diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/CPUParticles3D.xml | 6 | ||||
-rw-r--r-- | doc/classes/Control.xml | 10 | ||||
-rw-r--r-- | doc/classes/Environment.xml | 3 | ||||
-rw-r--r-- | doc/classes/FileAccess.xml | 4 | ||||
-rw-r--r-- | doc/classes/FileDialog.xml | 2 | ||||
-rw-r--r-- | doc/classes/Material.xml | 2 | ||||
-rw-r--r-- | doc/classes/PackedVector2Array.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 16 | ||||
-rw-r--r-- | doc/classes/RenderingServer.xml | 10 | ||||
-rw-r--r-- | doc/classes/Shader.xml | 6 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 13 | ||||
-rw-r--r-- | doc/classes/Window.xml | 10 |
12 files changed, 61 insertions, 23 deletions
diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index d7770f2cd5..04ee95457c 100644 --- a/doc/classes/CPUParticles3D.xml +++ b/doc/classes/CPUParticles3D.xml @@ -11,6 +11,12 @@ <link title="Particle systems (3D)">$DOCS_URL/tutorials/3d/particles/index.html</link> </tutorials> <methods> + <method name="capture_aabb" qualifiers="const"> + <return type="AABB" /> + <description> + Returns the axis-aligned bounding box that contains all the particles that are active in the current frame. + </description> + </method> <method name="convert_from_particles"> <return type="void" /> <param index="0" name="particles" type="Node" /> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 9d36bc657b..516b01bd7d 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1365,7 +1365,7 @@ <constant name="LAYOUT_DIRECTION_INHERITED" value="0" enum="LayoutDirection"> Automatic layout direction, determined from the parent control layout direction. </constant> - <constant name="LAYOUT_DIRECTION_LOCALE" value="1" enum="LayoutDirection"> + <constant name="LAYOUT_DIRECTION_APPLICATION_LOCALE" value="1" enum="LayoutDirection"> Automatic layout direction, determined from the current locale. </constant> <constant name="LAYOUT_DIRECTION_LTR" value="2" enum="LayoutDirection"> @@ -1374,6 +1374,14 @@ <constant name="LAYOUT_DIRECTION_RTL" value="3" enum="LayoutDirection"> Right-to-left layout direction. </constant> + <constant name="LAYOUT_DIRECTION_SYSTEM_LOCALE" value="4" enum="LayoutDirection"> + Automatic layout direction, determined from the system locale. + </constant> + <constant name="LAYOUT_DIRECTION_MAX" value="5" enum="LayoutDirection"> + Represents the size of the [enum LayoutDirection] enum. + </constant> + <constant name="LAYOUT_DIRECTION_LOCALE" value="1" enum="LayoutDirection" deprecated="Use [constant LAYOUT_DIRECTION_APPLICATION_LOCALE] instead."> + </constant> <constant name="TEXT_DIRECTION_INHERITED" value="3" enum="TextDirection"> Text writing direction is the same as layout direction. </constant> 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/FileAccess.xml b/doc/classes/FileAccess.xml index 71a1fc8e09..5888e30339 100644 --- a/doc/classes/FileAccess.xml +++ b/doc/classes/FileAccess.xml @@ -474,7 +474,7 @@ <return type="void" /> <param index="0" name="line" type="String" /> <description> - Appends [param line] to the file followed by a line return character ([code]\n[/code]), encoding the text as UTF-8. + Stores [param line] in the file followed by a newline character ([code]\n[/code]), encoding the text as UTF-8. </description> </method> <method name="store_pascal_string"> @@ -496,7 +496,7 @@ <return type="void" /> <param index="0" name="string" type="String" /> <description> - Appends [param string] to the file without a line return, encoding the text as UTF-8. + Stores [param string] in the file without a newline character ([code]\n[/code]), encoding the text as UTF-8. [b]Note:[/b] This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can't be loaded back easily. If you want to store a retrievable string in a binary file, consider using [method store_pascal_string] instead. For retrieving strings from a text file, you can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know the length) or [method get_as_text]. </description> </method> diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml index 9529fac77e..18b8eb1d39 100644 --- a/doc/classes/FileDialog.xml +++ b/doc/classes/FileDialog.xml @@ -164,7 +164,7 @@ <member name="size" type="Vector2i" setter="set_size" getter="get_size" overrides="Window" default="Vector2i(640, 360)" /> <member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default=""Save a File"" /> <member name="use_native_dialog" type="bool" setter="set_use_native_dialog" getter="get_use_native_dialog" default="false"> - If [code]true[/code], [member access] is set to [constant ACCESS_FILESYSTEM], and it is supported by the current [DisplayServer], OS native dialog will be used instead of custom one. + If [code]true[/code], and if supported by the current [DisplayServer], OS native dialog will be used instead of custom one. [b]Note:[/b] On Linux and macOS, sandboxed apps always use native dialogs to access the host file system. [b]Note:[/b] On macOS, sandboxed apps will save security-scoped bookmarks to retain access to the opened folders across multiple sessions. Use [method OS.get_granted_permissions] to get a list of saved bookmarks. [b]Note:[/b] Native dialogs are isolated from the base process, file dialog properties can't be modified once the dialog is shown. diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml index 760773d5d9..94d12018ca 100644 --- a/doc/classes/Material.xml +++ b/doc/classes/Material.xml @@ -45,7 +45,7 @@ <method name="inspect_native_shader_code"> <return type="void" /> <description> - Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. + Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. See also [method Shader.inspect_native_shader_code]. </description> </method> </methods> 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> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 4266bab2a1..1684edb9b8 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2376,26 +2376,30 @@ [b]Note:[/b] It is not recommended to use this setting together with [member rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even less smooth. Prefer only enabling that setting instead. </member> <member name="rendering/anti_aliasing/quality/msaa_2d" type="int" setter="" getter="" default="0"> - Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing. + Sets the number of multisample antialiasing (MSAA) samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing. [b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility. + [b]Note:[/b] This property is only read when the project starts. To set the number of 2D MSAA samples at runtime, set [member Viewport.msaa_2d] or use [method RenderingServer.viewport_set_msaa_2d]. </member> <member name="rendering/anti_aliasing/quality/msaa_3d" type="int" setter="" getter="" default="0"> - Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing. + Sets the number of multisample antialiasing (MSAA) samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing. + [b]Note:[/b] This property is only read when the project starts. To set the number of 3D MSAA samples at runtime, set [member Viewport.msaa_3d] or use [method RenderingServer.viewport_set_msaa_3d]. </member> <member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0"> Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]). Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled]. [b]Note:[/b] Screen-space antialiasing is only supported in the Forward+ and Mobile rendering methods, not Compatibility. + [b]Note:[/b] This property is only read when the project starts. To set the screen-space antialiasing mode at runtime, set [member Viewport.screen_space_aa] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_screen_space_aa]. </member> <member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS]. In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger. - [b]Note:[/b] This property is only read when the project starts. To set debanding at run-time, set [member Viewport.use_debanding] on the root [Viewport] instead. + [b]Note:[/b] This property is only read when the project starts. To set debanding at runtime, set [member Viewport.use_debanding] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_use_debanding]. </member> <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false"> - Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]). + Enables temporal antialiasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]). [b]Note:[/b] The implementation is not complete yet. Some visual instances such as particles and skinned meshes may show ghosting artifacts in motion. [b]Note:[/b] TAA is only supported in the Forward+ rendering method, not Mobile or Compatibility. + [b]Note:[/b] This property is only read when the project starts. To set TAA at runtime, set [member Viewport.use_taa] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_use_taa]. </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25"> [b]Note:[/b] This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call [method RenderingServer.screen_space_roughness_limiter_set_active] instead. @@ -2900,8 +2904,8 @@ </member> <member name="rendering/textures/vram_compression/compress_with_gpu" type="bool" setter="" getter="" default="true"> If [code]true[/code], the texture importer will utilize the GPU for compressing textures, improving the import time of large images. - [b]Note:[/b] This setting requires either Vulkan or D3D12 available as a rendering backend. - [b]Note:[/b] Currently this only affects BC1 and BC6H compression, which are used on Desktop and Console for fully opaque and HDR images respectively. + [b]Note:[/b] This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering backend. + [b]Note:[/b] Currently this only affects certain compressed formats (BC1, BC4, and BC6), all of which are exclusive to desktop platforms and consoles. </member> <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 block size). diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index b73315219b..66a69b7902 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -3917,7 +3917,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="msaa" type="int" enum="RenderingServer.ViewportMSAA" /> <description> - Sets the multisample anti-aliasing mode for 2D/Canvas on the specified [param viewport] RID. See [enum ViewportMSAA] for options. + Sets the multisample antialiasing mode for 2D/Canvas on the specified [param viewport] RID. See [enum ViewportMSAA] for options. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/msaa_2d] or [member Viewport.msaa_2d]. </description> </method> <method name="viewport_set_msaa_3d"> @@ -3925,7 +3925,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="msaa" type="int" enum="RenderingServer.ViewportMSAA" /> <description> - Sets the multisample anti-aliasing mode for 3D on the specified [param viewport] RID. See [enum ViewportMSAA] for options. + Sets the multisample antialiasing mode for 3D on the specified [param viewport] RID. See [enum ViewportMSAA] for options. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/msaa_3d] or [member Viewport.msaa_3d]. </description> </method> <method name="viewport_set_occlusion_culling_build_quality"> @@ -4007,7 +4007,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="mode" type="int" enum="RenderingServer.ViewportScreenSpaceAA" /> <description> - Sets the viewport's screen-space antialiasing mode. + Sets the viewport's screen-space antialiasing mode. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa] or [member Viewport.screen_space_aa]. </description> </method> <method name="viewport_set_sdf_oversize_and_scale"> @@ -4074,7 +4074,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="enable" type="bool" /> <description> - If [code]true[/code], enables debanding on the specified viewport. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding]. + If [code]true[/code], enables debanding on the specified viewport. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding] or [member Viewport.use_debanding]. </description> </method> <method name="viewport_set_use_hdr_2d"> @@ -4099,7 +4099,7 @@ <param index="0" name="viewport" type="RID" /> <param index="1" name="enable" type="bool" /> <description> - If [code]true[/code], use Temporal Anti-Aliasing. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_taa]. + If [code]true[/code], use temporal antialiasing. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_taa] or [member Viewport.use_taa]. </description> </method> <method name="viewport_set_use_xr"> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 68176dea14..1e7f9e5ee5 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -35,6 +35,12 @@ If argument [param get_groups] is true, parameter grouping hints will be provided. </description> </method> + <method name="inspect_native_shader_code"> + <return type="void" /> + <description> + Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. See also [method Material.inspect_native_shader_code]. + </description> + </method> <method name="set_default_texture_parameter"> <return type="void" /> <param index="0" name="name" type="StringName" /> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 95a1d0f77e..333e61d03f 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -312,10 +312,12 @@ [b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). </member> <member name="msaa_2d" type="int" setter="set_msaa_2d" getter="get_msaa_2d" enum="Viewport.MSAA" default="0"> - The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing. + The multisample antialiasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of [constant Viewport.MSAA_2X] or [constant Viewport.MSAA_4X] is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing. + See also [member ProjectSettings.rendering/anti_aliasing/quality/msaa_2d] and [method RenderingServer.viewport_set_msaa_2d]. </member> <member name="msaa_3d" type="int" setter="set_msaa_3d" getter="get_msaa_3d" enum="Viewport.MSAA" default="0"> - The multisample anti-aliasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing. + The multisample antialiasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of [constant Viewport.MSAA_2X] or [constant Viewport.MSAA_4X] is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing. + See also [member ProjectSettings.rendering/anti_aliasing/quality/msaa_3d] and [method RenderingServer.viewport_set_msaa_3d]. </member> <member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false"> If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d]. @@ -365,6 +367,7 @@ </member> <member name="screen_space_aa" type="int" setter="set_screen_space_aa" getter="get_screen_space_aa" enum="Viewport.ScreenSpaceAA" default="0"> Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. + See also [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa] and [method RenderingServer.viewport_set_screen_space_aa]. </member> <member name="sdf_oversize" type="int" setter="set_sdf_oversize" getter="get_sdf_oversize" enum="Viewport.SDFOversize" default="1"> Controls how much of the original viewport's size should be covered by the 2D signed distance field. This SDF can be sampled in [CanvasItem] shaders and is also used for [GPUParticles2D] collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through [LightOccluder2D]s as the occluders leave the viewport, increase this setting. @@ -389,8 +392,9 @@ If [code]true[/code], the viewport should render its background as transparent. </member> <member name="use_debanding" type="bool" setter="set_use_debanding" getter="is_using_debanding" default="false"> - If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding]. + If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS]. In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger. + See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding] and [method RenderingServer.viewport_set_use_debanding]. </member> <member name="use_hdr_2d" type="bool" setter="set_use_hdr_2d" getter="is_using_hdr_2d" default="false"> If [code]true[/code], 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. @@ -402,8 +406,9 @@ [b]Note:[/b] Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with [code]module_raycast_enabled=yes[/code]. </member> <member name="use_taa" type="bool" setter="set_use_taa" getter="is_using_taa" default="false"> - Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. + Enables temporal antialiasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts. + See also [member ProjectSettings.rendering/anti_aliasing/quality/use_taa] and [method RenderingServer.viewport_set_use_taa]. </member> <member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false"> If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset. diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index ca155881c8..a37e64ee12 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -878,7 +878,7 @@ <constant name="LAYOUT_DIRECTION_INHERITED" value="0" enum="LayoutDirection"> Automatic layout direction, determined from the parent window layout direction. </constant> - <constant name="LAYOUT_DIRECTION_LOCALE" value="1" enum="LayoutDirection"> + <constant name="LAYOUT_DIRECTION_APPLICATION_LOCALE" value="1" enum="LayoutDirection"> Automatic layout direction, determined from the current locale. </constant> <constant name="LAYOUT_DIRECTION_LTR" value="2" enum="LayoutDirection"> @@ -887,6 +887,14 @@ <constant name="LAYOUT_DIRECTION_RTL" value="3" enum="LayoutDirection"> Right-to-left layout direction. </constant> + <constant name="LAYOUT_DIRECTION_SYSTEM_LOCALE" value="4" enum="LayoutDirection"> + Automatic layout direction, determined from the system locale. + </constant> + <constant name="LAYOUT_DIRECTION_MAX" value="5" enum="LayoutDirection"> + Represents the size of the [enum LayoutDirection] enum. + </constant> + <constant name="LAYOUT_DIRECTION_LOCALE" value="1" enum="LayoutDirection" deprecated="Use [constant LAYOUT_DIRECTION_APPLICATION_LOCALE] instead."> + </constant> <constant name="WINDOW_INITIAL_POSITION_ABSOLUTE" value="0" enum="WindowInitialPosition"> Initial window position is determined by [member position]. </constant> |