diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 7c863a35638..439937e4f57 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -53,8 +53,14 @@
The [Marshalls] singleton.
-
- The [EditorNavigationMeshGenerator] singleton.
+
+ The [Navigation2DServer] singleton.
+
+
+ The [NavigationMeshGenerator] singleton.
+
+
+ The [NavigationServer] singleton.
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.
- 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.
Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
diff --git a/doc/classes/AnimatedSprite.xml b/doc/classes/AnimatedSprite.xml
index ff56067cdab..3caad10f6dc 100644
--- a/doc/classes/AnimatedSprite.xml
+++ b/doc/classes/AnimatedSprite.xml
@@ -60,6 +60,10 @@
If [code]true[/code], the [member animation] is currently playing.
+
+
+
+
The animation speed is multiplied by this value.
diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml
index d4c25049d29..b851c76e597 100644
--- a/doc/classes/AnimatedTexture.xml
+++ b/doc/classes/AnimatedTexture.xml
@@ -1,10 +1,10 @@
-
+
Proxy texture for simple frame-based animations.
- [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.
@@ -21,12 +21,12 @@
-
+
- Returns the given frame's [Texture].
+ Returns the given frame's [Texture2D].
@@ -52,16 +52,15 @@
-
+
- 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.
-
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.
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index c3d9216657a..f77dfdc9a1a 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -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.
https://docs.godotengine.org/en/latest/tutorials/animation/index.html
diff --git a/doc/classes/AnimationTreePlayer.xml b/doc/classes/AnimationTreePlayer.xml
deleted file mode 100644
index e09e6469605..00000000000
--- a/doc/classes/AnimationTreePlayer.xml
+++ /dev/null
@@ -1,656 +0,0 @@
-
-
-
- Animation player that uses a node graph for blending animations.
-
-
- 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.
-
-
- https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
-
-
-
-
-
-
-
-
-
-
- Adds a [code]type[/code] node to the graph with name [code]id[/code].
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
- Returns the [AnimationPlayer]'s [Animation] bound to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
-
-
-
-
-
-
-
-
- Returns the name of the [member master_player]'s [Animation] bound to this animation node.
-
-
-
-
-
-
-
-
- Returns the absolute playback timestamp of the animation node with name [code]id[/code].
-
-
-
-
-
-
-
-
-
-
- Binds a new [Animation] from the [member master_player] to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
- Binds the [Animation] named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
-
-
-
-
-
-
-
-
-
-
-
-
- Returns whether node [code]id[/code] and [code]dst_id[/code] are connected at the specified slot.
-
-
-
-
-
-
-
-
- Returns the blend amount of a Blend2 node given its name.
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
- Returns the blend amount of a Blend3 node given its name.
-
-
-
-
-
-
-
-
-
-
- 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+.
-
-
-
-
-
-
-
-
- Returns the blend amount of a Blend4 node given its name.
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
-
-
- Connects node [code]id[/code] to [code]dst_id[/code] at the specified input slot.
-
-
-
-
-
-
-
-
-
-
- Disconnects nodes connected to [code]id[/code] at the specified input slot.
-
-
-
-
-
-
- Returns a [PoolStringArray] containing the name of all nodes.
-
-
-
-
-
-
-
-
- Returns the mix amount of a Mix node given its name.
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
- Check if a node exists (by name).
-
-
-
-
-
-
-
-
- Returns the input count for a given node. Different types of nodes have different amount of inputs.
-
-
-
-
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-
-
-
-
-
- Returns the input source for a given node input.
-
-
-
-
-
-
-
-
- Returns position of a node in the graph given its name.
-
-
-
-
-
-
-
-
- Gets the node type, will return from [enum NodeType] enum.
-
-
-
-
-
-
-
-
-
-
- Renames a node in the graph.
-
-
-
-
-
-
-
-
-
-
- Sets the position of a node in the graph given its name and position.
-
-
-
-
-
-
-
-
- Returns the autostart delay of a OneShot node given its name.
-
-
-
-
-
-
-
-
- Returns the autostart random delay of a OneShot node given its name.
-
-
-
-
-
-
-
-
- Returns the fade in time of a OneShot node given its name.
-
-
-
-
-
-
-
-
- Returns the fade out time of a OneShot node given its name.
-
-
-
-
-
-
-
-
- Returns whether a OneShot node will auto restart given its name.
-
-
-
-
-
-
-
-
- Returns whether a OneShot node is active given its name.
-
-
-
-
-
-
-
-
-
-
- Sets the autorestart property of a OneShot node given its name and value.
-
-
-
-
-
-
-
-
-
-
- Sets the autorestart delay of a OneShot node given its name and value in seconds.
-
-
-
-
-
-
-
-
-
-
- Sets the autorestart random delay of a OneShot node given its name and value in seconds.
-
-
-
-
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-
-
-
-
-
- Sets the fade in time of a OneShot node given its name and value in seconds.
-
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-
-
- Sets the fade out time of a OneShot node given its name and value in seconds.
-
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-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
- Starts a OneShot node given its name.
-
-
-
-
-
-
-
-
- Stops the OneShot node with name [code]id[/code].
-
-
-
-
-
-
- Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.
-
-
-
-
-
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-
-
- Removes the animation node with name [code]id[/code].
-
-
-
-
-
-
- Resets this [AnimationTreePlayer].
-
-
-
-
-
-
-
-
- Returns the time scale value of the TimeScale node with name [code]id[/code].
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
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-
-
-
- Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code].
-
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-
- Returns the index of the currently evaluated input for the transition node with name [code]id[/code].
-
-
-
-
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-
- 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.
-
-
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-
-
-
- Returns the cross fade time for the transition node with name [code]id[/code].
-
-
-
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-
-
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-
- 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.
-
-
-
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- The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code].
-
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- The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes.
-
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- Resizes the number of inputs available for the transition node with name [code]id[/code].
-
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- The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code].
-
-
-
-
-
- If [code]true[/code], the [AnimationTreePlayer] is able to play animations.
-
-
- 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.
-
-
- The path to the [AnimationPlayer] from which this [AnimationTreePlayer] binds animations to animation nodes.
- Once set, [Animation] nodes can be added to the [AnimationTreePlayer].
-
-
- The thread in which to update animations.
-
-
-
-
- Output node.
-
-
- Animation node.
-
-
- OneShot node.
-
-
- Mix node.
-
-
- Blend2 node.
-
-
- Blend3 node.
-
-
- Blend4 node.
-
-
- TimeScale node.
-
-
- TimeSeek node.
-
-
- Transition node.
-
-
- Process animation during the physics process. This is especially useful when animating physics bodies.
-
-
- Process animation during the idle process.
-
-
-
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 821c6db7172..2dbf55e5221 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -45,7 +45,11 @@
-
+
+
+
Creates a new surface.
@@ -62,6 +66,12 @@
Removes all blend shapes from this [ArrayMesh].
+
+
+
+
+
+
@@ -150,15 +160,6 @@
Returns the primitive type of the requested surface (see [method add_surface_from_arrays]).
-
-
-
-
-
-
- Removes a surface at position [code]surf_idx[/code], shifting greater surfaces one [code]surf_idx[/code] slot down.
-
-
diff --git a/doc/classes/AtlasTexture.xml b/doc/classes/AtlasTexture.xml
index 71504903717..5bc077ef491 100644
--- a/doc/classes/AtlasTexture.xml
+++ b/doc/classes/AtlasTexture.xml
@@ -1,23 +1,22 @@
-
+
Packs multiple small textures in a single, bigger one. Helps to optimize video memory costs and render calls.
- [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.
-
- The texture that contains the atlas. Can be any [Texture] subtype.
+
+ The texture that contains the atlas. Can be any [Texture2D] subtype.
If [code]true[/code], clips the area outside of the region to avoid bleeding of the surrounding texture pixels.
-
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.
diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml
deleted file mode 100644
index 587ff7f3047..00000000000
--- a/doc/classes/BakedLightmap.xml
+++ /dev/null
@@ -1,99 +0,0 @@
-
-
-
- Prerendered indirect light map for a scene.
-
-
- 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.
-
-
- https://docs.godotengine.org/en/latest/tutorials/3d/baked_lightmaps.html
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
- Executes a dry run bake of lightmaps within the currently edited scene.
-
-
-
-
-
- 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.
-
-
- 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.
-
-
- 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.
-
-
- The size of the affected area.
-
-
- 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.
-
-
- Lightmapping mode. See [enum BakeMode].
-
-
- 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.
-
-
- Three quality modes are available. Higher quality requires more rendering time. See [enum BakeQuality].
-
-
- Grid size used for real-time capture information on dynamic objects. Cannot be larger than [member bake_cell_size].
-
-
- The location where lightmaps will be saved.
-
-
- The calculated light data.
-
-
-
-
- The lowest bake quality mode. Fastest to calculate.
-
-
- The default bake quality mode.
-
-
- The highest bake quality mode. Takes longer to calculate.
-
-
- Less precise but faster bake mode.
-
-
- More precise bake mode but can take considerably longer to bake.
-
-
- Baking was successful.
-
-
- 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.
-
-
- Currently unused.
-
-
- Returns when the baker cannot save per-mesh textures to file.
-
-
- Returns if user cancels baking.
-
-
-
diff --git a/doc/classes/BakedLightmapData.xml b/doc/classes/BakedLightmapData.xml
deleted file mode 100644
index 9193fb3b681..00000000000
--- a/doc/classes/BakedLightmapData.xml
+++ /dev/null
@@ -1,65 +0,0 @@
-
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diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
new file mode 100644
index 00000000000..740a3881491
--- /dev/null
+++ b/doc/classes/BaseMaterial3D.xml
@@ -0,0 +1,477 @@
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+
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+
+
+
diff --git a/doc/classes/BitmapFont.xml b/doc/classes/BitmapFont.xml
index 87cccca3103..421b4058089 100644
--- a/doc/classes/BitmapFont.xml
+++ b/doc/classes/BitmapFont.xml
@@ -43,7 +43,7 @@
-
+
Adds a texture to the [BitmapFont].
@@ -88,7 +88,7 @@
-
+
diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml
index 23c357ac68d..675441d842b 100644
--- a/doc/classes/Button.xml
+++ b/doc/classes/Button.xml
@@ -23,7 +23,7 @@
Flat buttons don't display decoration.
-
+
Button's icon, if text is present the icon will be placed before the text.
diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml
index e747feeae8d..926b8e461c3 100644
--- a/doc/classes/CPUParticles2D.xml
+++ b/doc/classes/CPUParticles2D.xml
@@ -238,7 +238,7 @@
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
-
+
Normal map to be used for the [member texture] property.
@@ -292,7 +292,7 @@
Tangential acceleration randomness ratio.
-
+
Particle texture. If [code]null[/code], particles will be squares.
diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml
index 84f6fa8b8e9..6097721cbd6 100644
--- a/doc/classes/Camera.xml
+++ b/doc/classes/Camera.xml
@@ -175,6 +175,8 @@
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.
+
+
The [Environment] to use for this camera.
diff --git a/doc/classes/CameraEffects.xml b/doc/classes/CameraEffects.xml
new file mode 100644
index 00000000000..23f0a1c7af9
--- /dev/null
+++ b/doc/classes/CameraEffects.xml
@@ -0,0 +1,33 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/CameraFeed.xml b/doc/classes/CameraFeed.xml
index 14d0559c85a..3232f5970c4 100644
--- a/doc/classes/CameraFeed.xml
+++ b/doc/classes/CameraFeed.xml
@@ -10,57 +10,7 @@
-
-
-
-
- Returns the unique ID for this feed.
-
-
-
-
-
-
- Returns the camera's name.
-
-
-
-
-
-
- Returns the position of camera on the device.
-
-
-
-
- If [code]true[/code], the feed is active.
-
-
- The transform applied to the camera's image.
-
-
-
- No image set for the feed.
-
-
- Feed supplies RGB images.
-
-
- Feed supplies YCbCr images that need to be converted to RGB.
-
-
- Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
-
-
- Unspecified position.
-
-
- Camera is mounted at the front of the device.
-
-
- Camera is mounted at the back of the device.
-
diff --git a/doc/classes/CameraTexture.xml b/doc/classes/CameraTexture.xml
index d4b73108195..c0730129a9d 100644
--- a/doc/classes/CameraTexture.xml
+++ b/doc/classes/CameraTexture.xml
@@ -1,5 +1,5 @@
-
+
Texture provided by a [CameraFeed].
@@ -18,7 +18,6 @@
Convenience property that gives access to the active property of the [CameraFeed].
-
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index b8e09708e35..7f50587e66c 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -39,8 +39,6 @@
-
-
Draws an arc between the given angles. The larger the value of [code]point_count[/code], the smoother the curve.
@@ -84,11 +82,17 @@
-
+
-
+
-
+
+
+
+
+
+
+
Draws a colored polygon of any amount of points, convex or concave.
@@ -105,10 +109,8 @@
-
-
- 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.
@@ -116,13 +118,21 @@
-
+
-
+
-
+
-
+
+
+
+
+
+
+
+
+
Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for related documentation.
@@ -137,10 +147,8 @@
-
-
- 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].
@@ -152,10 +160,8 @@
-
-
- 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].
@@ -163,9 +169,17 @@
-
+
-
+
+
+
+
+
+
+
+
+
Draws a [MultiMesh] in 2D with the provided texture. See [MultiMeshInstance2D] for related documentation.
@@ -180,11 +194,17 @@
-
+
-
+
-
+
+
+
+
+
+
+
Draws a polygon of any amount of points, convex or concave.
@@ -199,10 +219,8 @@
-
-
- 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].
@@ -214,10 +232,8 @@
-
-
- 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].
@@ -229,11 +245,19 @@
-
+
-
+
+
+
+
+
+
+
+
+
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 @@
-
-
- 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].
@@ -310,13 +332,21 @@
-
+
-
+
+
+
+
+
+
+
+
+
Draws a texture at a given position.
@@ -325,7 +355,7 @@
-
+
@@ -335,7 +365,15 @@
-
+
+
+
+
+
+
+
+
+
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 @@
-
+
@@ -354,9 +392,17 @@
-
+
-
+
+
+
+
+
+
+
+
+
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 @@
If [code]true[/code], the object draws on top of its parent.
+
+
+
+
If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.
@@ -590,24 +640,6 @@
-
- Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
-
-
- Additive blending mode.
-
-
- Subtractive blending mode.
-
-
- Multiplicative blending mode.
-
-
- Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
-
-
- Disables blending mode. Colors including alpha are written as-is. Only applicable for render targets with a transparent background. No lighting will be applied.
-
The [CanvasItem]'s transform has changed. This notification is only received if enabled by [method set_notify_transform] or [method set_notify_local_transform].
@@ -623,5 +655,31 @@
The [CanvasItem] has exited the canvas.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/CanvasItemMaterial.xml b/doc/classes/CanvasItemMaterial.xml
index 1265d2f268a..ffe2272260c 100644
--- a/doc/classes/CanvasItemMaterial.xml
+++ b/doc/classes/CanvasItemMaterial.xml
@@ -18,7 +18,7 @@
The manner in which material reacts to lighting.
- 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].
@@ -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].
- 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].
diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml
index ffcc22703f8..c29f089bcee 100644
--- a/doc/classes/CheckBox.xml
+++ b/doc/classes/CheckBox.xml
@@ -20,7 +20,7 @@
The vertical offset used when rendering the check icons (in pixels).
-
+
The check icon to display when the [CheckBox] is checked.
@@ -62,13 +62,13 @@
The [StyleBox] to display as a background when the [CheckBox] is pressed.
-
+
If the [CheckBox] is configured as a radio button, the icon to display when the [CheckBox] is checked.
-
+
If the [CheckBox] is configured as a radio button, the icon to display when the [CheckBox] is unchecked.
-
+
The check icon to display when the [CheckBox] is unchecked.
diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml
index 6c024a37531..616940a494c 100644
--- a/doc/classes/CheckButton.xml
+++ b/doc/classes/CheckButton.xml
@@ -56,16 +56,16 @@
The [StyleBox] to display as a background.
-
+
The icon to display when the [CheckButton] is unchecked.
-
+
The icon to display when the [CheckButton] is unchecked and disabled.
-
+
The icon to display when the [CheckButton] is checked.
-
+
The icon to display when the [CheckButton] is checked and disabled.
