unused in this class, exposed for consistency with [enum VisualServer.InstanceFlags].
</constant>
<constant name="FLAG_MAX" value="2" enum="Flags">
<constant name="FLAG_MAX" value="3" enum="Flags">
Represents the size of the [enum Flags] enum.
</constant>
</constants>

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GradientTexture" inherits="Texture" version="4.0">
<class name="GradientTexture" inherits="Texture2D" version="4.0">
<brief_description>
Gradient-filled texture.
</brief_description>

View File

@ -308,21 +308,21 @@
</theme_item>
<theme_item name="grid_minor" type="Color" default="Color( 1, 1, 1, 0.05 )">
</theme_item>
<theme_item name="minus" type="Texture">
<theme_item name="minus" type="Texture2D">
</theme_item>
<theme_item name="more" type="Texture">
<theme_item name="more" type="Texture2D">
</theme_item>
<theme_item name="port_grab_distance_horizontal" type="int" default="48">
</theme_item>
<theme_item name="port_grab_distance_vertical" type="int" default="6">
</theme_item>
<theme_item name="reset" type="Texture">
<theme_item name="reset" type="Texture2D">
</theme_item>
<theme_item name="selection_fill" type="Color" default="Color( 1, 1, 1, 0.3 )">
</theme_item>
<theme_item name="selection_stroke" type="Color" default="Color( 1, 1, 1, 0.8 )">
</theme_item>
<theme_item name="snap" type="Texture">
<theme_item name="snap" type="Texture2D">
</theme_item>
</theme_items>
</class>

View File

@ -166,9 +166,9 @@
</argument>
<argument index="6" name="color_right" type="Color">
</argument>
<argument index="7" name="custom_left" type="Texture" default="null">
<argument index="7" name="custom_left" type="Texture2D" default="null">
</argument>
<argument index="8" name="custom_right" type="Texture" default="null">
<argument index="8" name="custom_right" type="Texture2D" default="null">
</argument>
<description>
Sets properties of the slot with ID [code]idx[/code].
@ -254,7 +254,7 @@
<theme_items>
<theme_item name="breakpoint" type="StyleBox">
</theme_item>
<theme_item name="close" type="Texture">
<theme_item name="close" type="Texture2D">
</theme_item>
<theme_item name="close_color" type="Color" default="Color( 0, 0, 0, 1 )">
</theme_item>
@ -270,13 +270,13 @@
</theme_item>
<theme_item name="frame" type="StyleBox">
</theme_item>
<theme_item name="port" type="Texture">
<theme_item name="port" type="Texture2D">
</theme_item>
<theme_item name="port_offset" type="int" default="3">
</theme_item>
<theme_item name="position" type="StyleBox">
</theme_item>
<theme_item name="resizer" type="Texture">
<theme_item name="resizer" type="Texture2D">
</theme_item>
<theme_item name="resizer_color" type="Color" default="Color( 0, 0, 0, 1 )">
</theme_item>

View File

@ -13,10 +13,10 @@
<constants>
</constants>
<theme_items>
<theme_item name="decrement" type="Texture">
<theme_item name="decrement" type="Texture2D">
Icon used as a button to scroll the [ScrollBar] left. Supports custom step using the [member ScrollBar.custom_step] property.
</theme_item>
<theme_item name="decrement_highlight" type="Texture">
<theme_item name="decrement_highlight" type="Texture2D">
Displayed when the mouse cursor hovers over the decrement button.
</theme_item>
<theme_item name="grabber" type="StyleBox">
@ -28,10 +28,10 @@
<theme_item name="grabber_pressed" type="StyleBox">
Used when the grabber is being dragged.
</theme_item>
<theme_item name="increment" type="Texture">
<theme_item name="increment" type="Texture2D">
Icon used as a button to scroll the [ScrollBar] right. Supports custom step using the [member ScrollBar.custom_step] property.
</theme_item>
<theme_item name="increment_highlight" type="Texture">
<theme_item name="increment_highlight" type="Texture2D">
Displayed when the mouse cursor hovers over the increment button.
</theme_item>
<theme_item name="scroll" type="StyleBox">

View File

@ -13,17 +13,17 @@
<constants>
</constants>
<theme_items>
<theme_item name="grabber" type="Texture">
<theme_item name="grabber" type="Texture2D">
</theme_item>
<theme_item name="grabber_area" type="StyleBox">
</theme_item>
<theme_item name="grabber_disabled" type="Texture">
<theme_item name="grabber_disabled" type="Texture2D">
</theme_item>
<theme_item name="grabber_highlight" type="Texture">
<theme_item name="grabber_highlight" type="Texture2D">
</theme_item>
<theme_item name="slider" type="StyleBox">
</theme_item>
<theme_item name="tick" type="Texture">
<theme_item name="tick" type="Texture2D">
</theme_item>
</theme_items>
</class>

View File

@ -17,7 +17,7 @@
</theme_item>
<theme_item name="bg" type="StyleBox">
</theme_item>
<theme_item name="grabber" type="Texture">
<theme_item name="grabber" type="Texture2D">
</theme_item>
<theme_item name="separation" type="int" default="12">
</theme_item>

View File

@ -4,7 +4,7 @@
Image datatype.
</brief_description>
<description>
Native image datatype. Contains image data, which can be converted to a [Texture], and several functions to interact with it. The maximum width and height for an [Image] are [constant MAX_WIDTH] and [constant MAX_HEIGHT].
Native image datatype. Contains image data, which can be converted to a [Texture2D], and several functions to interact with it. The maximum width and height for an [Image] are [constant MAX_WIDTH] and [constant MAX_HEIGHT].
</description>
<tutorials>
</tutorials>
@ -86,14 +86,26 @@
</return>
<argument index="0" name="mode" type="int" enum="Image.CompressMode">
</argument>
<argument index="1" name="source" type="int" enum="Image.CompressSource">
<argument index="1" name="source" type="int" enum="Image.CompressSource" default="0">
</argument>
<argument index="2" name="lossy_quality" type="float">
<argument index="2" name="lossy_quality" type="float" default="0.7">
</argument>
<description>
Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available. See [enum CompressMode] and [enum CompressSource] constants.
</description>
</method>
<method name="compress_from_channels">
<return type="int" enum="Error">
</return>
<argument index="0" name="mode" type="int" enum="Image.CompressMode">
</argument>
<argument index="1" name="channels" type="int" enum="Image.CompressSource">
</argument>
<argument index="2" name="lossy_quality" type="float" default="0.7">
</argument>
<description>
</description>
</method>
<method name="convert">
<return type="void">
</return>
@ -169,6 +181,14 @@
Returns [constant ALPHA_BLEND] if the image has data for alpha values. Returns [constant ALPHA_BIT] if all the alpha values are stored in a single bit. Returns [constant ALPHA_NONE] if no data for alpha values is found.
</description>
</method>
<method name="detect_used_channels">
<return type="int" enum="Image.UsedChannels">
</return>
<argument index="0" name="source" type="int" enum="Image.CompressSource" default="0">
</argument>
<description>
</description>
</method>
<method name="expand_x2_hq2x">
<return type="void">
</return>
@ -497,10 +517,10 @@
</member>
</members>
<constants>
<constant name="MAX_WIDTH" value="16384">
<constant name="MAX_WIDTH" value="16777216">
The maximal width allowed for [Image] resources.
</constant>
<constant name="MAX_HEIGHT" value="16384">
<constant name="MAX_HEIGHT" value="16777216">
The maximal height allowed for [Image] resources.
</constant>
<constant name="FORMAT_L8" value="0" enum="Format">
@ -526,8 +546,7 @@
<constant name="FORMAT_RGBA4444" value="6" enum="Format">
OpenGL texture format [code]RGBA[/code] with four components, each with a bitdepth of 4.
</constant>
<constant name="FORMAT_RGBA5551" value="7" enum="Format">
OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each component of RGB and one bit for alpha.
<constant name="FORMAT_RGB565" value="7" enum="Format">
</constant>
<constant name="FORMAT_RF" value="8" enum="Format">
OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-bit floating-point value.
@ -624,7 +643,11 @@
[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses RGBA data to make alpha either fully transparent or fully opaque.
[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed.
</constant>
<constant name="FORMAT_MAX" value="37" enum="Format">
<constant name="FORMAT_ETC2_RA_AS_RG" value="37" enum="Format">
</constant>
<constant name="FORMAT_DXT5_RA_AS_RG" value="38" enum="Format">
</constant>
<constant name="FORMAT_MAX" value="39" enum="Format">
Represents the size of the [enum Format] enum.
</constant>
<constant name="INTERPOLATE_NEAREST" value="0" enum="Interpolation">
@ -670,6 +693,18 @@
<constant name="COMPRESS_ETC2" value="4" enum="CompressMode">
Use ETC2 compression.
</constant>
<constant name="USED_CHANNELS_L" value="0" enum="UsedChannels">
</constant>
<constant name="USED_CHANNELS_LA" value="1" enum="UsedChannels">
</constant>
<constant name="USED_CHANNELS_R" value="2" enum="UsedChannels">
</constant>
<constant name="USED_CHANNELS_RG" value="3" enum="UsedChannels">
</constant>
<constant name="USED_CHANNELS_RGB" value="4" enum="UsedChannels">
</constant>
<constant name="USED_CHANNELS_RGBA" value="5" enum="UsedChannels">
</constant>
<constant name="COMPRESS_SOURCE_GENERIC" value="0" enum="CompressSource">
Source texture (before compression) is a regular texture. Default for all textures.
</constant>

View File

@ -1,39 +1,21 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImageTexture" inherits="Texture" version="4.0">
<class name="ImageTexture" inherits="Texture2D" version="4.0">
<brief_description>
A [Texture] based on an [Image].
A [Texture2D] based on an [Image].
</brief_description>
<description>
A [Texture] based on an [Image]. Can be created from an [Image] with [method create_from_image].
A [Texture2D] based on an [Image]. Can be created from an [Image] with [method create_from_image].
</description>
<tutorials>
</tutorials>
<methods>
<method name="create">
<return type="void">
</return>
<argument index="0" name="width" type="int">
</argument>
<argument index="1" name="height" type="int">
</argument>
<argument index="2" name="format" type="int" enum="Image.Format">
</argument>
<argument index="3" name="flags" type="int" default="7">
</argument>
<description>
Create a new [ImageTexture] with [code]width[/code] and [code]height[/code].
[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] is any combination of [enum Texture.Flags].
</description>
</method>
<method name="create_from_image">
<return type="void">
</return>
<argument index="0" name="image" type="Image">
</argument>
<argument index="1" name="flags" type="int" default="7">
</argument>
<description>
Create a new [ImageTexture] from an [Image] with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color space conversion can take place, according to [enum Image.Format].
Create a new [ImageTexture] from an [Image].
</description>
</method>
<method name="get_format" qualifiers="const">
@ -43,24 +25,6 @@
Returns the format of the [ImageTexture], one of [enum Image.Format].
</description>
</method>
<method name="load">
<return type="int" enum="Error">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Load an [ImageTexture] from a file path.
</description>
</method>
<method name="set_data">
<return type="void">
</return>
<argument index="0" name="image" type="Image">
</argument>
<description>
Sets the [Image] of this [ImageTexture].
</description>
</method>
<method name="set_size_override">
<return type="void">
</return>
@ -70,25 +34,17 @@
Resizes the [ImageTexture] to the specified dimensions.
</description>
</method>
<method name="update">
<return type="void">
</return>
<argument index="0" name="image" type="Image">
</argument>
<argument index="1" name="immediate" type="bool" default="false">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="7" />
<member name="lossy_quality" type="float" setter="set_lossy_storage_quality" getter="get_lossy_storage_quality" default="0.7">
The storage quality for [constant STORAGE_COMPRESS_LOSSY].
</member>
<member name="storage" type="int" setter="set_storage" getter="get_storage" enum="ImageTexture.Storage" default="0">
The storage type (raw, lossy, or compressed).
</member>
</members>
<constants>
<constant name="STORAGE_RAW" value="0" enum="Storage">
[Image] data is stored raw and unaltered.
</constant>
<constant name="STORAGE_COMPRESS_LOSSY" value="1" enum="Storage">
[Image] data is compressed with a lossy algorithm. You can set the storage quality with [member lossy_quality].
</constant>
<constant name="STORAGE_COMPRESS_LOSSLESS" value="2" enum="Storage">
[Image] data is compressed with a lossless algorithm.
</constant>
</constants>
</class>

