Commit graph

18 commits

Author SHA1 Message Date
Hugo Locurcio 2c507cd426
Use the Light3D Indirect Energy property in SDFGI
The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
jfons 55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Rémi Verschelde 7adf4cc9b5
doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
2021-07-30 15:29:52 +02:00
Lightning_A e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Michael Alexsander Silva Dias 0ff4095b36 Better format arguments in variant parser 2021-06-18 00:06:40 -03:00
reduz 32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
Paul Joannon 8455e901f3
class reference proofreading 2021-03-19 13:21:20 +01:00
Rémi Verschelde 9b623635c8
doc: Sync classref with current source 2021-02-08 12:34:28 +01:00
Aaron Franke 439be614f4
Link to demos from within the class reference 2020-10-01 23:57:21 -04:00
Hugo Locurcio c4903a603b
Add link titles for all links in the class reference
This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
2020-08-31 14:22:07 +02:00
Rémi Verschelde ee03e39da7
doc: Sync classref with current source 2020-08-31 11:25:11 +02:00
Rémi Verschelde 372136fe75 Environment: Refactor code for readability + more
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
  definitions and bindings to be consistent with each other
  and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Rémi Verschelde 2446dbfba1 doc: Sync classref with current source 2020-06-25 11:00:38 +02:00
Hugo Locurcio f7e21d8e88 Improve the 3D light documentations
See https://github.com/godotengine/godot-docs/issues/3670.
2020-06-10 11:19:11 +02:00
Rémi Verschelde b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
clayjohn b50d954cb0 Update many docs with recent rendering changes 2020-04-17 09:47:59 -07:00
clayjohn 621f6f09a8 Add proper quality settings to soft shadows 2020-04-10 23:09:17 -07:00
Rémi Verschelde eaaee63b62 doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Renamed from doc/classes/Light.xml (Browse further)