From bd69df1379a122df657b30b639d5b667037f931e Mon Sep 17 00:00:00 2001 From: DevPoodle Date: Sun, 22 Sep 2024 20:48:46 -0700 Subject: Add descriptions to RDVertexAttribute's properties --- doc/classes/RDVertexAttribute.xml | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'doc/classes') diff --git a/doc/classes/RDVertexAttribute.xml b/doc/classes/RDVertexAttribute.xml index 31605f5471..364b82526b 100644 --- a/doc/classes/RDVertexAttribute.xml +++ b/doc/classes/RDVertexAttribute.xml @@ -10,14 +10,19 @@ + The way that this attribute's data is interpreted when sent to a shader. + The rate at which this attribute is pulled from its vertex buffer. + The location in the shader that this attribute is bound to. + The number of bytes between the start of the vertex buffer and the first instance of this attribute. + The number of bytes between the starts of consecutive instances of this attribute. -- cgit v1.2.3 From 22caab0248071b2c7f852f302f30745d1c99e77d Mon Sep 17 00:00:00 2001 From: FlooferLand! <76737186+FlooferLand@users.noreply.github.com> Date: Mon, 11 Nov 2024 18:36:58 +0200 Subject: Add note about LightmapGI only baking nodes under its parent `LightmapGI`'s documentation currently doesn't mention the fact it only bakes nodes under its parent. This can make the user think there is something wrong with their scene setup or 3D models, as it refuses to bake when the user's models / world isn't under the same parent as the `LightmapGI`. --- doc/classes/LightmapGI.xml | 1 + 1 file changed, 1 insertion(+) (limited to 'doc/classes') diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index e7d44411ef..9bfaad4dd5 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -10,6 +10,7 @@ [b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again. [b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking. [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked from devices that support the Forward+ or Mobile rendering backends. + [b]Note:[/b] The [LightmapGI] node only bakes light data for child nodes of its parent. Nodes further up the hierarchy of the scene will not be baked. $DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html -- cgit v1.2.3 From f789025d427ae7e12d7b3312f568370f083e30ef Mon Sep 17 00:00:00 2001 From: Micky Date: Mon, 11 Nov 2024 22:21:59 +0100 Subject: Add documentation note on Object's boolean context --- doc/classes/Object.xml | 1 + 1 file changed, 1 insertion(+) (limited to 'doc/classes') diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index a130a71826..9319d92632 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -22,6 +22,7 @@ Lastly, every object can also contain metadata (data about data). [method set_meta] can be useful to store information that the object itself does not depend on. To keep your code clean, making excessive use of metadata is discouraged. [b]Note:[/b] Unlike references to a [RefCounted], references to an object stored in a variable can become invalid without being set to [code]null[/code]. To check if an object has been deleted, do [i]not[/i] compare it against [code]null[/code]. Instead, use [method @GlobalScope.is_instance_valid]. It's also recommended to inherit from [RefCounted] for classes storing data instead of [Object]. [b]Note:[/b] The [code]script[/code] is not exposed like most properties. To set or get an object's [Script] in code, use [method set_script] and [method get_script], respectively. + [b]Note:[/b] In a boolean context, an [Object] will evaluate to [code]false[/code] if it is equal to [code]null[/code] or it has been freed. Otherwise, an [Object] will always evaluate to [code]true[/code]. See also [method @GlobalScope.is_instance_valid]. $DOCS_URL/contributing/development/core_and_modules/object_class.html -- cgit v1.2.3 From f5b49af99fb63980ab05d8f909621393e4bfc2a6 Mon Sep 17 00:00:00 2001 From: "Silc Lizard (Tokage) Renew" <61938263+TokageItLab@users.noreply.github.com> Date: Sat, 5 Oct 2024 06:00:39 +0900 Subject: Add RetargetModifier3D for realtime retarget to keep original rest --- doc/classes/AnimationLibrary.xml | 6 ++++++ doc/classes/RetargetModifier3D.xml | 34 ++++++++++++++++++++++++++++++++++ doc/classes/Skeleton3D.xml | 5 +++++ 3 files changed, 45 insertions(+) create mode 100644 doc/classes/RetargetModifier3D.xml (limited to 'doc/classes') diff --git a/doc/classes/AnimationLibrary.xml b/doc/classes/AnimationLibrary.xml index 7f87ea4616..51588a6052 100644 --- a/doc/classes/AnimationLibrary.xml +++ b/doc/classes/AnimationLibrary.xml @@ -31,6 +31,12 @@ Returns