View File

@ -38,7 +38,7 @@
</return>
<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
</argument>
<argument index="1" name="texture" type="Texture" default="null">
<argument index="1" name="texture" type="Texture2D" default="null">
</argument>
<description>
Begin drawing (and optionally pass a texture override). When done call [method end]. For more information on how this works, search for [code]glBegin()[/code] and [code]glEnd()[/code] references.

View File

@ -14,7 +14,7 @@
<method name="add_icon_item">
<return type="void">
</return>
<argument index="0" name="icon" type="Texture">
<argument index="0" name="icon" type="Texture2D">
</argument>
<argument index="1" name="selectable" type="bool" default="true">
</argument>
@ -27,7 +27,7 @@
</return>
<argument index="0" name="text" type="String">
</argument>
<argument index="1" name="icon" type="Texture" default="null">
<argument index="1" name="icon" type="Texture2D" default="null">
</argument>
<argument index="2" name="selectable" type="bool" default="true">
</argument>
@ -88,7 +88,7 @@
</description>
</method>
<method name="get_item_icon" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="idx" type="int">
</argument>
@ -286,10 +286,10 @@
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="icon" type="Texture">
<argument index="1" name="icon" type="Texture2D">
</argument>
<description>
Sets (or replaces) the icon's [Texture] associated with the specified index.
Sets (or replaces) the icon's [Texture2D] associated with the specified index.
</description>
</method>
<method name="set_item_icon_modulate">

View File

@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="LargeTexture" inherits="Texture" version="4.0">
<class name="LargeTexture" inherits="Texture2D" version="4.0">
<brief_description>
A [Texture] capable of storing many smaller textures with offsets.
A [Texture2D] capable of storing many smaller textures with offsets.
</brief_description>
<description>
A [Texture] capable of storing many smaller textures with offsets.
You can dynamically add pieces ([Texture]s) to this [LargeTexture] using different offsets.
A [Texture2D] capable of storing many smaller textures with offsets.
You can dynamically add pieces ([Texture2D]s) to this [LargeTexture] using different offsets.
</description>
<tutorials>
</tutorials>
@ -15,7 +15,7 @@
</return>
<argument index="0" name="ofs" type="Vector2">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Adds [code]texture[/code] to this [LargeTexture], starting on offset [code]ofs[/code].
@ -45,12 +45,12 @@
</description>
</method>
<method name="get_piece_texture" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Returns the [Texture] of the piece with the index [code]idx[/code].
Returns the [Texture2D] of the piece with the index [code]idx[/code].
</description>
</method>
<method name="set_piece_offset">
@ -69,10 +69,10 @@
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Sets the [Texture] of the piece with index [code]idx[/code] to [code]texture[/code].
Sets the [Texture2D] of the piece with index [code]idx[/code] to [code]texture[/code].
</description>
</method>
<method name="set_size">
@ -85,9 +85,6 @@
</description>
</method>
</methods>
<members>
<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
</members>
<constants>
</constants>
</class>

View File

@ -48,7 +48,7 @@
The light's strength multiplier.
</member>
<member name="light_indirect_energy" type="float" setter="set_param" getter="get_param" default="1.0">
Secondary multiplier used with indirect light (light bounces). This works on both [BakedLightmap] and [GIProbe].
Secondary multiplier used with indirect light (light bounces). Used with [GIProbe].
</member>
<member name="light_negative" type="bool" setter="set_negative" getter="is_negative" default="false">
If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
@ -109,16 +109,18 @@
<constant name="PARAM_SHADOW_SPLIT_3_OFFSET" value="11" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_split_3].
</constant>
<constant name="PARAM_SHADOW_NORMAL_BIAS" value="12" enum="Param">
<constant name="PARAM_SHADOW_FADE_START" value="12" enum="Param">
</constant>
<constant name="PARAM_SHADOW_NORMAL_BIAS" value="13" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_normal_bias].
</constant>
<constant name="PARAM_SHADOW_BIAS" value="13" enum="Param">
<constant name="PARAM_SHADOW_BIAS" value="14" enum="Param">
Constant for accessing [member shadow_bias].
</constant>
<constant name="PARAM_SHADOW_BIAS_SPLIT_SCALE" value="14" enum="Param">
<constant name="PARAM_SHADOW_BIAS_SPLIT_SCALE" value="15" enum="Param">
Constant for accessing [member DirectionalLight.directional_shadow_bias_split_scale].
</constant>
<constant name="PARAM_MAX" value="15" enum="Param">
<constant name="PARAM_MAX" value="16" enum="Param">
Represents the size of the [enum Param] enum.
</constant>
<constant name="BAKE_DISABLED" value="0" enum="BakeMode">

View File

@ -64,14 +64,11 @@
<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth" default="0.0">
Smoothing value for shadows.
</member>
<member name="shadow_gradient_length" type="float" setter="set_shadow_gradient_length" getter="get_shadow_gradient_length" default="0.0">
Smooth shadow gradient length.
</member>
<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
[Texture] used for the Light2D's appearance.
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] used for the Light2D's appearance.
</member>
<member name="texture_scale" type="float" setter="set_texture_scale" getter="get_texture_scale" default="1.0">
The [code]texture[/code]'s scale factor.
@ -93,19 +90,10 @@
<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
No filter applies to the shadow map. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF3" value="1" enum="ShadowFilter">
Percentage closer filtering (3 samples) applies to the shadow map. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF5" value="2" enum="ShadowFilter">
<constant name="SHADOW_FILTER_PCF5" value="1" enum="ShadowFilter">
Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF7" value="3" enum="ShadowFilter">
Percentage closer filtering (7 samples) applies to the shadow map. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF9" value="4" enum="ShadowFilter">
Percentage closer filtering (9 samples) applies to the shadow map. See [member shadow_filter].
</constant>
<constant name="SHADOW_FILTER_PCF13" value="5" enum="ShadowFilter">
<constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter">
Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].
</constant>
</constants>

View File

@ -5,7 +5,6 @@
</brief_description>
<description>
A line through several points in 2D space.
[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a time. To increase this limit, open the Project Settings and increase [member ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and [member ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb].
</description>
<tutorials>
</tutorials>
@ -94,7 +93,7 @@
<member name="sharp_limit" type="float" setter="set_sharp_limit" getter="get_sharp_limit" default="2.0">
The direction difference in radians between vector points. This value is only used if [code]joint mode[/code] is set to [constant LINE_JOINT_SHARP].
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The texture used for the line's texture. Uses [code]texture_mode[/code] for drawing style.
</member>
<member name="texture_mode" type="int" setter="set_texture_mode" getter="get_texture_mode" enum="Line2D.LineTextureMode" default="0">

View File

@ -130,7 +130,7 @@
<member name="placeholder_text" type="String" setter="set_placeholder" getter="get_placeholder" default="&quot;&quot;">
Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s default value (see [member text]).
</member>
<member name="right_icon" type="Texture" setter="set_right_icon" getter="get_right_icon">
<member name="right_icon" type="Texture2D" setter="set_right_icon" getter="get_right_icon">
Sets the icon that will appear in the right end of the [LineEdit] if there's no [member text], or always, if [member clear_button_enabled] is set to [code]false[/code].
</member>
<member name="secret" type="bool" setter="set_secret" getter="is_secret" default="false">
@ -211,7 +211,7 @@
</constant>
</constants>
<theme_items>
<theme_item name="clear" type="Texture">
<theme_item name="clear" type="Texture2D">
Texture for the clear button. See [member clear_button_enabled].
</theme_item>
<theme_item name="clear_button_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )">

View File

@ -14,7 +14,7 @@
<member name="d" type="float" setter="set_d" getter="get_d" default="0.0">
The line's distance from the origin.
</member>
<member name="normal" type="Vector2" setter="set_normal" getter="get_normal" default="Vector2( 0, -1 )">
<member name="normal" type="Vector2" setter="set_normal" getter="get_normal" default="Vector2( 0, 1 )">
The line's normal.
</member>
</members>

View File

@ -13,7 +13,7 @@
<members>
<member name="next_pass" type="Material" setter="set_next_pass" getter="get_next_pass">
Sets the [Material] to be used for the next pass. This renders the object again using a different material.
[b]Note:[/b] only applies to [SpatialMaterial]s and [ShaderMaterial]s with type "Spatial".
[b]Note:[/b] only applies to [StandardMaterial3D]s and [ShaderMaterial]s with type "Spatial".
</member>
<member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.

