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* | Merge pull request #57894 from Sauermann/fix-subviewport-1Rémi Verschelde2023-05-091-0/+4
|\ \ | |/ |/| | | Fix unrestricted mouse-event propagation to SubViewports for Physics-Picking
| * Move call of `push_unhandled_input` from `Window` to `Viewport`Markus Sauermann2023-03-171-0/+4
| | | | | | | | | | | | | | | | | | This solves the problem, that mouse events get sent to SubViewports even if they are outside of the visible area of the SubViewport. This changes makes SubViewportContainer::unhandled_input redundand. Shortcut Events now need to be distributed via push_input, in order for them to be able to reach SubViewports.
* | Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentationHugo Locurcio2023-05-061-2/+3
| | | | | | | | This brings the overall class reference completion percentage from 87% to 92%.
* | Fix various typos in the classrefHaoyu Qiu2023-04-181-2/+2
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* | Remove double thes from documentationPaweł2023-04-171-1/+1
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* | Fill random docskobewi2023-04-031-0/+2
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* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Fix propagation order for 2D physics picking eventsMarkus Sauermann2023-02-041-0/+4
| | | | | | This patch adds a viewport-configuration-option for sorting physics-picking events by the Z-Index and the scene tree position of the collision objects.
* Include the Window-transform into Viewport::get_final_transformMarkus Sauermann2023-01-261-1/+1
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* Silence `warp_mouse()` warning in favor of documentationHugo Locurcio2023-01-251-0/+1
| | | | | | This warning was spammed in the Android editor when using the navigation joysticks in the 3D viewport when the finger slid over the viewport's edges.
* Allow all lossless image formats to be used for VRS texture project settingHugo Locurcio2022-11-181-0/+13
| | | | | WebP can also be lossy, but the class reference now warns about the requirement to use a lossless format for the VRS texture to work correctly.
* Viewport canvas cull mask featureBimDav2022-10-311-0/+18
| | | | Co-authored-by: Valentin Zagura <puthre@gmail.com>
* Document debanding only affecting 3D rendering by defaultHugo Locurcio2022-10-241-0/+2
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* Expose Viewport::get_screen_transform to GDScriptMarkus Sauermann2022-10-151-0/+6
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* Add documentation for viewport's input handlingRedMser2022-10-051-0/+22
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* Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde2022-08-301-3/+6
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| * Implement MSAA for 2D [Vulkan only]Hendrik Brucker2022-08-131-3/+6
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* | Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabledHugo Locurcio2022-08-251-1/+2
|/ | | | | This improves texture sharpness when TAA and/or FXAA are enabled, without requiring manual user intervention.
* Use negative mipmap LOD bias for sub-native bilinear 3D scaleHugo Locurcio2022-08-101-1/+1
| | | | | | This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0.
* [doc] Use "param" instead of "code" to refer to parametersAndy Maloney2022-08-091-1/+0
| | | | Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-12/+12
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* Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio2022-07-281-4/+5
| | | | | | | | | Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
* Adding Variable Rate Shading support to GodotBastiaan Olij2022-07-171-0/+18
| | | | | Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
* Rename soft shadow quality project settings for easier searchingHugo Locurcio2022-07-131-38/+38
| | | | | | | | | | | | `rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
* Initial TAA implementationjfons2022-06-071-0/+6
| | | | | | Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
* Fix `Viewport.own_world_3d` documentationHaoyu Qiu2022-06-061-1/+1
| | | | | Also fixed the naming of the setter's parameter and made an `if` block straightforward.
* Improve Viewport.get_texture() descriptionkobewi2022-05-041-11/+6
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* Improve descriptions for drag methodskobewi2022-04-241-0/+1
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* Fix 3D scaling enum size in the editor and improve descriptionsHugo Locurcio2022-04-091-2/+2
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* Rename warp mouse functions to warp_mouseMarkus Sauermann2022-03-271-1/+1
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* Cleanup embed subwindows getterskobewi2022-03-131-6/+1
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* Expose methods for screen-space transformskobewi2022-03-131-0/+1
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* Update some docs regarding SubViewportskobewi2022-03-011-2/+1
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* Add an XML schema for documentationHugo Locurcio2022-02-151-1/+1
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Merge pull request #57889 from Calinou/doc-occlusion-cullingJFonS2022-02-101-0/+2
|\ | | | | Document occlusion culling classes and settings
| * Document occlusion culling classes and settingsHugo Locurcio2022-02-101-0/+2
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* | Fix typos with codespellRémi Verschelde2022-02-101-2/+2
|/ | | | | | | Using codespell 2.2-dev from current git. Added `misc/scripts/codespell.sh` to make it easier to run it once in a while and update the skip and ignore lists.
* Update definitions of get_mouse_position methodsMarcel Admiraal2022-02-041-2/+2
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* Exposes gui_release_focus and gui_get_focus_owner to ViewportGilles Roudière2022-02-011-0/+12
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* Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde2022-01-041-3/+3
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| * Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio2021-12-291-3/+3
| | | | | | | | | | This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
* | Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde2022-01-041-11/+14
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| * Added SSIL post processing effectclayjohn2021-11-061-11/+14
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* | Improve the ReflectionProbe class documentationHugo Locurcio2021-12-111-0/+3
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* | Merge pull request #55239 from zacryol/find-world-2d-description-fixRémi Verschelde2021-11-281-2/+2
|\ \ | | | | | | Fix description of Viewport `find_world_2d()` method.
| * | Fix description of Viewport `find_world_2d()` method.zacryol2021-11-271-2/+2
| | | | | | | | | | | | | | | | | | The doc now states that the method searches for a World2D among ancestor Viewports as well, differentiating it from the get_world_2d() getter. and also find_world_3d()
* | | Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-4/+26
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* | Merge pull request #54339 from ConteZero/line_edit_drag_and_dropRémi Verschelde2021-11-221-0/+6
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| * | Fix drag and drop on LineEditConteZero2021-11-151-0/+6
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* / Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde2021-11-151-2/+2
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