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml
index d315c6a387d..d0c8e3f9483 100644
--- a/doc/classes/ColorPicker.xml
+++ b/doc/classes/ColorPicker.xml
@@ -87,11 +87,11 @@
-
+
-
+
-
+
@@ -99,11 +99,11 @@
-
+
-
+
-
+
diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml
index d9023a4f3a0..67f64c8a66d 100644
--- a/doc/classes/ColorPickerButton.xml
+++ b/doc/classes/ColorPickerButton.xml
@@ -55,7 +55,7 @@
-
+
The background of the color preview rect on the button.
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 556ebb93bf3..3bf2ede8963 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -125,7 +125,7 @@
-
+
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 @@
-
+
diff --git a/doc/classes/CubeMap.xml b/doc/classes/CubeMap.xml
deleted file mode 100644
index 78731a7cd0a..00000000000
--- a/doc/classes/CubeMap.xml
+++ /dev/null
@@ -1,99 +0,0 @@
-
-
-
- A CubeMap is a 6-sided 3D texture.
-
-
- 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.
-
-
-
-
-
-
-
-
- Returns the [CubeMap]'s height.
-
-
-
-
-
-
-
-
- Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] constants.
-
-
-
-
-
-
- Returns the [CubeMap]'s width.
-
-
-
-
-
-
-
-
-
-
- Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] constants.
-
-
-
-
-
- The render flags for the [CubeMap]. See the [enum Flags] constants for details.
-
-
- The lossy storage quality of the [CubeMap] if the storage mode is set to [constant STORAGE_COMPRESS_LOSSY].
-
-
- The [CubeMap]'s storage mode. See [enum Storage] constants.
-
-
-
-
- Store the [CubeMap] without any compression.
-
-
- Store the [CubeMap] with strong compression that reduces image quality.
-
-
- Store the [CubeMap] with moderate compression that doesn't reduce image quality.
-
-
- Identifier for the left face of the [CubeMap].
-
-
- Identifier for the right face of the [CubeMap].
-
-
- Identifier for the bottom face of the [CubeMap].
-
-
- Identifier for the top face of the [CubeMap].
-
-
- Identifier for the front face of the [CubeMap].
-
-
- Identifier for the back face of the [CubeMap].
-
-
- Generate mipmaps, to enable smooth zooming out of the texture.
-
-
- Repeat (instead of clamp to edge).
-
-
- Turn on magnifying filter, to enable smooth zooming in of the texture.
-
-
- Default flags. Generate mipmaps, repeat, and filter are enabled.
-
-
-
diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml
new file mode 100644
index 00000000000..16431c65c9f
--- /dev/null
+++ b/doc/classes/Cubemap.xml
@@ -0,0 +1,13 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml
new file mode 100644
index 00000000000..03cfd75acf9
--- /dev/null
+++ b/doc/classes/CubemapArray.xml
@@ -0,0 +1,13 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/CurveTexture.xml b/doc/classes/CurveTexture.xml
index 10c7a4a0868..bc6b69d2d16 100644
--- a/doc/classes/CurveTexture.xml
+++ b/doc/classes/CurveTexture.xml
@@ -1,5 +1,5 @@
-
+
A texture that shows a curve.
diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml
index 8dddf921d36..a3ef830d5d7 100644
--- a/doc/classes/DirectionalLight.xml
+++ b/doc/classes/DirectionalLight.xml
@@ -21,6 +21,8 @@
Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange].
+
+
The maximum distance for shadow splits.
diff --git a/doc/classes/DynamicFont.xml b/doc/classes/DynamicFont.xml
index c2fb4d53ccb..29e430b14dd 100644
--- a/doc/classes/DynamicFont.xml
+++ b/doc/classes/DynamicFont.xml
@@ -108,12 +108,6 @@
The font size in pixels.
-
- 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.
-
-
- If [code]true[/code], mipmapping is used. This improves the font's appearance when downscaling it if font oversampling is disabled or ineffective.
-
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index fea746f32d6..771b7d59d46 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -127,7 +127,7 @@
- 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.
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index eaaa87c6f92..e441562051b 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -67,11 +67,11 @@
-
+
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.
diff --git a/doc/classes/EditorResourcePreviewGenerator.xml b/doc/classes/EditorResourcePreviewGenerator.xml
index 0436f7ce064..e935bf19fcd 100644
--- a/doc/classes/EditorResourcePreviewGenerator.xml
+++ b/doc/classes/EditorResourcePreviewGenerator.xml
@@ -18,7 +18,7 @@
-
+
@@ -31,7 +31,7 @@
-
+
diff --git a/doc/classes/EditorSpatialGizmoPlugin.xml b/doc/classes/EditorSpatialGizmoPlugin.xml
index eba75438b94..b1a4a25a5fd 100644
--- a/doc/classes/EditorSpatialGizmoPlugin.xml
+++ b/doc/classes/EditorSpatialGizmoPlugin.xml
@@ -15,7 +15,7 @@
-
+
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 @@
-
+
@@ -118,7 +118,7 @@
-
+
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index da4b1d883a4..3dad948629e 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -40,8 +40,8 @@
The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
-
- 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].
+
+ 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].
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 @@
The ambient light's energy. The higher the value, the stronger the light.
+
+
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.
+
+
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.
@@ -83,7 +87,7 @@
The maximum layer ID to display. Only effective when using the [constant BG_CANVAS] background mode.
- 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.
The power of the light emitted by the background.
@@ -91,51 +95,6 @@
The background mode. See [enum BGMode] for possible values.
-
- The [Sky] resource defined as background.
-
-
- The [Sky] resource's custom field of view.
-
-
- The [Sky] resource's rotation expressed as a [Basis].
-
-
- The [Sky] resource's rotation expressed as Euler angles in radians.
-
-
- The [Sky] resource's rotation expressed as Euler angles in degrees.
-
-
- The amount of far blur for the depth-of-field effect.
-
-
- The distance from the camera where the far blur effect affects the rendering.
-
-
- If [code]true[/code], enables the depth-of-field far blur effect.
-
-
- The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
-
-
- The length of the transition between the no-blur area and far blur.
-
-
- The amount of near blur for the depth-of-field effect.
-
-
- Distance from the camera where the near blur effect affects the rendering.
-
-
- If [code]true[/code], enables the depth-of-field near blur effect.
-
-
- The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.
-
-
- The length of the transition between the near blur and no-blur area.
-
The fog's [Color].
@@ -224,9 +183,19 @@
If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest).
+
+
The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
+
+
+
+
+
+
+
+
The depth tolerance for screen-space reflections.
@@ -254,9 +223,6 @@
The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values.
-
- The screen-space ambient occlusion color.
-
The screen-space ambient occlusion edge sharpness.
@@ -266,21 +232,12 @@
The primary screen-space ambient occlusion intensity. See also [member ssao_radius].
-
- The secondary screen-space ambient occlusion intensity. See also [member ssao_radius2].
-
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.
-
- The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.
-
The primary screen-space ambient occlusion radius.
-
- 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).
-
The default exposure used for tonemapping.
@@ -292,9 +249,6 @@
-
- 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.
-
Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color].
@@ -304,18 +258,32 @@
Displays a user-defined sky in the background.
-
- 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).
-
-
+
Displays a [CanvasLayer] in the background.
-
+
+ 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.
+
+
Displays a camera feed in the background.
-
+
Represents the size of the [enum BGMode] enum.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
@@ -328,6 +296,8 @@
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.
+
+
Linear tonemapper operator. Reads the linear data and passes it on unmodified.
@@ -340,15 +310,6 @@
Academy Color Encoding System tonemapper operator.
-
- Low depth-of-field blur quality (fastest).
-
-
- Medium depth-of-field blur quality.
-
-
- High depth-of-field blur quality (slowest).
-
No blur for the screen-space ambient occlusion effect (fastest).
@@ -361,14 +322,5 @@
3×3 blur for the screen-space ambient occlusion effect (slowest).
-
- Low quality for the screen-space ambient occlusion effect (fastest).
-
-
- Low quality for the screen-space ambient occlusion effect.
-
-
- Low quality for the screen-space ambient occlusion effect (slowest).
-
diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml
index 5cf252c173f..37b5cec2c90 100644
--- a/doc/classes/FileDialog.xml
+++ b/doc/classes/FileDialog.xml
@@ -134,15 +134,15 @@
-
+
-
+
-
+
-
+
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index 76d9620ecf2..322143ea9ef 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -5,7 +5,7 @@
[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].
https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html
@@ -31,34 +31,12 @@
-
- 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.
-
-
- If [code]true[/code], the data for this [GIProbe] will be compressed. Compression saves space, but results in far worse visual quality.
-
The [GIProbeData] resource that holds the data for this [GIProbe].
-
- The maximum brightness that the [GIProbe] will recognize. Brightness will be scaled within this range.
-
-
- Energy multiplier. Makes the lighting contribution from the [GIProbe] brighter.
-
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.
-
- If [code]true[/code], ignores the sky contribution when calculating lighting.
-
-
- Offsets the lookup into the [GIProbe] based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.
-
-
- How much light propagates through the probe internally. A higher value allows light to spread further.
-
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.
diff --git a/doc/classes/GIProbeData.xml b/doc/classes/GIProbeData.xml
index bb1ee4d0541..d2918c24f74 100644
--- a/doc/classes/GIProbeData.xml
+++ b/doc/classes/GIProbeData.xml
@@ -7,29 +7,83 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
-
+
-
+
-
-
-
+
-
+
-
+
-
+
diff --git a/doc/classes/GeometryInstance.xml b/doc/classes/GeometryInstance.xml
index fccd75edad7..82594625319 100644
--- a/doc/classes/GeometryInstance.xml
+++ b/doc/classes/GeometryInstance.xml
@@ -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.
+
+
- 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].
@@ -87,12 +89,14 @@
In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.
- 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].
-
+
+
+
Unused in this class, exposed for consistency with [enum VisualServer.InstanceFlags].
-
+
Represents the size of the [enum Flags] enum.
diff --git a/doc/classes/GradientTexture.xml b/doc/classes/GradientTexture.xml
index fc9c3fd1bbf..242a78b2e44 100644
--- a/doc/classes/GradientTexture.xml
+++ b/doc/classes/GradientTexture.xml
@@ -1,5 +1,5 @@
-
+
Gradient-filled texture.
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index e35fc2b7d15..8733b94ee71 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -308,21 +308,21 @@
-
+
-
+
-
+
-
+
diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml
index cc6e3dc7f93..a9f1b15443d 100644
--- a/doc/classes/GraphNode.xml
+++ b/doc/classes/GraphNode.xml
@@ -166,9 +166,9 @@
-
+
-
+
Sets properties of the slot with ID [code]idx[/code].
@@ -254,7 +254,7 @@
-
+
@@ -270,13 +270,13 @@
-
+
-
+
diff --git a/doc/classes/HScrollBar.xml b/doc/classes/HScrollBar.xml
index 129e15b4890..963454dab80 100644
--- a/doc/classes/HScrollBar.xml
+++ b/doc/classes/HScrollBar.xml
@@ -13,10 +13,10 @@
-
+
Icon used as a button to scroll the [ScrollBar] left. Supports custom step using the [member ScrollBar.custom_step] property.
-
+
Displayed when the mouse cursor hovers over the decrement button.
@@ -28,10 +28,10 @@
Used when the grabber is being dragged.
-
+
Icon used as a button to scroll the [ScrollBar] right. Supports custom step using the [member ScrollBar.custom_step] property.
-
+
Displayed when the mouse cursor hovers over the increment button.
diff --git a/doc/classes/HSlider.xml b/doc/classes/HSlider.xml
index 2999580e832..be3c94e4953 100644
--- a/doc/classes/HSlider.xml
+++ b/doc/classes/HSlider.xml
@@ -13,17 +13,17 @@
-
+
-
+
-
+
-
+
diff --git a/doc/classes/HSplitContainer.xml b/doc/classes/HSplitContainer.xml
index 6191087c2ec..0dd1f96602b 100644
--- a/doc/classes/HSplitContainer.xml
+++ b/doc/classes/HSplitContainer.xml
@@ -17,7 +17,7 @@
-
+
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 2cd17cb5c50..b4a46dd661d 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -4,7 +4,7 @@
Image datatype.
- 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].
@@ -86,14 +86,26 @@
-
+
-
+
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.
+
+
+
+
+
+
+
+
+
+
+
+
@@ -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.
+
+
+
+
+
+
+
+
@@ -497,10 +517,10 @@
-
+
The maximal width allowed for [Image] resources.
-
+
The maximal height allowed for [Image] resources.
@@ -526,8 +546,7 @@
OpenGL texture format [code]RGBA[/code] with four components, each with a bitdepth of 4.
-
- OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each component of RGB and one bit for alpha.
+
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.
-
+
+
+
+
+
Represents the size of the [enum Format] enum.
@@ -670,6 +693,18 @@
Use ETC2 compression.
+
+
+
+
+
+
+
+
+
+
+
+
Source texture (before compression) is a regular texture. Default for all textures.
diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml
index 7e3e8187737..98eb42831b5 100644
--- a/doc/classes/ImageTexture.xml
+++ b/doc/classes/ImageTexture.xml
@@ -1,39 +1,21 @@
-
+
- A [Texture] based on an [Image].
+ A [Texture2D] based on an [Image].
- 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].
-
-
-
-
-
-
-
-
-
-
-
-
- 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].
-
-
-
-
- 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].
@@ -43,24 +25,6 @@
Returns the format of the [ImageTexture], one of [enum Image.Format].
-
-
-
-
-
-
- Load an [ImageTexture] from a file path.
-
-
-
-
-
-
-
-
- Sets the [Image] of this [ImageTexture].
-
-
@@ -70,25 +34,17 @@
Resizes the [ImageTexture] to the specified dimensions.
+
+
+
+
+
+
+
+
+
+
-
-
-
- The storage quality for [constant STORAGE_COMPRESS_LOSSY].
-
-
- The storage type (raw, lossy, or compressed).
-
-
-
- [Image] data is stored raw and unaltered.
-
-
- [Image] data is compressed with a lossy algorithm. You can set the storage quality with [member lossy_quality].
-
-
- [Image] data is compressed with a lossless algorithm.
-
diff --git a/doc/classes/ImmediateGeometry.xml b/doc/classes/ImmediateGeometry.xml
index bb581923133..710e929d1a9 100644
--- a/doc/classes/ImmediateGeometry.xml
+++ b/doc/classes/ImmediateGeometry.xml
@@ -38,7 +38,7 @@
-
+
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.
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 5c4a956c088..1bc36abf660 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -14,7 +14,7 @@
-
+
@@ -27,7 +27,7 @@
-
+
@@ -88,7 +88,7 @@
-
+
@@ -286,10 +286,10 @@
-
+
- Sets (or replaces) the icon's [Texture] associated with the specified index.
+ Sets (or replaces) the icon's [Texture2D] associated with the specified index.
diff --git a/doc/classes/LargeTexture.xml b/doc/classes/LargeTexture.xml
index ab394628707..a1d172e4b14 100644
--- a/doc/classes/LargeTexture.xml
+++ b/doc/classes/LargeTexture.xml
@@ -1,11 +1,11 @@
-
+
- A [Texture] capable of storing many smaller textures with offsets.
+ A [Texture2D] capable of storing many smaller textures with offsets.
- 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.
@@ -15,7 +15,7 @@
-
+
Adds [code]texture[/code] to this [LargeTexture], starting on offset [code]ofs[/code].
@@ -45,12 +45,12 @@
-
+
- Returns the [Texture] of the piece with the index [code]idx[/code].
+ Returns the [Texture2D] of the piece with the index [code]idx[/code].
@@ -69,10 +69,10 @@
-
+
- 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].
@@ -85,9 +85,6 @@
-
-
-
diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml
index 763f3b4b41f..a2867a50d28 100644
--- a/doc/classes/Light.xml
+++ b/doc/classes/Light.xml
@@ -48,7 +48,7 @@
The light's strength multiplier.
- 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].
If [code]true[/code], the light's effect is reversed, darkening areas and casting bright shadows.
@@ -109,16 +109,18 @@
Constant for accessing [member DirectionalLight.directional_shadow_split_3].
-
+
+
+
Constant for accessing [member DirectionalLight.directional_shadow_normal_bias].
-
+
Constant for accessing [member shadow_bias].
-
+
Constant for accessing [member DirectionalLight.directional_shadow_bias_split_scale].
-
+
Represents the size of the [enum Param] enum.
