diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 602ad43103f..222b70c9c73 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -77,6 +77,9 @@ The [ProjectSettings] singleton. + + The [RenderingDevice] singleton. + The [RenderingServer] singleton. diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index d4517f05886..d29c5562168 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -142,6 +142,10 @@ The node's scale. Unscaled value: [code](1, 1)[/code]. + + + + Local [Transform2D]. diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 3e7d4d4c059..05d00b9f31b 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -26,7 +26,7 @@ Returns the parent [Node3D], or an empty [Object] if no parent exists or parent is not of type [Node3D]. - + diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 4e0762a68bd..648f4d01077 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -9,7 +9,7 @@ The rendering server can be used to bypass the scene system entirely. Resources are created using the [code]*_create[/code] functions. All objects are drawn to a viewport. You can use the [Viewport] attached to the [SceneTree] or you can create one yourself with [method viewport_create]. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using [method viewport_set_scenario] or [method viewport_attach_canvas]. - In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world]. Otherwise, a scenario can be created with [method scenario_create]. + In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the rendering server from a running game, the scenario can be accessed from the scene tree from any [Node3D] node with [method Node3D.get_world_3d]. Otherwise, a scenario can be created with [method scenario_create]. Similarly in 2D, a canvas is needed to draw all canvas items. In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using [method instance_set_base]. The instance must also be attached to the scenario using [method instance_set_scenario] in order to be visible. In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index a2d53f8e0cd..3b52c80c9a6 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -16,13 +16,6 @@ https://docs.godotengine.org/en/latest/tutorials/viewports/index.html - - - - - Returns the 3D world of the viewport, or if none the world of the parent viewport. - - @@ -30,6 +23,13 @@ Returns the 2D world of the viewport. + + + + + Returns the 3D world of the viewport, or if none the world of the parent viewport. + + @@ -219,8 +219,8 @@ 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. - - If [code]true[/code], the viewport will use [World3D] defined in [code]world[/code] property. + + If [code]true[/code], the viewport will use the [World3D] defined in [member world_3d]. If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. @@ -247,12 +247,12 @@ If [code]true[/code], the viewport should render its background as transparent. - - The custom [World3D] which can be used as 3D environment source. - The custom [World2D] which can be used as 2D environment source. + + The custom [World3D] which can be used as 3D environment source. + diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 8270bc77597..e9827d521bd 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -3454,7 +3454,7 @@ void Viewport::_bind_methods() { ClassDB::bind_method(D_METHOD("get_default_canvas_item_texture_repeat"), &Viewport::get_default_canvas_item_texture_repeat); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world_3d"), "set_use_own_world_3d", "is_using_own_world_3d"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_3d", PROPERTY_HINT_RESOURCE_TYPE, "World3D"), "set_world", "get_world"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_3d", PROPERTY_HINT_RESOURCE_TYPE, "World3D"), "set_world_3d", "get_world_3d"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_2d", PROPERTY_HINT_RESOURCE_TYPE, "World2D", 0), "set_world_2d", "get_world_2d"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent_bg"), "set_transparent_background", "has_transparent_background"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally");