From d08b312984a967fc1ba2a90224f07926e57bbd9d Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 8 Oct 2022 23:14:10 +0200 Subject: [PATCH] Document (Omni/Spot)Light ignoring Spatial's scale property (cherry picked from commit d17d6d6cc4a7751c493b9f7148a08cadbd0d27d4) --- doc/classes/Light.xml | 1 + doc/classes/OmniLight.xml | 1 + doc/classes/Spatial.xml | 1 + doc/classes/SpotLight.xml | 2 ++ 4 files changed, 5 insertions(+) diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml index 79911bb4ef5..473ca980c4c 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light.xml @@ -51,6 +51,7 @@ The size of the light in Godot units. Only considered in baked lightmaps and only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing this value will make the shadows appear blurrier. This can be used to simulate area lights to an extent. + [b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] (the light's scale or its parent's scale). The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 376d0a09f4b..089d9b228f5 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -18,6 +18,7 @@ The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius. + [b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] (the light's scale or its parent's scale). See [enum ShadowDetail]. diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index 76553603e7d..9a328126fe4 100644 --- a/doc/classes/Spatial.xml +++ b/doc/classes/Spatial.xml @@ -273,6 +273,7 @@ Scale part of the local transformation. [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative. + [b]Note:[/b] Not all nodes are visually scaled by the [member scale] property. For example, [Light]s are not visually affected by [member scale]. Local space [Transform] of this node, with respect to the parent node. diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index ee0e098b7e0..f448f7f7d36 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight.xml @@ -16,6 +16,7 @@ The spotlight's angle in degrees. + [b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] (the light's scale or its parent's scale). The spotlight's angular attenuation curve. @@ -25,6 +26,7 @@ The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range. + [b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] (the light's scale or its parent's scale).