View File

@ -103,7 +103,7 @@
</methods>
<members>
<member name="lightmap_size_hint" type="Vector2" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2( 0, 0 )">
Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides [member BakedLightmap.bake_default_texels_per_unit].
Sets a hint to be used for lightmap resolution.
</member>
</members>
<constants>
@ -116,18 +116,12 @@
<constant name="PRIMITIVE_LINE_STRIP" value="2" enum="PrimitiveType">
Render array as line strip.
</constant>
<constant name="PRIMITIVE_LINE_LOOP" value="3" enum="PrimitiveType">
Render array as line loop (like line strip, but closed).
</constant>
<constant name="PRIMITIVE_TRIANGLES" value="4" enum="PrimitiveType">
<constant name="PRIMITIVE_TRIANGLES" value="3" enum="PrimitiveType">
Render array as triangles (every three vertices a triangle is created).
</constant>
<constant name="PRIMITIVE_TRIANGLE_STRIP" value="5" enum="PrimitiveType">
<constant name="PRIMITIVE_TRIANGLE_STRIP" value="4" enum="PrimitiveType">
Render array as triangle strips.
</constant>
<constant name="PRIMITIVE_TRIANGLE_FAN" value="6" enum="PrimitiveType">
Render array as triangle fans.
</constant>
<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
Blend shapes are normalized.
</constant>
@ -161,9 +155,6 @@
<constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat">
Mesh array uses indices.
</constant>
<constant name="ARRAY_COMPRESS_VERTEX" value="512" enum="ArrayFormat">
Flag used to mark a compressed (half float) vertex array.
</constant>
<constant name="ARRAY_COMPRESS_NORMAL" value="1024" enum="ArrayFormat">
Flag used to mark a compressed (half float) normal array.
</constant>
@ -179,23 +170,14 @@
<constant name="ARRAY_COMPRESS_TEX_UV2" value="16384" enum="ArrayFormat">
Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
</constant>
<constant name="ARRAY_COMPRESS_BONES" value="32768" enum="ArrayFormat">
Flag used to mark a compressed bone array.
</constant>
<constant name="ARRAY_COMPRESS_WEIGHTS" value="65536" enum="ArrayFormat">
Flag used to mark a compressed (half float) weight array.
</constant>
<constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat">
Flag used to mark a compressed index array.
</constant>
<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat">
Flag used to mark that the array contains 2D vertices.
</constant>
<constant name="ARRAY_FLAG_USE_16_BIT_BONES" value="524288" enum="ArrayFormat">
Flag used to mark that the array uses 16-bit bones instead of 8-bit.
</constant>
<constant name="ARRAY_COMPRESS_DEFAULT" value="97280" enum="ArrayFormat">
Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
<constant name="ARRAY_COMPRESS_DEFAULT" value="31744" enum="ArrayFormat">
Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV] and [constant ARRAY_COMPRESS_TEX_UV2] quickly.
</constant>
<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
Array of vertices.

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@ -15,11 +15,11 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
The [Mesh] that will be drawn by the [MeshInstance2D].
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map that will be used if using the default [CanvasItemMaterial].
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
</member>
</members>
<signals>

View File

@ -79,13 +79,13 @@
</description>
</method>
<method name="get_item_preview" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns a generated item preview (a 3D rendering in isometric perspective).
[b]Note:[/b] Since item previews are only generated in an editor context, this function will return an empty [Texture] in a running project.
[b]Note:[/b] Since item previews are only generated in an editor context, this function will return an empty [Texture2D] in a running project.
</description>
</method>
<method name="get_item_shapes" qualifiers="const">
@ -164,7 +164,7 @@
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Sets a texture to use as the item's preview icon in the editor.

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshTexture" inherits="Texture" version="4.0">
<class name="MeshTexture" inherits="Texture2D" version="4.0">
<brief_description>
Simple texture that uses a mesh to draw itself.
</brief_description>
@ -11,10 +11,9 @@
<methods>
</methods>
<members>
<member name="base_texture" type="Texture" setter="set_base_texture" getter="get_base_texture">
<member name="base_texture" type="Texture2D" setter="set_base_texture" getter="get_base_texture">
Sets the base texture that the Mesh will use to draw.
</member>
<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
<member name="image_size" type="Vector2" setter="set_image_size" getter="get_image_size" default="Vector2( 0, 0 )">
Sets the size of the image, needed for reference.
</member>

View File

@ -57,17 +57,6 @@
Returns the [Transform2D] of a specific instance.
</description>
</method>
<method name="set_as_bulk_array">
<return type="void">
</return>
<argument index="0" name="array" type="PoolRealArray">
</argument>
<description>
Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.
All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc...
[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, [code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float (4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/code] is stored as 4 floats.
</description>
</method>
<method name="set_instance_color">
<return type="void">
</return>
@ -77,7 +66,7 @@
</argument>
<description>
Sets the color of a specific instance.
For the color to take effect, ensure that [member color_format] is non-[code]null[/code] on the [MultiMesh] and [member SpatialMaterial.vertex_color_use_as_albedo] is [code]true[/code] on the material.
For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material.
</description>
</method>
<method name="set_instance_custom_data">
@ -88,7 +77,8 @@
<argument index="1" name="custom_data" type="Color">
</argument>
<description>
Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the [enum CustomDataFormat] used.
Sets custom data for a specific instance. Although [Color] is used, it is just a container for 4 floating point numbers.
For the custom data to be used, ensure that [member use_custom_data] is [code]true[/code].
</description>
</method>
<method name="set_instance_transform">
@ -115,11 +105,11 @@
</method>
</methods>
<members>
<member name="color_format" type="int" setter="set_color_format" getter="get_color_format" enum="MultiMesh.ColorFormat" default="0">
Format of colors in color array that gets passed to shader.
<member name="buffer" type="PoolRealArray" setter="set_buffer" getter="get_buffer" default="PoolRealArray( )">
</member>
<member name="custom_data_format" type="int" setter="set_custom_data_format" getter="get_custom_data_format" enum="MultiMesh.CustomDataFormat" default="0">
Format of custom data in custom data array that gets passed to shader.
<member name="color_array" type="PoolColorArray" setter="_set_color_array" getter="_get_color_array">
</member>
<member name="custom_data_array" type="PoolColorArray" setter="_set_custom_data_array" getter="_get_custom_data_array">
</member>
<member name="instance_count" type="int" setter="set_instance_count" getter="get_instance_count" default="0">
Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with [member visible_instance_count].
@ -127,9 +117,17 @@
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
Mesh to be drawn.
</member>
<member name="transform_2d_array" type="PoolVector2Array" setter="_set_transform_2d_array" getter="_get_transform_2d_array">
</member>
<member name="transform_array" type="PoolVector3Array" setter="_set_transform_array" getter="_get_transform_array">
</member>
<member name="transform_format" type="int" setter="set_transform_format" getter="get_transform_format" enum="MultiMesh.TransformFormat" default="0">
Format of transform used to transform mesh, either 2D or 3D.
</member>
<member name="use_colors" type="bool" setter="set_use_colors" getter="is_using_colors" default="false">
</member>
<member name="use_custom_data" type="bool" setter="set_use_custom_data" getter="is_using_custom_data" default="false">
</member>
<member name="visible_instance_count" type="int" setter="set_visible_instance_count" getter="get_visible_instance_count" default="-1">
Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
</member>
@ -141,23 +139,5 @@
<constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
Use this when using 3D transforms.
</constant>
<constant name="COLOR_NONE" value="0" enum="ColorFormat">
Use when you are not using per-instance [Color]s.
</constant>
<constant name="COLOR_8BIT" value="1" enum="ColorFormat">
Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
</constant>
<constant name="COLOR_FLOAT" value="2" enum="ColorFormat">
The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
</constant>
<constant name="CUSTOM_DATA_NONE" value="0" enum="CustomDataFormat">
Use when you are not using per-instance custom data.
</constant>
<constant name="CUSTOM_DATA_8BIT" value="1" enum="CustomDataFormat">
Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.
</constant>
<constant name="CUSTOM_DATA_FLOAT" value="2" enum="CustomDataFormat">
The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
</constant>
</constants>
</class>

View File

@ -15,11 +15,11 @@
<member name="multimesh" type="MultiMesh" setter="set_multimesh" getter="get_multimesh">
The [MultiMesh] that will be drawn by the [MultiMeshInstance2D].
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map that will be used if using the default [CanvasItemMaterial].
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
</member>
</members>
<signals>

View File

@ -4,49 +4,15 @@
Mesh-based navigation and pathfinding node.
</brief_description>
<description>
Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes, but they can also be added on the fly with [method navmesh_add]. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
Provides navigation and pathfinding within a collection of [NavigationMesh]es. These will be automatically collected from child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_closest_point">
<return type="Vector3">
<method name="get_rid" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="to_point" type="Vector3">
</argument>
<description>
Returns the navigation point closest to the point given. Points are in local coordinate space.
</description>
</method>
<method name="get_closest_point_normal">
<return type="Vector3">
</return>
<argument index="0" name="to_point" type="Vector3">
</argument>
<description>
Returns the surface normal at the navigation point closest to the point given. Useful for rotating a navigation agent according to the navigation mesh it moves on.
</description>
</method>
<method name="get_closest_point_owner">
<return type="Object">
</return>
<argument index="0" name="to_point" type="Vector3">
</argument>
<description>
Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigationMeshInstance]. For meshes added via [method navmesh_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
</description>
</method>
<method name="get_closest_point_to_segment">
<return type="Vector3">
</return>
<argument index="0" name="start" type="Vector3">
</argument>
<argument index="1" name="end" type="Vector3">
</argument>
<argument index="2" name="use_collision" type="bool" default="false">
</argument>
<description>
Returns the navigation point closest to the given line segment. When enabling [code]use_collision[/code], only considers intersection points between segment and navigation meshes. If multiple intersection points are found, the one closest to the segment start point is returned.
</description>
</method>
<method name="get_simple_path">
@ -62,41 +28,12 @@
Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
</description>
</method>
<method name="navmesh_add">
<return type="int">
</return>
<argument index="0" name="mesh" type="NavigationMesh">
</argument>
<argument index="1" name="xform" type="Transform">
</argument>
<argument index="2" name="owner" type="Object" default="null">
</argument>
<description>
Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] or [method navmesh_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner].
</description>
</method>
<method name="navmesh_remove">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Removes the [NavigationMesh] with the given ID.
</description>
</method>
<method name="navmesh_set_transform">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="xform" type="Transform">
</argument>
<description>
Sets the transform applied to the [NavigationMesh] with the given ID.
</description>
</method>
</methods>
<members>
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3">
</member>
<member name="edge_connection_margin" type="float" setter="set_edge_connection_margin" getter="get_edge_connection_margin" default="5.0">
</member>
<member name="up_vector" type="Vector3" setter="set_up_vector" getter="get_up_vector" default="Vector3( 0, 1, 0 )">
Defines which direction is up. By default, this is [code](0, 1, 0)[/code], which is the world's "up" direction.
</member>

View File

@ -4,27 +4,15 @@
2D navigation and pathfinding node.
</brief_description>
<description>
Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default, these are automatically collected from child [NavigationPolygonInstance] nodes, but they can also be added on the fly with [method navpoly_add].
Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. These are automatically collected from child [NavigationPolygonInstance] nodes.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_closest_point">
<return type="Vector2">
<method name="get_rid" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="to_point" type="Vector2">
</argument>
<description>
Returns the navigation point closest to the point given. Points are in local coordinate space.
</description>
</method>
<method name="get_closest_point_owner">
<return type="Object">
</return>
<argument index="0" name="to_point" type="Vector2">
</argument>
<description>
Returns the owner of the [NavigationPolygon] which contains the navigation point closest to the point given. This is usually a [NavigationPolygonInstance]. For polygons added via [method navpoly_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
</description>
</method>
<method name="get_simple_path">
@ -40,40 +28,13 @@
Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the path is smoothed by merging path segments where possible.
</description>
</method>
<method name="navpoly_add">
<return type="int">
</return>
<argument index="0" name="mesh" type="NavigationPolygon">
</argument>
<argument index="1" name="xform" type="Transform2D">
</argument>
<argument index="2" name="owner" type="Object" default="null">
</argument>
<description>
Adds a [NavigationPolygon]. Returns an ID for use with [method navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner].
</description>
</method>
<method name="navpoly_remove">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Removes the [NavigationPolygon] with the given ID.
</description>
</method>
<method name="navpoly_set_transform">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="xform" type="Transform2D">
</argument>
<description>
Sets the transform applied to the [NavigationPolygon] with the given ID.
</description>
</method>
</methods>
<members>
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="10.0">
</member>
<member name="edge_connection_margin" type="float" setter="set_edge_connection_margin" getter="get_edge_connection_margin" default="100.0">
</member>
</members>
<constants>
</constants>
</class>