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 5f3ad1b8658..2862190d4d8 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -64,14 +64,11 @@
Smoothing value for shadows.
-
- Smooth shadow gradient length.
-
The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
-
- [Texture] used for the Light2D's appearance.
+
+ [Texture2D] used for the Light2D's appearance.
The [code]texture[/code]'s scale factor.
@@ -93,19 +90,10 @@
No filter applies to the shadow map. See [member shadow_filter].
-
- Percentage closer filtering (3 samples) applies to the shadow map. See [member shadow_filter].
-
-
+
Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
-
- Percentage closer filtering (7 samples) applies to the shadow map. See [member shadow_filter].
-
-
- Percentage closer filtering (9 samples) applies to the shadow map. See [member shadow_filter].
-
-
+
Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].
diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml
index b5983e00b9d..bed5bbaea7c 100644
--- a/doc/classes/Line2D.xml
+++ b/doc/classes/Line2D.xml
@@ -5,7 +5,6 @@
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].
@@ -94,7 +93,7 @@
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].
-
+
The texture used for the line's texture. Uses [code]texture_mode[/code] for drawing style.
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml
index f2574360cb7..447446ba101 100644
--- a/doc/classes/LineEdit.xml
+++ b/doc/classes/LineEdit.xml
@@ -130,7 +130,7 @@
Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s default value (see [member text]).
-
+
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].
@@ -211,7 +211,7 @@
-
+
Texture for the clear button. See [member clear_button_enabled].
diff --git a/doc/classes/LineShape2D.xml b/doc/classes/LineShape2D.xml
index 33352b7d98a..d3cfc94a8c5 100644
--- a/doc/classes/LineShape2D.xml
+++ b/doc/classes/LineShape2D.xml
@@ -14,7 +14,7 @@
The line's distance from the origin.
-
+
The line's normal.
diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml
index ba74be330e7..a0c19796464 100644
--- a/doc/classes/Material.xml
+++ b/doc/classes/Material.xml
@@ -13,7 +13,7 @@
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".
Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index 67b60451529..f2602dfc7f8 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -103,7 +103,7 @@
- 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.
@@ -116,18 +116,12 @@
Render array as line strip.
-
- Render array as line loop (like line strip, but closed).
-
-
+
Render array as triangles (every three vertices a triangle is created).
-
+
Render array as triangle strips.
-
- Render array as triangle fans.
-
Blend shapes are normalized.
@@ -161,9 +155,6 @@
Mesh array uses indices.
-
- Flag used to mark a compressed (half float) vertex array.
-
Flag used to mark a compressed (half float) normal array.
@@ -179,23 +170,14 @@
Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
-
- Flag used to mark a compressed bone array.
-
-
- Flag used to mark a compressed (half float) weight array.
-
Flag used to mark a compressed index array.
Flag used to mark that the array contains 2D vertices.
-
- Flag used to mark that the array uses 16-bit bones instead of 8-bit.
-
-
- 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.
+
+ 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.
Array of vertices.
diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index a14ad1d4cd0..2781dd46265 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -15,11 +15,11 @@
The [Mesh] that will be drawn by the [MeshInstance2D].
-
+
The normal map that will be used if using the default [CanvasItemMaterial].
-
- The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
+
+ The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml
index 95c046398a6..3a3dd08caf1 100644
--- a/doc/classes/MeshLibrary.xml
+++ b/doc/classes/MeshLibrary.xml
@@ -79,13 +79,13 @@
-
+
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.
@@ -164,7 +164,7 @@
-
+
Sets a texture to use as the item's preview icon in the editor.
diff --git a/doc/classes/MeshTexture.xml b/doc/classes/MeshTexture.xml
index 6e18517ef16..bcc9adf90ff 100644
--- a/doc/classes/MeshTexture.xml
+++ b/doc/classes/MeshTexture.xml
@@ -1,5 +1,5 @@
-
+
Simple texture that uses a mesh to draw itself.
@@ -11,10 +11,9 @@
-
+
Sets the base texture that the Mesh will use to draw.
-
Sets the size of the image, needed for reference.
diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml
index 270ac081783..8a4a192ed46 100644
--- a/doc/classes/MultiMesh.xml
+++ b/doc/classes/MultiMesh.xml
@@ -57,17 +57,6 @@
Returns the [Transform2D] of a specific instance.
-
-
-
-
-
-
- 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.
-
-
@@ -77,7 +66,7 @@
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.
@@ -88,7 +77,8 @@
- 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].
@@ -115,11 +105,11 @@
-
- Format of colors in color array that gets passed to shader.
+
-
- Format of custom data in custom data array that gets passed to shader.
+
+
+
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 @@
Mesh to be drawn.
+
+
+
+
Format of transform used to transform mesh, either 2D or 3D.
+
+
+
+
Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.
@@ -141,23 +139,5 @@
Use this when using 3D transforms.
-
- Use when you are not using per-instance [Color]s.
-
-
- Compress [Color] data into 8 bits when passing to shader. This uses less memory and can be faster, but the [Color] loses precision.
-
-
- The [Color] passed into [method set_instance_color] will use 4 floats. Use this for highest precision [Color].
-
-
- Use when you are not using per-instance custom data.
-
-
- 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.
-
-
- The [Color] passed into [method set_instance_custom_data] will use 4 floats. Use this for highest precision.
-
diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml
index 5c0e85d3fe8..2fe5447a275 100644
--- a/doc/classes/MultiMeshInstance2D.xml
+++ b/doc/classes/MultiMeshInstance2D.xml
@@ -15,11 +15,11 @@
The [MultiMesh] that will be drawn by the [MultiMeshInstance2D].
-
+
The normal map that will be used if using the default [CanvasItemMaterial].
-
- The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
+
+ The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml
index 615ccf6c361..be36be0429f 100644
--- a/doc/classes/Navigation.xml
+++ b/doc/classes/Navigation.xml
@@ -4,49 +4,15 @@
Mesh-based navigation and pathfinding node.
- 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.
-
-
+
+
-
-
- Returns the navigation point closest to the point given. Points are in local coordinate space.
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
- 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).
-
-
-
-
-
-
-
-
-
-
-
-
- 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.
@@ -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.
-
-
-
-
-
-
-
-
-
-
- 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].
-
-
-
-
-
-
-
-
- Removes the [NavigationMesh] with the given ID.
-
-
-
-
-
-
-
-
-
-
- Sets the transform applied to the [NavigationMesh] with the given ID.
-
-
+
+
+
+
Defines which direction is up. By default, this is [code](0, 1, 0)[/code], which is the world's "up" direction.
diff --git a/doc/classes/Navigation2D.xml b/doc/classes/Navigation2D.xml
index ba15c592389..734469eaa90 100644
--- a/doc/classes/Navigation2D.xml
+++ b/doc/classes/Navigation2D.xml
@@ -4,27 +4,15 @@
2D navigation and pathfinding node.
- 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.
-
-
+
+
-
-
- Returns the navigation point closest to the point given. Points are in local coordinate space.
-
-
-
-
-
-
-
-
- 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).
@@ -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.
-
-
-
-
-
-
-
-
-
-
- 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].
-
-
-
-
-
-
-
-
- Removes the [NavigationPolygon] with the given ID.
-
-
-
-
-
-
-
-
-
-
- Sets the transform applied to the [NavigationPolygon] with the given ID.
-
-
+
+
+
+
+
+
diff --git a/doc/classes/Navigation2DServer.xml b/doc/classes/Navigation2DServer.xml
index 105d6aabf8b..3950e356971 100644
--- a/doc/classes/Navigation2DServer.xml
+++ b/doc/classes/Navigation2DServer.xml
@@ -1,5 +1,5 @@
-
+
Server interface for low-level 2D navigation access
@@ -16,8 +16,8 @@
Creates the agent.
-
-
+
+
@@ -89,7 +89,7 @@
-
+
Sets the position of the agent in world space.
@@ -111,7 +111,7 @@
-
+
Sets the new target velocity.
@@ -133,7 +133,7 @@
-
+
Sets the current velocity of the agent.
@@ -155,7 +155,7 @@
Create a new map.
-
+
@@ -191,7 +191,7 @@
-
+
Returns true if the map is active.
@@ -264,11 +264,13 @@
-
+
Sets the global transformation for the region.
+
+
diff --git a/doc/classes/NavigationAgent.xml b/doc/classes/NavigationAgent.xml
index d0e2a60fbf8..dc759bc72bf 100644
--- a/doc/classes/NavigationAgent.xml
+++ b/doc/classes/NavigationAgent.xml
@@ -1,5 +1,5 @@
-
+
3D Agent used in navigation for collision avoidance.
@@ -108,32 +108,32 @@
-
- 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.
-
-
- The radius of the agent.
-
The agent height offset to match the navigation mesh height.
-
- The distance to search for other agents.
+
+ Ignores collisions on the Y axis. Must be true to move on a horizontal plane.
The maximum number of neighbors for the agent to consider.
-
- 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.
-
The maximum speed that an agent can move.
+
+ The distance to search for other agents.
+
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.
-
- Ignores collisions on the Y axis. Must be true to move on a horizontal plane.
+
+ The radius of the agent.
+
+
+ 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.
+
+
+ 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.
@@ -149,15 +149,17 @@
- 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.
-
+
Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity].
+
+
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index dd3a8aa011b..6f356e7e4c9 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -1,5 +1,5 @@
-
+
2D Agent used in navigation for collision avoidance.
@@ -108,27 +108,27 @@
-
- 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.
-
-
- The radius of the agent.
-
-
- The distance to search for other agents.
-
The maximum number of neighbors for the agent to consider.
-
- 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.
-
The maximum speed that an agent can move.
+
+ The distance to search for other agents.
+
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.
+
+ The radius of the agent.
+
+
+ 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.
+
+
+ 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.
+
@@ -143,15 +143,17 @@
- 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.
-
+
Notifies when the collision avoidance velocity is calculated. Emitted by [method set_velocity].
+
+
diff --git a/doc/classes/EditorNavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml
similarity index 89%
rename from doc/classes/EditorNavigationMeshGenerator.xml
rename to doc/classes/NavigationMeshGenerator.xml
index 1201b6cca10..ce1182ffbe7 100644
--- a/doc/classes/EditorNavigationMeshGenerator.xml
+++ b/doc/classes/NavigationMeshGenerator.xml
@@ -1,5 +1,5 @@
-
+
diff --git a/doc/classes/NavigationObstacle.xml b/doc/classes/NavigationObstacle.xml
index 307538b77b9..31cf01793ad 100644
--- a/doc/classes/NavigationObstacle.xml
+++ b/doc/classes/NavigationObstacle.xml
@@ -1,5 +1,5 @@
-
+
3D Obstacle used in navigation for collision avoidance.
@@ -26,4 +26,6 @@
+
+
diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml
index cf5dd2fa107..4d12b985e07 100644
--- a/doc/classes/NavigationObstacle2D.xml
+++ b/doc/classes/NavigationObstacle2D.xml
@@ -1,5 +1,5 @@
-
+
2D Obstacle used in navigation for collision avoidance.
@@ -26,4 +26,6 @@
+
+
diff --git a/doc/classes/NavigationServer.xml b/doc/classes/NavigationServer.xml
index 894a46b8a7d..7553d700f89 100644
--- a/doc/classes/NavigationServer.xml
+++ b/doc/classes/NavigationServer.xml
@@ -1,5 +1,5 @@
-
+
Server interface for low-level 3D navigation access
@@ -16,8 +16,8 @@
Creates the agent.
-
-
+
+
@@ -155,7 +155,7 @@
Create a new map.
-
+
@@ -200,7 +200,7 @@
-
+
Returns true if the map is active.
@@ -320,4 +320,6 @@
+
+
diff --git a/doc/classes/NinePatchRect.xml b/doc/classes/NinePatchRect.xml
index 68326d7e77e..9c3acc9b0a3 100644
--- a/doc/classes/NinePatchRect.xml
+++ b/doc/classes/NinePatchRect.xml
@@ -56,7 +56,7 @@
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.
-
+
The node's texture resource.
diff --git a/doc/classes/ORMMaterial3D.xml b/doc/classes/ORMMaterial3D.xml
new file mode 100644
index 00000000000..d275f931967
--- /dev/null
+++ b/doc/classes/ORMMaterial3D.xml
@@ -0,0 +1,13 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml
index e836dc17589..dc57efd3f9b 100644
--- a/doc/classes/OmniLight.xml
+++ b/doc/classes/OmniLight.xml
@@ -18,9 +18,6 @@
The light's radius.
-
- See [enum ShadowDetail].
-
See [enum ShadowMode].
@@ -32,11 +29,5 @@
Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
-
- Use more detail vertically when computing the shadow.
-
-
- Use more detail horizontally when computing the shadow.
-
diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml
index d488e918b93..5cb2aaf3140 100644
--- a/doc/classes/OptionButton.xml
+++ b/doc/classes/OptionButton.xml
@@ -12,7 +12,7 @@
-
+
@@ -55,7 +55,7 @@
-
+
@@ -164,7 +164,7 @@
-
+
Sets the icon of the item at index [code]idx[/code].
@@ -231,7 +231,7 @@
-
+
The arrow icon to be drawn on the right end of the button.
diff --git a/doc/classes/PanoramaSky.xml b/doc/classes/PanoramaSky.xml
index c1c048f875e..c600a4425b2 100644
--- a/doc/classes/PanoramaSky.xml
+++ b/doc/classes/PanoramaSky.xml
@@ -11,8 +11,8 @@
-
- [Texture] to be applied to the PanoramaSky.
+
+ [Texture2D] to be applied to the PanoramaSky.
diff --git a/doc/classes/ParallaxLayer.xml b/doc/classes/ParallaxLayer.xml
index 105d1057310..7210bee11c2 100644
--- a/doc/classes/ParallaxLayer.xml
+++ b/doc/classes/ParallaxLayer.xml
@@ -14,7 +14,7 @@
- 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.
The ParallaxLayer's offset relative to the parent ParallaxBackground's [member ParallaxBackground.scroll_offset].
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index b146678bfca..74651ddd2fd 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -68,7 +68,7 @@
The number of draw passes when rendering particles.
-
+
If [code]true[/code], particles are being emitted.
diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml
index 2a00ec31138..50fc3680bcc 100644
--- a/doc/classes/Particles2D.xml
+++ b/doc/classes/Particles2D.xml
@@ -33,7 +33,7 @@
Particle draw order. Uses [enum DrawOrder] values.
-
+
If [code]true[/code], particles are being emitted.
@@ -51,7 +51,7 @@
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates.
-
+
Normal map to be used for the [member texture] property.
@@ -69,7 +69,7 @@
Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
-
+
Particle texture. If [code]null[/code], particles will be squares.
diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml
index 42f0fe1f002..1e90214e476 100644
--- a/doc/classes/ParticlesMaterial.xml
+++ b/doc/classes/ParticlesMaterial.xml
@@ -39,12 +39,12 @@
-
+
- Returns the [Texture] used by the specified parameter.
+ Returns the [Texture2D] used by the specified parameter.
@@ -85,19 +85,19 @@
-
+
- Sets the [Texture] for the specified [enum Parameter].
+ Sets the [Texture2D] for the specified [enum Parameter].
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].
-
+
Each particle's rotation will be animated along this [CurveTexture].
@@ -105,9 +105,9 @@
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].
-
+
Each particle's angular velocity will vary along this [CurveTexture].
@@ -116,7 +116,7 @@
Particle animation offset.
-
+
Each particle's animation offset will vary along this [CurveTexture].
@@ -125,22 +125,22 @@
Particle animation speed.
-
+
Each particle's animation speed will vary along this [CurveTexture].
Animation speed randomness ratio.
- 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].
-
+
Each particle's color will vary along this [GradientTexture].
The rate at which particles lose velocity.
-
+
Damping will vary along this [CurveTexture].
@@ -152,16 +152,16 @@
The box's extents if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_BOX].
-
+
Particle color will be modulated by color determined by sampling this texture at the same point as the [member emission_point_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.
The number of emission points if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].
-
+
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.
@@ -188,7 +188,7 @@
Initial hue variation applied to each particle.
-
+
Each particle's hue will vary along this [CurveTexture].
@@ -206,7 +206,7 @@
Linear acceleration applied to each particle in the direction of motion.
-
+
Each particle's linear acceleration will vary along this [CurveTexture].
@@ -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].
-
+
Each particle's orbital velocity will vary along this [CurveTexture].