the keys for the [Animation]s stored in the library. + + + + Returns the key count for the [Animation]s stored in the library. + + diff --git a/doc/classes/RetargetModifier3D.xml b/doc/classes/RetargetModifier3D.xml new file mode 100644 index 0000000000..522b954aba --- /dev/null +++ b/doc/classes/RetargetModifier3D.xml @@ -0,0 +1,34 @@ + + + + A modifier to transfer parent skeleton poses (or global poses) to child skeletons in model space with different rests. + + + Retrieves the pose (or global pose) relative to the parent Skeleton's rest in model space and transfers it to the child Skeleton. + This modifier rewrites the pose of the child skeleton directly in the parent skeleton's update process. This means that it overwrites the mapped bone pose set in the normal process on the target skeleton. If you want to set the target skeleton bone pose after retargeting, you will need to add a [SkeletonModifier3D] child to the target skeleton and thereby modify the pose. + [b]Note:[/b] When the [member use_global_pose] is enabled, even if it is an unmapped bone, it can cause visual problems because the global pose is applied ignoring the parent bone's pose [b]if it has mapped bone children[/b]. See also [member use_global_pose]. + + + + + + If [code]true[/code], allows to retarget the position. + + + [SkeletonProfile] for retargeting bones with names matching the bone list. + + + If [code]true[/code], allows to retarget the rotation. + + + If [code]true[/code], allows to retarget the scale. + + + If [code]false[/code], in case the target skeleton has fewer bones than the source skeleton, the source bone parent's transform will be ignored. + Instead, it is possible to retarget between models with different body shapes, and position, rotation, and scale can be retargeted separately. + If [code]true[/code], retargeting is performed taking into account global pose. + In case the target skeleton has fewer bones than the source skeleton, the source bone parent's transform is taken into account. However, bone length between skeletons must match exactly, if not, the bones will be forced to expand or shrink. + This is useful for using dummy bone with length [code]0[/code] to match postures when retargeting between models with different number of bones. + + + diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index f5b808be8e..aa751de5f2 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -393,6 +393,11 @@ [b]Note:[/b] During the update process, this signal is not fired, so modification by [SkeletonModifier3D] is not detected. + + + Emitted when the rest is updated. + + Emitted when the value of [member show_rest_only] changes. -- cgit v1.2.3 From 0cf99cf95d098392d7d1943aac37b12bd831a1d9 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 24 Aug 2023 18:22:20 +0200 Subject: Add a Viewport method to get automatically computed 2D stretch transform `Viewport.get_stretch_transform()` returns the automatically computed 2D stretch transform. Combined with `Transform2D.get_scale()`, this is useful when using the `canvas_items` stretch mode in a project. There are many situations where knowing this factor is useful: - Divide Camera2D zoom to keep the size of the 2D game world identical regardless of the 2D scale factor (so that UI elements can still be scaled). - Make certain controls always drawn at 1:1 scale (e.g. for the crosshair in a FPS). This is done by dividing the Control node's scale by the scale factor. --- doc/classes/Viewport.xml | 7 +++++++ doc/classes/Window.xml | 2 +- 2 files changed, 8 insertions(+), 1 deletion(-) (limited to 'doc/classes') diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 333e61d03f..47ba1aea01 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -104,6 +104,13 @@ Returns the transform from the Viewport's coordinates to the screen coordinates of the containing window manager window. + + + + Returns the automatically computed 2D stretch transform, taking the [Viewport]'s stretch settings into account. The final value is multiplied by [member Window.content_scale_factor], but only for the root viewport. If this method is called on a [SubViewport] (e.g., in a scene tree with [SubViewportContainer] and [SubViewport]), the scale factor of the root window will not be applied. Using [method Transform2D.get_scale] on the returned value, this can be used to compensate for scaling when zooming a [Camera2D] node, or to scale down a [TextureRect] to be pixel-perfect regardless of the automatically computed scale factor. + [b]Note:[/b] Due to how pixel scaling works, the transform's X scale value may differ slightly from the Y scale, even when [member Window.content_scale_aspect] is set to a mode that preserves pixel aspect ratio. If [member Window.content_scale_aspect] is [constant Window.CONTENT_SCALE_ASPECT_IGNORE], the X value may differ [i]significantly[/i] from Y due to differences between the original aspect ratio and the window aspect ratio. + + diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 02110f0162..1a4c25b916 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -572,7 +572,7 @@ Specifies how the content's aspect behaves when the [Window] is resized. The base aspect is determined by [member content_scale_size]. - Specifies the base scale of [Window]'s content when its [member size] is equal to [member content_scale_size]. + Specifies the base scale of [Window]'s content when its [member size] is equal to [member content_scale_size]. See also [method Viewport.get_stretch_transform]. Specifies how the content is scaled when the [Window] is resized. -- cgit v1.2.3 From b76cdf525b5d70b4a11ff72f5ca701d93446d835 Mon Sep 17 00:00:00 2001 From: "Silc Lizard (Tokage) Renew" <61938263+TokageItLab@users.noreply.github.com> Date: Sun, 24 Nov 2024 11:29:29 +0900 Subject: Make LookAtModifier3D adopt to bone name method --- doc/classes/LookAtModifier3D.xml | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/LookAtModifier3D.xml b/doc/classes/LookAtModifier3D.xml index e85da06c3a..a7f3935ee3 100644 --- a/doc/classes/LookAtModifier3D.xml +++ b/doc/classes/LookAtModifier3D.xml @@ -32,8 +32,11 @@ - - The bone index of the [Skeleton3D] that the modification will operate on. + + Index of the [member bone_name] in the parent [Skeleton3D]. + + + The bone name of the [Skeleton3D] that the modification will operate on. The duration of the time-based interpolation. Interpolation is triggered at the following cases: @@ -48,6 +51,9 @@ The forward axis of the bone. This [SkeletonModifier3D] modifies the bone so that this axis points toward the [member target_node]. + Index of the [member origin_bone_name] in the parent [Skeleton3D]. + + If [member origin_from] is [constant ORIGIN_FROM_SPECIFIC_BONE], the bone global pose position specified for this is used as origin. -- cgit v1.2.3 From 3413c6ce9df6206ccb9d2f3f73efaebefe81833d Mon Sep 17 00:00:00 2001 From: Anish Mishra Date: Mon, 25 Nov 2024 19:07:05 +0530 Subject: Update screen_get_scale documentation. --- doc/classes/DisplayServer.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'doc/classes') diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index e2a352de9a..47611e59df 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -1135,7 +1135,7 @@ Returns the scale factor of the specified screen by index. [b]Note:[/b] On macOS, the returned value is [code]2.0[/code] for hiDPI (Retina) screens, and [code]1.0[/code] for all other cases. [b]Note:[/b] On Linux (Wayland), the returned value is accurate only when [param screen] is [constant SCREEN_OF_MAIN_WINDOW]. Due to API limitations, passing a direct index will return a rounded-up integer, if the screen has a fractional scale (e.g. [code]1.25[/code] would get rounded up to [code]2.0[/code]). - [b]Note:[/b] This method is implemented only on macOS and Linux (Wayland). + [b]Note:[/b] This method is implemented on Android, iOS, Web, macOS, and Linux (Wayland). -- cgit v1.2.3 From 6d5ac8f7ef4a3ddaf50720ab473b9dffece21674 Mon Sep 17 00:00:00 2001 From: Dario Date: Thu, 24 Oct 2024 16:01:00 -0300 Subject: Resolve load and store ops automatically for render passes for discardable textures. --- doc/classes/RDTextureFormat.xml | 7 ++ doc/classes/RenderSceneBuffersRD.xml | 1 + doc/classes/RenderingDevice.xml | 146 +++++++++++++++++++++++++++++------ 3 files changed, 129 insertions(+), 25 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/RDTextureFormat.xml b/doc/classes/RDTextureFormat.xml index ac875ab7c1..617ed95434 100644 --- a/doc/classes/RDTextureFormat.xml +++ b/doc/classes/RDTextureFormat.xml @@ -37,6 +37,13 @@ The texture's height (in pixels). + + If a texture is discardable, its contents do not need to be preserved between frames. This flag is only relevant when the texture is used as target in a draw list. + This information is used by [RenderingDevice] to figure out if a texture's contents can be discarded, eliminating unnecessary writes to memory and boosting performance. + + + The texture will be used as the destination of a resolve operation. + The number of mipmaps available