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Navigation2DServer" inherits="Object" category="Core" version="3.2">
<class name="Navigation2DServer" inherits="Object" version="4.0">
<brief_description>
Server interface for low-level 2D navigation access
</brief_description>
@ -16,8 +16,8 @@
Creates the agent.
</description>
</method>
<method name="agent_is_map_changed">
<return type="bool" qualifiers="const">
<method name="agent_is_map_changed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="agent" type="RID">
</argument>
@ -89,7 +89,7 @@
</return>
<argument index="0" name="agent" type="RID">
</argument>
<argument index="1" name="position" type="Vector3">
<argument index="1" name="position" type="Vector2">
</argument>
<description>
Sets the position of the agent in world space.
@ -111,7 +111,7 @@
</return>
<argument index="0" name="agent" type="RID">
</argument>
<argument index="1" name="target_velocity" type="Vector3">
<argument index="1" name="target_velocity" type="Vector2">
</argument>
<description>
Sets the new target velocity.
@ -133,7 +133,7 @@
</return>
<argument index="0" name="agent" type="RID">
</argument>
<argument index="1" name="velocity" type="Vector3">
<argument index="1" name="velocity" type="Vector2">
</argument>
<description>
Sets the current velocity of the agent.
@ -155,7 +155,7 @@
Create a new map.
</description>
</method>
<method name="map_get_cell_size">
<method name="map_get_cell_size" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="map" type="RID">
@ -191,7 +191,7 @@
<method name="map_is_active" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="map" type="RID">
<argument index="0" name="nap" type="RID">
</argument>
<description>
Returns true if the map is active.
@ -264,11 +264,13 @@
</return>
<argument index="0" name="region" type="RID">
</argument>
<argument index="1" name="transform" type="Transform">
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
Sets the global transformation for the region.
</description>
</method>
</methods>
<constants>
</constants>
</class>

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationAgent" inherits="Node" category="Core" version="3.2">
<class name="NavigationAgent" inherits="Node" version="4.0">
<brief_description>
3D Agent used in navigation for collision avoidance.
</brief_description>
@ -108,32 +108,32 @@
</method>
</methods>
<members>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
The radius of the agent.
</member>
<member name="agent_height_offset" type="float" setter="set_agent_height_offset" getter="get_agent_height_offset" default="0.0">
The agent height offset to match the navigation mesh height.
</member>
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0">
The distance to search for other agents.
<member name="ignore_y" type="bool" setter="set_ignore_y" getter="get_ignore_y" default="true">
Ignores collisions on the Y axis. Must be true to move on a horizontal plane.
</member>
<member name="max_neighbors" type="int" setter="set_max_neighbors" getter="get_max_neighbors" default="10">
The maximum number of neighbors for the agent to consider.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithim, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
</member>
<member name="max_speed" type="float" setter="set_max_speed" getter="get_max_speed" default="10.0">
The maximum speed that an agent can move.
</member>
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0">
The distance to search for other agents.
</member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceded, it recalculates the ideal path.
</member>
<member name="ignore_y" type="bool" setter="set_ignore_y" getter="get_ignore_y" default="true">
Ignores collisions on the Y axis. Must be true to move on a horizontal plane.
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
The radius of the agent.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithim, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
</member>
</members>
<signals>
@ -149,15 +149,17 @@
</signal>
<signal name="target_reached">
<description>
Notifies when the player defined target, set with [method set_target_location], is reached.
Notifies when the player defined target, set with [method set_target_location], is reached.
</description>
</signal>
<signal name="velocity_computed">
<argument index="0" name="safe_velocity" type="Vector2">
<argument index="0" name="safe_velocity" type="Vector3">
</argument>
<description>
Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity].
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationAgent2D" inherits="Node" category="Core" version="3.2">
<class name="NavigationAgent2D" inherits="Node" version="4.0">
<brief_description>
2D Agent used in navigation for collision avoidance.
</brief_description>
@ -108,27 +108,27 @@
</method>
</methods>
<members>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
The radius of the agent.
</member>
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0">
The distance to search for other agents.
</member>
<member name="max_neighbors" type="int" setter="set_max_neighbors" getter="get_max_neighbors" default="10">
The maximum number of neighbors for the agent to consider.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithim, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
</member>
<member name="max_speed" type="float" setter="set_max_speed" getter="get_max_speed" default="200.0">
The maximum speed that an agent can move.
</member>
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0">
The distance to search for other agents.
</member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
The radius of the agent.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithim, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
</member>
</members>
<signals>
<signal name="navigation_finished">
@ -143,15 +143,17 @@
</signal>
<signal name="target_reached">
<description>
Notifies when the player defined target, set with [method set_target_location], is reached.
Notifies when the player defined target, set with [method set_target_location], is reached.
</description>
</signal>
<signal name="velocity_computed">
<argument index="0" name="safe_velocity" type="Vector2">
<argument index="0" name="safe_velocity" type="Vector3">
</argument>
<description>
Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity].
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorNavigationMeshGenerator" inherits="Object" version="4.0">
<class name="NavigationMeshGenerator" inherits="Object" version="4.0">
<brief_description>
</brief_description>
<description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationObstacle" inherits="Node" category="Core" version="3.2">
<class name="NavigationObstacle" inherits="Node" version="4.0">
<brief_description>
3D Obstacle used in navigation for collision avoidance.
</brief_description>
@ -26,4 +26,6 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationObstacle2D" inherits="Node" category="Core" version="3.2">
<class name="NavigationObstacle2D" inherits="Node" version="4.0">
<brief_description>
2D Obstacle used in navigation for collision avoidance.
</brief_description>
@ -26,4 +26,6 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationServer" inherits="Object" category="Core" version="3.2">
<class name="NavigationServer" inherits="Object" version="4.0">
<brief_description>
Server interface for low-level 3D navigation access
</brief_description>
@ -16,8 +16,8 @@
Creates the agent.
</description>
</method>
<method name="agent_is_map_changed">
<return type="bool" qualifiers="const">
<method name="agent_is_map_changed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="agent" type="RID">
</argument>
@ -155,7 +155,7 @@
Create a new map.
</description>
</method>
<method name="map_get_cell_size">
<method name="map_get_cell_size" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="map" type="RID">
@ -200,7 +200,7 @@
<method name="map_is_active" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="map" type="RID">
<argument index="0" name="nap" type="RID">
</argument>
<description>
Returns true if the map is active.
@ -320,4 +320,6 @@
</description>
</method>
</methods>
<constants>
</constants>
</class>

View File

@ -56,7 +56,7 @@
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )">
Rectangular region of the texture to sample from. If you're working with an atlas, use this property to define the area the 9-slice should use. All other properties are relative to this one. If the rect is empty, NinePatchRect will use the whole texture.
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The node's texture resource.
</member>
</members>

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ORMMaterial3D" inherits="BaseMaterial3D" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -18,9 +18,6 @@
<member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0">
The light's radius.
</member>
<member name="omni_shadow_detail" type="int" setter="set_shadow_detail" getter="get_shadow_detail" enum="OmniLight.ShadowDetail" default="1">
See [enum ShadowDetail].
</member>
<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight.ShadowMode" default="1">
See [enum ShadowMode].
</member>
@ -32,11 +29,5 @@
<constant name="SHADOW_CUBE" value="1" enum="ShadowMode">
Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
</constant>
<constant name="SHADOW_DETAIL_VERTICAL" value="0" enum="ShadowDetail">
Use more detail vertically when computing the shadow.
</constant>
<constant name="SHADOW_DETAIL_HORIZONTAL" value="1" enum="ShadowDetail">
Use more detail horizontally when computing the shadow.
</constant>
</constants>
</class>

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@ -12,7 +12,7 @@
<method name="add_icon_item">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="label" type="String">
</argument>
@ -55,7 +55,7 @@
</description>
</method>
<method name="get_item_icon" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="idx" type="int">
</argument>
@ -164,7 +164,7 @@
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Sets the icon of the item at index [code]idx[/code].
@ -231,7 +231,7 @@
<constants>
</constants>
<theme_items>
<theme_item name="arrow" type="Texture">
<theme_item name="arrow" type="Texture2D">
The arrow icon to be drawn on the right end of the button.
</theme_item>
<theme_item name="arrow_margin" type="int" default="2">

View File

@ -11,8 +11,8 @@
<methods>
</methods>
<members>
<member name="panorama" type="Texture" setter="set_panorama" getter="get_panorama">
[Texture] to be applied to the PanoramaSky.
<member name="panorama" type="Texture2D" setter="set_panorama" getter="get_panorama">
[Texture2D] to be applied to the PanoramaSky.
</member>
</members>
<constants>

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@ -14,7 +14,7 @@
</methods>
<members>
<member name="motion_mirroring" type="Vector2" setter="set_mirroring" getter="get_mirroring" default="Vector2( 0, 0 )">
The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite scrolling background. If an axis is set to [code]0[/code], the [Texture] will not be mirrored.
The ParallaxLayer's [Texture2D] mirroring. Useful for creating an infinite scrolling background. If an axis is set to [code]0[/code], the [Texture2D] will not be mirrored.
</member>
<member name="motion_offset" type="Vector2" setter="set_motion_offset" getter="get_motion_offset" default="Vector2( 0, 0 )">
The ParallaxLayer's offset relative to the parent ParallaxBackground's [member ParallaxBackground.scroll_offset].

