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authorPatrick <patrick.exner1@web.de>2023-05-12 16:44:45 +0200
committerPatrick <patrick.exner1@web.de>2023-05-12 20:06:25 +0200
commitc60e05694d5f48a145d201a2ba49d5573b74d682 (patch)
tree136d4bf9e6830e666c85656543149d46d4fc9182
parent20ed51a9129f97bb8d001262155fb3ccfc1e3c89 (diff)
downloadredot-engine-c60e05694d5f48a145d201a2ba49d5573b74d682.tar.gz
Mention "Spatial" rename to "Node3D" in Godot 4
-rw-r--r--doc/classes/Node3D.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 27cb3915ee..b4857bacde 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -7,6 +7,7 @@
Most basic 3D game object, with a [Transform3D] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad].
+ [b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4.
</description>
<tutorials>
<link title="Introduction to 3D">$DOCS_URL/tutorials/3d/introduction_to_3d.html</link>