doc: Sync classref with current source

And fix various bogus bindings following previous PRs.
This commit is contained in:
Rémi Verschelde 2021-02-19 13:35:31 +01:00
parent 04cb7e638c
commit 0d1d719178
57 changed files with 822 additions and 555 deletions

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@ -135,7 +135,7 @@ void _ResourceLoader::_bind_methods() {
ClassDB::bind_method(D_METHOD("load_threaded_get_status", "path", "progress"), &_ResourceLoader::load_threaded_get_status, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("load_threaded_get", "path"), &_ResourceLoader::load_threaded_get);
ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "no_cache"), &_ResourceLoader::load, DEFVAL(""), DEFVAL(CACHE_MODE_REUSE));
ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "cache_mode"), &_ResourceLoader::load, DEFVAL(""), DEFVAL(CACHE_MODE_REUSE));
ClassDB::bind_method(D_METHOD("get_recognized_extensions_for_type", "type"), &_ResourceLoader::get_recognized_extensions_for_type);
ClassDB::bind_method(D_METHOD("set_abort_on_missing_resources", "abort"), &_ResourceLoader::set_abort_on_missing_resources);
ClassDB::bind_method(D_METHOD("get_dependencies", "path"), &_ResourceLoader::get_dependencies);

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@ -97,11 +97,11 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_key_pressed", "keycode"), &Input::is_key_pressed);
ClassDB::bind_method(D_METHOD("is_mouse_button_pressed", "button"), &Input::is_mouse_button_pressed);
ClassDB::bind_method(D_METHOD("is_joy_button_pressed", "device", "button"), &Input::is_joy_button_pressed);
ClassDB::bind_method(D_METHOD("is_action_pressed", "action", "exact"), &Input::is_action_pressed, DEFVAL(false));
ClassDB::bind_method(D_METHOD("is_action_just_pressed", "action", "exact"), &Input::is_action_just_pressed, DEFVAL(false));
ClassDB::bind_method(D_METHOD("is_action_just_released", "action", "exact"), &Input::is_action_just_released, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_action_strength", "action", "exact"), &Input::get_action_strength, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_action_raw_strength", "action", "exact"), &Input::get_action_strength, DEFVAL(false));
ClassDB::bind_method(D_METHOD("is_action_pressed", "action", "exact_match"), &Input::is_action_pressed, DEFVAL(false));
ClassDB::bind_method(D_METHOD("is_action_just_pressed", "action", "exact_match"), &Input::is_action_just_pressed, DEFVAL(false));
ClassDB::bind_method(D_METHOD("is_action_just_released", "action", "exact_match"), &Input::is_action_just_released, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_action_strength", "action", "exact_match"), &Input::get_action_strength, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_action_raw_strength", "action", "exact_match"), &Input::get_action_strength, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_axis", "negative_action", "positive_action"), &Input::get_axis);
ClassDB::bind_method(D_METHOD("get_vector", "negative_x", "positive_x", "negative_y", "positive_y", "deadzone"), &Input::get_vector, DEFVAL(-1.0f));
ClassDB::bind_method(D_METHOD("add_joy_mapping", "mapping", "update_existing"), &Input::add_joy_mapping, DEFVAL(false));

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@ -174,6 +174,10 @@ void ResourceFormatLoader::_bind_methods() {
ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::STRING, "get_resource_type", PropertyInfo(Variant::STRING, "path")));
ClassDB::add_virtual_method(get_class_static(), MethodInfo("get_dependencies", PropertyInfo(Variant::STRING, "path"), PropertyInfo(Variant::STRING, "add_types")));
ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::INT, "rename_dependencies", PropertyInfo(Variant::STRING, "path"), PropertyInfo(Variant::STRING, "renames")));
BIND_ENUM_CONSTANT(CACHE_MODE_IGNORE);
BIND_ENUM_CONSTANT(CACHE_MODE_REUSE);
BIND_ENUM_CONSTANT(CACHE_MODE_REPLACE);
}
///////////////////////////////////

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@ -66,6 +66,8 @@ public:
virtual ~ResourceFormatLoader() {}
};
VARIANT_ENUM_CAST(ResourceFormatLoader::CacheMode)
typedef void (*ResourceLoadErrorNotify)(void *p_ud, const String &p_text);
typedef void (*DependencyErrorNotify)(void *p_ud, const String &p_loading, const String &p_which, const String &p_type);

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@ -532,7 +532,7 @@ void UndoRedo::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_history_count"), &UndoRedo::get_history_count);
ClassDB::bind_method(D_METHOD("get_current_action"), &UndoRedo::get_current_action);
ClassDB::bind_method(D_METHOD("get_action_name"), &UndoRedo::get_action_name);
ClassDB::bind_method(D_METHOD("get_action_name", "id"), &UndoRedo::get_action_name);
ClassDB::bind_method(D_METHOD("clear_history", "increase_version"), &UndoRedo::clear_history, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_current_action_name"), &UndoRedo::get_current_action_name);

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@ -254,7 +254,7 @@
<member name="playback_default_blend_time" type="float" setter="set_default_blend_time" getter="get_default_blend_time" default="0.0">
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
</member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationPlayer.AnimationProcessMode" default="1">
<member name="playback_process_mode" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationPlayer.AnimationProcessCallback" default="1">
The process notification in which to update animations.
</member>
<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
@ -299,13 +299,13 @@
</signal>
</signals>
<constants>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
Process animation during the physics process. This is especially useful when animating physics bodies.
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
Process animation during the idle process.
</constant>
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessMode">
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
Do not process animation. Use [method advance] to process the animation manually.
</constant>
<constant name="ANIMATION_METHOD_CALL_DEFERRED" value="0" enum="AnimationMethodCallMode">

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@ -45,8 +45,7 @@
<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
The path to the [AnimationPlayer] used for animating.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="AnimationTree.AnimationProcessMode" default="1">
The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes.
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1">
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
@ -57,13 +56,13 @@
</member>
</members>
<constants>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
The animations will progress during the physics frame (i.e. [method Node._physics_process]).
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
The animations will progress during the idle frame (i.e. [method Node._process]).
</constant>
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessMode">
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
The animations will only progress manually (see [method advance]).
</constant>
</constants>

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@ -12,11 +12,11 @@
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<argument index="1" name="lightmap" type="Rect2">
<argument index="1" name="uv_scale" type="Rect2">
</argument>
<argument index="2" name="offset" type="int">
<argument index="2" name="slice_index" type="int">
</argument>
<argument index="3" name="arg3" type="int">
<argument index="3" name="sub_instance" type="int">
</argument>
<description>
</description>

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@ -168,8 +168,8 @@
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
The camera's offset, useful for looking around or camera shake animations.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Camera2D.Camera2DProcessMode" default="1">
The camera's process callback. See [enum Camera2DProcessMode].
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="Camera2D.Camera2DProcessCallback" default="1">
The camera's process callback. See [enum Camera2DProcessCallback].
</member>
<member name="rotating" type="bool" setter="set_rotating" getter="is_rotating" default="false">
If [code]true[/code], the camera rotates with the target.
@ -191,10 +191,10 @@
<constant name="ANCHOR_MODE_DRAG_CENTER" value="1" enum="AnchorMode">
The camera's position takes into account vertical/horizontal offsets and the screen size.
</constant>
<constant name="CAMERA2D_PROCESS_PHYSICS" value="0" enum="Camera2DProcessMode">
<constant name="CAMERA2D_PROCESS_PHYSICS" value="0" enum="Camera2DProcessCallback">
The camera updates with the [code]_physics_process[/code] callback.
</constant>
<constant name="CAMERA2D_PROCESS_IDLE" value="1" enum="Camera2DProcessMode">
<constant name="CAMERA2D_PROCESS_IDLE" value="1" enum="Camera2DProcessCallback">
The camera updates with the [code]_process[/code] callback.
</constant>
</constants>

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@ -17,7 +17,7 @@
The color the character will be drawn with.
</member>
<member name="elapsed_time" type="float" setter="set_elapsed_time" getter="get_elapsed_time" default="0.0">
The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused, unless the [RichTextLabel]'s [member Node.pause_mode] is set to [constant Node.PAUSE_MODE_PROCESS].
The time elapsed since the [RichTextLabel] was added to the scene tree (in seconds). Time stops when the project is paused depending on the value of the [RichTextLabel]'s [member Node.process_mode].
[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden.
</member>
<member name="env" type="Dictionary" setter="set_environment" getter="get_environment" default="{}">

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@ -95,15 +95,15 @@
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The camera's collision margin. The camera can't get closer than this distance to a colliding object.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="ClippedCamera3D.ProcessMode" default="0">
The camera's process callback. See [enum ProcessMode].
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="ClippedCamera3D.ClipProcessCallback" default="0">
The camera's process callback. See [enum ClipProcessCallback].
</member>
</members>
<constants>
<constant name="CLIP_PROCESS_PHYSICS" value="0" enum="ProcessMode">
<constant name="CLIP_PROCESS_PHYSICS" value="0" enum="ClipProcessCallback">
The camera updates with the [code]_physics_process[/code] callback.
</constant>
<constant name="CLIP_PROCESS_IDLE" value="1" enum="ProcessMode">
<constant name="CLIP_PROCESS_IDLE" value="1" enum="ClipProcessCallback">
The camera updates with the [code]_process[/code] callback.
</constant>
</constants>