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@ -68,7 +68,7 @@
<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
The number of draw passes when rendering particles.
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="false">
If [code]true[/code], particles are being emitted.
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">

View File

@ -33,7 +33,7 @@
<member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="Particles2D.DrawOrder" default="0">
Particle draw order. Uses [enum DrawOrder] values.
</member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="false">
If [code]true[/code], particles are being emitted.
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
@ -51,7 +51,7 @@
<member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true">
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
Normal map to be used for the [member texture] property.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false">
@ -69,7 +69,7 @@
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
Particle texture. If [code]null[/code], particles will be squares.
</member>
<member name="visibility_rect" type="Rect2" setter="set_visibility_rect" getter="get_visibility_rect" default="Rect2( -100, -100, 200, 200 )">

View File

@ -39,12 +39,12 @@
</description>
</method>
<method name="get_param_texture" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="param" type="int" enum="ParticlesMaterial.Parameter">
</argument>
<description>
Returns the [Texture] used by the specified parameter.
Returns the [Texture2D] used by the specified parameter.
</description>
</method>
<method name="set_flag">
@ -85,19 +85,19 @@
</return>
<argument index="0" name="param" type="int" enum="ParticlesMaterial.Parameter">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Sets the [Texture] for the specified [enum Parameter].
Sets the [Texture2D] for the specified [enum Parameter].
</description>
</method>
</methods>
<members>
<member name="angle" type="float" setter="set_param" getter="get_param" default="0.0">
Initial rotation applied to each particle, in degrees.
Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES].
Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
</member>
<member name="angle_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="angle_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's rotation will be animated along this [CurveTexture].
</member>
<member name="angle_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
@ -105,9 +105,9 @@
</member>
<member name="angular_velocity" type="float" setter="set_param" getter="get_param" default="0.0">
Initial angular velocity applied to each particle. Sets the speed of rotation of the particle.
Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES].
Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES].
</member>
<member name="angular_velocity_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="angular_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's angular velocity will vary along this [CurveTexture].
</member>
<member name="angular_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
@ -116,7 +116,7 @@
<member name="anim_offset" type="float" setter="set_param" getter="get_param" default="0.0">
Particle animation offset.
</member>
<member name="anim_offset_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="anim_offset_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's animation offset will vary along this [CurveTexture].
</member>
<member name="anim_offset_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
@ -125,22 +125,22 @@
<member name="anim_speed" type="float" setter="set_param" getter="get_param" default="0.0">
Particle animation speed.
</member>
<member name="anim_speed_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="anim_speed_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's animation speed will vary along this [CurveTexture].
</member>
<member name="anim_speed_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
Animation speed randomness ratio.
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )">
Each particle's initial color. If the [Particles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [SpatialMaterial] make sure to set [member SpatialMaterial.vertex_color_use_as_albedo] to [code]true[/code].
Each particle's initial color. If the [Particles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code].
</member>
<member name="color_ramp" type="Texture" setter="set_color_ramp" getter="get_color_ramp">
<member name="color_ramp" type="Texture2D" setter="set_color_ramp" getter="get_color_ramp">
Each particle's color will vary along this [GradientTexture].
</member>
<member name="damping" type="float" setter="set_param" getter="get_param" default="0.0">
The rate at which particles lose velocity.
</member>
<member name="damping_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="damping_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Damping will vary along this [CurveTexture].
</member>
<member name="damping_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
@ -152,16 +152,16 @@
<member name="emission_box_extents" type="Vector3" setter="set_emission_box_extents" getter="get_emission_box_extents">
The box's extents if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_BOX].
</member>
<member name="emission_color_texture" type="Texture" setter="set_emission_color_texture" getter="get_emission_color_texture">
<member name="emission_color_texture" type="Texture2D" setter="set_emission_color_texture" getter="get_emission_color_texture">
Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_texture].
</member>
<member name="emission_normal_texture" type="Texture" setter="set_emission_normal_texture" getter="get_emission_normal_texture">
<member name="emission_normal_texture" type="Texture2D" setter="set_emission_normal_texture" getter="get_emission_normal_texture">
Particle velocity and rotation will be set by sampling this texture at the same point as the [member emission_point_texture]. Used only in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
</member>
<member name="emission_point_count" type="int" setter="set_emission_point_count" getter="get_emission_point_count">
The number of emission points if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
</member>
<member name="emission_point_texture" type="Texture" setter="set_emission_point_texture" getter="get_emission_point_texture">
<member name="emission_point_texture" type="Texture2D" setter="set_emission_point_texture" getter="get_emission_point_texture">
Particles will be emitted at positions determined by sampling this texture at a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.
</member>
<member name="emission_shape" type="int" setter="set_emission_shape" getter="get_emission_shape" enum="ParticlesMaterial.EmissionShape" default="0">
@ -188,7 +188,7 @@
<member name="hue_variation" type="float" setter="set_param" getter="get_param" default="0.0">
Initial hue variation applied to each particle.
</member>
<member name="hue_variation_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="hue_variation_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's hue will vary along this [CurveTexture].
</member>
<member name="hue_variation_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
@ -206,7 +206,7 @@
<member name="linear_accel" type="float" setter="set_param" getter="get_param" default="0.0">
Linear acceleration applied to each particle in the direction of motion.
</member>
<member name="linear_accel_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="linear_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's linear acceleration will vary along this [CurveTexture].
</member>
<member name="linear_accel_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
@ -216,7 +216,7 @@
Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
Only available when [member flag_disable_z] is [code]true[/code].
</member>
<member name="orbit_velocity_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="orbit_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's orbital velocity will vary along this [CurveTexture].
</member>
<member name="orbit_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness">
@ -225,7 +225,7 @@
<member name="radial_accel" type="float" setter="set_param" getter="get_param" default="0.0">
Radial acceleration applied to each particle. Makes particle accelerate away from origin.
</member>
<member name="radial_accel_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="radial_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's radial acceleration will vary along this [CurveTexture].
</member>
<member name="radial_accel_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
@ -234,7 +234,7 @@
<member name="scale" type="float" setter="set_param" getter="get_param" default="1.0">
Initial scale applied to each particle.
</member>
<member name="scale_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="scale_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's scale will vary along this [CurveTexture].
</member>
<member name="scale_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">
@ -246,7 +246,7 @@
<member name="tangential_accel" type="float" setter="set_param" getter="get_param" default="0.0">
Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
</member>
<member name="tangential_accel_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
<member name="tangential_accel_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
Each particle's tangential acceleration will vary along this [CurveTexture].
</member>
<member name="tangential_accel_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0">

View File

@ -43,12 +43,6 @@
<description>
</description>
</method>
<method name="is_static_body">
<return type="bool">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="body_offset" type="Transform" setter="set_body_offset" getter="get_body_offset" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">

View File

@ -5,7 +5,7 @@
</brief_description>
<description>
The PointMesh is made from a single point. Instead of relying on triangles, points are rendered as a single rectangle on the screen with a constant size. They are intended to be used with Particle systems, but can be used as a cheap way to render constant size billboarded sprites (for example in a point cloud).
PointMeshes, must be used with a material that has a point size. Point size can be accessed in a shader with [code]POINT_SIZE[/code], or in a [SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] and the variable [member SpatialMaterial.params_point_size].
PointMeshes, must be used with a material that has a point size. Point size can be accessed in a shader with [code]POINT_SIZE[/code], or in a [BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the variable [member BaseMaterial3D.point_size].
When using PointMeshes, properties that normally alter vertices will be ignored, including billboard mode, grow, and cull face.
</description>
<tutorials>

View File

@ -5,7 +5,6 @@
</brief_description>
<description>
A Polygon2D is defined by a set of points. Each point is connected to the next, with the final point being connected to the first, resulting in a closed polygon. Polygon2Ds can be filled with color (solid or gradient) or filled with a given texture.
[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a time. To increase this limit, open the Project Settings and increase [member ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and [member ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb].
</description>
<tutorials>
</tutorials>
@ -94,6 +93,8 @@
<member name="invert_enable" type="bool" setter="set_invert" getter="get_invert" default="false">
If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code].
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
The offset applied to each vertex.
</member>
@ -103,9 +104,15 @@
</member>
<member name="polygons" type="Array" setter="set_polygons" getter="get_polygons" default="[ ]">
</member>
<member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0">
</member>
<member name="skeleton" type="NodePath" setter="set_skeleton" getter="get_skeleton" default="NodePath(&quot;&quot;)">
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )">
</member>
<member name="specular_map" type="Texture2D" setter="set_specular_map" getter="get_specular_map">
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
The polygon's fill texture. Use [code]uv[/code] to set texture coordinates.
</member>
<member name="texture_offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset" default="Vector2( 0, 0 )">

View File

@ -42,7 +42,7 @@
<method name="add_icon_check_item">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="label" type="String">
</argument>
@ -59,7 +59,7 @@
<method name="add_icon_check_shortcut">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="shortcut" type="ShortCut">
</argument>
@ -76,7 +76,7 @@
<method name="add_icon_item">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="label" type="String">
</argument>
@ -92,7 +92,7 @@
<method name="add_icon_radio_check_item">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="label" type="String">
</argument>
@ -107,7 +107,7 @@
<method name="add_icon_radio_check_shortcut">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="shortcut" type="ShortCut">
</argument>
@ -122,7 +122,7 @@
<method name="add_icon_shortcut">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
<argument index="0" name="texture" type="Texture2D">
</argument>
<argument index="1" name="shortcut" type="ShortCut">
</argument>
@ -259,7 +259,7 @@
</description>
</method>
<method name="get_item_icon" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="idx" type="int">
</argument>
@ -485,10 +485,10 @@
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="icon" type="Texture">
<argument index="1" name="icon" type="Texture2D">
</argument>
<description>
Replaces the [Texture] icon of the specified [code]idx[/code].
Replaces the [Texture2D] icon of the specified [code]idx[/code].
</description>
</method>
<method name="set_item_id">
@ -644,8 +644,8 @@
<constants>
</constants>
<theme_items>
<theme_item name="checked" type="Texture">
[Texture] icon for the checked checkbox items.
<theme_item name="checked" type="Texture2D">
[Texture2D] icon for the checked checkbox items.
</theme_item>
<theme_item name="font" type="Font">
[Font] used for the menu items.
@ -680,20 +680,20 @@
<theme_item name="panel_disabled" type="StyleBox">
[StyleBox] used when the [PopupMenu] item is disabled.
</theme_item>
<theme_item name="radio_checked" type="Texture">
[Texture] icon for the checked radio button items.
<theme_item name="radio_checked" type="Texture2D">
[Texture2D] icon for the checked radio button items.
</theme_item>
<theme_item name="radio_unchecked" type="Texture">
[Texture] icon for the unchecked radio button items.
<theme_item name="radio_unchecked" type="Texture2D">
[Texture2D] icon for the unchecked radio button items.
</theme_item>
<theme_item name="separator" type="StyleBox">
[StyleBox] used for the separators. See [method add_separator].
</theme_item>
<theme_item name="submenu" type="Texture">
[Texture] icon for the submenu arrow.
<theme_item name="submenu" type="Texture2D">
[Texture2D] icon for the submenu arrow.
</theme_item>
<theme_item name="unchecked" type="Texture">
[Texture] icon for the unchecked checkbox items.
<theme_item name="unchecked" type="Texture2D">
[Texture2D] icon for the unchecked checkbox items.
</theme_item>
<theme_item name="vseparation" type="int" default="4">
The vertical space between each menu item.

View File

@ -23,7 +23,7 @@
</member>
<member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
This gives the same result as using [constant SpatialMaterial.CULL_BACK] in [member SpatialMaterial.params_cull_mode].
This gives the same result as using [constant BaseMaterial3D.CULL_BACK] in [member BaseMaterial3D.cull_mode].
</member>
<member name="material" type="Material" setter="set_material" getter="get_material">
The current [Material] of the primitive mesh.

