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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-02-08 02:14:58 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2023-02-11 16:13:31 +0100
commitdb5e178aedcf958b3ec9f067b309fec0f9d87da0 (patch)
tree9e1e9a4c84b4d3e14c43accbd53a7edb8e9c7b6c
parenta05670c617abc1df93ebac5afacf3e6c48008a99 (diff)
downloadredot-engine-db5e178aedcf958b3ec9f067b309fec0f9d87da0.tar.gz
Document DirectionalLight2D not supporting cull masks
-rw-r--r--doc/classes/DirectionalLight2D.xml1
-rw-r--r--doc/classes/Light2D.xml5
2 files changed, 4 insertions, 2 deletions
diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml
index f825a9e082..eb710efda2 100644
--- a/doc/classes/DirectionalLight2D.xml
+++ b/doc/classes/DirectionalLight2D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
+ [b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it supports shadow cull masks). It will always light up 2D nodes, regardless of the 2D node's [member CanvasItem.light_mask].
</description>
<tutorials>
<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 062d532464..9f1b1af60d 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -41,7 +41,8 @@
The Light2D's energy value. The larger the value, the stronger the light.
</member>
<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1">
- The layer mask. Only objects with a matching mask will be affected by the Light2D.
+ The layer mask. Only objects with a matching [member CanvasItem.light_mask] will be affected by the Light2D. See also [member shadow_item_cull_mask], which affects which objects can cast shadows.
+ [b]Note:[/b] [member range_item_cull_mask] is ignored by [DirectionalLight2D], which will always light a 2D node regardless of the 2D node's [member CanvasItem.light_mask].
</member>
<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0">
Maximum layer value of objects that are affected by the Light2D.
@@ -68,7 +69,7 @@
Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13].
</member>
<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
- The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
+ The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching [member CanvasItem.light_mask] will cast shadows. See also [member range_item_cull_mask], which affects which objects can [i]receive[/i] the light.
</member>
</members>
<constants>