@@ -225,7 +225,7 @@
Radial acceleration applied to each particle. Makes particle accelerate away from origin.
-
+
Each particle's radial acceleration will vary along this [CurveTexture].
@@ -234,7 +234,7 @@
Initial scale applied to each particle.
-
+
Each particle's scale will vary along this [CurveTexture].
@@ -246,7 +246,7 @@
Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.
-
+
Each particle's tangential acceleration will vary along this [CurveTexture].
diff --git a/doc/classes/PhysicalBone.xml b/doc/classes/PhysicalBone.xml
index cef41aac5c3..bb31f03c18d 100644
--- a/doc/classes/PhysicalBone.xml
+++ b/doc/classes/PhysicalBone.xml
@@ -43,12 +43,6 @@
-
-
-
-
-
-
diff --git a/doc/classes/PointMesh.xml b/doc/classes/PointMesh.xml
index af100d5206b..266ab2a8986 100644
--- a/doc/classes/PointMesh.xml
+++ b/doc/classes/PointMesh.xml
@@ -5,7 +5,7 @@
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.
diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml
index e911ed76645..af4e8e1671d 100644
--- a/doc/classes/Polygon2D.xml
+++ b/doc/classes/Polygon2D.xml
@@ -5,7 +5,6 @@
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].
@@ -94,6 +93,8 @@
If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code].
+
+
The offset applied to each vertex.
@@ -103,9 +104,15 @@
+
+
-
+
+
+
+
+
The polygon's fill texture. Use [code]uv[/code] to set texture coordinates.
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index 31ab27628ad..8dda33f624a 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -42,7 +42,7 @@
-
+
@@ -59,7 +59,7 @@
-
+
@@ -76,7 +76,7 @@
-
+
@@ -92,7 +92,7 @@
-
+
@@ -107,7 +107,7 @@
-
+
@@ -122,7 +122,7 @@
-
+
@@ -259,7 +259,7 @@
-
+
@@ -485,10 +485,10 @@
-
+
- Replaces the [Texture] icon of the specified [code]idx[/code].
+ Replaces the [Texture2D] icon of the specified [code]idx[/code].
@@ -644,8 +644,8 @@
-
- [Texture] icon for the checked checkbox items.
+
+ [Texture2D] icon for the checked checkbox items.
[Font] used for the menu items.
@@ -680,20 +680,20 @@
[StyleBox] used when the [PopupMenu] item is disabled.
-
- [Texture] icon for the checked radio button items.
+
+ [Texture2D] icon for the checked radio button items.
-
- [Texture] icon for the unchecked radio button items.
+
+ [Texture2D] icon for the unchecked radio button items.
[StyleBox] used for the separators. See [method add_separator].
-
- [Texture] icon for the submenu arrow.
+
+ [Texture2D] icon for the submenu arrow.
-
- [Texture] icon for the unchecked checkbox items.
+
+ [Texture2D] icon for the unchecked checkbox items.
The vertical space between each menu item.
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index ea848606327..77915bc5380 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -23,7 +23,7 @@
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].
The current [Material] of the primitive mesh.
diff --git a/doc/classes/ProceduralSky.xml b/doc/classes/ProceduralSky.xml
index 25d09a1bc01..9a61fac63a6 100644
--- a/doc/classes/ProceduralSky.xml
+++ b/doc/classes/ProceduralSky.xml
@@ -58,7 +58,7 @@
The direction of the sun using polar coordinates.
- 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].
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b4284e06b92..517c68221e2 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -967,30 +967,9 @@
[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.
-
- Max buffer size for blend shapes. Any blend shape bigger than this will not work.
-
-
- Max buffer size for drawing polygons. Any polygon bigger than this will not work.
-
-
- Max index buffer size for drawing polygons. Any polygon bigger than this will not work.
-
-
- Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
-
-
+
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.
-
- 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.
-
-
- 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.
-
-
- 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).
-
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 @@
If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
-
- 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.
-
-
- Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support.
-
Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
@@ -1017,7 +989,7 @@
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
-
+
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.
@@ -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.
-
- 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).
+
+
+
+
+
+
+
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.
+
+
+
+
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.
+
+
+
+
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].
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
+
+
+
+
+
+
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.
-
- Number of subdivisions to use for the reflection atlas. A higher number lowers the quality of each atlas, but allows you to use more.
+
-
- 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.
+
-
- Lower-end override for [member rendering/quality/reflections/high_quality_ggx] on mobile devices, due to performance concerns or driver support.
+
-
- 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.
+
+
+
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 @@
Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
-
- Improves quality of subsurface scattering, but cost significantly increases.
+
-
- Quality setting for subsurface scattering (samples taken).
-
-
- Max radius used for subsurface scattering samples.
-
-
- Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
-
-
- Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.
+
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 @@
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.
+
+
+
+
+
+
+
+
diff --git a/doc/classes/ProxyTexture.xml b/doc/classes/ProxyTexture.xml
index fdff8908d57..4f25fbcdf9f 100644
--- a/doc/classes/ProxyTexture.xml
+++ b/doc/classes/ProxyTexture.xml
@@ -1,5 +1,5 @@
-
+
@@ -9,9 +9,8 @@
-
+
-
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
new file mode 100644
index 00000000000..2615f0a2e93
--- /dev/null
+++ b/doc/classes/RenderingDevice.xml
@@ -0,0 +1,13 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml
index 496b1c4f3c1..5bc34772c8e 100644
--- a/doc/classes/Resource.xml
+++ b/doc/classes/Resource.xml
@@ -37,7 +37,7 @@
- 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.
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index bad3625abc9..983f768b851 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -14,7 +14,7 @@
-
+
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index cab906ee254..a2fbf5a1b1c 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -12,7 +12,7 @@
-
+
@@ -43,7 +43,7 @@
-
+
Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
diff --git a/doc/classes/Skeleton.xml b/doc/classes/Skeleton.xml
index 1fc8b2eb35e..eaab4063b89 100644
--- a/doc/classes/Skeleton.xml
+++ b/doc/classes/Skeleton.xml
@@ -258,6 +258,10 @@
+
+
+
+
diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml
index 11cea6dbc3f..72599a323d5 100644
--- a/doc/classes/Sky.xml
+++ b/doc/classes/Sky.xml
@@ -11,6 +11,8 @@
+
+
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 @@
Represents the size of the [enum RadianceSize] enum.
+
+
+
+
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
deleted file mode 100644
index c6780511b91..00000000000
--- a/doc/classes/SpatialMaterial.xml
+++ /dev/null
@@ -1,649 +0,0 @@
-
-
-
- Default 3D rendering material.
-
-
- 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.
-
-
- https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html
-
-
-
-
-
-
-
-
- Returns [code]true[/code], if the specified [enum Feature] is enabled.
-
-
-
-
-
-
-
-
- Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] enumerator for options.
-
-
-
-
-
-
-
-
- Returns the [Texture] associated with the specified [enum TextureParam].
-
-
-
-
-
-
-
-
-
-
- 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].
-
-
-
-
-
-
-
-
-
-
- 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.
-
-
-
-
-
-
-
-
-
-
- Sets the [Texture] to be used by the specified [enum TextureParam]. This function is called when setting members ending in [code]*_texture[/code].
-
-
-
-
-
- The material's base color.
-
-
- Texture to multiply by [member albedo_color]. Used for basic texturing of objects.
-
-
- The strength of the anisotropy effect.
-
-
- 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.
-
-
- Texture that offsets the tangent map for anisotropy calculations.
-
-
- If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture].
-
-
- 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.
-
-
- If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture].
-
-
- Texture that defines the amount of ambient occlusion for a given point on the object.
-
-
- 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.
-
-
- Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect.
-
-
- 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.
-
-
- Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.
-
-
- 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.
-
-
- 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.
-
-
- If [code]true[/code], depth mapping is enabled (also called "parallax mapping" or "height mapping"). See also [member normal_enabled].
-
-
- 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.
-
-
- 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.
-
-
- 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.
-
-
- 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.
-
-
- Scales the depth offset effect. A higher number will create a larger depth.
-
-
- Texture used to determine depth at a given pixel. Depth is always stored in the red channel.
-
-
- Texture that specifies the color of the detail overlay.
-
-
- Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options.
-
-
- 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.
-
-
- Texture used to specify how the detail textures get blended with the base textures.
-
-
- Texture that specifies the per-pixel normal of the detail overlay.
-
-
- Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options.
-
-
- Distance at which the object fades fully and is no longer visible.
-
-
- Distance at which the object starts to fade. If the object is less than this distance away it will appear normal.
-
-
- Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s.
-
-
- The emitted light's color. See [member emission_enabled].
-
-
- 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.
-
-
- The emitted light's strength. See [member emission_enabled].
-
-
- Use [code]UV2[/code] to read from the [member emission_texture].
-
-
- Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options.
-
-
- Texture that specifies how much surface emits light at a given point.
-
-
- Forces a conversion of the [member albedo_texture] from sRGB space to linear space.
-
-
- If [code]true[/code], the object receives no ambient light.
-
-
- If [code]true[/code], the object receives no shadow that would otherwise be cast onto it.
-
-
- 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.
-
-
- If [code]true[/code], the object is rendered at the same size regardless of distance.
-
-
- If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
-
-
- If [code]true[/code], transparency is enabled on the body. See also [member params_blend_mode].
-
-
- If [code]true[/code], the object is unaffected by lighting.
-
-
- 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].
-
-
- 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.
-
-
- If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices.
-
-
- If [code]true[/code], triplanar mapping is calculated in world space rather than object local space. See also [member uv1_triplanar].
-
-
- The reflectivity of the object's surface. The higher the value, the more light is reflected.
-
-
- 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].
-
-
- Texture used to specify metallic for an object. This is multiplied by [member metallic].
-
-
- 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.
-
-
- If [code]true[/code], normal mapping is enabled.
-
-
- The strength of the normal map's effect.
-
-
- 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].
-
-
- Threshold at which the alpha scissor will discard values.
-
-
- 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].
-
-
- Controls how the object faces the camera. See [enum BillboardMode].
-
-
- The material's blend mode.
- [b]Note:[/b] Values other than [code]Mix[/code] force the object into the transparent pipeline. See [enum BlendMode].
-
-
- Which side of the object is not drawn when backfaces are rendered. See [enum CullMode].
-
-
- Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member flags_transparent].
-
-
- The algorithm used for diffuse light scattering. See [enum DiffuseMode].
-
-
- If [code]true[/code], enables the vertex grow setting. See [member params_grow_amount].
-
-
- Grows object vertices in the direction of their normals.
-
-
- Currently unimplemented in Godot.
-
-
- The point size in pixels. See [member flags_use_point_size].
-
-
- The method for rendering the specular blob. See [enum SpecularMode].
-
-
- If [code]true[/code], the shader will discard all pixels that have an alpha value less than [member params_alpha_scissor_threshold].
-
-
- The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode].
-
-
- If [code]true[/code], particle animations are looped. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode].
-
-
- The number of vertical frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode].
-
-
- Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.
-
-
- 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.
-
-
- If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object.
-
-
- The strength of the refraction effect.
-
-
- Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale].
-
-
- 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.
-
-
- Sets the strength of the rim lighting effect.
-
-
- If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.
-
-
- Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim].
-
-
- 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.
-
-
- 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].
-
-
- Texture used to control the roughness per-pixel. Multiplied by [member roughness].
-
-
- 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.
-
-
- If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.
-
-
- The strength of the subsurface scattering effect.
-
-
- Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength].
-
-
- The color used by the transmission effect. Represents the light passing through an object.
-
-
- If [code]true[/code], the transmission effect is enabled.
-
-
- Texture used to control the transmission effect per-pixel. Added to [member transmission].
-
-
- 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.
-
-
- How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function.
-
-
- 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.
-
-
- A lower number blends the texture more softly while a higher number blends the texture more sharply.
-
-
- 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.
-
-
- How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function.
-
-
- 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.
-
-
- A lower number blends the texture more softly while a higher number blends the texture more sharply.
-
-
- If [code]true[/code], the model's vertex colors are processed as sRGB mode.
-
-
- If [code]true[/code], the vertex color is used as albedo color.
-
-
-
-
- Texture specifying per-pixel color.
-
-
- Texture specifying per-pixel metallic value.
-
-
- Texture specifying per-pixel roughness value.
-
-
- Texture specifying per-pixel emission color.
-
-
- Texture specifying per-pixel normal vector.
-
-
- Texture specifying per-pixel rim value.
-
-
- Texture specifying per-pixel clearcoat value.
-
-
- Texture specifying per-pixel flowmap direction for use with [member anisotropy].
-
-
- Texture specifying per-pixel ambient occlusion value.
-
-
- Texture specifying per-pixel depth.
-
-
- Texture specifying per-pixel subsurface scattering.
-
-
- Texture specifying per-pixel transmission color.
-
-
- Texture specifying per-pixel refraction strength.
-
-
- Texture specifying per-pixel detail mask blending value.
-
-
- Texture specifying per-pixel detail color.
-
-
- Texture specifying per-pixel detail normal.
-
-
- Represents the size of the [enum TextureParam] enum.
-
-
- Use [code]UV[/code] with the detail texture.
-
-
- Use [code]UV2[/code] with the detail texture.
-
-
- Constant for setting [member flags_transparent].
-
-
- Constant for setting [member emission_enabled].
-
-
- Constant for setting [member normal_enabled].
-
-
- Constant for setting [member rim_enabled].
-
-
- Constant for setting [member clearcoat_enabled].
-
-
- Constant for setting [member anisotropy_enabled].
-
-
- Constant for setting [member ao_enabled].
-
-
- Constant for setting [member depth_enabled].
-
-
- Constant for setting [member subsurf_scatter_enabled].
-
-
- Constant for setting [member transmission_enabled].
-
-
- Constant for setting [member refraction_enabled].
-
-
- Constant for setting [member detail_enabled].
-
-
- Represents the size of the [enum Feature] enum.
-
-
- Default blend mode. The color of the object is blended over the background based on the object's alpha value.
-
-
- The color of the object is added to the background.
-
-
- The color of the object is subtracted from the background.
-
-
- The color of the object is multiplied by the background.
-
-
- Default depth draw mode. Depth is drawn only for opaque objects.
-
-
- Depth draw is calculated for both opaque and transparent objects.
-
-
- No depth draw.
-
-
- For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn.
-
-
- Default cull mode. The back of the object is culled when not visible.
-
-
- The front of the object is culled when not visible.
-
-
- No culling is performed.
-
-
- No lighting is used on the object. Color comes directly from [code]ALBEDO[/code].
-
-
- 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.
-
-
- 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.
-
-
- Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
-
-
- Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer.
-
-
- 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].
-
-
- Object is scaled by depth so that it always appears the same size on screen.
-
-
- 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].
-
-
- Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code].
-
-
- Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code].
-
-
- Use [code]UV2[/code] coordinates to look up from the [member ao_texture].
-
-
- Use [code]UV2[/code] coordinates to look up from the [member emission_texture].
-
-
- Use alpha scissor. Set by [member params_use_alpha_scissor].
-
-
- Use world coordinates in the triplanar texture lookup instead of local coordinates.
-
-
- Forces the shader to convert albedo from sRGB space to linear space.
-
-
- Disables receiving shadows from other objects.
-
-
- Disables receiving ambient light.
-
-
- Ensures that normals appear correct, even with non-uniform scaling.
-
-
- Enables the shadow to opacity feature.
-
-
- Represents the size of the [enum Flags] enum.
-
-
- Default diffuse scattering algorithm.
-
-
- Diffuse scattering ignores roughness.
-
-
- Extends Lambert to cover more than 90 degrees when roughness increases.
-
-
- Attempts to use roughness to emulate microsurfacing.
-
-
- Uses a hard cut for lighting, with smoothing affected by roughness.
-
-
- Default specular blob.
-
-
- Older specular algorithm, included for compatibility.
-
-
- Older specular algorithm, included for compatibility.
-
-
- Toon blob which changes size based on roughness.
-
-
- No specular blob.
-
-
- Billboard mode is disabled.
-
-
- The object's Z axis will always face the camera.
-
-
- The object's X axis will always face the camera.
-
-
- 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.
-
-
- Used to read from the red channel of a texture.
-
-
- Used to read from the green channel of a texture.
-
-
- Used to read from the blue channel of a texture.
-
-
- Used to read from the alpha channel of a texture.
-
-
- Currently unused.
-
-
- Adds the emission color to the color from the emission texture.
-
-
- Multiplies the emission color by the color from the emission texture.