View File

@ -58,7 +58,7 @@
The direction of the sun using polar coordinates.
</member>
<member name="texture_size" type="int" setter="set_texture_size" getter="get_texture_size" enum="ProceduralSky.TextureSize" default="2">
Size of [Texture] that the ProceduralSky will generate. The size is set using [enum TextureSize].
Size of [Texture2D] that the ProceduralSky will generate. The size is set using [enum TextureSize].
</member>
</members>
<constants>

View File

@ -967,30 +967,9 @@
<member name="rendering/environment/default_environment" type="String" setter="" getter="" default="&quot;&quot;">
[Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here.
</member>
<member name="rendering/limits/buffers/blend_shape_max_buffer_size_kb" type="int" setter="" getter="" default="4096">
Max buffer size for blend shapes. Any blend shape bigger than this will not work.
</member>
<member name="rendering/limits/buffers/canvas_polygon_buffer_size_kb" type="int" setter="" getter="" default="128">
Max buffer size for drawing polygons. Any polygon bigger than this will not work.
</member>
<member name="rendering/limits/buffers/canvas_polygon_index_buffer_size_kb" type="int" setter="" getter="" default="128">
Max index buffer size for drawing polygons. Any polygon bigger than this will not work.
</member>
<member name="rendering/limits/buffers/immediate_buffer_size_kb" type="int" setter="" getter="" default="2048">
Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
</member>
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="65536">
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="128000">
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
</member>
<member name="rendering/limits/rendering/max_renderable_lights" type="int" setter="" getter="" default="4096">
Max number of lights renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
</member>
<member name="rendering/limits/rendering/max_renderable_reflections" type="int" setter="" getter="" default="1024">
Max number of reflection probes renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
</member>
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
</member>
<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
@ -998,13 +977,6 @@
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
</member>
<member name="rendering/quality/depth/hdr" type="bool" setter="" getter="" default="true">
If [code]true[/code], allocates the main framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1.
[b]Note:[/b] Only available on the GLES3 backend.
</member>
<member name="rendering/quality/depth/hdr.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default="&quot;PowerVR,Mali,Adreno,Apple&quot;">
Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
</member>
@ -1017,7 +989,7 @@
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;GLES3&quot;">
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;Vulkan&quot;">
The video driver to use ("GLES2" or "GLES3").
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument, or by the [member rendering/quality/driver/fallback_to_gles2] option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at run-time.
</member>
@ -1025,37 +997,53 @@
If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 driver is not supported.
[b]Note:[/b] The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack's size.
</member>
<member name="rendering/quality/filters/anisotropic_filter_level" type="int" setter="" getter="" default="4">
Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. Only power-of-two values are valid (2, 4, 8, 16).
<member name="rendering/quality/filters/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2">
</member>
<member name="rendering/quality/filters/depth_of_field_bokeh_shape" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/quality/filters/depth_of_field_use_jitter" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/filters/max_anisotropy" type="int" setter="" getter="" default="4">
</member>
<member name="rendering/quality/filters/msaa" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware.
[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend.
</member>
<member name="rendering/quality/filters/screen_space_roughness_limiter" type="int" setter="" getter="" default="0">
</member>
<member name="rendering/quality/filters/screen_space_roughness_limiter_curve" type="float" setter="" getter="" default="1.0">
</member>
<member name="rendering/quality/filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
</member>
<member name="rendering/quality/gi_probes/anisotropic" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/gi_probes/quality" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter="" default="2">
Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment].
</member>
<member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3">
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/quality/reflection_atlas/reflection_size" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/quality/reflection_atlas/reflection_size.mobile" type="int" setter="" getter="" default="128">
</member>
<member name="rendering/quality/reflections/atlas_size" type="int" setter="" getter="" default="2048">
Size of the atlas used by reflection probes. A larger size can result in higher visual quality, while a smaller size will be faster and take up less memory.
</member>
<member name="rendering/quality/reflections/atlas_subdiv" type="int" setter="" getter="" default="8">
Number of subdivisions to use for the reflection atlas. A higher number lowers the quality of each atlas, but allows you to use more.
<member name="rendering/quality/reflections/ggx_samples" type="int" setter="" getter="" default="1024">
</member>
<member name="rendering/quality/reflections/high_quality_ggx" type="bool" setter="" getter="" default="true">
If [code]true[/code], uses a high amount of samples to create blurred variants of reflection probes and panorama backgrounds (sky). Those blurred variants are used by rough materials.
<member name="rendering/quality/reflections/ggx_samples.mobile" type="int" setter="" getter="" default="128">
</member>
<member name="rendering/quality/reflections/high_quality_ggx.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/reflections/high_quality_ggx] on mobile devices, due to performance concerns or driver support.
<member name="rendering/quality/reflections/ggx_samples_realtime" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/quality/reflections/irradiance_max_size" type="int" setter="" getter="" default="128">
Limits the size of the irradiance map which is normally determined by [member Sky.radiance_size]. A higher size results in a higher quality irradiance map similarly to [member rendering/quality/reflections/high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible.
[b]Note:[/b] Low and mid range hardware do not support complex irradiance maps well and may crash if this is set too high.
<member name="rendering/quality/reflections/ggx_samples_realtime.mobile" type="int" setter="" getter="" default="16">
</member>
<member name="rendering/quality/reflections/roughness_layers" type="int" setter="" getter="" default="6">
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="" default="true">
If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.
@ -1105,20 +1093,9 @@
<member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/subsurface_scattering/follow_surface" type="bool" setter="" getter="" default="false">
Improves quality of subsurface scattering, but cost significantly increases.
<member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/subsurface_scattering/quality" type="int" setter="" getter="" default="1">
Quality setting for subsurface scattering (samples taken).
</member>
<member name="rendering/quality/subsurface_scattering/scale" type="int" setter="" getter="" default="1.0">
Max radius used for subsurface scattering samples.
</member>
<member name="rendering/quality/subsurface_scattering/weight_samples" type="bool" setter="" getter="" default="true">
Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
</member>
<member name="rendering/quality/voxel_cone_tracing/high_quality" type="bool" setter="" getter="" default="false">
Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.
<member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
@ -1138,6 +1115,14 @@
<member name="rendering/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
</member>
<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/vulkan/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/vulkan/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128">
</member>
<member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
</member>
</members>
<constants>
</constants>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ProxyTexture" inherits="Texture" version="4.0">
<class name="ProxyTexture" inherits="Texture2D" version="4.0">
<brief_description>
</brief_description>
<description>
@ -9,9 +9,8 @@
<methods>
</methods>
<members>
<member name="base" type="Texture" setter="set_base" getter="get_base">
<member name="base" type="Texture2D" setter="set_base" getter="get_base">
</member>
<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
</members>
<constants>
</constants>

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RenderingDevice" inherits="Object" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -37,7 +37,7 @@
<return type="RID">
</return>
<description>
Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
Returns the RID of the resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
</description>
</method>
<method name="setup_local_to_scene">

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@ -14,7 +14,7 @@
<method name="add_image">
<return type="void">
</return>
<argument index="0" name="image" type="Texture">
<argument index="0" name="image" type="Texture2D">
</argument>
<argument index="1" name="width" type="int" default="0">
</argument>

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@ -12,7 +12,7 @@
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="param" type="String">
</argument>
@ -43,7 +43,7 @@
</return>
<argument index="0" name="param" type="String">
</argument>
<argument index="1" name="texture" type="Texture">
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].

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@ -258,6 +258,10 @@
</description>
</method>
</methods>
<members>
<member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true">
</member>
</members>
<constants>
<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
</constant>

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@ -11,6 +11,8 @@
<methods>
</methods>
<members>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Sky.ProcessMode" default="0">
</member>
<member name="radiance_size" type="int" setter="set_radiance_size" getter="get_radiance_size" enum="Sky.RadianceSize" default="2">
The [Sky]'s radiance map size. The higher the radiance map size, the more detailed the lighting from the [Sky] will be.
See [enum RadianceSize] constants for values.
@ -42,5 +44,9 @@
<constant name="RADIANCE_SIZE_MAX" value="7" enum="RadianceSize">
Represents the size of the [enum RadianceSize] enum.
</constant>
<constant name="PROCESS_MODE_QUALITY" value="0" enum="ProcessMode">
</constant>
<constant name="PROCESS_MODE_REALTIME" value="1" enum="ProcessMode">
</constant>
</constants>
</class>