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@ -492,7 +492,7 @@
</argument>
<argument index="3" name="subtitle_track" type="String">
</argument>
<argument index="4" name="arg4" type="int">
<argument index="4" name="screen" type="int">
</argument>
<description>
</description>

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@ -10,14 +10,6 @@
<tutorials>
</tutorials>
<methods>
<method name="refresh">
<return type="void">
</return>
<description>
Refreshes the inspector.
[b]Note:[/b] To save on CPU resources, calling this method will do nothing if the time specified in [code]docks/property_editor/auto_refresh_interval[/code] editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.)
</description>
</method>
</methods>
<members>
<member name="scroll_horizontal_enabled" type="bool" setter="set_enable_h_scroll" getter="is_h_scroll_enabled" override="true" default="false" />

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@ -675,6 +675,10 @@
Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
</description>
</signal>
<signal name="project_settings_changed">
<description>
</description>
</signal>
<signal name="resource_saved">
<argument index="0" name="resource" type="Resource">
</argument>

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@ -29,7 +29,7 @@
</argument>
<argument index="4" name="material" type="Material" default="null">
</argument>
<argument index="5" name="arg5" type="String" default="&quot;&quot;">
<argument index="5" name="name" type="String" default="&quot;&quot;">
</argument>
<description>
</description>

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@ -160,6 +160,16 @@
Returns the default value of the setting specified by [code]name[/code]. This is the value that would be applied when clicking the Revert button in the Editor Settings.
</description>
</method>
<method name="set_builtin_action_override">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="actions_list" type="Array">
</argument>
<description>
</description>
</method>
<method name="set_favorites">
<return type="void">
</return>

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@ -169,6 +169,8 @@
</member>
<member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0">
</member>
<member name="sdfgi_bounce_feedback" type="float" setter="set_sdfgi_bounce_feedback" getter="get_sdfgi_bounce_feedback" default="0.0">
</member>
<member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8">
</member>
<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1">
@ -187,8 +189,6 @@
</member>
<member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="false">
</member>
<member name="sdfgi_use_multi_bounce" type="bool" setter="set_sdfgi_use_multi_bounce" getter="is_sdfgi_using_multi_bounce" default="false">
</member>
<member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false">
</member>
<member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="0">
@ -272,7 +272,7 @@
</members>
<constants>
<constant name="BG_CLEAR_COLOR" value="0" enum="BGMode">
Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/default_clear_color].
Clears the background using the clear color defined in [member ProjectSettings.rendering/environment/defaults/default_clear_color].
</constant>
<constant name="BG_COLOR" value="1" enum="BGMode">
Clears the background using a custom clear color.

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@ -5,7 +5,7 @@
</brief_description>
<description>
[GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality].
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/global_illumination/gi_probes/quality].
</description>
<tutorials>
<link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>

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@ -10,7 +10,7 @@
<method name="get_bone_attachment">
<return type="BoneAttachment3D">
</return>
<argument index="0" name="arg0" type="int">
<argument index="0" name="idx" type="int">
</argument>
<description>
</description>

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@ -16,7 +16,7 @@
<method name="get_animation_player">
<return type="AnimationPlayer">
</return>
<argument index="0" name="arg0" type="int">
<argument index="0" name="idx" type="int">
</argument>
<description>
</description>
@ -24,7 +24,7 @@
<method name="get_animation_players_count">
<return type="int">
</return>
<argument index="0" name="arg0" type="int">
<argument index="0" name="idx" type="int">
</argument>
<description>
</description>
@ -80,7 +80,7 @@
<method name="get_scene_node">
<return type="Node">
</return>
<argument index="0" name="arg0" type="int">
<argument index="0" name="idx" type="int">
</argument>
<description>
</description>

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@ -260,13 +260,6 @@
Emitted when the GraphNode is moved.
</description>
</signal>
<signal name="slot_updated">
<argument index="0" name="idx" type="int">
</argument>
<description>
Emitted when any GraphNode's slot is updated.
</description>
</signal>
<signal name="raise_request">
<description>
Emitted when the GraphNode is requested to be displayed over other ones. Happens on focusing (clicking into) the GraphNode.
@ -279,6 +272,13 @@
Emitted when the GraphNode is requested to be resized. Happens on dragging the resizer handle (see [member resizable]).
</description>
</signal>
<signal name="slot_updated">
<argument index="0" name="idx" type="int">
</argument>
<description>
Emitted when any GraphNode's slot is updated.
</description>
</signal>
</signals>
<constants>
<constant name="OVERLAY_DISABLED" value="0" enum="Overlay">

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@ -12,6 +12,18 @@
<link title="Importing images">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html</link>
</tutorials>
<methods>
<method name="adjust_bcs">
<return type="void">
</return>
<argument index="0" name="brightness" type="float">
</argument>
<argument index="1" name="contrast" type="float">
</argument>
<argument index="2" name="saturation" type="float">
</argument>
<description>
</description>
</method>
<method name="blend_rect">
<return type="void">
</return>

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@ -59,6 +59,8 @@
</return>
<argument index="0" name="action" type="StringName">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use [method get_action_strength] instead.
</description>
@ -68,6 +70,8 @@
</return>
<argument index="0" name="action" type="StringName">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.
</description>
@ -214,6 +218,8 @@
</return>
<argument index="0" name="action" type="StringName">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] when the user starts pressing the action event, meaning it's [code]true[/code] only on the frame that the user pressed down the button.
This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
@ -224,6 +230,8 @@
</return>
<argument index="0" name="action" type="StringName">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] when the user stops pressing the action event, meaning it's [code]true[/code] only on the frame that the user released the button.
</description>
@ -233,6 +241,8 @@
</return>
<argument index="0" name="action" type="StringName">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
</description>

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@ -35,6 +35,8 @@
</return>
<argument index="0" name="action" type="StringName">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].
</description>
@ -44,6 +46,8 @@
</return>
<argument index="0" name="action" type="StringName">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] if this input event matches a pre-defined action of any type.
</description>
@ -55,6 +59,8 @@
</argument>
<argument index="1" name="allow_echo" type="bool" default="false">
</argument>
<argument index="2" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
</description>
@ -64,6 +70,8 @@
</return>
<argument index="0" name="action" type="StringName">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
</description>

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@ -100,6 +100,8 @@
</argument>
<argument index="1" name="action" type="StringName">
</argument>
<argument index="2" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
</description>

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@ -392,8 +392,8 @@
<theme_item name="font_uneditable_color" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )">
Font color when editing is disabled.
</theme_item>
<theme_item name="minimum_spaces" type="int" default="12">
Minimum horizontal space for the text (not counting the clear button and content margins). This value is measured in count of space characters (i.e. this amount of space characters can be displayed without scrolling).
<theme_item name="minimum_character_width" type="int" default="4">
Minimum horizontal space for the text (not counting the clear button and content margins). This value is measured in count of 'M' characters (i.e. this amount of 'M' characters can be displayed without scrolling).
</theme_item>
<theme_item name="normal" type="StyleBox">
Default background for the [LineEdit].

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@ -179,7 +179,7 @@
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the node can process while the scene tree is paused (see [member pause_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree.
Returns [code]true[/code] if the node can process while the scene tree is paused (see [member process_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree.
</description>
</method>
<method name="duplicate" qualifiers="const">
@ -245,6 +245,12 @@
Returns an array of references to node's children.
</description>
</method>
<method name="get_editor_description" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_groups" qualifiers="const">
<return type="Array">
</return>
@ -757,6 +763,14 @@
Sets the folded state of the node in the Scene dock.
</description>
</method>
<method name="set_editor_description">
<return type="void">
</return>
<argument index="0" name="editor_description" type="String">
</argument>
<description>
</description>
</method>
<method name="set_network_master">
<return type="void">
</return>
@ -868,8 +882,7 @@
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
</member>
<member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode" default="0">
Pause mode. How the node will behave if the [SceneTree] is paused.
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
</member>
<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
@ -1017,14 +1030,15 @@
<constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018">
Notification received when text server is changed.
</constant>
<constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode">
Inherits pause mode from the node's parent. For the root node, it is equivalent to [constant PAUSE_MODE_STOP]. Default.
<constant name="PROCESS_MODE_INHERIT" value="0" enum="ProcessMode">
</constant>
<constant name="PAUSE_MODE_STOP" value="1" enum="PauseMode">
Stops processing when the [SceneTree] is paused.
<constant name="PROCESS_MODE_PAUSABLE" value="1" enum="ProcessMode">
</constant>
<constant name="PAUSE_MODE_PROCESS" value="2" enum="PauseMode">
Continue to process regardless of the [SceneTree] pause state.
<constant name="PROCESS_MODE_WHEN_PAUSED" value="2" enum="ProcessMode">
</constant>
<constant name="PROCESS_MODE_ALWAYS" value="3" enum="ProcessMode">
</constant>
<constant name="PROCESS_MODE_DISABLED" value="4" enum="ProcessMode">
</constant>
<constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags">
Duplicate the node's signals.

