Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
33 lines
1.5 KiB
XML
33 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="OmniLight" inherits="Light" version="4.0">
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<brief_description>
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Omnidirectional light, such as a light bulb or a candle.
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</brief_description>
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<description>
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An Omnidirectional light is a type of [Light] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
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The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve.
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</member>
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<member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0">
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The light's radius.
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</member>
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<member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight.ShadowMode" default="1">
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See [enum ShadowMode].
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</member>
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</members>
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<constants>
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<constant name="SHADOW_DUAL_PARABOLOID" value="0" enum="ShadowMode">
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Shadows are rendered to a dual-paraboloid texture. Faster than [constant SHADOW_CUBE], but lower-quality.
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</constant>
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<constant name="SHADOW_CUBE" value="1" enum="ShadowMode">
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Shadows are rendered to a cubemap. Slower than [constant SHADOW_DUAL_PARABOLOID], but higher-quality.
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</constant>
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</constants>
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</class>
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