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@ -1,649 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SpatialMaterial" inherits="Material" version="4.0">
<brief_description>
Default 3D rendering material.
</brief_description>
<description>
This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link>
</tutorials>
<methods>
<method name="get_feature" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature">
</argument>
<description>
Returns [code]true[/code], if the specified [enum Feature] is enabled.
</description>
</method>
<method name="get_flag" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="flag" type="int" enum="SpatialMaterial.Flags">
</argument>
<description>
Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] enumerator for options.
</description>
</method>
<method name="get_texture" qualifiers="const">
<return type="Texture">
</return>
<argument index="0" name="param" type="int" enum="SpatialMaterial.TextureParam">
</argument>
<description>
Returns the [Texture] associated with the specified [enum TextureParam].
</description>
</method>
<method name="set_feature">
<return type="void">
</return>
<argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
If [code]true[/code], enables the specified [enum Feature]. Many features that are available in [SpatialMaterial]s need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to [code]true[/code].
</description>
</method>
<method name="set_flag">
<return type="void">
</return>
<argument index="0" name="flag" type="int" enum="SpatialMaterial.Flags">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
If [code]true[/code], enables the specified flag. Flags are optional behaviour that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options.
</description>
</method>
<method name="set_texture">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="SpatialMaterial.TextureParam">
</argument>
<argument index="1" name="texture" type="Texture">
</argument>
<description>
Sets the [Texture] to be used by the specified [enum TextureParam]. This function is called when setting members ending in [code]*_texture[/code].
</description>
</method>
</methods>
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color( 1, 1, 1, 1 )">
The material's base color.
</member>
<member name="albedo_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture to multiply by [member albedo_color]. Used for basic texturing of objects.
</member>
<member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy">
The strength of the anisotropy effect.
</member>
<member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken.
</member>
<member name="anisotropy_flowmap" type="Texture" setter="set_texture" getter="get_texture">
Texture that offsets the tangent map for anisotropy calculations.
</member>
<member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture].
</member>
<member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect">
Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.
</member>
<member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag">
If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture].
</member>
<member name="ao_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture that defines the amount of ambient occlusion for a given point on the object.
</member>
<member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="SpatialMaterial.TextureChannel">
Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
<member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat">
Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect.
</member>
<member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.
</member>
<member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss">
Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
</member>
<member name="clearcoat_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.
</member>
<member name="depth_deep_parallax" type="bool" setter="set_depth_deep_parallax" getter="is_depth_deep_parallax_enabled">
If [code]true[/code], the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping.
</member>
<member name="depth_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], depth mapping is enabled (also called "parallax mapping" or "height mapping"). See also [member normal_enabled].
</member>
<member name="depth_flip_binormal" type="bool" setter="set_depth_deep_parallax_flip_binormal" getter="get_depth_deep_parallax_flip_binormal">
If [code]true[/code], direction of the binormal is flipped before using in the depth effect. This may be necessary if you have encoded your binormals in a way that is conflicting with the depth effect.
</member>
<member name="depth_flip_tangent" type="bool" setter="set_depth_deep_parallax_flip_tangent" getter="get_depth_deep_parallax_flip_tangent">
If [code]true[/code], direction of the tangent is flipped before using in the depth effect. This may be necessary if you have encoded your tangents in a way that is conflicting with the depth effect.
</member>
<member name="depth_max_layers" type="int" setter="set_depth_deep_parallax_max_layers" getter="get_depth_deep_parallax_max_layers">
Number of layers to use when using [member depth_deep_parallax] and the view direction is perpendicular to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.
</member>
<member name="depth_min_layers" type="int" setter="set_depth_deep_parallax_min_layers" getter="get_depth_deep_parallax_min_layers">
Number of layers to use when using [member depth_deep_parallax] and the view direction is parallel to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.
</member>
<member name="depth_scale" type="float" setter="set_depth_scale" getter="get_depth_scale">
Scales the depth offset effect. A higher number will create a larger depth.
</member>
<member name="depth_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture used to determine depth at a given pixel. Depth is always stored in the red channel.
</member>
<member name="detail_albedo" type="Texture" setter="set_texture" getter="get_texture">
Texture that specifies the color of the detail overlay.
</member>
<member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="SpatialMaterial.BlendMode">
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.
</member>
<member name="detail_mask" type="Texture" setter="set_texture" getter="get_texture">
Texture used to specify how the detail textures get blended with the base textures.
</member>
<member name="detail_normal" type="Texture" setter="set_texture" getter="get_texture">
Texture that specifies the per-pixel normal of the detail overlay.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="SpatialMaterial.DetailUV">
Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
</member>
<member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance">
Distance at which the object fades fully and is no longer visible.
</member>
<member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance">
Distance at which the object starts to fade. If the object is less than this distance away it will appear normal.
</member>
<member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="SpatialMaterial.DistanceFadeMode" default="0">
Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s.
</member>
<member name="emission" type="Color" setter="set_emission" getter="get_emission">
The emitted light's color. See [member emission_enabled].
</member>
<member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] or [BakedLightmap] is used and this object is used in baked lighting.
</member>
<member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy">
The emitted light's strength. See [member emission_enabled].
</member>
<member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag">
Use [code]UV2[/code] to read from the [member emission_texture].
</member>
<member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="SpatialMaterial.EmissionOperator">
Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options.
</member>
<member name="emission_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture that specifies how much surface emits light at a given point.
</member>
<member name="flags_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.
</member>
<member name="flags_disable_ambient_light" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the object receives no ambient light.
</member>
<member name="flags_do_not_receive_shadows" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the object receives no shadow that would otherwise be cast onto it.
</member>
<member name="flags_ensure_correct_normals" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the shader will compute extra operations to make sure the normal stays correct when using a non-uniform scale. Only enable if using non-uniform scaling.
</member>
<member name="flags_fixed_size" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the object is rendered at the same size regardless of distance.
</member>
<member name="flags_no_depth_test" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
</member>
<member name="flags_transparent" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], transparency is enabled on the body. See also [member params_blend_mode].
</member>
<member name="flags_unshaded" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the object is unaffected by lighting.
</member>
<member name="flags_use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], render point size can be changed.
[b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size].
</member>
<member name="flags_use_shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.
</member>
<member name="flags_vertex_lighting" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices.
</member>
<member name="flags_world_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar].
</member>
<member name="metallic" type="float" setter="set_metallic" getter="get_metallic" default="0.0">
The reflectivity of the object's surface. The higher the value, the more light is reflected.
</member>
<member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5">
Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.
[b]Note:[/b] unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness].
</member>
<member name="metallic_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture used to specify metallic for an object. This is multiplied by [member metallic].
</member>
<member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="SpatialMaterial.TextureChannel" default="0">
Specifies the channel of the [member metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], normal mapping is enabled.
</member>
<member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale">
The strength of the normal map's effect.
</member>
<member name="normal_texture" type="Texture" 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 normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh].
</member>
<member name="params_alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold">
Threshold at which the alpha scissor will discard values.
</member>
<member name="params_billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member params_billboard_mode] is [constant BILLBOARD_ENABLED].
</member>
<member name="params_billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="SpatialMaterial.BillboardMode" default="0">
Controls how the object faces the camera. See [enum BillboardMode].
</member>
<member name="params_blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="SpatialMaterial.BlendMode" default="0">
The material's blend mode.
[b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode].
</member>
<member name="params_cull_mode" type="int" setter="set_cull_mode" getter="get_cull_mode" enum="SpatialMaterial.CullMode" default="0">
Which side of the object is not drawn when backfaces are rendered. See [enum CullMode].
</member>
<member name="params_depth_draw_mode" type="int" setter="set_depth_draw_mode" getter="get_depth_draw_mode" enum="SpatialMaterial.DepthDrawMode" default="0">
Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member flags_transparent].
</member>
<member name="params_diffuse_mode" type="int" setter="set_diffuse_mode" getter="get_diffuse_mode" enum="SpatialMaterial.DiffuseMode" default="0">
The algorithm used for diffuse light scattering. See [enum DiffuseMode].
</member>
<member name="params_grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled" default="false">
If [code]true[/code], enables the vertex grow setting. See [member params_grow_amount].
</member>
<member name="params_grow_amount" type="float" setter="set_grow" getter="get_grow">
Grows object vertices in the direction of their normals.
</member>
<member name="params_line_width" type="float" setter="set_line_width" getter="get_line_width" default="1.0">
Currently unimplemented in Godot.
</member>
<member name="params_point_size" type="float" setter="set_point_size" getter="get_point_size" default="1.0">
The point size in pixels. See [member flags_use_point_size].
</member>
<member name="params_specular_mode" type="int" setter="set_specular_mode" getter="get_specular_mode" enum="SpatialMaterial.SpecularMode" default="0">
The method for rendering the specular blob. See [enum SpecularMode].
</member>
<member name="params_use_alpha_scissor" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the shader will discard all pixels that have an alpha value less than [member params_alpha_scissor_threshold].
</member>
<member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames">
The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode].
</member>
<member name="particles_anim_loop" type="bool" setter="set_particles_anim_loop" getter="get_particles_anim_loop">
If [code]true[/code], particle animations are looped. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode].
</member>
<member name="particles_anim_v_frames" type="int" setter="set_particles_anim_v_frames" getter="get_particles_anim_v_frames">
The number of vertical frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode].
</member>
<member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance">
Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.
</member>
<member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false">
If [code]true[/code], the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.
</member>
<member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object.
</member>
<member name="refraction_scale" type="float" setter="set_refraction" getter="get_refraction">
The strength of the refraction effect.
</member>
<member name="refraction_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale].
</member>
<member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="SpatialMaterial.TextureChannel">
Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
<member name="rim" type="float" setter="set_rim" getter="get_rim">
Sets the strength of the rim lighting effect.
</member>
<member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.
</member>
<member name="rim_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim].
</member>
<member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint">
The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best.
</member>
<member name="roughness" type="float" setter="set_roughness" getter="get_roughness" default="1.0">
Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic].
</member>
<member name="roughness_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture used to control the roughness per-pixel. Multiplied by [member roughness].
</member>
<member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="SpatialMaterial.TextureChannel" default="0">
Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
<member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
</member>
<member name="subsurf_scatter_strength" type="float" setter="set_subsurface_scattering_strength" getter="get_subsurface_scattering_strength">
The strength of the subsurface scattering effect.
</member>
<member name="subsurf_scatter_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].
</member>
<member name="transmission" type="Color" setter="set_transmission" getter="get_transmission">
The color used by the transmission effect. Represents the light passing through an object.
</member>
<member name="transmission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
If [code]true[/code], the transmission effect is enabled.
</member>
<member name="transmission_texture" type="Texture" setter="set_texture" getter="get_texture">
Texture used to control the transmission effect per-pixel. Added to [member transmission].
</member>
<member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3( 0, 0, 0 )">
How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture.
</member>
<member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3( 1, 1, 1 )">
How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function.
</member>
<member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], instead of using [code]UV[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.
</member>
<member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness" default="1.0">
A lower number blends the texture more softly while a higher number blends the texture more sharply.
</member>
<member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3( 0, 0, 0 )">
How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture.
</member>
<member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3( 1, 1, 1 )">
How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function.
</member>
<member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], instead of using [code]UV2[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.
</member>
<member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness" default="1.0">
A lower number blends the texture more softly while a higher number blends the texture more sharply.
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the model's vertex colors are processed as sRGB mode.
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the vertex color is used as albedo color.
</member>
</members>
<constants>
<constant name="TEXTURE_ALBEDO" value="0" enum="TextureParam">
Texture specifying per-pixel color.
</constant>
<constant name="TEXTURE_METALLIC" value="1" enum="TextureParam">
Texture specifying per-pixel metallic value.
</constant>
<constant name="TEXTURE_ROUGHNESS" value="2" enum="TextureParam">
Texture specifying per-pixel roughness value.
</constant>
<constant name="TEXTURE_EMISSION" value="3" enum="TextureParam">
Texture specifying per-pixel emission color.
</constant>
<constant name="TEXTURE_NORMAL" value="4" enum="TextureParam">
Texture specifying per-pixel normal vector.
</constant>
<constant name="TEXTURE_RIM" value="5" enum="TextureParam">
Texture specifying per-pixel rim value.
</constant>
<constant name="TEXTURE_CLEARCOAT" value="6" enum="TextureParam">
Texture specifying per-pixel clearcoat value.
</constant>
<constant name="TEXTURE_FLOWMAP" value="7" enum="TextureParam">
Texture specifying per-pixel flowmap direction for use with [member anisotropy].
</constant>
<constant name="TEXTURE_AMBIENT_OCCLUSION" value="8" enum="TextureParam">
Texture specifying per-pixel ambient occlusion value.
</constant>
<constant name="TEXTURE_DEPTH" value="9" enum="TextureParam">
Texture specifying per-pixel depth.
</constant>
<constant name="TEXTURE_SUBSURFACE_SCATTERING" value="10" enum="TextureParam">
Texture specifying per-pixel subsurface scattering.
</constant>
<constant name="TEXTURE_TRANSMISSION" value="11" enum="TextureParam">
Texture specifying per-pixel transmission color.
</constant>
<constant name="TEXTURE_REFRACTION" value="12" enum="TextureParam">
Texture specifying per-pixel refraction strength.
</constant>
<constant name="TEXTURE_DETAIL_MASK" value="13" enum="TextureParam">
Texture specifying per-pixel detail mask blending value.
</constant>
<constant name="TEXTURE_DETAIL_ALBEDO" value="14" enum="TextureParam">
Texture specifying per-pixel detail color.
</constant>
<constant name="TEXTURE_DETAIL_NORMAL" value="15" enum="TextureParam">
Texture specifying per-pixel detail normal.
</constant>
<constant name="TEXTURE_MAX" value="16" enum="TextureParam">
Represents the size of the [enum TextureParam] enum.
</constant>
<constant name="DETAIL_UV_1" value="0" enum="DetailUV">
Use [code]UV[/code] with the detail texture.
</constant>
<constant name="DETAIL_UV_2" value="1" enum="DetailUV">
Use [code]UV2[/code] with the detail texture.
</constant>
<constant name="FEATURE_TRANSPARENT" value="0" enum="Feature">
Constant for setting [member flags_transparent].
</constant>
<constant name="FEATURE_EMISSION" value="1" enum="Feature">
Constant for setting [member emission_enabled].
</constant>
<constant name="FEATURE_NORMAL_MAPPING" value="2" enum="Feature">
Constant for setting [member normal_enabled].
</constant>
<constant name="FEATURE_RIM" value="3" enum="Feature">
Constant for setting [member rim_enabled].
</constant>
<constant name="FEATURE_CLEARCOAT" value="4" enum="Feature">
Constant for setting [member clearcoat_enabled].
</constant>
<constant name="FEATURE_ANISOTROPY" value="5" enum="Feature">
Constant for setting [member anisotropy_enabled].
</constant>
<constant name="FEATURE_AMBIENT_OCCLUSION" value="6" enum="Feature">
Constant for setting [member ao_enabled].
</constant>
<constant name="FEATURE_DEPTH_MAPPING" value="7" enum="Feature">
Constant for setting [member depth_enabled].
</constant>
<constant name="FEATURE_SUBSURACE_SCATTERING" value="8" enum="Feature">
Constant for setting [member subsurf_scatter_enabled].
</constant>
<constant name="FEATURE_TRANSMISSION" value="9" enum="Feature">
Constant for setting [member transmission_enabled].
</constant>
<constant name="FEATURE_REFRACTION" value="10" enum="Feature">
Constant for setting [member refraction_enabled].
</constant>
<constant name="FEATURE_DETAIL" value="11" enum="Feature">
Constant for setting [member detail_enabled].
</constant>
<constant name="FEATURE_MAX" value="12" enum="Feature">
Represents the size of the [enum Feature] enum.
</constant>
<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
Default blend mode. The color of the object is blended over the background based on the object's alpha value.
</constant>
<constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
The color of the object is added to the background.
</constant>
<constant name="BLEND_MODE_SUB" value="2" enum="BlendMode">
The color of the object is subtracted from the background.
</constant>
<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
The color of the object is multiplied by the background.
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
Default depth draw mode. Depth is drawn only for opaque objects.
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
Depth draw is calculated for both opaque and transparent objects.
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
No depth draw.
</constant>
<constant name="DEPTH_DRAW_ALPHA_OPAQUE_PREPASS" value="3" enum="DepthDrawMode">
For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn.
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
Default cull mode. The back of the object is culled when not visible.
</constant>
<constant name="CULL_FRONT" value="1" enum="CullMode">
The front of the object is culled when not visible.
</constant>
<constant name="CULL_DISABLED" value="2" enum="CullMode">
No culling is performed.
</constant>
<constant name="FLAG_UNSHADED" value="0" enum="Flags">
No lighting is used on the object. Color comes directly from [code]ALBEDO[/code].
</constant>
<constant name="FLAG_USE_VERTEX_LIGHTING" value="1" enum="Flags">
Lighting is calculated per-vertex rather than per-pixel. This can be used to increase the speed of the shader at the cost of quality.
</constant>
<constant name="FLAG_DISABLE_DEPTH_TEST" value="2" enum="Flags">
Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
</constant>
<constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="3" enum="Flags">
Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
</constant>
<constant name="FLAG_SRGB_VERTEX_COLOR" value="4" enum="Flags">
Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer.
</constant>
<constant name="FLAG_USE_POINT_SIZE" value="5" enum="Flags">
Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code].
</constant>
<constant name="FLAG_FIXED_SIZE" value="6" enum="Flags">
Object is scaled by depth so that it always appears the same size on screen.
</constant>
<constant name="FLAG_BILLBOARD_KEEP_SCALE" value="7" enum="Flags">
Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member params_billboard_mode] is [constant BILLBOARD_ENABLED].
</constant>
<constant name="FLAG_UV1_USE_TRIPLANAR" value="8" enum="Flags">
Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code].
</constant>
<constant name="FLAG_UV2_USE_TRIPLANAR" value="9" enum="Flags">
Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code].
</constant>
<constant name="FLAG_AO_ON_UV2" value="11" enum="Flags">
Use [code]UV2[/code] coordinates to look up from the [member ao_texture].
</constant>
<constant name="FLAG_EMISSION_ON_UV2" value="12" enum="Flags">
Use [code]UV2[/code] coordinates to look up from the [member emission_texture].
</constant>
<constant name="FLAG_USE_ALPHA_SCISSOR" value="13" enum="Flags">
Use alpha scissor. Set by [member params_use_alpha_scissor].
</constant>
<constant name="FLAG_TRIPLANAR_USE_WORLD" value="10" enum="Flags">
Use world coordinates in the triplanar texture lookup instead of local coordinates.
</constant>
<constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="14" enum="Flags">
Forces the shader to convert albedo from sRGB space to linear space.
</constant>
<constant name="FLAG_DONT_RECEIVE_SHADOWS" value="15" enum="Flags">
Disables receiving shadows from other objects.
</constant>
<constant name="FLAG_DISABLE_AMBIENT_LIGHT" value="17" enum="Flags">
Disables receiving ambient light.
</constant>
<constant name="FLAG_ENSURE_CORRECT_NORMALS" value="16" enum="Flags">
Ensures that normals appear correct, even with non-uniform scaling.
</constant>
<constant name="FLAG_USE_SHADOW_TO_OPACITY" value="18" enum="Flags">
Enables the shadow to opacity feature.
</constant>
<constant name="FLAG_MAX" value="19" enum="Flags">
Represents the size of the [enum Flags] enum.
</constant>
<constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode">
Default diffuse scattering algorithm.
</constant>
<constant name="DIFFUSE_LAMBERT" value="1" enum="DiffuseMode">
Diffuse scattering ignores roughness.
</constant>
<constant name="DIFFUSE_LAMBERT_WRAP" value="2" enum="DiffuseMode">
Extends Lambert to cover more than 90 degrees when roughness increases.
</constant>
<constant name="DIFFUSE_OREN_NAYAR" value="3" enum="DiffuseMode">
Attempts to use roughness to emulate microsurfacing.
</constant>
<constant name="DIFFUSE_TOON" value="4" enum="DiffuseMode">
Uses a hard cut for lighting, with smoothing affected by roughness.
</constant>
<constant name="SPECULAR_SCHLICK_GGX" value="0" enum="SpecularMode">
Default specular blob.
</constant>
<constant name="SPECULAR_BLINN" value="1" enum="SpecularMode">
Older specular algorithm, included for compatibility.
</constant>
<constant name="SPECULAR_PHONG" value="2" enum="SpecularMode">
Older specular algorithm, included for compatibility.
</constant>
<constant name="SPECULAR_TOON" value="3" enum="SpecularMode">
Toon blob which changes size based on roughness.
</constant>
<constant name="SPECULAR_DISABLED" value="4" enum="SpecularMode">
No specular blob.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
Billboard mode is disabled.
</constant>
<constant name="BILLBOARD_ENABLED" value="1" enum="BillboardMode">
The object's Z axis will always face the camera.
</constant>
<constant name="BILLBOARD_FIXED_Y" value="2" enum="BillboardMode">
The object's X axis will always face the camera.
</constant>
<constant name="BILLBOARD_PARTICLES" value="3" enum="BillboardMode">
Used for particle systems when assigned to [Particles] and [CPUParticles] nodes. Enables [code]particles_anim_*[/code] properties.
The [member ParticlesMaterial.anim_speed] or [member CPUParticles.anim_speed] should also be set to a positive value for the animation to play.
</constant>
<constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel">
Used to read from the red channel of a texture.
</constant>
<constant name="TEXTURE_CHANNEL_GREEN" value="1" enum="TextureChannel">
Used to read from the green channel of a texture.
</constant>
<constant name="TEXTURE_CHANNEL_BLUE" value="2" enum="TextureChannel">
Used to read from the blue channel of a texture.
</constant>
<constant name="TEXTURE_CHANNEL_ALPHA" value="3" enum="TextureChannel">
Used to read from the alpha channel of a texture.
</constant>
<constant name="TEXTURE_CHANNEL_GRAYSCALE" value="4" enum="TextureChannel">
Currently unused.
</constant>
<constant name="EMISSION_OP_ADD" value="0" enum="EmissionOperator">
Adds the emission color to the color from the emission texture.
</constant>
<constant name="EMISSION_OP_MULTIPLY" value="1" enum="EmissionOperator">
Multiplies the emission color by the color from the emission texture.
</constant>
<constant name="DISTANCE_FADE_DISABLED" value="0" enum="DistanceFadeMode">
Do not use distance fade.
</constant>
<constant name="DISTANCE_FADE_PIXEL_ALPHA" value="1" enum="DistanceFadeMode">
Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.
</constant>
<constant name="DISTANCE_FADE_PIXEL_DITHER" value="2" enum="DistanceFadeMode">
Smoothly fades the object out based on each pixel's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].
</constant>
<constant name="DISTANCE_FADE_OBJECT_DITHER" value="3" enum="DistanceFadeMode">
Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].
</constant>
</constants>
</class>