View file

@ -103,7 +103,7 @@
</return>
<argument index="0" name="target" type="Vector3">
</argument>
<argument index="1" name="up" type="Vector3">
<argument index="1" name="up" type="Vector3" default="Vector3( 0, 1, 0 )">
</argument>
<description>
Rotates itself so that the local -Z axis points towards the [code]target[/code] position.
@ -118,7 +118,7 @@
</argument>
<argument index="1" name="target" type="Vector3">
</argument>
<argument index="2" name="up" type="Vector3">
<argument index="2" name="up" type="Vector3" default="Vector3( 0, 1, 0 )">
</argument>
<description>
Moves the node to the specified [code]position[/code], and then rotates itself to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.

View file

@ -533,11 +533,11 @@
If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.
</description>
</method>
<method name="property_list_changed_notify">
<method name="notify_property_list_changed">
<return type="void">
</return>
<description>
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
Notify the editor that the property list has changed by emitting the [signal property_list_changed] signal, so that editor plugins can take the new values into account.
</description>
</method>
<method name="remove_meta">
@ -680,6 +680,10 @@
</method>
</methods>
<signals>
<signal name="property_list_changed">
<description>
</description>
</signal>
<signal name="script_changed">
<description>
Emitted whenever the object's script is changed.

View file

@ -850,21 +850,6 @@
<description>
</description>
</method>
<method name="damped_spring_joint_create">
<return type="RID">
</return>
<argument index="0" name="anchor_a" type="Vector2">
</argument>
<argument index="1" name="anchor_b" type="Vector2">
</argument>
<argument index="2" name="body_a" type="RID">
</argument>
<argument index="3" name="body_b" type="RID">
</argument>
<description>
Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself.
</description>
</method>
<method name="damped_spring_joint_get_param" qualifiers="const">
<return type="float">
</return>
@ -907,21 +892,18 @@
Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states.
</description>
</method>
<method name="groove_joint_create">
<return type="RID">
<method name="joint_clear">
<return type="void">
</return>
<argument index="0" name="groove1_a" type="Vector2">
</argument>
<argument index="1" name="groove2_a" type="Vector2">
</argument>
<argument index="2" name="anchor_b" type="Vector2">
</argument>
<argument index="3" name="body_a" type="RID">
</argument>
<argument index="4" name="body_b" type="RID">
<argument index="0" name="joint" type="RID">
</argument>
<description>
Creates a groove joint between two bodies. If not specified, the bodies are assumed to be the joint itself.
</description>
</method>
<method name="joint_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="joint_get_param" qualifiers="const">
@ -944,6 +926,54 @@
Returns a joint's type (see [enum JointType]).
</description>
</method>
<method name="joint_make_damped_spring">
<return type="void">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="anchor_a" type="Vector2">
</argument>
<argument index="2" name="anchor_b" type="Vector2">
</argument>
<argument index="3" name="body_a" type="RID">
</argument>
<argument index="4" name="body_b" type="RID">
</argument>
<description>
</description>
</method>
<method name="joint_make_groove">
<return type="void">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="groove1_a" type="Vector2">
</argument>
<argument index="2" name="groove2_a" type="Vector2">
</argument>
<argument index="3" name="anchor_b" type="Vector2">
</argument>
<argument index="4" name="body_a" type="RID">
</argument>
<argument index="5" name="body_b" type="RID">
</argument>
<description>
</description>
</method>
<method name="joint_make_pin">
<return type="void">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="anchor" type="Vector2">
</argument>
<argument index="2" name="body_a" type="RID">
</argument>
<argument index="3" name="body_b" type="RID">
</argument>
<description>
</description>
</method>
<method name="joint_set_param">
<return type="void">
</return>
@ -963,19 +993,6 @@
<description>
</description>
</method>
<method name="pin_joint_create">
<return type="RID">
</return>
<argument index="0" name="anchor" type="Vector2">
</argument>
<argument index="1" name="body_a" type="RID">
</argument>
<argument index="2" name="body_b" type="RID">
</argument>
<description>
Creates a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself.
</description>
</method>
<method name="ray_shape_create">
<return type="RID">
</return>
@ -1233,15 +1250,18 @@
<constant name="BODY_STATE_CAN_SLEEP" value="4" enum="BodyState">
Constant to set/get whether the body can sleep.
</constant>
<constant name="JOINT_PIN" value="0" enum="JointType">
<constant name="JOINT_TYPE_PIN" value="0" enum="JointType">
Constant to create pin joints.
</constant>
<constant name="JOINT_GROOVE" value="1" enum="JointType">
<constant name="JOINT_TYPE_GROOVE" value="1" enum="JointType">
Constant to create groove joints.
</constant>
<constant name="JOINT_DAMPED_SPRING" value="2" enum="JointType">
<constant name="JOINT_TYPE_DAMPED_SPRING" value="2" enum="JointType">
Constant to create damped spring joints.
</constant>
<constant name="JOINT_TYPE_MAX" value="3" enum="JointType">
Represents the size of the [enum JointType] enum.
</constant>
<constant name="JOINT_PARAM_BIAS" value="0" enum="JointParam">
</constant>
<constant name="JOINT_PARAM_MAX_BIAS" value="1" enum="JointParam">