in the texture. diff --git a/doc/classes/RenderSceneBuffersRD.xml b/doc/classes/RenderSceneBuffersRD.xml index 6a5aba1dbc..6a9445a25e 100644 --- a/doc/classes/RenderSceneBuffersRD.xml +++ b/doc/classes/RenderSceneBuffersRD.xml @@ -30,6 +30,7 @@ + Create a new texture with the given definition and cache this under the given name. Will return the existing texture if it already exists. diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index fe23f79119..59ca06085f 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -210,15 +210,12 @@ - - - - - - - - - + + + + + + Starts a list of raster drawing commands created with the [code]draw_*[/code] methods. The returned value should be passed to other [code]draw_list_*[/code] functions. Multiple draw lists cannot be created at the same time; you must finish the previous draw list first using [method draw_list_end]. @@ -226,7 +223,7 @@ [codeblock] var rd = RenderingDevice.new() var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), Color(0, 0, 0, 0)]) - var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors, RenderingDevice.OPAQUE_PASS) + var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice.CLEAR_COLOR_ALL, clear_colors, true, 1.0f, true, 0, Rect2(), RenderingDevice.OPAQUE_PASS) # Draw opaque. rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline) @@ -241,10 +238,11 @@ rd.draw_list_end() [/codeblock] + The [param draw_flags] indicates if the texture attachments of the framebuffer should be cleared or ignored. Only one of the two flags can be used for each individual attachment. Ignoring an attachment means that any contents that existed before the draw list will be completely discarded, reducing the memory bandwidth used by the render pass but producing garbage results if the pixels aren't replaced. The default behavior allows the engine to figure out the right operation to use if the texture is discardable, which can result in increased performance. See [RDTextureFormat] or [method texture_set_discardable]. The [param breadcrumb] parameter can be an arbitrary 32-bit integer that is useful to diagnose GPU crashes. If Godot is built in dev or debug mode; when the GPU crashes Godot will dump all shaders that were being executed at the time of the crash and the breadcrumb is useful to diagnose what passes did those shaders belong to. It does not affect rendering behavior and can be set to 0. It is recommended to use [enum BreadcrumbMarker] enumerations for consistency but it's not required. It is also possible to use bitwise operations to add extra data. e.g. [codeblock] - rd.draw_list_begin(fb[i], RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice.INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors, RenderingDevice.OPAQUE_PASS | 5) + rd.draw_list_begin(fb[i], RenderingDevice.CLEAR_COLOR_ALL, clear_colors, true, 1.0f, true, 0, Rect2(), RenderingDevice.OPAQUE_PASS | 5) [/codeblock] @@ -947,6 +945,13 @@ [b]Note:[/b] This function returns a [code]uint64_t[/code] which internally maps to a [code]GLuint[/code] (OpenGL) or [code]VkImage[/code] (Vulkan). + + + + + Returns [code]true[/code] if the [param texture] is discardable, [code]false[/code] otherwise. See [RDTextureFormat] or [method texture_set_discardable]. + + @@ -984,6 +989,16 @@ [b]Note:[/b] [param to_texture] texture must [b]not[/b] be multisampled and must also be 2D (or a slice of a 3D/cubemap texture). + + + + + + Updates the discardable property of [param texture]. + If a texture is discardable, its contents do not need to be preserved between frames. This flag is only relevant when the texture is used as target in a draw list. + This information is used by [RenderingDevice] to figure out if a texture's contents can be discarded, eliminating unnecessary writes to memory and boosting performance. + + @@ -2279,40 +2294,40 @@ - + Load the previous contents of the framebuffer. - + Clear the whole framebuffer or its specified region. - + Ignore the previous contents of the framebuffer. This is the fastest option if you'll overwrite all of the pixels and don't need to read any of them. - + Represents the size of the [enum InitialAction] enum. - + - + - + - + - + - + Store the result of the draw list in the framebuffer. This is generally what you want to do. - + Discard the contents of the framebuffer. This is the fastest option if you don't need to use the results of the draw list. - + Represents the size of the [enum FinalAction] enum. - + - + Vertex shader stage. This can be used to manipulate vertices from a shader (but