-
-
- Do not use distance fade.
-
-
- Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.
-
-
- 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].
-
-
- 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].
-
-
-
diff --git a/doc/classes/SpinBox.xml b/doc/classes/SpinBox.xml
index 3b8bb7fb4b8..c8ba8ab697b 100644
--- a/doc/classes/SpinBox.xml
+++ b/doc/classes/SpinBox.xml
@@ -51,8 +51,8 @@
-
- Sets a custom [Texture] for up and down arrows of the [SpinBox].
+
+ Sets a custom [Texture2D] for up and down arrows of the [SpinBox].
diff --git a/doc/classes/Sprite.xml b/doc/classes/Sprite.xml
index 5f82f769115..89cdae1dff4 100644
--- a/doc/classes/Sprite.xml
+++ b/doc/classes/Sprite.xml
@@ -52,7 +52,7 @@
The number of columns in the sprite sheet.
-
+
The normal map gives depth to the Sprite.
@@ -67,8 +67,14 @@
The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
-
- [Texture] object to draw.
+
+
+
+
+
+
+
+ [Texture2D] object to draw.
The number of rows in the sprite sheet.
diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml
index a082a297f86..4c123997617 100644
--- a/doc/classes/Sprite3D.xml
+++ b/doc/classes/Sprite3D.xml
@@ -26,8 +26,8 @@
The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
-
- [Texture] object to draw.
+
+ [Texture2D] object to draw.
The number of rows in the sprite sheet.
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index 8a923b45212..aaea4178fb0 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -46,7 +46,7 @@
The direction in which the front of the texture faces.
-
+
If [code]true[/code], texture will be centered.
diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml
index 30690392e9a..fe4b888a3c8 100644
--- a/doc/classes/SpriteFrames.xml
+++ b/doc/classes/SpriteFrames.xml
@@ -23,7 +23,7 @@
-
+
@@ -73,7 +73,7 @@
-
+
@@ -161,7 +161,7 @@
-
+
Sets the texture of the given frame.
diff --git a/doc/classes/StandardMaterial3D.xml b/doc/classes/StandardMaterial3D.xml
new file mode 100644
index 00000000000..4ed9146e0f9
--- /dev/null
+++ b/doc/classes/StandardMaterial3D.xml
@@ -0,0 +1,13 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/StreamTexture.xml b/doc/classes/StreamTexture.xml
index 75e2661db0a..a2d26d3d149 100644
--- a/doc/classes/StreamTexture.xml
+++ b/doc/classes/StreamTexture.xml
@@ -1,5 +1,5 @@
-
+
A [code].stex[/code] texture.
@@ -19,7 +19,6 @@
-
The StreamTexture's file path to a [code].stex[/code] file.
diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml
index 0e9add964d2..8ed94c8c26d 100644
--- a/doc/classes/StyleBoxTexture.xml
+++ b/doc/classes/StyleBoxTexture.xml
@@ -119,14 +119,14 @@
Modulates the color of the texture when this style box is drawn.
-
+
The normal map to use when drawing this style box.
Species a sub-region of the texture to use.
This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region.
-
+
The texture to use when drawing this style box.
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index ef9666b5ece..23363fcad50 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -163,7 +163,7 @@
-
+
Returns a constructed [ArrayMesh] from current information passed in. If an existing [ArrayMesh] is passed in as an argument, will add an extra surface to the existing [ArrayMesh].
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index ee26be472cd..73b5afe6a72 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -59,12 +59,12 @@
-
+
- Returns the [Texture] for the tab at index [code]tab_idx[/code] or [code]null[/code] if the tab has no [Texture].
+ Returns the [Texture2D] for the tab at index [code]tab_idx[/code] or [code]null[/code] if the tab has no [Texture2D].
@@ -109,7 +109,7 @@
-
+
Sets an icon for the tab at index [code]tab_idx[/code].
@@ -186,9 +186,9 @@
-
+
-
+
@@ -200,17 +200,17 @@
-
+
-
+
-
+
-
+
diff --git a/doc/classes/Tabs.xml b/doc/classes/Tabs.xml
index ae455f80439..266a733f8f2 100644
--- a/doc/classes/Tabs.xml
+++ b/doc/classes/Tabs.xml
@@ -14,7 +14,7 @@
-
+
Adds a new tab.
@@ -60,12 +60,12 @@
-
+
- Returns the [Texture] for the tab at index [code]tab_idx[/code] or [code]null[/code] if the tab has no [Texture].
+ Returns the [Texture2D] for the tab at index [code]tab_idx[/code] or [code]null[/code] if the tab has no [Texture2D].
@@ -146,7 +146,7 @@
-
+
Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code].
@@ -265,11 +265,11 @@
-
+
-
+
-
+
@@ -281,9 +281,9 @@
-
+
-
+
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index eb3b72f6278..c4a05db3a75 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -592,9 +592,9 @@
-
+
-
+
Sets the default [Font].
@@ -632,12 +632,12 @@
Sets the highlight [Color] of text selections.
-
+
-
- Sets a custom [Texture] for tab text characters.
+
+ Sets a custom [Texture2D] for tab text characters.
Sets the highlight [Color] of multiple occurrences. [member highlight_all_occurrences] has to be enabled.
diff --git a/doc/classes/Texture.xml b/doc/classes/Texture.xml
index 592f822ecc7..e19d611ea90 100644
--- a/doc/classes/Texture.xml
+++ b/doc/classes/Texture.xml
@@ -1,139 +1,13 @@
- Texture for 2D and 3D.
- A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite] or GUI [Control].
- Textures are often created by loading them from a file. See [method @GDScript.load].
- [Texture] is a base for other resources. It cannot be used directly.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Draws the texture using a [CanvasItem] with the [VisualServer] API at the specified [code]position[/code]. Equivalent to [method VisualServer.canvas_item_add_texture_rect] with a rect at [code]position[/code] and the size of this [Texture].
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Draws the texture using a [CanvasItem] with the [VisualServer] API. Equivalent to [method VisualServer.canvas_item_add_texture_rect].
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Draws a part of the texture using a [CanvasItem] with the [VisualServer] API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region].
-
-
-
-
-
-
- Returns an [Image] with the data from this [Texture]. [Image]s can be accessed and manipulated directly.
-
-
-
-
-
-
- Returns the texture height.
-
-
-
-
-
-
- Returns the texture size.
-
-
-
-
-
-
- Returns the texture width.
-
-
-
-
-
-
- Returns [code]true[/code] if this [Texture] has an alpha channel.
-
-
-
-
- The texture's [enum Flags]. [enum Flags] are used to set various properties of the [Texture].
-
-
-
- Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant FLAG_FILTER] are enabled.
-
-
- Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.
-
-
- Repeats the texture (instead of clamp to edge).
-
-
- Uses a magnifying filter, to enable smooth zooming in of the texture.
-
-
- Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.
- This results in better-looking textures when viewed from oblique angles.
-
-
- Converts the texture to the sRGB color space.
-
-
- Repeats the texture with alternate sections mirrored.
-
-
- Texture is a video surface.
-
diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml
new file mode 100644
index 00000000000..2ccb469eb1e
--- /dev/null
+++ b/doc/classes/Texture2D.xml
@@ -0,0 +1,133 @@
+
+
+
+ Texture for 2D and 3D.
+
+
+ A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite] or GUI [Control].
+ Textures are often created by loading them from a file. See [method @GDScript.load].
+ [Texture2D] is a base for other resources. It cannot be used directly.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Draws the texture using a [CanvasItem] with the [VisualServer] API at the specified [code]position[/code].
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Draws the texture using a [CanvasItem] with the [VisualServer] API.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Draws a part of the texture using a [CanvasItem] with the [VisualServer] API.
+
+
+
+
+
+
+ Returns an [Image] with the data from this [Texture2D]. [Image]s can be accessed and manipulated directly.
+
+
+
+
+
+
+ Returns the texture height.
+
+
+
+
+
+
+ Returns the texture size.
+
+
+
+
+
+
+ Returns the texture width.
+
+
+
+
+
+
+ Returns [code]true[/code] if this [Texture2D] has an alpha channel.
+
+
+
+
+
+
diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml
new file mode 100644
index 00000000000..657506120ee
--- /dev/null
+++ b/doc/classes/Texture2DArray.xml
@@ -0,0 +1,13 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml
deleted file mode 100644
index bc16cd015fb..00000000000
--- a/doc/classes/Texture3D.xml
+++ /dev/null
@@ -1,18 +0,0 @@
-
-
-
- Texture with 3 dimensions.
-
-
- Texture3D is a 3-dimensional texture that has a width, height, and depth.
-
-
-
-
-
-
-
-
-
-
-
diff --git a/doc/classes/TextureArray.xml b/doc/classes/TextureArray.xml
deleted file mode 100644
index b652a1c6bc0..00000000000
--- a/doc/classes/TextureArray.xml
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-
- Array of textures stored in a single primitive.
-
-
- [TextureArray]s store an array of images in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases.
-
-
-
-
-
-
-
-
diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml
index be717e98174..0e2872755e8 100644
--- a/doc/classes/TextureButton.xml
+++ b/doc/classes/TextureButton.xml
@@ -21,19 +21,19 @@
Pure black and white [BitMap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes.
-
+
Texture to display when the node is disabled. See [member BaseButton.disabled].
-
+
Texture to display when the node has mouse or keyboard focus.
-
+
Texture to display when the mouse hovers the node.
-
+
Texture to display by default, when the node is [b]not[/b] in the disabled, focused, hover or pressed state.
-
+
Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the Enter key or if the player presses the [member BaseButton.shortcut] key.
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index f20f46b6c4b..f9ecdb02f0f 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -4,33 +4,17 @@
Base class for 3D texture types.
- Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but contains all the functions necessary for accessing and using [Texture3D] and [TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the layer sepcifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for [TextureArray]s, the layer specifies the array layer.
+ Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
-
-
+
+
-
-
-
-
-
-
-
-
-
+
- Creates the [Texture3D] or [TextureArray] with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum Flags] enumerator for [code]flags[/code] options.
-
-
-
-
-
-
- Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).
@@ -56,6 +40,12 @@
Returns an [Image] resource with the data from specified [code]layer[/code].
+
+
+
+
+
+
@@ -63,24 +53,7 @@
Returns the width of the texture. Width is typically represented by the X-axis.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Partially sets the data for a specified [code]layer[/code] by overwriting using the data of the specified [code]image[/code]. [code]x_offset[/code] and [code]y_offset[/code] determine where the [Image] is "stamped" over the texture. The [code]image[/code] must fit within the texture.
-
-
-
+
@@ -88,30 +61,9 @@
- Sets the data for the specified layer. Data takes the form of a 2-dimensional [Image] resource.
-
-
- Returns a dictionary with all the data used by this texture.
-
-
- Specifies which [enum Flags] apply to this texture.
-
-
-
- Texture will generate mipmaps on creation.
-
-
- Texture will repeat when UV used is outside the 0-1 range.
-
-
- Use filtering when reading from texture. Filtering smooths out pixels. Turning filtering off is slightly faster and more appropriate when you need access to individual pixels.
-
-
- Equivalent to [constant FLAG_FILTER].
-
diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgress.xml
index 7f91206c2c8..4937121ebfe 100644
--- a/doc/classes/TextureProgress.xml
+++ b/doc/classes/TextureProgress.xml
@@ -58,15 +58,15 @@
The height of the 9-patch's top row.
-
- [Texture] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
+
+ [Texture2D] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
-
- [Texture] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code].
+
+ [Texture2D] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code].
The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value].
-
- [Texture] that draws under the progress bar. The bar's background.
+
+ [Texture2D] that draws under the progress bar. The bar's background.
Multiplies the color of the bar's [code]texture_over[/code] texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node.
diff --git a/doc/classes/TextureRect.xml b/doc/classes/TextureRect.xml
index 17c413c9f26..709d87b8583 100644
--- a/doc/classes/TextureRect.xml
+++ b/doc/classes/TextureRect.xml
@@ -24,8 +24,8 @@
Controls the texture's behavior when resizing the node's bounding rectangle. See [enum StretchMode].
-
- The node's [Texture] resource.
+
+ The node's [Texture2D] resource.
diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml
index f9beb5566d3..d11cfc7aa21 100644
--- a/doc/classes/Theme.xml
+++ b/doc/classes/Theme.xml
@@ -150,14 +150,14 @@
-
+
- Returns the icon [Texture] at [code]name[/code] if the theme has [code]type[/code].
+ Returns the icon [Texture2D] at [code]name[/code] if the theme has [code]type[/code].
@@ -166,7 +166,7 @@
- Returns all the icons as a [PoolStringArray] filled with each [Texture]'s name, for use in [method get_icon], if the theme has [code]type[/code].
+ Returns all the icons as a [PoolStringArray] filled with each [Texture2D]'s name, for use in [method get_icon], if the theme has [code]type[/code].
@@ -249,7 +249,7 @@
- Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in [code]type[/code].
+ Returns [code]true[/code] if icon [Texture2D] with [code]name[/code] is in [code]type[/code].
Returns [code]false[/code] if the theme does not have [code]type[/code].
@@ -314,10 +314,10 @@
-
+
- Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] in [code]type[/code].
+ Sets the theme's icon [Texture2D] to [code]texture[/code] at [code]name[/code] in [code]type[/code].
Does nothing if the theme does not have [code]type[/code].
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index 7bf5d8a0fe7..65988ae2b73 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -381,7 +381,7 @@
-
+
@@ -480,7 +480,7 @@
-
+
@@ -586,7 +586,7 @@
-
+
Sets the tile's normal map texture.
@@ -694,7 +694,7 @@
-
+
Sets the tile's texture.
diff --git a/doc/classes/TouchScreenButton.xml b/doc/classes/TouchScreenButton.xml
index 52025a1b04c..c7f886b3f2e 100644
--- a/doc/classes/TouchScreenButton.xml
+++ b/doc/classes/TouchScreenButton.xml
@@ -24,13 +24,13 @@
The button's bitmask.
-
+
The button's texture for the normal state.
If [code]true[/code], pass-by presses are enabled.
-
+
The button's texture for the pressed state.
diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml
index 54aa85ff484..5fa24100ae3 100644
--- a/doc/classes/Tree.xml
+++ b/doc/classes/Tree.xml
@@ -386,10 +386,10 @@
-
+
The arrow icon used when a foldable item is not collapsed.
-
+
The arrow icon used when a foldable item is collapsed.
@@ -404,7 +404,7 @@
[StyleBox] used when a button in the tree is pressed.
-
+
The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is checked.
@@ -461,7 +461,7 @@
The speed of border scrolling.
-
+
The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell.
@@ -485,10 +485,10 @@
[StyleBox] used when the title button is being pressed.
-
+
The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode cell is unchecked.
-
+
The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode cell.
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index bd9f8d36b51..e4d2af0c6ed 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -14,7 +14,7 @@
-
+
@@ -23,7 +23,8 @@
- Adds a button with [Texture] [code]button[/code] at column [code]column[/code]. The [code]button_idx[/code] index is used to identify the button when calling other methods. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately after this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip[/code].
+ Adds a button with [Texture2D] [code]button[/code] at column [code]column[/code]. The [code]button_idx[/code] index is used to identify the button when calling other methods. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately after this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip
+ [/code].
@@ -74,14 +75,14 @@
-
+
- Returns the [Texture] of the button at index [code]button_idx[/code] in column [code]column[/code].
+ Returns the [Texture2D] of the button at index [code]button_idx[/code] in column [code]column[/code].
@@ -148,12 +149,12 @@
-
+
- Returns the given column's icon [Texture]. Error if no icon is set.
+ Returns the given column's icon [Texture2D]. Error if no icon is set.
@@ -180,7 +181,7 @@
- Returns the icon [Texture] region as [Rect2].
+ Returns the icon [Texture2D] region as [Rect2].
@@ -369,10 +370,10 @@
-
+
- Sets the given column's button [Texture] at index [code]button_idx[/code] to [code]button[/code].
+ Sets the given column's button [Texture2D] at index [code]button_idx[/code] to [code]button[/code].
@@ -485,10 +486,10 @@
-
+
- Sets the given column's icon [Texture].
+ Sets the given column's icon [Texture2D].
diff --git a/doc/classes/VScrollBar.xml b/doc/classes/VScrollBar.xml
index dddbbb219b8..727e32961cc 100644
--- a/doc/classes/VScrollBar.xml
+++ b/doc/classes/VScrollBar.xml
@@ -17,10 +17,10 @@
-
+
Icon used as a button to scroll the [ScrollBar] up. Supports custom step using the [member ScrollBar.custom_step] property.