View file

@ -129,15 +129,6 @@
Returns the transform matrix for an area.
</description>
</method>
<method name="area_is_ray_pickable" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="area" type="RID">
</argument>
<description>
If [code]true[/code], area collides with rays.
</description>
</method>
<method name="area_remove_shape">
<return type="void">
</return>
@ -421,12 +412,7 @@
<method name="body_create">
<return type="RID">
</return>
<argument index="0" name="mode" type="int" enum="PhysicsServer3D.BodyMode" default="2">
</argument>
<argument index="1" name="init_sleeping" type="bool" default="false">
</argument>
<description>
Creates a physics body. The first parameter can be any value from [enum BodyMode] constants, for the type of body created. Additionally, the body can be created in sleeping state to save processing time.
</description>
</method>
<method name="body_get_collision_layer" qualifiers="const">
@ -582,15 +568,6 @@
Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
</description>
</method>
<method name="body_is_ray_pickable" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="body" type="RID">
</argument>
<description>
If [code]true[/code], the body can be detected by rays.
</description>
</method>
<method name="body_remove_collision_exception">
<return type="void">
</return>
@ -815,6 +792,24 @@
Sets a body state (see [enum BodyState] constants).
</description>
</method>
<method name="box_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="capsule_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="concave_polygon_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="cone_twist_joint_get_param" qualifiers="const">
<return type="float">
</return>
@ -839,6 +834,24 @@
Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants).
</description>
</method>
<method name="convex_polygon_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="custom_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="cylinder_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="free_rid">
<return type="void">
</return>
@ -848,7 +861,7 @@
Destroys any of the objects created by PhysicsServer3D. If the [RID] passed is not one of the objects that can be created by PhysicsServer3D, an error will be sent to the console.
</description>
</method>
<method name="generic_6dof_joint_get_flag">
<method name="generic_6dof_joint_get_flag" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="joint" type="RID">
@ -861,7 +874,7 @@
Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants).
</description>
</method>
<method name="generic_6dof_joint_get_param">
<method name="generic_6dof_joint_get_param" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="joint" type="RID">
@ -913,6 +926,12 @@
Returns an Info defined by the [enum ProcessInfo] input given.
</description>
</method>
<method name="heightmap_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="hinge_joint_get_flag" qualifiers="const">
<return type="bool">
</return>
@ -961,79 +980,18 @@
Sets a hinge_joint parameter (see [enum HingeJointParam] constants).
</description>
</method>
<method name="joint_create_cone_twist">
<return type="RID">
<method name="joint_clear">
<return type="void">
</return>
<argument index="0" name="body_A" type="RID">
</argument>
<argument index="1" name="local_ref_A" type="Transform">
</argument>
<argument index="2" name="body_B" type="RID">
</argument>
<argument index="3" name="local_ref_B" type="Transform">
<argument index="0" name="joint" type="RID">
</argument>
<description>
Creates a [ConeTwistJoint3D].
</description>
</method>
<method name="joint_create_generic_6dof">
<method name="joint_create">
<return type="RID">
</return>
<argument index="0" name="body_A" type="RID">
</argument>
<argument index="1" name="local_ref_A" type="Transform">
</argument>
<argument index="2" name="body_B" type="RID">
</argument>
<argument index="3" name="local_ref_B" type="Transform">
</argument>
<description>
Creates a [Generic6DOFJoint3D].
</description>
</method>
<method name="joint_create_hinge">
<return type="RID">
</return>
<argument index="0" name="body_A" type="RID">
</argument>
<argument index="1" name="hinge_A" type="Transform">
</argument>
<argument index="2" name="body_B" type="RID">
</argument>
<argument index="3" name="hinge_B" type="Transform">
</argument>
<description>
Creates a [HingeJoint3D].
</description>
</method>
<method name="joint_create_pin">
<return type="RID">
</return>
<argument index="0" name="body_A" type="RID">
</argument>
<argument index="1" name="local_A" type="Vector3">
</argument>
<argument index="2" name="body_B" type="RID">
</argument>
<argument index="3" name="local_B" type="Vector3">
</argument>
<description>
Creates a [PinJoint3D].
</description>
</method>
<method name="joint_create_slider">
<return type="RID">
</return>
<argument index="0" name="body_A" type="RID">
</argument>
<argument index="1" name="local_ref_A" type="Transform">
</argument>
<argument index="2" name="body_B" type="RID">
</argument>
<argument index="3" name="local_ref_B" type="Transform">
</argument>
<description>
Creates a [SliderJoint3D].
</description>
</method>
<method name="joint_get_solver_priority" qualifiers="const">
@ -1054,6 +1012,86 @@
Returns the type of the Joint3D.
</description>
</method>
<method name="joint_make_cone_twist">
<return type="void">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="body_A" type="RID">
</argument>
<argument index="2" name="local_ref_A" type="Transform">
</argument>
<argument index="3" name="body_B" type="RID">
</argument>
<argument index="4" name="local_ref_B" type="Transform">
</argument>
<description>
</description>
</method>
<method name="joint_make_generic_6dof">
<return type="void">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="body_A" type="RID">
</argument>
<argument index="2" name="local_ref_A" type="Transform">
</argument>
<argument index="3" name="body_B" type="RID">
</argument>
<argument index="4" name="local_ref_B" type="Transform">
</argument>
<description>
</description>
</method>
<method name="joint_make_hinge">
<return type="void">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="body_A" type="RID">
</argument>
<argument index="2" name="hinge_A" type="Transform">
</argument>
<argument index="3" name="body_B" type="RID">
</argument>
<argument index="4" name="hinge_B" type="Transform">
</argument>
<description>
</description>
</method>
<method name="joint_make_pin">
<return type="void">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="body_A" type="RID">
</argument>
<argument index="2" name="local_A" type="Vector3">
</argument>
<argument index="3" name="body_B" type="RID">
</argument>
<argument index="4" name="local_B" type="Vector3">
</argument>
<description>
</description>
</method>
<method name="joint_make_slider">
<return type="void">
</return>
<argument index="0" name="joint" type="RID">
</argument>
<argument index="1" name="body_A" type="RID">
</argument>
<argument index="2" name="local_ref_A" type="Transform">
</argument>
<argument index="3" name="body_B" type="RID">
</argument>
<argument index="4" name="local_ref_B" type="Transform">
</argument>
<description>
</description>
</method>
<method name="joint_set_solver_priority">
<return type="void">
</return>
@ -1129,6 +1167,18 @@
Sets a pin_joint parameter (see [enum PinJointParam] constants).
</description>
</method>
<method name="plane_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="ray_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="set_active">
<return type="void">
</return>
@ -1138,15 +1188,6 @@
Activates or deactivates the 3D physics engine.
</description>
</method>
<method name="shape_create">
<return type="RID">
</return>
<argument index="0" name="type" type="int" enum="PhysicsServer3D.ShapeType">
</argument>
<description>
Creates a shape of a type from [enum ShapeType]. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape].
</description>
</method>
<method name="shape_get_data" qualifiers="const">
<return type="Variant">
</return>
@ -1260,23 +1301,32 @@
Sets the value for a space parameter. A list of available parameters is on the [enum SpaceParameter] constants.
</description>
</method>
<method name="sphere_shape_create">
<return type="RID">
</return>
<description>
</description>
</method>
</methods>
<constants>
<constant name="JOINT_PIN" value="0" enum="JointType">
<constant name="JOINT_TYPE_PIN" value="0" enum="JointType">
The [Joint3D] is a [PinJoint3D].
</constant>
<constant name="JOINT_HINGE" value="1" enum="JointType">
<constant name="JOINT_TYPE_HINGE" value="1" enum="JointType">
The [Joint3D] is a [HingeJoint3D].
</constant>
<constant name="JOINT_SLIDER" value="2" enum="JointType">
<constant name="JOINT_TYPE_SLIDER" value="2" enum="JointType">
The [Joint3D] is a [SliderJoint3D].
</constant>
<constant name="JOINT_CONE_TWIST" value="3" enum="JointType">
<constant name="JOINT_TYPE_CONE_TWIST" value="3" enum="JointType">
The [Joint3D] is a [ConeTwistJoint3D].
</constant>
<constant name="JOINT_6DOF" value="4" enum="JointType">
<constant name="JOINT_TYPE_6DOF" value="4" enum="JointType">
The [Joint3D] is a [Generic6DOFJoint3D].
</constant>
<constant name="JOINT_TYPE_MAX" value="5" enum="JointType">
Represents the size of the [enum JointType] enum.
</constant>
<constant name="PIN_JOINT_BIAS" value="0" enum="PinJointParam">
The strength with which the pinned objects try to stay in positional relation to each other.
The higher, the stronger.

View file

@ -744,6 +744,10 @@
<theme_item name="hseparation" type="int" default="4">
The horizontal space between the item's name and the shortcut text/submenu arrow.
</theme_item>
<theme_item name="item_end_padding" type="int" default="2">
</theme_item>
<theme_item name="item_start_padding" type="int" default="2">
</theme_item>
<theme_item name="labeled_separator_left" type="StyleBox">
[StyleBox] for the left side of labeled separator. See [method add_separator].
</theme_item>

