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classref: Sync with current master branch (44fa552) #114

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14 changes: 14 additions & 0 deletions classes/class_cpuparticles3d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -198,6 +198,8 @@ Methods
.. table::
:widths: auto

+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`AABB<class_AABB>` | :ref:`capture_aabb<class_CPUParticles3D_method_capture_aabb>`\ (\ ) |const| |
+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`convert_from_particles<class_CPUParticles3D_method_convert_from_particles>`\ (\ particles\: :ref:`Node<class_Node>`\ ) |
+---------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Expand Down Expand Up @@ -1813,6 +1815,18 @@ Grow the box if particles suddenly appear/disappear when the node enters/exits t
Method Descriptions
-------------------

.. _class_CPUParticles3D_method_capture_aabb:

.. rst-class:: classref-method

:ref:`AABB<class_AABB>` **capture_aabb**\ (\ ) |const| :ref:`🔗<class_CPUParticles3D_method_capture_aabb>`

Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.

.. rst-class:: classref-item-separator

----

.. _class_CPUParticles3D_method_convert_from_particles:

.. rst-class:: classref-method
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19 changes: 19 additions & 0 deletions classes/class_editorexportplatformmacos.rst
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Expand Up @@ -70,6 +70,8 @@ Properties
+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`PackedStringArray<class_PackedStringArray>` | :ref:`codesign/custom_options<class_EditorExportPlatformMacOS_property_codesign/custom_options>` |
+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`codesign/entitlements/additional<class_EditorExportPlatformMacOS_property_codesign/entitlements/additional>` |
+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`codesign/entitlements/address_book<class_EditorExportPlatformMacOS_property_codesign/entitlements/address_book>` |
+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`codesign/entitlements/allow_dyld_environment_variables<class_EditorExportPlatformMacOS_property_codesign/entitlements/allow_dyld_environment_variables>` |
Expand Down Expand Up @@ -753,6 +755,23 @@ Array of the additional command line arguments passed to the code signing tool.

----

.. _class_EditorExportPlatformMacOS_property_codesign/entitlements/additional:

.. rst-class:: classref-property

:ref:`String<class_String>` **codesign/entitlements/additional** :ref:`🔗<class_EditorExportPlatformMacOS_property_codesign/entitlements/additional>`

Additional data added to the root ``<dict>`` section of the `.entitlements <https://developer.apple.com/documentation/bundleresources/entitlements>`__ file. The value should be an XML section with pairs of key-value elements, e.g.:

.. code:: text

<key>key_name</key>
<string>value</string>

.. rst-class:: classref-item-separator

----

.. _class_EditorExportPlatformMacOS_property_codesign/entitlements/address_book:

.. rst-class:: classref-property
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4 changes: 3 additions & 1 deletion classes/class_environment.rst
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Expand Up @@ -840,10 +840,12 @@ The background mode. See :ref:`BGMode<enum_Environment_BGMode>` for possible val
- |void| **set_fog_aerial_perspective**\ (\ value\: :ref:`float<class_float>`\ )
- :ref:`float<class_float>` **get_fog_aerial_perspective**\ (\ )

If set above ``0.0`` (exclusive), blends between the fog's color and the color of the background :ref:`Sky<class_Sky>`. This has a small performance cost when set above ``0.0``. Must have :ref:`background_mode<class_Environment_property_background_mode>` set to :ref:`BG_SKY<class_Environment_constant_BG_SKY>`.
If set above ``0.0`` (exclusive), blends between the fog's color and the color of the background :ref:`Sky<class_Sky>`, as read from the radiance cubemap. This has a small performance cost when set above ``0.0``. Must have :ref:`background_mode<class_Environment_property_background_mode>` set to :ref:`BG_SKY<class_Environment_constant_BG_SKY>`.

This is useful to simulate `aerial perspective <https://en.wikipedia.org/wiki/Aerial_perspective>`__ in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to ``1.0``, the fog color comes completely from the :ref:`Sky<class_Sky>`. If set to ``0.0``, aerial perspective is disabled.

Notice that this does not sample the :ref:`Sky<class_Sky>` directly, but rather the radiance cubemap. The cubemap is sampled at a mipmap level depending on the depth of the rendered pixel; the farther away, the higher the resolution of the sampled mipmap. This results in the actual color being a blurred version of the sky, with more blur closer to the camera. The highest mipmap resolution is used at a depth of :ref:`Camera3D.far<class_Camera3D_property_far>`.

.. rst-class:: classref-item-separator

----
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4 changes: 2 additions & 2 deletions classes/class_fastnoiselite.rst
Original file line number Diff line number Diff line change
Expand Up @@ -130,15 +130,15 @@ Cellular includes both Worley noise and Voronoi diagrams which creates various r

:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **TYPE_SIMPLEX** = ``0``

As opposed to :ref:`TYPE_PERLIN<class_FastNoiseLite_constant_TYPE_PERLIN>`, gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts.
As opposed to :ref:`TYPE_PERLIN<class_FastNoiseLite_constant_TYPE_PERLIN>`, gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts. Internally uses FastNoiseLite's OpenSimplex2 noise type.