-
+
Displayed when the mouse cursor hovers over the decrement button.
@@ -32,10 +32,10 @@
Used when the grabber is being dragged.
-
+
Icon used as a button to scroll the [ScrollBar] down. Supports custom step using the [member ScrollBar.custom_step] property.
-
+
Displayed when the mouse cursor hovers over the increment button.
diff --git a/doc/classes/VSlider.xml b/doc/classes/VSlider.xml
index 9e0b2e04537..cbc4ac1a13f 100644
--- a/doc/classes/VSlider.xml
+++ b/doc/classes/VSlider.xml
@@ -17,17 +17,17 @@
-
+
-
+
-
+
-
+
diff --git a/doc/classes/VSplitContainer.xml b/doc/classes/VSplitContainer.xml
index 2dba120a4f6..0e659408d7a 100644
--- a/doc/classes/VSplitContainer.xml
+++ b/doc/classes/VSplitContainer.xml
@@ -17,7 +17,7 @@
-
+
diff --git a/doc/classes/VideoPlayer.xml b/doc/classes/VideoPlayer.xml
index 73c5a1d2326..d2b9af4580f 100644
--- a/doc/classes/VideoPlayer.xml
+++ b/doc/classes/VideoPlayer.xml
@@ -18,10 +18,10 @@
-
+
- Returns the current frame as a [Texture].
+ Returns the current frame as a [Texture2D].
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 3c6ff1939e7..076977c3640 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -88,7 +88,7 @@
Returns the viewport's texture.
- [b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is flipped vertically. You can use [method Image.flip_y] on the result of [method Texture.get_data] to flip it back, for example:
+ [b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is flipped vertically. You can use [method Image.flip_y] on the result of [method Texture2D.get_data] to flip it back, for example:
[codeblock]
var img = get_viewport().get_texture().get_data()
img.flip_y()
@@ -226,15 +226,16 @@
If [code]true[/code], the viewport will process 3D audio streams.
+
+
+
+
The canvas transform of the viewport, useful for changing the on-screen positions of all child [CanvasItem]s. This is relative to the global canvas transform of the viewport.
The overlay mode for test rendered geometry in debug purposes.
-
- If [code]true[/code], the viewport will disable 3D rendering. For actual disabling use [code]usage[/code].
-
The global canvas transform of the viewport. The canvas transform is relative to this.
@@ -246,12 +247,6 @@
-
- If [code]true[/code], the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it does not store the full range of a floating point number.
-
-
- If [code]true[/code], the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output.
-
The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
@@ -270,9 +265,6 @@
The update mode when viewport used as a render target.
-
- If [code]true[/code], the result of rendering will be flipped vertically.
-
The subdivision amount of the first quadrant on the shadow atlas.
@@ -298,9 +290,6 @@
If [code]true[/code], the viewport should render its background as transparent.
-
- The rendering mode of viewport.
-
The custom [World] which can be used as 3D environment source.
@@ -386,12 +375,26 @@
Objects are displayed without light information.
-
+
Objected are displayed semi-transparent with additive blending so you can see where they intersect.
-
+
Objects are displayed in wireframe style.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Multisample anti-aliasing mode disabled. This is the default value.
@@ -407,18 +410,6 @@
Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.
-
- Allocates all buffers needed for drawing 2D scenes. This takes less VRAM than the 3D usage modes.
-
-
- Allocates buffers needed for 2D scenes without allocating a buffer for screen copy. Accordingly, you cannot read from the screen. Of the [enum Usage] types, this requires the least VRAM.
-
-
- Allocates full buffers for drawing 3D scenes and all 3D effects including buffers needed for 2D scenes and effects.
-
-
- Allocates buffers needed for drawing 3D scenes. But does not allocate buffers needed for reading from the screen and post-processing effects. Saves some VRAM.
-
Always clear the render target before drawing.
@@ -428,5 +419,23 @@
Clear the render target next frame, then switch to [constant CLEAR_MODE_NEVER].
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml
index e65d44f0f44..14b460a43b3 100644
--- a/doc/classes/ViewportTexture.xml
+++ b/doc/classes/ViewportTexture.xml
@@ -1,10 +1,10 @@
-
+
Texture which displays the content of a [Viewport].
- Displays the content of a [Viewport] node as a dynamic [Texture]. This can be used to mix controls, 2D, and 3D elements in the same scene.
+ Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can be used to mix controls, 2D, and 3D elements in the same scene.
To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport.
@@ -12,7 +12,6 @@
-
The path to the [Viewport] node to display. This is relative to the scene root, not to the node which uses the texture.
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 8c6fc51b9b9..f6b24c23917 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -155,287 +155,6 @@
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a circle command to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
- If ignore is [code]true[/code], the VisualServer does not perform clipping.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a line command to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a mesh command to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its aabb at the moment.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a nine patch image to the [CanvasItem]'s draw commands.
- See [NinePatchRect] for more explanation.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a particle system to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a polygon to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a polyline, which is a line from multiple points with a width, to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a primitive to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a rectangle to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
- Adds a [Transform2D] command to the [CanvasItem]'s draw commands.
- This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a textured rect to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a texture rect with region setting to the [CanvasItem]'s draw commands.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Adds a triangle array to the [CanvasItem]'s draw commands.
-
-
@@ -445,25 +164,6 @@
Clears the [CanvasItem] and removes all commands in it.
-
-
-
-
- Creates a new [CanvasItem] and returns its [RID]. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_item_*[/code] VisualServer functions.
- Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
-
-
-
-
-
-
-
-
-
-
- Sets clipping for the [CanvasItem].
-
-
@@ -477,41 +177,6 @@
Sets the [CanvasItem] to copy a rect to the backbuffer.
-
-
-
-
-
-
-
-
-
-
- Defines a custom drawing rectangle for the [CanvasItem].
-
-
-
-
-
-
-
-
-
-
- Enables the use of distance fields for GUI elements that are rendering distance field based fonts.
-
-
-
-
-
-
-
-
-
-
- Sets [CanvasItem] to be drawn behind its parent.
-
-
@@ -523,17 +188,6 @@
Sets the index for the [CanvasItem].
-
-
-
-
-
-
-
-
- The light mask. See [LightOccluder2D] for more information on light masks.
-
-
@@ -545,61 +199,6 @@
Sets a new material to the [CanvasItem].
-
-
-
-
-
-
-
-
- Sets the color that modulates the [CanvasItem] and its children.
-
-
-
-
-
-
-
-
-
-
- Sets the parent for the [CanvasItem]. The parent can be another canvas item, or it can be the root canvas that is attached to the viewport.
-
-
-
-
-
-
-
-
-
-
- Sets the color that modulates the [CanvasItem] without children.
-
-
-
-
-
-
-
-
-
-
- Sets if [CanvasItem]'s children should be sorted by y-position.
-
-
-
-
-
-
-
-
-
-
- Sets the [CanvasItem]'s [Transform2D].
-
-
@@ -611,17 +210,6 @@
Sets if the [CanvasItem] uses its parent's material.
-
-
-
-
-
-
-
-
- Sets if the canvas item (including its children) is visible.
-
-
@@ -871,17 +459,6 @@
Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] constants.
-
-
-
-
-
-
-
-
- Sets the length of the shadow's gradient.
-
-
@@ -1060,12 +637,17 @@
-
+
-
+
+
+
+
+
+
+
- Sets the ambient light parameters. See [Environment] for more details.
@@ -1112,44 +694,6 @@
Sets the maximum layer to use if using Canvas background mode.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Sets the values to be used with the "DoF Far Blur" post-process effect. See [Environment] for more details.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Sets the values to be used with the "DoF Near Blur" post-process effect. See [Environment] for more details.
-
-
@@ -1218,20 +762,21 @@
-
+
-
+
-
+
-
+
-
+
-
+
+
+
- Sets the variables to be used with the "glow" post-process effect. See [Environment] for more details.
@@ -1242,7 +787,7 @@
- Sets the [Sky] to be used as the environment's background when using [i]BGMode[/i] sky. Equivalent to [member Environment.background_sky].
+ Sets the [Sky] to be used as the environment's background when using [i]BGMode[/i] sky. Equivalent to [member Environment.sky].
@@ -1253,7 +798,7 @@
- Sets a custom field of view for the background [Sky]. Equivalent to [member Environment.background_sky_custom_fov].
+ Sets a custom field of view for the background [Sky]. Equivalent to [member Environment.sky_custom_fov].
@@ -1264,40 +809,7 @@
- Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent to [member Environment.background_sky_orientation].
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Sets the variables to be used with the "Screen Space Ambient Occlusion (SSAO)" post-process effect. See [Environment] for more details.
+ Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent to [member Environment.sky_rotation], where the rotation vector is used to construct the [Basis].
@@ -1426,235 +938,6 @@
Returns the id of a white texture. Creates one if none exists.
-
-
-
-
- Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]gi_probe_*[/code] VisualServer functions.
- Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
- To place in a scene, attach this GI probe to an instance using [method instance_set_base] using the returned RID.
-
-
-
-
-
-
-
-
- Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to [member GIProbeData.bias].
-
-
-
-
-
-
-
-
- Returns the axis-aligned bounding box that covers the full extent of the GI probe.
-
-
-
-
-
-
-
-
- Returns the cell size set by [method gi_probe_set_cell_size].
-
-
-
-
-
-
-
-
- Returns the data used by the GI probe.
-
-
-
-
-
-
-
-
- Returns the dynamic range set for this GI probe. Equivalent to [member GIProbe.dynamic_range].
-
-
-
-
-
-
-
-
- Returns the energy multiplier for this GI probe. Equivalent to [member GIProbe.energy].
-
-
-
-
-
-
-
-
- Returns the normal bias for this GI probe. Equivalent to [member GIProbe.normal_bias].
-
-
-
-
-
-
-
-
- Returns the propagation value for this GI probe. Equivalent to [member GIProbe.propagation].
-
-
-
-
-
-
-
-
- Returns the Transform set by [method gi_probe_set_to_cell_xform].
-
-
-
-
-
-
-
-
- Returns [code]true[/code] if the GI probe data associated with this GI probe is compressed. Equivalent to [member GIProbe.compress].
-
-
-
-
-
-
-
-
- Returns [code]true[/code] if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to [member GIProbe.interior].
-
-
-
-
-
-
-
-
-
-
- Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe.bias].
-
-
-
-
-
-
-
-
-
-
- Sets the axis-aligned bounding box that covers the extent of the GI probe.
-
-
-
-
-
-
-
-
-
-
- Sets the size of individual cells within the GI probe.
-
-
-
-
-
-
-
-
-
-
- Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to [member GIProbe.compress].
-
-
-
-
-
-
-
-
-
-
- Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the [GIProbe] node. You should not try to set this yourself.
-
-
-
-
-
-
-
-
-
-
- Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to [member GIProbe.dynamic_range].
-
-
-
-
-
-
-
-
-
-
- Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to [member GIProbe.energy].
-
-
-
-
-
-
-
-
-
-
- Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to [member GIProbe.interior].
-
-
-
-
-
-
-
-
-
-
- Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to [member GIProbe.normal_bias].
-
-
-
-
-
-
-
-
-
-
- Sets the propagation of light within this GI probe. Equivalent to [member GIProbe.propagation].
-
-
-
-
-
-
-
-
-
-
- Sets the to cell [Transform] for this GI probe.
-
-
@@ -2128,17 +1411,6 @@
Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options.
-
-
-
-
-
-
-
-
- Sets whether to use vertical or horizontal detail for this omni light. This can be used to alleviate artifacts in the shadow map. Equivalent to [member OmniLight.omni_shadow_detail].
-
-
@@ -2313,7 +1585,7 @@
- Sets the size of the area covered by the lightmap capture. Equivalent to [member BakedLightmapData.bounds].
+ Sets the size of the area covered by the lightmap capture.
@@ -2324,7 +1596,7 @@
- Sets the energy multiplier for this lightmap capture. Equivalent to [member BakedLightmapData.energy].
+ Sets the energy multiplier for this lightmap capture.
@@ -2335,7 +1607,7 @@
- Sets the octree to be used by this lightmap capture. This function is normally used by the [BakedLightmap] node. Equivalent to [member BakedLightmapData.octree].
+ Sets the octree to be used by this lightmap capture.
@@ -2346,7 +1618,7 @@
- Sets the subdivision level of this lightmap capture's octree. Equivalent to [member BakedLightmapData.cell_subdiv].
+ Sets the subdivision level of this lightmap capture's octree.
@@ -2357,7 +1629,7 @@
- Sets the octree cell transform for this lightmap capture's octree. Equivalent to [member BakedLightmapData.cell_space_transform].
+ Sets the octree cell transform for this lightmap capture's octree.
@@ -2392,37 +1664,6 @@
Returns the value of a certain material's parameter.
-
-
-
-
-
-
-
-
- Returns the default value for the param if available. Otherwise returns an empty [Variant].
-
-
-
-
-
-
-
-
- Returns the shader of a certain material's shader. Returns an empty RID if the material doesn't have a shader.
-
-
-
-
-
-
-
-
-
-
- Sets a material's line width.
-
-
@@ -2480,10 +1721,13 @@
-
+
+
+
- Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] constants for types.
@@ -2540,28 +1784,6 @@
Returns a mesh's number of surfaces.
-
-
-
-
-
-
-
-
- Removes a mesh's surface.
-
-
-
-
-
-
-
-
-
-
- Sets a mesh's blend shape count.
-
-
@@ -2584,50 +1806,6 @@
Sets a mesh's custom aabb.
-
-
-
-
-
-
-
-
- Returns a mesh's surface's aabb.
-
-
-
-
-
-
-
-
-
-
- Returns a mesh's surface's vertex buffer.
-
-
-
-
-
-
-
-
-
-
- Returns a mesh's surface's amount of indices.
-
-
-
-
-
-
-
-
-
-
- Returns a mesh's surface's amount of vertices.
-
-
@@ -2650,17 +1828,6 @@
Returns a mesh's surface's arrays for blend shapes.
-
-
-
-
-
-
-
-
- Returns the format of a mesh's surface.
-
-
@@ -2689,17 +1856,6 @@
Function is unused in Godot 3.x.
-
-
-
-
-
-
-
-
- Returns a mesh's surface's index buffer.
-
-
@@ -2711,28 +1867,6 @@
Returns a mesh's surface's material.
-
-
-
-
-
-
-
-
- Returns the primitive type of a mesh's surface.
-
-
-
-
-
-
-
-
-
-
- Returns the aabb of a mesh's surface's skeleton.
-
-
@@ -2770,12 +1904,11 @@
-
+
-
+
- Allocates space for the multimesh data. Format parameters determine how the data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. Equivalent to [member MultiMesh.instance_count].
@@ -2796,6 +1929,14 @@
Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.
+
+
+
+
+
+
+
+
@@ -2919,19 +2060,14 @@
Sets the [Transform2D] for this instance. For use when multimesh is used in 2D. Equivalent to [method MultiMesh.set_instance_transform_2d].
-
+
-
+
- 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.
@@ -3405,19 +2541,6 @@
Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.
-
-
-
-
-
-
-
-
-
-
- Sets the size of the reflection atlas shared by all reflection probes in this scenario.
-
-
@@ -3479,6 +2602,16 @@
Returns a default texture from a shader searched by name.
+
+
+
+
+
+
+
+
+
+
@@ -3603,12 +2736,9 @@
-
-
-
+
- Sets a sky's texture.
@@ -3627,240 +2757,20 @@
Not implemented in Godot 3.x.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Allocates the GPU memory for the texture.
-
-
-
-
-
-
-
-
-
-
- Binds the texture to a texture slot.
-
-
-
-
-
-
- Creates an empty texture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_*[/code] VisualServer functions.
- Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
-
-
-
+
-
-
- Creates a texture, allocates the space for an image, and fills in the image.
-
-
-
-
- Returns a list of all the textures and their information.
-
-
-
+
-
-
- Returns a copy of a texture's image unless it's a CubeMap, in which case it returns the [RID] of the image at one of the cubes sides.
-
-
-
-
-
-
-
-
- Returns the depth of the texture.
-
-
-
-
-
-
-
-
- Returns the flags of a texture.
-
-
-
-
-
-
-
-
- Returns the format of the texture's image.