View file

@ -289,31 +289,31 @@
<member name="application/run/main_scene" type="String" setter="" getter="" default="&quot;&quot;">
Path to the main scene file that will be loaded when the project runs.
</member>
<member name="audio/channel_disable_threshold_db" type="float" setter="" getter="" default="-60.0">
<member name="audio/buses/channel_disable_threshold_db" type="float" setter="" getter="" default="-60.0">
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
</member>
<member name="audio/channel_disable_time" type="float" setter="" getter="" default="2.0">
<member name="audio/buses/channel_disable_time" type="float" setter="" getter="" default="2.0">
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
</member>
<member name="audio/default_bus_layout" type="String" setter="" getter="" default="&quot;res://default_bus_layout.tres&quot;">
<member name="audio/buses/default_bus_layout" type="String" setter="" getter="" default="&quot;res://default_bus_layout.tres&quot;">
Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene.
</member>
<member name="audio/driver" type="String" setter="" getter="">
<member name="audio/driver/driver" type="String" setter="" getter="">
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
</member>
<member name="audio/enable_audio_input" type="bool" setter="" getter="" default="false">
<member name="audio/driver/enable_input" type="bool" setter="" getter="" default="false">
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
</member>
<member name="audio/mix_rate" type="int" setter="" getter="" default="44100">
<member name="audio/driver/mix_rate" type="int" setter="" getter="" default="44100">
Mixing rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
</member>
<member name="audio/output_latency" type="int" setter="" getter="" default="15">
<member name="audio/driver/output_latency" type="int" setter="" getter="" default="15">
Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
</member>
<member name="audio/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
<member name="compression/formats/gzip/compression_level" type="int" setter="" getter="" default="-1">
@ -331,6 +331,18 @@
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27">
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
</member>
<member name="debug/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output to files.
</member>
<member name="debug/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true">
Desktop override for [member debug/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
</member>
<member name="debug/file_logging/log_path" type="String" setter="" getter="" default="&quot;user://logs/godot.log&quot;">
Path to logs within the project. Using an [code]user://[/code] path is recommended.
</member>
<member name="debug/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum amount of log files allowed (used for rotation).
</member>
<member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="" default="false">
If [code]true[/code], displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards.
</member>
@ -469,21 +481,12 @@
<member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2( 10, 10 )">
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="input_devices/pen_tablet/driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
</member>
<member name="input_devices/pen_tablet/driver.windows" type="String" setter="" getter="">
Override for [member input_devices/pen_tablet/driver] on Windows.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
</member>
<member name="display/window/force_right_to_left_layout_direction" type="bool" setter="" getter="" default="false">
Force layout direction and text writing direction to RTL for all locales.
</member>
<member name="display/window/handheld/orientation" type="String" setter="" getter="" default="&quot;landscape&quot;">
Default orientation on mobile devices.
</member>
@ -519,9 +522,6 @@
<member name="display/window/size/width" type="int" setter="" getter="" default="1024">
Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
</member>
<member name="display/window/text_name" type="String" setter="" getter="" default="&quot;&quot;">
Specifies the [TextServer] to use. If left empty, the default will be used.
</member>
<member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).
</member>
@ -529,12 +529,18 @@
If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], enables vertical synchronization via the operating system's window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.)
[b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
</member>
<member name="editor/script_templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
<member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
</member>
<member name="editor/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( &quot;gd&quot;, &quot;shader&quot; )">
<member name="editor/node_naming/name_num_separator" type="int" setter="" getter="" default="0">
What to use to separate node name from number. This is mostly an editor setting.
</member>
<member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( &quot;gd&quot;, &quot;shader&quot; )">
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
</member>
<member name="editor/script/templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
</member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
@ -569,6 +575,10 @@
Default [InputEventAction] to discard a modal or pending input.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_copy" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_cut" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move down in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
@ -577,6 +587,12 @@
Default [InputEventAction] to go to the end position of a [Control] (e.g. last item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_END] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_filedialog_refresh" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_filedialog_show_hidden" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_filedialog_up_one_level" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_focus_next" type="Dictionary" setter="" getter="">
Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next].
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
@ -585,6 +601,10 @@
Default [InputEventAction] to focus the previous [Control] in the scene. The focus behavior can be configured via [member Control.focus_previous].
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_graph_delete" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_graph_duplicate" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_home" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go to the start position of a [Control] (e.g. first item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_HOME] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
@ -593,6 +613,8 @@
Default [InputEventAction] to move left in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_menu" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_page_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
@ -601,6 +623,10 @@
Default [InputEventAction] to go up a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_paste" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_redo" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_right" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move right in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
@ -609,10 +635,102 @@
Default [InputEventAction] to select an item in a [Control] (e.g. in an [ItemList] or a [Tree]).
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_swap_input_direction" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_backspace" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_backspace_all_to_left" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_backspace_all_to_left.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_backspace_word" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_backspace_word.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_document_end" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_document_end.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_document_start" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_document_start.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_down" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_left" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_line_end" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_line_end.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_line_start" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_line_start.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_page_down" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_page_up" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_right" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_up" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_word_left" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_word_left.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_word_right" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_caret_word_right.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_completion_accept" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_completion_query" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_dedent" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_delete" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_delete_all_to_right" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_delete_all_to_right.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_delete_word" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_delete_word.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_indent" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_newline" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_newline_above" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_newline_blank" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_scroll_down" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_scroll_down.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_scroll_up" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_scroll_up.OSX" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_select_all" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_toggle_insert_mode" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_undo" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_up" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move up in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input_devices/pen_tablet/driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
</member>
<member name="input_devices/pen_tablet/driver.windows" type="String" setter="" getter="">
Override for [member input_devices/pen_tablet/driver] on Windows.
</member>
<member name="input_devices/pointing/emulate_mouse_from_touch" type="bool" setter="" getter="" default="true">
If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen.
</member>
@ -622,6 +740,18 @@
<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
Default delay for touch events. This only affects iOS devices.
</member>
<member name="internationalization/locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
</member>
<member name="internationalization/locale/test" type="String" setter="" getter="" default="&quot;&quot;">
If non-empty, this locale will be used when running the project from the editor.
</member>
<member name="internationalization/rendering/force_right_to_left_layout_direction" type="bool" setter="" getter="" default="false">
Force layout direction and text writing direction to RTL for all locales.
</member>
<member name="internationalization/rendering/text_driver" type="String" setter="" getter="" default="&quot;&quot;">
Specifies the [TextServer] to use. If left empty, the default will be used.
</member>
<member name="layer_names/2d_physics/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 0. If left empty, the layer will display as "Layer 0".
</member>
@ -862,24 +992,6 @@
<member name="layer_names/3d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9".
</member>
<member name="locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
</member>
<member name="locale/test" type="String" setter="" getter="" default="&quot;&quot;">
If non-empty, this locale will be used when running the project from the editor.
</member>
<member name="logging/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output to files.
</member>
<member name="logging/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true">
Desktop override for [member logging/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
</member>
<member name="logging/file_logging/log_path" type="String" setter="" getter="" default="&quot;user://logs/godot.log&quot;">
Path to logs within the project. Using an [code]user://[/code] path is recommended.
</member>
<member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum amount of log files allowed (used for rotation).
</member>
<member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256">
</member>
<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096">
@ -933,12 +1045,6 @@
The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
</member>
<member name="node/name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
</member>
<member name="node/name_num_separator" type="int" setter="" getter="" default="0">
What to use to separate node name from number. This is mostly an editor setting.
</member>
<member name="physics/2d/bp_hash_table_size" type="int" setter="" getter="" default="4096">
Size of the hash table used for the broad-phase 2D hash grid algorithm.
</member>
@ -988,22 +1094,18 @@
Sets which physics engine to use for 2D physics.
"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
</member>
<member name="physics/2d/run_on_thread" type="bool" setter="" getter="" default="false">
Sets whether 2D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
</member>
<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
</member>
<member name="physics/2d/sleep_threshold_linear" type="float" setter="" getter="" default="2.0">
Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
</member>
<member name="physics/2d/thread_model" type="int" setter="" getter="" default="1">
Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it.
</member>
<member name="physics/2d/time_before_sleep" type="float" setter="" getter="" default="0.5">
Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
</member>
<member name="physics/3d/active_soft_world" type="bool" setter="" getter="" default="true">
Sets whether the 3D physics world will be created with support for [SoftBody3D] physics. Only applies to the Bullet physics engine.
</member>
<member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1">
The default angular damp in 3D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
@ -1044,6 +1146,15 @@
Sets which physics engine to use for 3D physics.
"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
</member>
<member name="physics/3d/run_on_thread" type="bool" setter="" getter="" default="false">
Sets whether 3D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
</member>
<member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
</member>
<member name="physics/3d/sleep_threshold_linear" type="float" setter="" getter="" default="0.1">
</member>
<member name="physics/3d/time_before_sleep" type="float" setter="" getter="" default="0.5">
</member>
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>
@ -1055,276 +1166,269 @@
Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="rendering/cluster_builder/max_clustered_elements" type="float" setter="" getter="" default="512">
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/environment/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )">
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color].
<member name="rendering/2d/sdf/scale" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/environment/default_environment" type="String" setter="" getter="" default="&quot;&quot;">
[Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here.
<member name="rendering/2d/shadow_atlas/size" type="int" setter="" getter="" default="2048">
</member>
<member name="rendering/forward_renderer/threaded_render_minimum_instances" type="int" setter="" getter="" default="500">
<member name="rendering/2d/snap/snap_2d_transforms_to_pixel" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/gpu_lightmapper/performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
<member name="rendering/2d/snap/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/gpu_lightmapper/performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
<member name="rendering/anti_aliasing/quality/msaa" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use (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.
</member>
<member name="rendering/gpu_lightmapper/performance/region_size" type="int" setter="" getter="" default="512">
<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.
Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled].
</member>
<member name="rendering/gpu_lightmapper/quality/high_quality_probe_ray_count" type="int" setter="" getter="" default="512">
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/gpu_lightmapper/quality/high_quality_ray_count" type="int" setter="" getter="" default="256">
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
</member>
<member name="rendering/gpu_lightmapper/quality/low_quality_probe_ray_count" type="int" setter="" getter="" default="64">
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/enabled" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/gpu_lightmapper/quality/low_quality_ray_count" type="int" setter="" getter="" default="16">
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/limit" type="float" setter="" getter="" default="0.18">
</member>
<member name="rendering/gpu_lightmapper/quality/medium_quality_probe_ray_count" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/gpu_lightmapper/quality/medium_quality_ray_count" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/gpu_lightmapper/quality/ultra_quality_probe_ray_count" type="int" setter="" getter="" default="2048">
</member>
<member name="rendering/gpu_lightmapper/quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
</member>
<member name="rendering/high_end/global_shader_variables_buffer_size" type="int" setter="" getter="" default="65536">
</member>
<member name="rendering/lightmapper/probe_capture_update_speed" type="float" setter="" getter="" default="15">
</member>
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
</member>
<member name="rendering/quality/2d/snap_2d_transforms_to_pixel" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/2d/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/2d_sdf/oversize" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/quality/2d_sdf/scale" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/quality/2d_shadow_atlas/size" type="int" setter="" getter="" default="2048">
</member>
<member name="rendering/quality/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2">
<member name="rendering/camera/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2">
Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother.
</member>
<member name="rendering/quality/depth_of_field/depth_of_field_bokeh_shape" type="int" setter="" getter="" default="1">
<member name="rendering/camera/depth_of_field/depth_of_field_bokeh_shape" type="int" setter="" getter="" default="1">
Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the fastest. Circle is the most realistic, but also the most expensive to compute.
</member>
<member name="rendering/quality/depth_of_field/depth_of_field_use_jitter" type="bool" setter="" getter="" default="false">
<member name="rendering/camera/depth_of_field/depth_of_field_use_jitter" type="bool" setter="" getter="" default="false">
If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples.
</member>