View File

@ -51,8 +51,8 @@
<constants>
</constants>
<theme_items>
<theme_item name="updown" type="Texture">
Sets a custom [Texture] for up and down arrows of the [SpinBox].
<theme_item name="updown" type="Texture2D">
Sets a custom [Texture2D] for up and down arrows of the [SpinBox].
</theme_item>
</theme_items>
</class>

View File

@ -52,7 +52,7 @@
<member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1">
The number of columns in the sprite sheet.
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map gives depth to the Sprite.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
@ -67,8 +67,14 @@
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )">
The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
[Texture] object to draw.
<member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0">
</member>
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )">
</member>
<member name="specular_map" type="Texture2D" setter="set_specular_map" getter="get_specular_map">
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] object to draw.
</member>
<member name="vframes" type="int" setter="set_vframes" getter="get_vframes" default="1">
The number of rows in the sprite sheet.

View File

@ -26,8 +26,8 @@
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )">
The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
[Texture] object to draw.
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] object to draw.
</member>
<member name="vframes" type="int" setter="set_vframes" getter="get_vframes" default="1">
The number of rows in the sprite sheet.

View File

@ -46,7 +46,7 @@
<member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis" default="2">
The direction in which the front of the texture faces.
</member>
<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="SpatialMaterial.BillboardMode" default="0">
<member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0">
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
If [code]true[/code], texture will be centered.

View File

@ -23,7 +23,7 @@
</return>
<argument index="0" name="anim" type="String">
</argument>
<argument index="1" name="frame" type="Texture">
<argument index="1" name="frame" type="Texture2D">
</argument>
<argument index="2" name="at_position" type="int" default="-1">
</argument>
@ -73,7 +73,7 @@
</description>
</method>
<method name="get_frame" qualifiers="const">
<return type="Texture">
<return type="Texture2D">
</return>
<argument index="0" name="anim" type="String">
</argument>
@ -161,7 +161,7 @@
</argument>
<argument index="1" name="idx" type="int">
</argument>
<argument index="2" name="txt" type="Texture">
<argument index="2" name="txt" type="Texture2D">
</argument>
<description>
Sets the texture of the given frame.

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