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-rw-r--r--doc/classes/EditorContextMenuPlugin.xml18
-rw-r--r--doc/classes/Environment.xml3
-rw-r--r--doc/classes/PackedVector2Array.xml2
3 files changed, 21 insertions, 2 deletions
diff --git a/doc/classes/EditorContextMenuPlugin.xml b/doc/classes/EditorContextMenuPlugin.xml
index 71c4ca0f9b..fb90a2a5cd 100644
--- a/doc/classes/EditorContextMenuPlugin.xml
+++ b/doc/classes/EditorContextMenuPlugin.xml
@@ -47,6 +47,24 @@
[/codeblock]
</description>
</method>
+ <method name="add_context_submenu_item">
+ <return type="void" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="menu" type="PopupMenu" />
+ <param index="2" name="icon" type="Texture2D" default="null" />
+ <description>
+ Add a submenu to the context menu of the plugin's specified slot. The submenu is not automatically handled, you need to connect to its signals yourself. Also the submenu is freed on every popup, so provide a new [PopupMenu] every time.
+ [codeblock]
+ func _popup_menu(paths):
+ var popup_menu = PopupMenu.new()
+ popup_menu.add_item("Blue")
+ popup_menu.add_item("White")
+ popup_menu.id_pressed.connect(_on_color_submenu_option)
+
+ add_context_menu_item("Set Node Color", popup_menu)
+ [/codeblock]
+ </description>
+ </method>
<method name="add_menu_shortcut">
<return type="void" />
<param index="0" name="shortcut" type="Shortcut" />
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index de3295fbe0..1779408a4d 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -81,8 +81,9 @@
The background mode. See [enum BGMode] for possible values.
</member>
<member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0">
- If set above [code]0.0[/code] (exclusive), blends between the fog's color and the color of the background [Sky]. This has a small performance cost when set above [code]0.0[/code]. Must have [member background_mode] set to [constant BG_SKY].
+ If set above [code]0.0[/code] (exclusive), blends between the fog's color and the color of the background [Sky], as read from the radiance cubemap. This has a small performance cost when set above [code]0.0[/code]. Must have [member background_mode] set to [constant BG_SKY].
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
+ Notice that this does not sample the [Sky] directly, but rather the radiance cubemap. The cubemap is sampled at a mipmap level depending on the depth of the rendered pixel; the farther away, the higher the resolution of the sampled mipmap. This results in the actual color being a blurred version of the sky, with more blur closer to the camera. The highest mipmap resolution is used at a depth of [member Camera3D.far].
</member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01">
The fog density to be used. This is demonstrated in different ways depending on the [member fog_mode] mode chosen:
diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml
index da41812e0b..4d487b6dc2 100644
--- a/doc/classes/PackedVector2Array.xml
+++ b/doc/classes/PackedVector2Array.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
An array specifically designed to hold [Vector2]. Packs data tightly, so it saves memory for large array sizes.
- [b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. [PackedVector3Array] versus [code]Array[Vector2][/code]). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don't offer as many convenience methods such as [method Array.map]. Typed arrays are in turn faster to iterate on and modify than untyped arrays.
+ [b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. [PackedVector2Array] versus [code]Array[Vector2][/code]). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don't offer as many convenience methods such as [method Array.map]. Typed arrays are in turn faster to iterate on and modify than untyped arrays.
[b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will [i]not[/i] affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.
</description>
<tutorials>