<member name="rendering/quality/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default="&quot;PowerVR,Mali,Adreno,Apple&quot;">
<member name="rendering/driver/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default="&quot;PowerVR,Mali,Adreno,Apple&quot;">
Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
</member>
<member name="rendering/quality/depth_prepass/enable" type="bool" setter="" getter="" default="true">
<member name="rendering/driver/depth_prepass/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
</member>
<member name="rendering/quality/directional_shadow/16_bits" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/quality/directional_shadow/size" type="int" setter="" getter="" default="4096">
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
</member>
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
</member>
<member name="rendering/quality/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;Vulkan&quot;">
The video driver to use ("GLES2" or "Vulkan").
<member name="rendering/driver/driver_name" type="String" setter="" getter="" default="&quot;Vulkan&quot;">
The video driver to use (currently only "Vulkan" is implemented).
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument.
[b]FIXME:[/b] No longer valid after DisplayServer split:
In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time.
</member>
<member name="rendering/quality/gi/use_half_resolution" type="bool" setter="" getter="" default="false">
<member name="rendering/driver/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/gi_probes/anisotropic" type="bool" setter="" getter="" default="false">
If [code]true[/code], take additional samples when rendering objects affected by a [GIProbe] to reduce artifacts from only sampling in one direction.
<member name="rendering/driver/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/quality/gi_probes/quality" type="int" setter="" getter="" default="1">
Sets the number of cone samples taken when rendering objects affected by [GIProbe]s.
</member>
<member name="rendering/quality/glow/upscale_mode" type="int" setter="" getter="" default="1">
Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth.
</member>
<member name="rendering/quality/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/glow/use_high_quality" type="bool" setter="" getter="" default="false">
Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
</member>
<member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter="" default="2">
Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment].
</member>
<member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3">
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/mesh_lod/threshold_pixels" type="float" setter="" getter="" default="1.0">
</member>
<member name="rendering/quality/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/quality/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
</member>
<member name="rendering/quality/reflection_atlas/reflection_size" type="int" setter="" getter="" default="256">
Size of cubemap faces for [ReflectionProbe]s. A higher number requires more VRAM and may make reflection probe updating slower.
</member>
<member name="rendering/quality/reflection_atlas/reflection_size.mobile" type="int" setter="" getter="" default="128">
Lower-end override for [member rendering/quality/reflection_atlas/reflection_size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflections/fast_filter_high_quality" type="bool" setter="" getter="" default="false">
Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed.
</member>
<member name="rendering/quality/reflections/ggx_samples" type="int" setter="" getter="" default="1024">
Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail.
</member>
<member name="rendering/quality/reflections/ggx_samples.mobile" type="int" setter="" getter="" default="128">
Lower-end override for [member rendering/quality/reflections/ggx_samples] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflections/roughness_layers" type="int" setter="" getter="" default="8">
Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM.
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="" default="true">
If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses [member rendering/quality/reflections/roughness_layers] times more memory.
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/screen_filters/msaa" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use (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.
[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend.
</member>
<member name="rendering/quality/screen_filters/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.
Another way to combat specular aliasing is to enable [member rendering/quality/screen_filters/screen_space_roughness_limiter_enabled].
</member>
<member name="rendering/quality/screen_filters/screen_space_roughness_limiter_amount" type="float" setter="" getter="" default="0.25">
</member>
<member name="rendering/quality/screen_filters/screen_space_roughness_limiter_enabled" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/quality/screen_filters/screen_space_roughness_limiter_limit" type="float" setter="" getter="" default="0.18">
</member>
<member name="rendering/quality/screen_filters/use_debanding" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1">
Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
</member>
<member name="rendering/quality/shading/force_blinn_over_ggx" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
</member>
<member name="rendering/quality/shading/force_blinn_over_ggx.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shading/force_lambert_over_burley" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
</member>
<member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
</member>
<member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shadow_atlas/16_bits" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/quality/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter="" default="2">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/quality/shadow_atlas/quadrant_1_subdiv" type="int" setter="" getter="" default="2">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/quality/shadow_atlas/quadrant_2_subdiv" type="int" setter="" getter="" default="3">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/quality/shadow_atlas/quadrant_3_subdiv" type="int" setter="" getter="" default="4">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/quality/shadow_atlas/size" type="int" setter="" getter="" default="4096">
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
</member>
<member name="rendering/quality/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
</member>
<member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/ssao/adaptive_target" type="float" setter="" getter="" default="0.5">
Quality target to use when [member rendering/quality/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance.
</member>
<member name="rendering/quality/ssao/blur_passes" type="int" setter="" getter="" default="2">
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
</member>
<member name="rendering/quality/ssao/fadeout_from" type="float" setter="" getter="" default="50.0">
Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances.
</member>
<member name="rendering/quality/ssao/fadeout_to" type="float" setter="" getter="" default="300.0">
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
</member>
<member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false">
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details.
</member>
<member name="rendering/quality/ssao/half_size.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/ssao/half_size] on mobile devices, due to performance concerns.
</member>
<member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="2">
Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/quality/ssao/adaptive_target] setting.
</member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
</member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_quality" type="int" setter="" getter="" default="1">
Sets the quality of the subsurface scattering effect. Higher values are slower but look nicer.
</member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_scale" type="float" setter="" getter="" default="0.05">
Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light.
</member>
<member name="rendering/quality/texture_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2">
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
</member>
<member name="rendering/quality/texture_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
</member>
<member name="rendering/sdfgi/frames_to_converge" type="int" setter="" getter="" default="4">
</member>
<member name="rendering/sdfgi/frames_to_update_lights" type="int" setter="" getter="" default="2">
</member>
<member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000">
</member>
<member name="rendering/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10">
</member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
<member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
<member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="1">
<member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )">
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color].
</member>
<member name="rendering/volumetric_fog/volume_depth" type="int" setter="" getter="" default="128">
<member name="rendering/environment/defaults/default_environment" type="String" setter="" getter="" default="&quot;&quot;">
[Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here.
</member>
<member name="rendering/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
<member name="rendering/environment/glow/upscale_mode" type="int" setter="" getter="" default="1">
Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth.
</member>
<member name="rendering/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
<member name="rendering/environment/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/environment/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/environment/glow/use_high_quality" type="bool" setter="" getter="" default="false">
Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
</member>
<member name="rendering/environment/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1">
Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
</member>
<member name="rendering/environment/ssao/adaptive_target" type="float" setter="" getter="" default="0.5">
Quality target to use when [member rendering/environment/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance.
</member>
<member name="rendering/environment/ssao/blur_passes" type="int" setter="" getter="" default="2">
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
</member>
<member name="rendering/environment/ssao/fadeout_from" type="float" setter="" getter="" default="50.0">
Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances.
</member>
<member name="rendering/environment/ssao/fadeout_to" type="float" setter="" getter="" default="300.0">
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
</member>
<member name="rendering/environment/ssao/half_size" type="bool" setter="" getter="" default="false">
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details.
</member>
<member name="rendering/environment/ssao/half_size.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/environment/ssao/half_size] on mobile devices, due to performance concerns.
</member>
<member name="rendering/environment/ssao/quality" type="int" setter="" getter="" default="2">
Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting.
</member>
<member name="rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
</member>
<member name="rendering/environment/subsurface_scattering/subsurface_scattering_quality" type="int" setter="" getter="" default="1">
Sets the quality of the subsurface scattering effect. Higher values are slower but look nicer.
</member>
<member name="rendering/environment/subsurface_scattering/subsurface_scattering_scale" type="float" setter="" getter="" default="0.05">
Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light.
</member>
<member name="rendering/environment/volumetric_fog/use_filter" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/environment/volumetric_fog/volume_depth" type="int" setter="" getter="" default="128">
</member>
<member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/global_illumination/gi/use_half_resolution" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/global_illumination/gi_probes/anisotropic" type="bool" setter="" getter="" default="false">
If [code]true[/code], take additional samples when rendering objects affected by a [GIProbe] to reduce artifacts from only sampling in one direction.
</member>
<member name="rendering/global_illumination/gi_probes/quality" type="int" setter="" getter="" default="1">
Sets the number of cone samples taken when rendering objects affected by [GIProbe]s.
</member>
<member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="4">
</member>
<member name="rendering/global_illumination/sdfgi/frames_to_update_lights" type="int" setter="" getter="" default="2">
</member>
<member name="rendering/global_illumination/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
</member>
<member name="rendering/lightmapping/bake_performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/lightmapping/bake_performance/region_size" type="int" setter="" getter="" default="512">
</member>
<member name="rendering/lightmapping/bake_quality/high_quality_probe_ray_count" type="int" setter="" getter="" default="512">
</member>
<member name="rendering/lightmapping/bake_quality/high_quality_ray_count" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/lightmapping/bake_quality/low_quality_probe_ray_count" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/lightmapping/bake_quality/low_quality_ray_count" type="int" setter="" getter="" default="16">
</member>
<member name="rendering/lightmapping/bake_quality/medium_quality_probe_ray_count" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/lightmapping/bake_quality/medium_quality_ray_count" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count" type="int" setter="" getter="" default="2048">
</member>
<member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
</member>
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
</member>
<member name="rendering/limits/cluster_builder/max_clustered_elements" type="float" setter="" getter="" default="512">
</member>
<member name="rendering/limits/forward_renderer/threaded_render_minimum_instances" type="int" setter="" getter="" default="500">
</member>
<member name="rendering/limits/global_shader_variables/buffer_size" type="int" setter="" getter="" default="65536">
</member>
<member name="rendering/limits/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000">
</member>
<member name="rendering/limits/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10">
</member>
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
</member>
<member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0">
</member>
<member name="rendering/reflections/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
</member>
<member name="rendering/reflections/reflection_atlas/reflection_size" type="int" setter="" getter="" default="256">
Size of cubemap faces for [ReflectionProbe]s. A higher number requires more VRAM and may make reflection probe updating slower.
</member>
<member name="rendering/reflections/reflection_atlas/reflection_size.mobile" type="int" setter="" getter="" default="128">
Lower-end override for [member rendering/reflections/reflection_atlas/reflection_size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/reflections/sky_reflections/fast_filter_high_quality" type="bool" setter="" getter="" default="false">
Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed.
</member>
<member name="rendering/reflections/sky_reflections/ggx_samples" type="int" setter="" getter="" default="1024">
Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail.
</member>
<member name="rendering/reflections/sky_reflections/ggx_samples.mobile" type="int" setter="" getter="" default="128">
Lower-end override for [member rendering/reflections/sky_reflections/ggx_samples] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/reflections/sky_reflections/roughness_layers" type="int" setter="" getter="" default="8">
Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM.
</member>
<member name="rendering/reflections/sky_reflections/texture_array_reflections" type="bool" setter="" getter="" default="true">
If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses [member rendering/reflections/sky_reflections/roughness_layers] times more memory.
</member>
<member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shading/overrides/force_blinn_over_ggx" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
</member>
<member name="rendering/shading/overrides/force_blinn_over_ggx.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/shading/overrides/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shading/overrides/force_lambert_over_burley" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
</member>
<member name="rendering/shading/overrides/force_lambert_over_burley.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/shading/overrides/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shading/overrides/force_vertex_shading" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
</member>
<member name="rendering/shading/overrides/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shadows/directional_shadow/16_bits" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/shadows/directional_shadow/size" type="int" setter="" getter="" default="4096">
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
</member>
<member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
</member>
<member name="rendering/shadows/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shadows/shadow_atlas/16_bits" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/shadows/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter="" default="2">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/shadows/shadow_atlas/quadrant_1_subdiv" type="int" setter="" getter="" default="2">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/shadows/shadow_atlas/quadrant_2_subdiv" type="int" setter="" getter="" default="3">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/shadows/shadow_atlas/quadrant_3_subdiv" type="int" setter="" getter="" default="4">
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/shadows/shadow_atlas/size" type="int" setter="" getter="" default="4096">
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
</member>
<member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
</member>
<member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2">
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
</member>
<member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
</member>
<member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer.
</member>
<member name="rendering/vram_compression/import_etc" type="bool" setter="" getter="" default="false">
<member name="rendering/textures/vram_compression/import_etc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures.
</member>
<member name="rendering/vram_compression/import_etc2" type="bool" setter="" getter="" default="true">
<member name="rendering/textures/vram_compression/import_etc2" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer.
</member>
<member name="rendering/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false">
<member name="rendering/textures/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.
</member>
<member name="rendering/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true">
<member name="rendering/textures/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
</member>
<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">

