diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/DisplayServer.xml | 4 | ||||
-rw-r--r-- | doc/classes/EditorSettings.xml | 7 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 | ||||
-rw-r--r-- | doc/classes/SkeletonProfileHumanoid.xml | 57 | ||||
-rw-r--r-- | doc/classes/Timer.xml | 30 |
5 files changed, 82 insertions, 20 deletions
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 57a4aea93b..b824bc4fde 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -120,7 +120,7 @@ <description> Displays OS native dialog for selecting files or directories in the file system. Callbacks have the following arguments: [code]status: bool, selected_paths: PackedStringArray, selected_filter_index: int[/code]. - [b]Note:[/b] This method is implemented if the display server has the [constant FEATURE_NATIVE_DIALOG] feature, i.e. Linux (X11), Windows, and macOS. + [b]Note:[/b] This method is implemented if the display server has the [constant FEATURE_NATIVE_DIALOG] feature. Supported platforms include Linux (X11 and Wayland), Windows, and macOS. [b]Note:[/b] [param current_directory] might be ignored. [b]Note:[/b] On Linux, [param show_hidden] is ignored. [b]Note:[/b] On macOS, native file dialogs have no title. @@ -145,7 +145,7 @@ - [code]"values"[/code] - [PackedStringArray] of values. If empty, boolean option (check box) is used. - [code]"default"[/code] - default selected option index ([int]) or default boolean value ([bool]). Callbacks have the following arguments: [code]status: bool, selected_paths: PackedStringArray, selected_filter_index: int, selected_option: Dictionary[/code]. - [b]Note:[/b] This method is implemented if the display server has the [constant FEATURE_NATIVE_DIALOG] feature, i.e. Linux, Windows, and macOS. + [b]Note:[/b] This method is implemented if the display server has the [constant FEATURE_NATIVE_DIALOG] feature. Supported platforms include Linux (X11 and Wayland), Windows, and macOS. [b]Note:[/b] [param current_directory] might be ignored. [b]Note:[/b] On Linux (X11), [param show_hidden] is ignored. [b]Note:[/b] On macOS, native file dialogs have no title. diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 9df3a31a96..449f5639fd 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -262,13 +262,14 @@ The color of the viewport border in the 2D editor. This border represents the viewport's size at the base resolution defined in the Project Settings. Objects placed outside this border will not be visible unless a [Camera2D] node is used, or unless the window is resized and the stretch mode is set to [code]disabled[/code]. </member> <member name="editors/3d/default_fov" type="float" setter="" getter=""> - The default camera field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor. + The default camera vertical field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor. + [b]Note:[/b] The editor camera always uses the [b]Keep Height[/b] aspect mode. </member> <member name="editors/3d/default_z_far" type="float" setter="" getter=""> - The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor. + The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor. </member> <member name="editors/3d/default_z_near" type="float" setter="" getter=""> - The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor. + The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor. </member> <member name="editors/3d/freelook/freelook_activation_modifier" type="int" setter="" getter=""> The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button). diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index aea5ef42af..ae5eb435ba 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2548,6 +2548,10 @@ <member name="rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0"> Lower-end override for [member rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/lights_and_shadows/tighter_shadow_caster_culling" type="bool" setter="" getter="" default="true"> + If [code]true[/code], items that cannot cast shadows into the view frustum will not be rendered into shadow maps. + This can increase performance. + </member> <member name="rendering/lights_and_shadows/use_physical_light_units" type="bool" setter="" getter="" default="false"> Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Godot, but they can be used to match lighting within Godot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Godot bakes exposure into the various lighting quantities before rendering. Most light sources bake exposure automatically at run time based on the active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a [CameraAttributes] resource to be set at bake time to reduce the dynamic range. At run time, Godot will automatically reconcile the baked exposure with the active exposure to ensure lighting remains consistent. </member> diff --git a/doc/classes/SkeletonProfileHumanoid.xml b/doc/classes/SkeletonProfileHumanoid.xml index fe9eded7a9..5539d1d980 100644 --- a/doc/classes/SkeletonProfileHumanoid.xml +++ b/doc/classes/SkeletonProfileHumanoid.xml @@ -5,6 +5,63 @@ </brief_description> <description> A [SkeletonProfile] as a preset that is optimized for the human form. This exists for standardization, so all parameters are read-only. + A humanoid skeleton profile contains 54 bones divided in 4 groups: [code]"Body"[/code], [code]"Face"[/code], [code]"LeftHand"[/code], and [code]"RightHand"[/code]. It is structured as follows: + [codeblock] + Root + └─ Hips + ├─ LeftUpperLeg + │ └─ LeftLowerLeg + │ └─ LeftFoot + │ └─ LeftToes + ├─ RightUpperLeg + │ └─ RightLowerLeg + │ └─ RightFoot + │ └─ RightToes + └─ Spine + └─ Chest + └─ UpperChest + ├─ Neck + │ └─ Head + │ ├─ Jaw + │ ├─ LeftEye + │ └─ RightEye + ├─ LeftShoulder + │ └─ LeftUpperArm + │ └─ LeftLowerArm + │ └─ LeftHand + │ ├─ LeftThumbMetacarpal + │ │ └─ LeftThumbProximal + │ ├─ LeftIndexProximal + │ │ └─ LeftIndexIntermediate + │ │ └─ LeftIndexDistal + │ ├─ LeftMiddleProximal + │ │ └─ LeftMiddleIntermediate + │ │ └─ LeftMiddleDistal + │ ├─ LeftRingProximal + │ │ └─ LeftRingIntermediate + │ │ └─ LeftRingDistal + │ └─ LeftLittleProximal + │ └─ LeftLittleIntermediate + │ └─ LeftLittleDistal + └─ RightShoulder + └─ RightUpperArm + └─ RightLowerArm + └─ RightHand + ├─ RightThumbMetacarpal + │ └─ RightThumbProximal + ├─ RightIndexProximal + │ └─ RightIndexIntermediate + │ └─ RightIndexDistal + ├─ RightMiddleProximal + │ └─ RightMiddleIntermediate + │ └─ RightMiddleDistal + ├─ RightRingProximal + │ └─ RightRingIntermediate + │ └─ RightRingDistal + └─ RightLittleProximal + └─ RightLittleIntermediate + └─ RightLittleDistal + [/codeblock] </description> <tutorials> <link title="Retargeting 3D Skeletons">$DOCS_URL/tutorials/assets_pipeline/retargeting_3d_skeletons.html</link> diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index 03a651ad9a..00e5c6e144 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -15,15 +15,15 @@ <method name="is_stopped" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the timer is stopped. + Returns [code]true[/code] if the timer is stopped or has not started. </description> </method> <method name="start"> <return type="void" /> <param index="0" name="time_sec" type="float" default="-1" /> <description> - Starts the timer. Sets [member wait_time] to [param time_sec] if [code]time_sec > 0[/code]. This also resets the remaining time to [member wait_time]. - [b]Note:[/b] This method will not resume a paused timer. See [member paused]. + Starts the timer, if it was not started already. Fails if the timer is not inside the tree. If [param time_sec] is greater than [code]0[/code], this value is used for the [member wait_time]. + [b]Note:[/b] This method does not resume a paused timer. See [member paused]. </description> </method> <method name="stop"> @@ -35,40 +35,40 @@ </methods> <members> <member name="autostart" type="bool" setter="set_autostart" getter="has_autostart" default="false"> - If [code]true[/code], the timer will automatically start when entering the scene tree. - [b]Note:[/b] This property is automatically set to [code]false[/code] after the timer enters the scene tree and starts. + If [code]true[/code], the timer will start immediately when it enters the scene tree. + [b]Note:[/b] After the timer enters the tree, this property is automatically set to [code]false[/code]. </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="is_one_shot" default="false"> - If [code]true[/code], the timer will stop when reaching 0. If [code]false[/code], it will restart. + If [code]true[/code], the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart. </member> <member name="paused" type="bool" setter="set_paused" getter="is_paused"> - If [code]true[/code], the timer is paused and will not process until it is unpaused again, even if [method start] is called. + If [code]true[/code], the timer is paused. A paused timer does not process until this property is set back to [code]false[/code], even when [method start] is called. </member> <member name="process_callback" type="int" setter="set_timer_process_callback" getter="get_timer_process_callback" enum="Timer.TimerProcessCallback" default="1"> - Processing callback. See [enum TimerProcessCallback]. + Specifies when the timer is updated during the main loop (see [enum TimerProcessCallback]). </member> <member name="time_left" type="float" setter="" getter="get_time_left"> - The timer's remaining time in seconds. Returns 0 if the timer is inactive. - [b]Note:[/b] This value is read-only and cannot be set. It is based on [member wait_time], which can be set using [method start]. + The timer's remaining time in seconds. This is always [code]0[/code] if the timer is stopped. + [b]Note:[/b] This property is read-only and cannot be modified. It is based on [member wait_time]. </member> <member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time" default="1.0"> - The wait time in seconds. - [b]Note:[/b] Timers can only emit once per rendered frame at most (or once per physics frame if [member process_callback] is [constant TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 seconds) will behave in significantly different ways depending on the rendered framerate. For very low wait times, it is recommended to use a process loop in a script instead of using a Timer node. Timers are affected by [member Engine.time_scale], a higher scale means quicker timeouts, and vice versa. + The time required for the timer to end, in seconds. This property can also be set every time [method start] is called. + [b]Note:[/b] Timers can only process once per physics or process frame (depending on the [member process_callback]). An unstable framerate may cause the timer to end inconsistently, which is especially noticeable if the wait time is lower than roughly [code]0.05[/code] seconds. For very short timers, it is recommended to write your own code instead of using a [Timer] node. Timers are also affected by [member Engine.time_scale]. </member> </members> <signals> <signal name="timeout"> <description> - Emitted when the timer reaches 0. + Emitted when the timer reaches the end. </description> </signal> </signals> <constants> <constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessCallback"> - Update the timer during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). + Update the timer every physics process frame (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). </constant> <constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessCallback"> - Update the timer during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]). + Update the timer every process (rendered) frame (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]). </constant> </constants> </class> |