-
-
-
-
-
-
-
-
- Returns the texture's height.
-
-
-
-
-
-
-
-
- Returns the texture's path.
-
-
-
-
-
-
-
-
- Returns the opengl id of the texture's image.
-
-
-
-
-
-
-
-
- Returns the type of the texture, can be any of the [enum TextureType].
-
-
-
-
-
-
-
-
- Returns the texture's width.
-
-
-
-
-
-
-
-
-
-
-
-
- Sets the texture's image data. If it's a CubeMap, it sets the image data at a cube side.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Sets a part of the data for a texture. Warning: this function calls the underlying graphics API directly and may corrupt your texture if used improperly.
-
-
-
-
-
-
-
-
-
-
- Sets the texture's flags. See [enum TextureFlags] for options.
-
-
-
-
-
-
-
-
-
-
- Sets the texture's path.
-
-
-
-
-
-
-
-
- If [code]true[/code], sets internal processes to shrink all image data to half the size.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Resizes the texture to the specified dimensions.
-
-
-
-
-
-
-
-
- If [code]true[/code], the image will be stored in the texture's images array if overwritten.
@@ -4015,17 +2925,6 @@
Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for options.
-
-
-
-
-
-
-
-
- If [code]true[/code], a viewport's 3D rendering is disabled.
-
-
@@ -4048,17 +2947,6 @@
Sets the viewport's global transformation matrix.
-
-
-
-
-
-
-
-
- If [code]true[/code], the viewport renders to hdr.
-
-
@@ -4185,17 +3073,6 @@
Sets when the viewport should be updated. See [enum ViewportUpdateMode] constants for options.
-
-
-
-
-
-
-
-
- Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for options.
-
-
@@ -4207,17 +3084,6 @@
If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [ARVRInterface].
-
-
-
-
-
-
-
-
- If [code]true[/code], the viewport's rendering is flipped vertically.
-
-
@@ -4256,60 +3122,23 @@
The maximum renderpriority of all materials.
-
- Marks the left side of a cubemap.
+
-
- Marks the right side of a cubemap.
+
-
- Marks the bottom side of a cubemap.
+
-
- Marks the top side of a cubemap.
+
-
- Marks the front side of a cubemap.
+
-
- Marks the back side of a cubemap.
+
-
- Normal texture with 2 dimensions, width and height.
+
-
- Texture made up of six faces, can be looked up with a [code]vec3[/code] in shader.
+
-
- An array of 2-dimensional textures.
-
-
- A 3-dimensional texture with width, height, and depth.
-
-
- Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.
-
-
- Repeats the texture (instead of clamp to edge).
-
-
- Uses a magnifying filter, to enable smooth zooming in of the texture.
-
-
- Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.
- This results in better-looking textures when viewed from oblique angles.
-
-
- Converts the texture to the sRGB color space.
-
-
- Repeats the texture with alternate sections mirrored.
-
-
- Texture is a video surface.
-
-
- Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled.
+
Shader is a 3D shader.
@@ -4380,9 +3209,6 @@
Flag used to mark an index array.
-
- Flag used to mark a compressed (half float) vertex array.
-
Flag used to mark a compressed (half float) normal array.
@@ -4398,23 +3224,16 @@
Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
-
- Flag used to mark a compressed bone array.
-
-
- Flag used to mark a compressed (half float) weight array.
-
Flag used to mark a compressed index array.
Flag used to mark that the array contains 2D vertices.
-
- Flag used to mark that the array uses 16-bit bones instead of 8-bit.
+
-
- 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.
+
+ 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.
Primitive to draw consists of points.
@@ -4425,19 +3244,13 @@
Primitive to draw consists of a line strip from start to end.
-
- Primitive to draw consists of a line loop (a line strip with a line between the last and the first vertex).
-
-
+
Primitive to draw consists of triangles.
-
+
Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
-
- Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).
-
-
+
Represents the size of the [enum PrimitiveType] enum.
@@ -4446,6 +3259,12 @@
Blend shapes are relative to base weight.
+
+ Use [Transform2D] to store MultiMesh transform.
+
+
+ Use [Transform] to store MultiMesh transform.
+
Is a directional (sun) light.
@@ -4458,6 +3277,8 @@
The light's energy.
+
+
The light's influence on specularity.
@@ -4488,16 +3309,18 @@
Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
-
+
+
+
Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
-
+
Bias the shadow lookup to fix self-shadowing artifacts.
-
+
Increases bias on further splits to fix self-shadowing that only occurs far away from the camera.
-
+
Represents the size of the [enum LightParam] enum.
@@ -4506,12 +3329,6 @@
Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.
-
- Use more detail vertically when computing shadow map.
-
-
- Use more detail horizontally when computing shadow map.
-
Use orthogonal shadow projection for directional light.
@@ -4527,6 +3344,21 @@
Optimize use of shadow maps, increasing the effective resolution. But may result in shadows moving or flickering slightly.
+
+ Reflection probe will update reflections once and then stop.
+
+
+ Reflection probe will update each frame. This mode is necessary to capture moving objects.
+
+
+ Draw particles in the order that they appear in the particles array.
+
+
+ Sort particles based on their lifetime.
+
+
+ Sort particles based on their distance to the camera.
+
Do not update the viewport.
@@ -4569,18 +3401,6 @@
Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
-
- The Viewport does not render 3D but samples.
-
-
- The Viewport does not render 3D and does not sample.
-
-
- The Viewport renders 3D with effects.
-
-
- The Viewport renders 3D but without effects.
-
Number of objects drawn in a single frame.
@@ -4608,12 +3428,130 @@
Debug draw sets objects to unshaded.
-
+
+
+
Overwrites clear color to [code](0,0,0,0)[/code].
-
+
Debug draw draws objects in wireframe.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Use the clear color as background.
+
+
+ Use a specified color as the background.
+
+
+ Use a sky resource for the background.
+
+
+ Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.
+
+
+ Do not clear the background, use whatever was rendered last frame as the background.
+
+
+ Displays a camera feed in the background.
+
+
+ Represents the size of the [enum EnvironmentBG] enum.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Output color as they came in.
+
+
+ Use the Reinhard tonemapper.
+
+
+ Use the filmic tonemapper.
+
+
+ Use the ACES tonemapper.
+
+
+ Lowest quality of screen space ambient occlusion.
+
+
+ Medium quality screen space ambient occlusion.
+
+
+ Highest quality screen space ambient occlusion.
+
+
+ Disables the blur set for SSAO. Will make SSAO look noisier.
+
+
+ Perform a 1x1 blur on the SSAO output.
+
+
+ Performs a 2x2 blur on the SSAO output.
+
+
+ Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Do not use a debug mode.
@@ -4662,10 +3600,12 @@
Allows the instance to be used in baked lighting.
-
+
+
+
When set, manually requests to draw geometry on next frame.
-
+
Represents the size of the [enum InstanceFlags] enum.
@@ -4689,6 +3629,32 @@
The nine patch gets filled with tiles where needed and stretches them a bit if needed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Adds light color additive to the canvas.
@@ -4704,21 +3670,14 @@
Do not apply a filter to canvas light shadows.
-
- Use PCF3 filtering to filter canvas light shadows.
-
-
+
Use PCF5 filtering to filter canvas light shadows.
-
- Use PCF7 filtering to filter canvas light shadows.
-
-
- Use PCF9 filtering to filter canvas light shadows.
-
-
+
Use PCF13 filtering to filter canvas light shadows.
+
+
Culling of the canvas occluder is disabled.
@@ -4764,119 +3723,5 @@
Hardware supports multithreading. This enum is currently unused in Godot 3.x.
-
- Use [Transform2D] to store MultiMesh transform.
-
-
- Use [Transform] to store MultiMesh transform.
-
-
- MultiMesh does not use per-instance color.
-
-
- MultiMesh color uses 8 bits per component. This packs the color into a single float.
-
-
- MultiMesh color uses a float per channel.
-
-
- MultiMesh does not use custom data.
-
-
- MultiMesh custom data uses 8 bits per component. This packs the 4-component custom data into a single float.
-
-
- MultiMesh custom data uses a float per component.
-
-
- Reflection probe will update reflections once and then stop.
-
-
- Reflection probe will update each frame. This mode is necessary to capture moving objects.
-
-
- Draw particles in the order that they appear in the particles array.
-
-
- Sort particles based on their lifetime.
-
-
- Sort particles based on their distance to the camera.
-
-
- Use the clear color as background.
-
-
- Use a specified color as the background.
-
-
- Use a sky resource for the background.
-
-
- Use a custom color for background, but use a sky for shading and reflections.
-
-
- Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.
-
-
- Do not clear the background, use whatever was rendered last frame as the background.
-
-
- Represents the size of the [enum EnvironmentBG] enum.
-
-
- Use lowest blur quality. Fastest, but may look bad.
-
-
- Use medium blur quality.
-
-
- Used highest blur quality. Looks the best, but is the slowest.
-
-
- Add the effect of the glow on top of the scene.
-
-
- Blends the glow effect with the screen. Does not get as bright as additive.
-
-
- Produces a subtle color disturbance around objects.
-
-
- Shows the glow effect by itself without the underlying scene.
-
-
- Output color as they came in.
-
-
- Use the Reinhard tonemapper.
-
-
- Use the filmic tonemapper.
-
-
- Use the ACES tonemapper.
-
-
- Lowest quality of screen space ambient occlusion.
-
-
- Medium quality screen space ambient occlusion.
-
-
- Highest quality screen space ambient occlusion.
-
-
- Disables the blur set for SSAO. Will make SSAO look noisier.
-
-
- Perform a 1x1 blur on the SSAO output.
-
-
- Performs a 2x2 blur on the SSAO output.
-
-
- Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.
-
diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml
index bed97565ff7..d3227f421ec 100644
--- a/doc/classes/VisualShaderNode.xml
+++ b/doc/classes/VisualShaderNode.xml
@@ -53,7 +53,7 @@
- Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their derivatives).
+ Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubemap] (and their derivatives).
diff --git a/doc/classes/VisualShaderNodeCubeMap.xml b/doc/classes/VisualShaderNodeCubemap.xml
similarity index 76%
rename from doc/classes/VisualShaderNodeCubeMap.xml
rename to doc/classes/VisualShaderNodeCubemap.xml
index 8b9cec968cc..b6813bdae83 100644
--- a/doc/classes/VisualShaderNodeCubeMap.xml
+++ b/doc/classes/VisualShaderNodeCubemap.xml
@@ -1,7 +1,7 @@
-
+
- A [CubeMap] sampling node to be used within the visual shader graph.
+ A [Cubemap] sampling node to be used within the visual shader graph.
Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
@@ -11,22 +11,22 @@
-
- The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
+
+ The [Cubemap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
-
+
Defines which source should be used for the sampling. See [enum Source] for options.
-
+
Defines the type of data provided by the source texture. See [enum TextureType] for options.
- Use the [CubeMap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
+ Use the [Cubemap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
- Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
+ Use the [Cubemap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
No hints are added to the uniform declaration.
diff --git a/doc/classes/VisualShaderNodeCubeMapUniform.xml b/doc/classes/VisualShaderNodeCubemapUniform.xml
similarity index 72%
rename from doc/classes/VisualShaderNodeCubeMapUniform.xml
rename to doc/classes/VisualShaderNodeCubemapUniform.xml
index c5cb6ed9387..d4bcdc90068 100644
--- a/doc/classes/VisualShaderNodeCubeMapUniform.xml
+++ b/doc/classes/VisualShaderNodeCubemapUniform.xml
@@ -1,10 +1,10 @@
-
+
- A [CubeMap] uniform node to be used within the visual shader graph.
+ A [Cubemap] uniform node to be used within the visual shader graph.
- Translated to [code]uniform samplerCube[/code] in the shader language. The output value can be used as port for [VisualShaderNodeCubeMap].
+ Translated to [code]uniform samplerCube[/code] in the shader language. The output value can be used as port for [VisualShaderNodeCubemap].
diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml
index e1c12c69b66..a28a7f5c65a 100644
--- a/doc/classes/VisualShaderNodeTexture.xml
+++ b/doc/classes/VisualShaderNodeTexture.xml
@@ -11,7 +11,7 @@
-
+
diff --git a/doc/classes/WindowDialog.xml b/doc/classes/WindowDialog.xml
index befa820f9b6..16b8085df3a 100644
--- a/doc/classes/WindowDialog.xml
+++ b/doc/classes/WindowDialog.xml
@@ -28,11 +28,11 @@
-
+
-
+
diff --git a/doc/classes/World.xml b/doc/classes/World.xml
index 361ec9b7645..48596c87d09 100644
--- a/doc/classes/World.xml
+++ b/doc/classes/World.xml
@@ -12,6 +12,8 @@
+
+
The World's physics direct space state, used for making various queries. Might be used only during [code]_physics_process[/code].
diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml
index 9c062ecfd0b..73500868a80 100644
--- a/doc/classes/WorldEnvironment.xml
+++ b/doc/classes/WorldEnvironment.xml
@@ -14,6 +14,8 @@
+
+
The [Environment] resource used by this [WorldEnvironment], defining the default properties.
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 0be8503dd13..2e35bd0ccf6 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -3156,9 +3156,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
}
}
- state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN);
- state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT);
- state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SCREEN);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_REPLACE);
}
//Adjustments
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index eaba0d4bfdb..65e84a1fbe0 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -423,7 +423,7 @@ public:
glow_intensity(0.8),
glow_strength(1.0),
glow_bloom(0.0),
- glow_blend_mode(VS::GLOW_BLEND_MODE_SOFTLIGHT),
+ glow_blend_mode(VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT),
glow_hdr_bleed_threshold(1.0),
glow_hdr_bleed_scale(2.0),
glow_hdr_luminance_cap(12.0),
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 27992ea5b90..ec8701af315 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4016,9 +4016,9 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
}
}
- state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SCREEN);
- state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::GLOW_BLEND_MODE_SOFTLIGHT);
- state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, env->glow_blend_mode == VS::GLOW_BLEND_MODE_REPLACE);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SCREEN);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_REPLACE);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index e30bcfdd2c8..abf6bb24cf0 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -488,7 +488,7 @@ public:
glow_intensity(0.8),
glow_strength(1.0),
glow_bloom(0.0),
- glow_blend_mode(VS::GLOW_BLEND_MODE_SOFTLIGHT),
+ glow_blend_mode(VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT),
glow_hdr_bleed_threshold(1.0),
glow_hdr_bleed_scale(2.0),
glow_hdr_luminance_cap(12.0),
diff --git a/modules/opensimplex/doc_classes/NoiseTexture.xml b/modules/opensimplex/doc_classes/NoiseTexture.xml
index 0790cde557d..c06f3096def 100644
--- a/modules/opensimplex/doc_classes/NoiseTexture.xml
+++ b/modules/opensimplex/doc_classes/NoiseTexture.xml
@@ -1,12 +1,12 @@
-
+
[OpenSimplexNoise] filled texture.
Uses an [OpenSimplexNoise] to fill the texture data. You can specify the texture size but keep in mind that larger textures will take longer to generate and seamless noise only works with square sized textures.
NoiseTexture can also generate normalmap textures.
- The class uses [Thread]s to generate the texture data internally, so [method Texture.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the data:
+ The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the data:
[codeblock]
var texture = preload("res://noise.tres")
yield(texture, "changed")
@@ -24,7 +24,6 @@
Strength of the bump maps used in this texture. A higher value will make the bump maps appear larger while a lower value will make them appear softer.