View file

@ -490,7 +490,7 @@
</argument>
<argument index="2" name="data" type="PackedByteArray" default="PackedByteArray( )">
</argument>
<argument index="3" name="arg3" type="bool" default="false">
<argument index="3" name="use_restart_indices" type="bool" default="false">
</argument>
<description>
</description>

View file

@ -1802,7 +1802,7 @@
Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh.
</description>
</method>
<method name="multimesh_allocate">
<method name="multimesh_allocate_data">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
@ -2549,7 +2549,7 @@
Sets a shader's default texture. Overwrites the texture given by name.
</description>
</method>
<method name="skeleton_allocate">
<method name="skeleton_allocate_data">
<return type="void">
</return>
<argument index="0" name="skeleton" type="RID">
@ -2559,7 +2559,6 @@
<argument index="2" name="is_2d_skeleton" type="bool" default="false">
</argument>
<description>
Allocates the GPU buffers for this skeleton.
</description>
</method>
<method name="skeleton_bone_get_transform" qualifiers="const">
@ -3453,7 +3452,7 @@
<constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="17" enum="ViewportDebugDraw">
</constant>
<constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode">
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples].
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].
</constant>
<constant name="SKY_MODE_REALTIME" value="3" enum="SkyMode">
Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times.

View file

@ -57,8 +57,13 @@
</argument>
<argument index="1" name="original_path" type="String">
</argument>
<argument index="2" name="use_sub_threads" type="bool">
</argument>
<argument index="3" name="cache_mode" type="int">
</argument>
<description>
Loads a resource when the engine finds this loader to be compatible. If the loaded resource is the result of an import, [code]original_path[/code] will target the source file. Returns a [Resource] object on success, or an [enum Error] constant in case of failure.
The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
</description>
</method>
<method name="rename_dependencies" qualifiers="virtual">
@ -75,5 +80,11 @@
</method>
</methods>
<constants>
<constant name="CACHE_MODE_IGNORE" value="0" enum="CacheMode">
</constant>
<constant name="CACHE_MODE_REUSE" value="1" enum="CacheMode">
</constant>
<constant name="CACHE_MODE_REPLACE" value="2" enum="CacheMode">
</constant>
</constants>
</class>

View file

@ -58,13 +58,13 @@
</argument>
<argument index="1" name="type_hint" type="String" default="&quot;&quot;">
</argument>
<argument index="2" name="no_cache" type="bool" default="false">
<argument index="2" name="cache_mode" type="int" enum="ResourceLoader.CacheMode" default="1">
</argument>
<description>
Loads a resource at the given [code]path[/code], caching the result for further access.
The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image].
If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
The [code]cache_mode[/code] property defines whether and how the cache should be used or updated when loading the resource. See [enum CacheMode] for details.
Returns an empty resource if no [ResourceFormatLoader] could handle the file.
GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
</description>
@ -127,5 +127,11 @@
<constant name="THREAD_LOAD_LOADED" value="3" enum="ThreadLoadStatus">
The resource was loaded successfully and can be accessed via [method load_threaded_get].
</constant>
<constant name="CACHE_MODE_IGNORE" value="0" enum="CacheMode">
</constant>
<constant name="CACHE_MODE_REUSE" value="1" enum="CacheMode">
</constant>
<constant name="CACHE_MODE_REPLACE" value="2" enum="CacheMode">
</constant>
</constants>
</class>

View file

@ -361,6 +361,10 @@
Emitted whenever the [SceneTree] hierarchy changed (children being moved or renamed, etc.).
</description>
</signal>
<signal name="tree_process_mode_changed">
<description>
</description>
</signal>
</signals>
<constants>
<constant name="GROUP_CALL_DEFAULT" value="0" enum="GroupCallFlags">

View file

@ -52,13 +52,13 @@
Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant PROCESS_MODE_QUALITY].
</constant>
<constant name="PROCESS_MODE_QUALITY" value="1" enum="ProcessMode">
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples].
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].
</constant>
<constant name="PROCESS_MODE_INCREMENTAL" value="2" enum="ProcessMode">
Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/quality/reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly.
Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly.
</constant>
<constant name="PROCESS_MODE_REALTIME" value="3" enum="ProcessMode">
Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/quality/reflections/fast_filter_high_quality].
Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256].
</constant>
</constants>

View file

@ -77,7 +77,7 @@
</method>
</methods>
<members>
<member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness" default="0.5">
<member name="angular_stiffness" type="float" setter="set_angular_stiffness" getter="get_angular_stiffness" default="0.0">
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this SoftBody3D is in.
@ -87,11 +87,11 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this SoftBody3D scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.0">
</member>
<member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0">
</member>
<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.0">
</member>
<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath(&quot;&quot;)">
[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping.
@ -103,13 +103,13 @@
<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s.
</member>
<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5">
<member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="0">
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
</member>
<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0">
<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="0.0">
The SoftBody3D's mass.
</member>
<member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.5">
<member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.0">
</member>
</members>
<constants>

View file

@ -102,7 +102,7 @@
This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.
</constant>
<constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode">
This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/quality/screen_filters/screen_space_aa]). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].
This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].
</constant>
<constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode">
This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.

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@ -695,7 +695,7 @@
<method name="shaped_text_clear">
<return type="void">
</return>
<argument index="0" name="arg0" type="RID">
<argument index="0" name="rid" type="RID">
</argument>
<description>
Clears text buffer (removes text and inline objects).

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@ -47,8 +47,8 @@
<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.
</member>
<member name="process_mode" type="int" setter="set_timer_process_mode" getter="get_timer_process_mode" enum="Timer.TimerProcessMode" default="1">
Processing mode. See [enum TimerProcessMode].
<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].
</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.
@ -66,10 +66,10 @@
</signal>
</signals>
<constants>
<constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessMode">
<constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessCallback">
Update the timer during the physics step at each frame (fixed framerate processing).
</constant>
<constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessMode">
<constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessCallback">
Update the timer during the idle time at each frame.
</constant>
</constants>

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@ -97,7 +97,7 @@
</return>
<argument index="0" name="target" type="Vector3">
</argument>
<argument index="1" name="up" type="Vector3">
<argument index="1" name="up" type="Vector3" default="Vector3( 0, 1, 0 )">
</argument>
<description>
Returns a copy of the transform rotated such that its -Z axis points towards the [code]target[/code] position.

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@ -230,6 +230,14 @@
To tell whether a column of an item is selected, use [method TreeItem.is_selected].
</description>
</method>
<method name="scroll_to_item">
<return type="void">
</return>
<argument index="0" name="item" type="Object">
</argument>
<description>
</description>
</method>
<method name="set_column_expand">
<return type="void">
</return>

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@ -131,7 +131,7 @@
<method name="get_action_name">
<return type="String">
</return>
<argument index="0" name="arg0" type="int">
<argument index="0" name="id" type="int">
</argument>
<description>
Gets the action name from its index.