not create new vertices). @@ -2514,5 +2529,86 @@ + + Do not clear or ignore any attachments. + + + Clear the first color attachment. + + + Clear the second color attachment. + + + Clear the third color attachment. + + + Clear the fourth color attachment. + + + Clear the fifth color attachment. + + + Clear the sixth color attachment. + + + Clear the seventh color attachment. + + + Clear the eighth color attachment. + + + Mask for clearing all color attachments. + + + Clear all color attachments. + + + Ignore the previous contents of the first color attachment. + + + Ignore the previous contents of the second color attachment. + + + Ignore the previous contents of the third color attachment. + + + Ignore the previous contents of the fourth color attachment. + + + Ignore the previous contents of the fifth color attachment. + + + Ignore the previous contents of the sixth color attachment. + + + Ignore the previous contents of the seventh color attachment. + + + Ignore the previous contents of the eighth color attachment. + + + Mask for ignoring all the previous contents of the color attachments. + + + Ignore the previous contents of all color attachments. + + + Clear the depth attachment. + + + Ignore the previous contents of the depth attachment. + + + Clear the stencil attachment. + + + Ignore the previous contents of the stencil attachment. + + + Clear all attachments. + + + Ignore the previous contents of all attachments. + -- cgit v1.2.3 From fb5a4bac6e4680a5174a6c95c1792ea13c17643b Mon Sep 17 00:00:00 2001 From: Haoyu Qiu Date: Mon, 25 Nov 2024 22:35:01 +0800 Subject: Improve documentation for tooltip-related methods --- doc/classes/Control.xml | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index d22be4a52d..2cf2bdf056 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -113,7 +113,7 @@ Virtual method to be implemented by the user. Returns the tooltip text for the position [param at_position] in control's local coordinates, which will typically appear when the cursor is resting over this control. See [method get_tooltip]. - [b]Note:[/b] If this method returns an empty [String], no tooltip is displayed. + [b]Note:[/b] If this method returns an empty [String] and [method _make_custom_tooltip] is not overridden, no tooltip is displayed. @@ -164,11 +164,12 @@ - Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [param for_text] includes the contents of the [member tooltip_text] property. + Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. [param for_text] is the return value of [method get_tooltip]. The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead. The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member tooltip_text] for an example). [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value. [b]Note:[/b] The node (and any relevant children) should have their [member CanvasItem.visible] set to [code]true[/code] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably. + [b]Note:[/b] If overridden, this method is called even if [method get_tooltip] returns an empty string. When this happens with the default tooltip, it is not displayed. To copy this behavior, return [code]null[/code] in this method when [param for_text] is empty. [b]Example:[/b] Use a constructed node as a tooltip: [codeblocks] [gdscript] @@ -553,7 +554,7 @@ Returns the tooltip text for the position [param at_position] in control's local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns [member tooltip_text]. This method can be overridden to customize its behavior. See [method _get_tooltip]. - [b]Note:[/b] If this method returns an empty [String], no tooltip is displayed. + [b]Note:[/b] If this method returns an empty [String] and [method _make_custom_tooltip] is not overridden, no tooltip is displayed. @@ -1065,7 +1066,8 @@ [b]Note:[/b] Tooltips customized using [method _make_custom_tooltip] do not use this auto translate mode automatically. - The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [member ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method get_tooltip]. + The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [member ProjectSettings.gui/timers/tooltip_delay_sec] setting. + This string is the default return value of [method get_tooltip]. Override [method _get_tooltip] to generate tooltip text dynamically. Override [method _make_custom_tooltip] to customize the tooltip interface and behavior. The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding [method _make_custom_tooltip]. The default tooltip includes a [PopupPanel] and [Label] whose theme properties can be customized using [Theme] methods with the [code]"TooltipPanel"[/code] and [code]"TooltipLabel"[/code] respectively. For example: [codeblocks] [gdscript] -- cgit v1.2.3 From 0fc082e1ee3af5bb6a4b52f85756d24dc02b230f Mon Sep 17 00:00:00 2001 From: Jamie Greunbaum Date: Tue, 2 Apr 2024 03:26:10 -0400 Subject: Add CollisionShape3D custom debug colours This allows changing the display colour of a CollisionShape3D node on a per-shape basis. It also adds the ability to display a solid coloured preview of a CollisionShape3D. Closes https://github.com/godotengine/godot-proposals/issues/906 --- doc/classes/CollisionShape3D.xml | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'doc/classes') diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index a4e0ed0b28..69a7dd2b36 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -29,6 +29,12 @@ + + The collision shape color that is displayed in the editor, or in the running project if [b]Debug > Visible Collision Shapes[/b] is checked at the top of the editor. If this is reset to its default value of [code]Color(0, 0, 0, 0)[/code], the value of [member ProjectSettings.debug/shapes/collision/shape_color] will be used instead. + + + If [code]true[/code], when the shape is displayed, it will show a solid fill color in addition to its wireframe. + A disabled collision shape has no effect in the world. -- cgit v1.2.3 From e653f190322ae4bb572b756fabb6e3950827b183 Mon Sep 17 00:00:00 2001 From: Micky Date: Sun, 17 Nov 2024 17:48:33 +0100 Subject: Rewrite some `@GlobalScope` keys in documentation to use `[code]` tags --- doc/classes/@GlobalScope.xml | 98 ++++++++++++++++++++++---------------------- 1 file changed, 49 insertions(+), 49 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 1721134d08..c878f881b5 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -2143,49 +2143,49 @@ Space key. - ! key. + Exclamation mark ([code]![/code]) key. - " key. + Double quotation mark ([code]"[/code]) key. - - # key. + + Number sign or [i]hash[/i] ([code]#[/code]) key. - $ key. + Dollar sign ([code]$[/code]) key. - % key. + Percent sign ([code]%[/code]) key. - & key. + Ampersand ([code]&[/code]) key. - ' key. + Apostrophe ([code]'[/code]) key. - - ( key. + + Left parenthesis ([code]([/code]) key. - - ) key. + + Right parenthesis ([code])[/code]) key. - * key. + Asterisk ([code]*[/code]) key. - + key. + Plus ([code]+[/code]) key. - , key. + Comma ([code],[/code]) key. - - - key. + + Minus ([code]-[/code]) key. - - . key. + + Period ([code].[/code]) key. - / key. + Slash ([code]/[/code]) key. Number 0 key. @@ -2218,25 +2218,25 @@ Number 9 key. - : key. + Colon ([code]:[/code]) key. - ; key. + Semicolon ([code];[/code]) key. - < key. + Less-than sign ([code]<[/code]) key. - = key. + Equal sign ([code]=[/code]) key. - > key. + Greater-than sign ([code]>[/code]) key. - ? key. + Question mark ([code]?[/code]) key. - - @ key. + + At sign ([code]@[/code]) key. A key. @@ -2316,41 +2316,41 @@ Z key. - - [ key. + + Left bracket ([code][lb][/code]) key. - \ key. + Backslash ([code]\[/code]) key. - - ] key. + + Right bracket ([code][rb][/code]) key. - - ^ key. + + Caret ([code]^[/code]) key. - - _ key. + + Underscore ([code]_[/code]) key. - - ` key. + + Backtick ([code]`[/code]) key. - - { key. + + Left brace ([code]{[/code]) key. - - | key. + + Vertical bar or [i]pipe[/i] ([code]|[/code]) key. - - } key. + + Right brace ([code]}[/code]) key. - ~ key. + Tilde ([code]~[/code]) key. - ¥ key. + Yen symbol ([code]¥[/code]) key. - - § key. + + Section sign ([code]§[/code]) key. Key Code mask. -- cgit v1.2.3 From 612981c1ea7d1beb927b53a2e4056827ed6ca32a Mon Sep 17 00:00:00 2001 From: smix8 <52464204+smix8@users.noreply.github.com> Date: Mon, 27 Nov 2023 19:37:52 +0100 Subject: Add ShadowCastingSetting to MeshLibrary / GridMap items Adds ShadowCastingSetting to MeshLibrary / GridMap items. --- doc/classes/MeshLibrary.xml | 15 +++++++++++++++ 1 file changed, 15 insertions(+) (limited to 'doc/classes') diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml index f65e29af8e..5f51d18e4e 100644 --- a/doc/classes/MeshLibrary.xml +++ b/doc/classes/MeshLibrary.xml @@ -45,6 +45,13 @@ Returns the item's mesh. + + + + + Returns the item's shadow casting mode. See [enum RenderingServer.ShadowCastingSetting] for possible values. + + @@ -116,6 +123,14 @@ Sets the item's mesh. + + + + + + Sets the item's shadow casting mode. See [enum RenderingServer.ShadowCastingSetting] for possible values. + + -- cgit v1.2.3