-
Height of the generated texture.
diff --git a/scene/3d/gi_probe.cpp b/scene/3d/gi_probe.cpp
index 1d86575b169..34540525af1 100644
--- a/scene/3d/gi_probe.cpp
+++ b/scene/3d/gi_probe.cpp
@@ -226,8 +226,7 @@ void GIProbeData::_validate_property(PropertyInfo &property) const {
}
void GIProbeData::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("allocate", "to_cell_xform", "aabb", "octree_size", "octree_cells", "octree_data", "octree_level_count"), &GIProbeData::allocate);
+ ClassDB::bind_method(D_METHOD("allocate", "to_cell_xform", "aabb", "octree_size", "octree_cells", "data_cells", "distance_field", "level_counts"), &GIProbeData::allocate);
ClassDB::bind_method(D_METHOD("get_bounds"), &GIProbeData::get_bounds);
ClassDB::bind_method(D_METHOD("get_octree_size"), &GIProbeData::get_octree_size);
@@ -269,7 +268,7 @@ void GIProbeData::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_data", "data"), &GIProbeData::_set_data);
ClassDB::bind_method(D_METHOD("_get_data"), &GIProbeData::_get_data);
- ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data");
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_data", "_get_data");
ADD_PROPERTY(PropertyInfo(Variant::INT, "dynamic_range", PROPERTY_HINT_RANGE, "0,8,0.01"), "set_dynamic_range", "get_dynamic_range");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_energy", "get_energy");
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index d72036462e9..285b11fefd3 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -1107,11 +1107,11 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_adjustment_color_correction", "get_adjustment_color_correction");
- BIND_ENUM_CONSTANT(BG_KEEP);
BIND_ENUM_CONSTANT(BG_CLEAR_COLOR);
BIND_ENUM_CONSTANT(BG_COLOR);
BIND_ENUM_CONSTANT(BG_SKY);
BIND_ENUM_CONSTANT(BG_CANVAS);
+ BIND_ENUM_CONSTANT(BG_KEEP);
BIND_ENUM_CONSTANT(BG_CAMERA_FEED);
BIND_ENUM_CONSTANT(BG_MAX);
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index c4e0161cc2d..b8c396062aa 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -2375,11 +2375,6 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "distance_fade_max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_max_distance", "get_distance_fade_max_distance");
- BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
- BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
- BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
- BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
-
BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_METALLIC);
BIND_ENUM_CONSTANT(TEXTURE_ROUGHNESS);
@@ -2396,11 +2391,31 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK);
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_DETAIL_NORMAL);
+ BIND_ENUM_CONSTANT(TEXTURE_ORM);
BIND_ENUM_CONSTANT(TEXTURE_MAX);
+ BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
+ BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
+ BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS);
+ BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
+ BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC);
+ BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
+ BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
+
BIND_ENUM_CONSTANT(DETAIL_UV_1);
BIND_ENUM_CONSTANT(DETAIL_UV_2);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+ BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
+
+ BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
+ BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
+ BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
+ BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
+
BIND_ENUM_CONSTANT(FEATURE_EMISSION);
BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
BIND_ENUM_CONSTANT(FEATURE_RIM);
@@ -2444,6 +2459,7 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
BIND_ENUM_CONSTANT(FLAG_USE_TEXTURE_REPEAT);
+ BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 571415a0450..6049d96feec 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -1589,7 +1589,7 @@ void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_surfaces", "surfaces"), &ArrayMesh::_set_surfaces);
ClassDB::bind_method(D_METHOD("_get_surfaces"), &ArrayMesh::_get_surfaces);
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_surfaces", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_surfaces", "_get_surfaces");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_surfaces", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_surfaces", "_get_surfaces");
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_shape_mode", PROPERTY_HINT_ENUM, "Normalized,Relative"), "set_blend_shape_mode", "get_blend_shape_mode");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 20c3654c2fd..4ddceed58ec 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -46,18 +46,21 @@ Size2 Texture2D::get_size() const {
bool Texture2D::is_pixel_opaque(int p_x, int p_y) const {
return true;
}
+
void Texture2D::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref &p_normal_map, const Ref &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, get_size()), get_rid(), false, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
+
void Texture2D::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref &p_normal_map, const Ref &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat) const {
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
RID specular_rid = p_specular_map.is_valid() ? p_specular_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, get_rid(), p_tile, p_modulate, p_transpose, normal_rid, specular_rid, p_specular_color_shininess, p_texture_filter, p_texture_repeat);
}
+
void Texture2D::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref &p_normal_map, const Ref &p_specular_map, const Color &p_specular_color_shininess, VS::CanvasItemTextureFilter p_texture_filter, VS::CanvasItemTextureRepeat p_texture_repeat, bool p_clip_uv) const {
RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
@@ -79,9 +82,9 @@ void Texture2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_height"), &Texture2D::get_height);
ClassDB::bind_method(D_METHOD("get_size"), &Texture2D::get_size);
ClassDB::bind_method(D_METHOD("has_alpha"), &Texture2D::has_alpha);
- ClassDB::bind_method(D_METHOD("draw", "canvas_item", "position", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess"), &Texture2D::draw, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)));
- ClassDB::bind_method(D_METHOD("draw_rect", "canvas_item", "rect", "tile", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess"), &Texture2D::draw_rect, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)));
- ClassDB::bind_method(D_METHOD("draw_rect_region", "canvas_item", "rect", "src_rect", "modulate", "transpose", "normal_map", "clip_uv", "specular_map", "specular_color_shininess"), &Texture2D::draw_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("draw", "canvas_item", "position", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat"), &Texture2D::draw, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT));
+ ClassDB::bind_method(D_METHOD("draw_rect", "canvas_item", "rect", "tile", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat"), &Texture2D::draw_rect, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT));
+ ClassDB::bind_method(D_METHOD("draw_rect_region", "canvas_item", "rect", "src_rect", "modulate", "transpose", "normal_map", "specular_map", "specular_color_shininess", "texture_filter", "texture_repeat", "clip_uv"), &Texture2D::draw_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(Color(1, 1, 1, 1)), DEFVAL(VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT), DEFVAL(VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT), DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_data"), &Texture2D::get_data);
ADD_GROUP("", "");
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
index c1adcba3781..e95b7c0b2ad 100644
--- a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "rasterizer_scene_rd.h"
+
#include "core/os/os.h"
#include "core/project_settings.h"
#include "servers/visual/visual_server_raster.h"
@@ -2581,7 +2582,7 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
if (can_use_effects && env && env->glow_enabled) {
tonemap.use_glow = true;
tonemap.glow_mode = RasterizerEffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
- tonemap.glow_intensity = env->glow_blend_mode == VS::GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
+ tonemap.glow_intensity = env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
tonemap.glow_level_flags = glow_mask;
tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h
index 89f4b51dced..541c28f11fe 100644
--- a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h
@@ -484,7 +484,7 @@ private:
float glow_strength = 1.0;
float glow_bloom = 0.0;
float glow_mix = 0.01;
- VS::EnvironmentGlowBlendMode glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT;
+ VS::EnvironmentGlowBlendMode glow_blend_mode = VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
float glow_hdr_bleed_threshold = 1.0;
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index 2af6f7bfeab..b345a2ea771 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -1619,7 +1619,7 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("mesh_create"), &VisualServer::mesh_create);
ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_len", "index_len", "array_index"), &VisualServer::mesh_surface_get_format_offset);
ClassDB::bind_method(D_METHOD("mesh_surface_get_format_stride", "format", "vertex_len", "index_len"), &VisualServer::mesh_surface_get_format_stride);
- ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "compress_format"), &VisualServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
+ ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "lods", "compress_format"), &VisualServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &VisualServer::mesh_get_blend_shape_count);
ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &VisualServer::mesh_set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &VisualServer::mesh_get_blend_shape_mode);
@@ -1820,8 +1820,8 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color);
ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy);
ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer);
- ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "energy", "sky_contibution"), &VisualServer::environment_set_ambient_light, DEFVAL(1.0), DEFVAL(0.0));
- ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap", "bicubic_upscale"), &VisualServer::environment_set_glow);
+ ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source", "ao_color"), &VisualServer::environment_set_ambient_light, DEFVAL(VS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(VS::ENV_REFLECTION_SOURCE_BG), DEFVAL(Color()));
+ ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap", "bicubic_upscale"), &VisualServer::environment_set_glow);
ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &VisualServer::environment_set_tonemap);
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance", "roughness"), &VisualServer::environment_set_ssr);
@@ -1973,9 +1973,14 @@ void VisualServer::_bind_methods() {
BIND_CONSTANT(CANVAS_ITEM_Z_MAX);
BIND_CONSTANT(MAX_GLOW_LEVELS);
BIND_CONSTANT(MAX_CURSORS);
+
BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);
+ BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
+ BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
+ BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
+
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM);
@@ -1983,10 +1988,6 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK);
- BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
- BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
- BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
-
BIND_ENUM_CONSTANT(SHADER_SPATIAL);
BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
BIND_ENUM_CONSTANT(SHADER_PARTICLES);
@@ -2020,6 +2021,7 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
+ BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_DYNAMIC_UPDATE);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
@@ -2032,11 +2034,15 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
+ BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
+ BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
+
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
BIND_ENUM_CONSTANT(LIGHT_OMNI);
BIND_ENUM_CONSTANT(LIGHT_SPOT);
BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_INDIRECT_ENERGY);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR);
BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
@@ -2059,9 +2065,17 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
+
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED);
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
+
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);
+
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE);
@@ -2089,8 +2103,72 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_UNSHADED);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_LIGHTING);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER);
+
+ BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
+ BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);
+
+ BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
+ BIND_ENUM_CONSTANT(ENV_BG_COLOR);
+ BIND_ENUM_CONSTANT(ENV_BG_SKY);
+ BIND_ENUM_CONSTANT(ENV_BG_CANVAS);
+ BIND_ENUM_CONSTANT(ENV_BG_KEEP);
+ BIND_ENUM_CONSTANT(ENV_BG_CAMERA_FEED);
+ BIND_ENUM_CONSTANT(ENV_BG_MAX);
+
+ BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_BG);
+ BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_DISABLED);
+ BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_COLOR);
+ BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_SKY);
+
+ BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_BG);
+ BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_DISABLED);
+ BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_SKY);
+
+ BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_ADDITIVE);
+ BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SCREEN);
+ BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SOFTLIGHT);
+ BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_REPLACE);
+ BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_MIX);
+
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
+
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
+
+ BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
+ BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
+ BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
+ BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3);
+
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_ULTRA);
+
+ BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_VERY_LOW);
+ BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
+ BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
+ BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
+
+ BIND_ENUM_CONSTANT(DOF_BOKEH_BOX);
+ BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON);
+ BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE);
BIND_ENUM_CONSTANT(SCENARIO_DEBUG_DISABLED);
BIND_ENUM_CONSTANT(SCENARIO_DEBUG_WIREFRAME);
@@ -2110,6 +2188,7 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
+ BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_DYNAMIC_GI);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
@@ -2122,6 +2201,21 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(NINE_PATCH_TILE);
BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_MAX);
+
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MAX);
+
BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_ADD);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_SUB);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MIX);
@@ -2130,6 +2224,7 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13);
+ BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_MAX);
BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED);
BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE);
@@ -2149,55 +2244,6 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_SHADERS);
BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);
- BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
- BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
-
- BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
- BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
-
- BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
- BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
- BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);
-
- BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
- BIND_ENUM_CONSTANT(ENV_BG_COLOR);
- BIND_ENUM_CONSTANT(ENV_BG_SKY);
- BIND_ENUM_CONSTANT(ENV_BG_CANVAS);
- BIND_ENUM_CONSTANT(ENV_BG_KEEP);
- BIND_ENUM_CONSTANT(ENV_BG_MAX);
-
- BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_BG);
- BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_DISABLED);
- BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_COLOR);
- BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_SKY);
-
- BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_BG);
- BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_DISABLED);
- BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_SKY);
-
- BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
- BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
- BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
-
- BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
- BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
- BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
- BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
-
- BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
- BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
- BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
- BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
-
- BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
- BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
- BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
-
- BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
- BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
- BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
- BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3);
-
ADD_SIGNAL(MethodInfo("frame_pre_draw"));
ADD_SIGNAL(MethodInfo("frame_post_draw"));
}
diff --git a/servers/visual_server.h b/servers/visual_server.h
index 7ff28d97314..9b7a3ffa76f 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -68,13 +68,11 @@ public:
static VisualServer *create();
enum {
-
NO_INDEX_ARRAY = -1,
ARRAY_WEIGHTS_SIZE = 4,
CANVAS_ITEM_Z_MIN = -4096,
CANVAS_ITEM_Z_MAX = 4096,
MAX_GLOW_LEVELS = 7,
-
MAX_CURSORS = 8,
};
@@ -728,11 +726,11 @@ public:
#endif
enum EnvironmentGlowBlendMode {
- GLOW_BLEND_MODE_ADDITIVE,
- GLOW_BLEND_MODE_SCREEN,
- GLOW_BLEND_MODE_SOFTLIGHT,
- GLOW_BLEND_MODE_REPLACE,
- GLOW_BLEND_MODE_MIX,
+ ENV_GLOW_BLEND_MODE_ADDITIVE,
+ ENV_GLOW_BLEND_MODE_SCREEN,
+ ENV_GLOW_BLEND_MODE_SOFTLIGHT,
+ ENV_GLOW_BLEND_MODE_REPLACE,
+ ENV_GLOW_BLEND_MODE_MIX,
};
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
@@ -1116,27 +1114,20 @@ VARIANT_ENUM_CAST(VisualServer::ArrayType);
VARIANT_ENUM_CAST(VisualServer::ArrayFormat);
VARIANT_ENUM_CAST(VisualServer::PrimitiveType);
VARIANT_ENUM_CAST(VisualServer::BlendShapeMode);
+VARIANT_ENUM_CAST(VisualServer::MultimeshTransformFormat);
VARIANT_ENUM_CAST(VisualServer::LightType);
VARIANT_ENUM_CAST(VisualServer::LightParam);
-VARIANT_ENUM_CAST(VisualServer::ViewportUpdateMode);
-VARIANT_ENUM_CAST(VisualServer::ViewportClearMode);
-VARIANT_ENUM_CAST(VisualServer::ViewportMSAA);
-VARIANT_ENUM_CAST(VisualServer::ViewportRenderInfo);
-VARIANT_ENUM_CAST(VisualServer::ViewportDebugDraw);
-VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode);
-VARIANT_ENUM_CAST(VisualServer::InstanceType);
-VARIANT_ENUM_CAST(VisualServer::NinePatchAxisMode);
-VARIANT_ENUM_CAST(VisualServer::CanvasLightMode);
-VARIANT_ENUM_CAST(VisualServer::CanvasLightShadowFilter);
-VARIANT_ENUM_CAST(VisualServer::CanvasOccluderPolygonCullMode);
-VARIANT_ENUM_CAST(VisualServer::RenderInfo);
-VARIANT_ENUM_CAST(VisualServer::Features);
-VARIANT_ENUM_CAST(VisualServer::MultimeshTransformFormat);
VARIANT_ENUM_CAST(VisualServer::LightOmniShadowMode);
VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowMode);
VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowDepthRangeMode);
VARIANT_ENUM_CAST(VisualServer::ReflectionProbeUpdateMode);
VARIANT_ENUM_CAST(VisualServer::ParticlesDrawOrder);
+VARIANT_ENUM_CAST(VisualServer::ViewportUpdateMode);
+VARIANT_ENUM_CAST(VisualServer::ViewportClearMode);
+VARIANT_ENUM_CAST(VisualServer::ViewportMSAA);
+VARIANT_ENUM_CAST(VisualServer::ViewportRenderInfo);
+VARIANT_ENUM_CAST(VisualServer::ViewportDebugDraw);
+VARIANT_ENUM_CAST(VisualServer::SkyMode);
VARIANT_ENUM_CAST(VisualServer::EnvironmentBG);
VARIANT_ENUM_CAST(VisualServer::EnvironmentAmbientSource);
VARIANT_ENUM_CAST(VisualServer::EnvironmentReflectionSource);
@@ -1145,10 +1136,19 @@ VARIANT_ENUM_CAST(VisualServer::EnvironmentToneMapper);
VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOQuality);
VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOBlur);
VARIANT_ENUM_CAST(VisualServer::DOFBlurQuality);
+VARIANT_ENUM_CAST(VisualServer::DOFBokehShape);
+VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode);
+VARIANT_ENUM_CAST(VisualServer::InstanceType);
VARIANT_ENUM_CAST(VisualServer::InstanceFlags);
VARIANT_ENUM_CAST(VisualServer::ShadowCastingSetting);
+VARIANT_ENUM_CAST(VisualServer::NinePatchAxisMode);
VARIANT_ENUM_CAST(VisualServer::CanvasItemTextureFilter);
VARIANT_ENUM_CAST(VisualServer::CanvasItemTextureRepeat);
+VARIANT_ENUM_CAST(VisualServer::CanvasLightMode);
+VARIANT_ENUM_CAST(VisualServer::CanvasLightShadowFilter);
+VARIANT_ENUM_CAST(VisualServer::CanvasOccluderPolygonCullMode);
+VARIANT_ENUM_CAST(VisualServer::RenderInfo);
+VARIANT_ENUM_CAST(VisualServer::Features);
//typedef VisualServer VS; // makes it easier to use
#define VS VisualServer