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@ -276,7 +276,7 @@
<method name="set_ime_active">
<return type="void">
</return>
<argument index="0" name="arg0" type="bool">
<argument index="0" name="active" type="bool">
</argument>
<description>
</description>
@ -284,7 +284,7 @@
<method name="set_ime_position">
<return type="void">
</return>
<argument index="0" name="arg0" type="Vector2i">
<argument index="0" name="position" type="Vector2i">
</argument>
<description>
</description>

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@ -41,7 +41,7 @@ void GLTFSkeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_godot_bone_node"), &GLTFSkeleton::get_godot_bone_node);
ClassDB::bind_method(D_METHOD("set_godot_bone_node", "godot_bone_node"), &GLTFSkeleton::set_godot_bone_node);
ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count);
ClassDB::bind_method(D_METHOD("get_bone_attachment"), &GLTFSkeleton::get_bone_attachment);
ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment);
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>

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@ -51,8 +51,8 @@ void GLTFState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
ClassDB::bind_method(D_METHOD("get_animation_players_count"), &GLTFState::get_animation_players_count);
ClassDB::bind_method(D_METHOD("get_animation_player"), &GLTFState::get_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count);
ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player);
ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
@ -77,7 +77,7 @@ void GLTFState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
ClassDB::bind_method(D_METHOD("get_scene_node"), &GLTFState::get_scene_node);
ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int

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@ -195,7 +195,7 @@ void BakedLightmapData::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_uses_spherical_harmonics", "uses_spherical_harmonics"), &BakedLightmapData::set_uses_spherical_harmonics);
ClassDB::bind_method(D_METHOD("is_using_spherical_harmonics"), &BakedLightmapData::is_using_spherical_harmonics);
ClassDB::bind_method(D_METHOD("add_user", "path", "lightmap", "offset"), &BakedLightmapData::add_user);
ClassDB::bind_method(D_METHOD("add_user", "path", "uv_scale", "slice_index", "sub_instance"), &BakedLightmapData::add_user);
ClassDB::bind_method(D_METHOD("get_user_count"), &BakedLightmapData::get_user_count);
ClassDB::bind_method(D_METHOD("get_user_path", "user_idx"), &BakedLightmapData::get_user_path);
ClassDB::bind_method(D_METHOD("clear_users"), &BakedLightmapData::clear_users);

View file

@ -46,7 +46,7 @@ void Timer::_notification(int p_what) {
}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (!processing || timer_process_mode == TIMER_PROCESS_PHYSICS || !is_processing_internal()) {
if (!processing || timer_process_callback == TIMER_PROCESS_PHYSICS || !is_processing_internal()) {
return;
}
time_left -= get_process_delta_time();
@ -63,7 +63,7 @@ void Timer::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (!processing || timer_process_mode == TIMER_PROCESS_IDLE || !is_physics_processing_internal()) {
if (!processing || timer_process_callback == TIMER_PROCESS_IDLE || !is_physics_processing_internal()) {
return;
}
time_left -= get_physics_process_delta_time();
@ -143,12 +143,12 @@ float Timer::get_time_left() const {
return time_left > 0 ? time_left : 0;
}
void Timer::set_timer_process_mode(TimerProcessMode p_mode) {
if (timer_process_mode == p_mode) {
void Timer::set_timer_process_callback(TimerProcessCallback p_callback) {
if (timer_process_callback == p_callback) {
return;
}
switch (timer_process_mode) {
switch (timer_process_callback) {
case TIMER_PROCESS_PHYSICS:
if (is_physics_processing_internal()) {
set_physics_process_internal(false);
@ -162,15 +162,15 @@ void Timer::set_timer_process_mode(TimerProcessMode p_mode) {
}
break;
}
timer_process_mode = p_mode;
timer_process_callback = p_callback;
}
Timer::TimerProcessMode Timer::get_timer_process_mode() const {
return timer_process_mode;
Timer::TimerProcessCallback Timer::get_timer_process_callback() const {
return timer_process_callback;
}
void Timer::_set_process(bool p_process, bool p_force) {
switch (timer_process_mode) {
switch (timer_process_callback) {
case TIMER_PROCESS_PHYSICS:
set_physics_process_internal(p_process && !paused);
break;
@ -201,12 +201,12 @@ void Timer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_time_left"), &Timer::get_time_left);
ClassDB::bind_method(D_METHOD("set_timer_process_mode", "mode"), &Timer::set_timer_process_mode);
ClassDB::bind_method(D_METHOD("get_timer_process_mode"), &Timer::get_timer_process_mode);
ClassDB::bind_method(D_METHOD("set_timer_process_callback", "callback"), &Timer::set_timer_process_callback);
ClassDB::bind_method(D_METHOD("get_timer_process_callback"), &Timer::get_timer_process_callback);
ADD_SIGNAL(MethodInfo("timeout"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_timer_process_mode", "get_timer_process_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "process_callback", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_timer_process_callback", "get_timer_process_callback");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wait_time", PROPERTY_HINT_EXP_RANGE, "0.001,4096,0.001,or_greater"), "set_wait_time", "get_wait_time");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "is_one_shot");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autostart"), "set_autostart", "has_autostart");

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@ -49,7 +49,7 @@ protected:
static void _bind_methods();
public:
enum TimerProcessMode {
enum TimerProcessCallback {
TIMER_PROCESS_PHYSICS,
TIMER_PROCESS_IDLE,
};
@ -73,15 +73,15 @@ public:
float get_time_left() const;
void set_timer_process_mode(TimerProcessMode p_mode);
TimerProcessMode get_timer_process_mode() const;
void set_timer_process_callback(TimerProcessCallback p_callback);
TimerProcessCallback get_timer_process_callback() const;
Timer();
private:
TimerProcessMode timer_process_mode = TIMER_PROCESS_IDLE;
TimerProcessCallback timer_process_callback = TIMER_PROCESS_IDLE;
void _set_process(bool p_process, bool p_force = false);
};
VARIANT_ENUM_CAST(Timer::TimerProcessMode);
VARIANT_ENUM_CAST(Timer::TimerProcessCallback);
#endif // TIMER_H

View file

@ -1345,8 +1345,8 @@ void Window::_bind_methods() {
ClassDB::bind_method(D_METHOD("has_focus"), &Window::has_focus);
ClassDB::bind_method(D_METHOD("grab_focus"), &Window::grab_focus);
ClassDB::bind_method(D_METHOD("set_ime_active"), &Window::set_ime_active);
ClassDB::bind_method(D_METHOD("set_ime_position"), &Window::set_ime_position);
ClassDB::bind_method(D_METHOD("set_ime_active", "active"), &Window::set_ime_active);
ClassDB::bind_method(D_METHOD("set_ime_position", "position"), &Window::set_ime_position);
ClassDB::bind_method(D_METHOD("is_embedded"), &Window::is_embedded);

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@ -477,7 +477,7 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("enable_for_stealing_focus", "process_id"), &DisplayServer::enable_for_stealing_focus);
ClassDB::bind_method(D_METHOD("native_video_play", "path", "volume", "audio_track", "subtitle_track"), &DisplayServer::native_video_play);
ClassDB::bind_method(D_METHOD("native_video_play", "path", "volume", "audio_track", "subtitle_track", "screen"), &DisplayServer::native_video_play);
ClassDB::bind_method(D_METHOD("native_video_is_playing"), &DisplayServer::native_video_is_playing);
ClassDB::bind_method(D_METHOD("native_video_stop"), &DisplayServer::native_video_stop);
ClassDB::bind_method(D_METHOD("native_video_pause"), &DisplayServer::native_video_pause);

View file

@ -602,7 +602,7 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("hinge_joint_set_flag", "joint", "flag", "enabled"), &PhysicsServer3D::hinge_joint_set_flag);
ClassDB::bind_method(D_METHOD("hinge_joint_get_flag", "joint", "flag"), &PhysicsServer3D::hinge_joint_get_flag);
ClassDB::bind_method(D_METHOD("joint_make_slider", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_slider);
ClassDB::bind_method(D_METHOD("joint_make_slider", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_slider);
ClassDB::bind_method(D_METHOD("slider_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::slider_joint_set_param);
ClassDB::bind_method(D_METHOD("slider_joint_get_param", "joint", "param"), &PhysicsServer3D::slider_joint_get_param);

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@ -269,7 +269,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create);
ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data", "use_restart_indices"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("index_array_create", "index_buffer", "index_offset", "index_count"), &RenderingDevice::index_array_create);
ClassDB::bind_method(D_METHOD("shader_compile_from_source", "shader_source", "allow_cache"), &RenderingDevice::_shader_compile_from_source, DEFVAL(true));

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@ -290,7 +290,7 @@ void TextServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_shaped_text", "direction", "orientation"), &TextServer::create_shaped_text, DEFVAL(DIRECTION_AUTO), DEFVAL(ORIENTATION_HORIZONTAL));
ClassDB::bind_method(D_METHOD("shaped_text_clear"), &TextServer::shaped_text_clear);
ClassDB::bind_method(D_METHOD("shaped_text_clear", "rid"), &TextServer::shaped_text_clear);
ClassDB::bind_method(D_METHOD("shaped_text_set_direction", "shaped", "direction"), &TextServer::shaped_text_set_direction, DEFVAL(DIRECTION_AUTO));
ClassDB::bind_method(D_METHOD("shaped_text_get_direction", "shaped"), &TextServer::shaped_text_get_direction);