.. _class_FastNoiseLite_constant_TYPE_SIMPLEX_SMOOTH:

.. rst-class:: classref-enumeration-constant

:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **TYPE_SIMPLEX_SMOOTH** = ``1``

Modified, higher quality version of :ref:`TYPE_SIMPLEX<class_FastNoiseLite_constant_TYPE_SIMPLEX>`, but slower.
Modified, higher quality version of :ref:`TYPE_SIMPLEX<class_FastNoiseLite_constant_TYPE_SIMPLEX>`, but slower. Internally uses FastNoiseLite's OpenSimplex2S noise type.

.. rst-class:: classref-item-separator

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4 changes: 2 additions & 2 deletions classes/class_fileaccess.rst
Original file line number Diff line number Diff line change
Expand Up @@ -1185,7 +1185,7 @@ Stores a floating-point number as 32 bits in the file.

|void| **store_line**\ (\ line\: :ref:`String<class_String>`\ ) :ref:`🔗<class_FileAccess_method_store_line>`

Appends ``line`` to the file followed by a line return character (``\n``), encoding the text as UTF-8.
Stores ``line`` in the file followed by a newline character (``\n``), encoding the text as UTF-8.

.. rst-class:: classref-item-separator

Expand Down Expand Up @@ -1223,7 +1223,7 @@ Stores a floating-point number in the file.

|void| **store_string**\ (\ string\: :ref:`String<class_String>`\ ) :ref:`🔗<class_FileAccess_method_store_string>`

Appends ``string`` to the file without a line return, encoding the text as UTF-8.
Stores ``string`` in the file without a newline character (``\n``), encoding the text as UTF-8.

\ **Note:** This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can't be loaded back easily. If you want to store a retrievable string in a binary file, consider using :ref:`store_pascal_string<class_FileAccess_method_store_pascal_string>` instead. For retrieving strings from a text file, you can use ``get_buffer(length).get_string_from_utf8()`` (if you know the length) or :ref:`get_as_text<class_FileAccess_method_get_as_text>`.

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2 changes: 1 addition & 1 deletion classes/class_filedialog.rst
Original file line number Diff line number Diff line change
Expand Up @@ -496,7 +496,7 @@ If ``true``, the dialog will show hidden files.
- |void| **set_use_native_dialog**\ (\ value\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_use_native_dialog**\ (\ )

If ``true``, :ref:`access<class_FileDialog_property_access>` is set to :ref:`ACCESS_FILESYSTEM<class_FileDialog_constant_ACCESS_FILESYSTEM>`, and it is supported by the current :ref:`DisplayServer<class_DisplayServer>`, OS native dialog will be used instead of custom one.
If ``true``, and if supported by the current :ref:`DisplayServer<class_DisplayServer>`, OS native dialog will be used instead of custom one.

\ **Note:** On Linux and macOS, sandboxed apps always use native dialogs to access the host file system.

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2 changes: 1 addition & 1 deletion classes/class_packedvector2array.rst
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ Description

An array specifically designed to hold :ref:`Vector2<class_Vector2>`. Packs data tightly, so it saves memory for large array sizes.

\ **Differences between packed arrays, typed arrays, and untyped arrays:** Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. :ref:`PackedVector3Array<class_PackedVector3Array>` versus ``Array[Vector2]``). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don't offer as many convenience methods such as :ref:`Array.map<class_Array_method_map>`. Typed arrays are in turn faster to iterate on and modify than untyped arrays.
\ **Differences between packed arrays, typed arrays, and untyped arrays:** Packed arrays are generally faster to iterate on and modify compared to a typed array of the same type (e.g. **PackedVector2Array** versus ``Array[Vector2]``). Also, packed arrays consume less memory. As a downside, packed arrays are less flexible as they don't offer as many convenience methods such as :ref:`Array.map<class_Array_method_map>`. Typed arrays are in turn faster to iterate on and modify than untyped arrays.

\ **Note:** Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use :ref:`duplicate<class_PackedVector2Array_method_duplicate>`. This is *not* the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will *not* affect the original value. To update a built-in property you need to modify the returned array, and then assign it to the property again.

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20 changes: 14 additions & 6 deletions classes/class_projectsettings.rst
Original file line number Diff line number Diff line change
Expand Up @@ -9782,10 +9782,12 @@ If ``true``, vertices of :ref:`CanvasItem<class_CanvasItem>` nodes will snap to

:ref:`int<class_int>` **rendering/anti_aliasing/quality/msaa_2d** = ``0`` :ref:`🔗<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_2d>`

Sets the number of MSAA samples to use for 2D/Canvas rendering (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, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
Sets the number of multisample antialiasing (MSAA) samples to use for 2D/Canvas rendering (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, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.

\ **Note:** MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.

\ **Note:** This property is only read when the project starts. To set the number of 2D MSAA samples at runtime, set :ref:`Viewport.msaa_2d<class_Viewport_property_msaa_2d>` or use :ref:`RenderingServer.viewport_set_msaa_2d<class_RenderingServer_method_viewport_set_msaa_2d>`.

.. rst-class:: classref-item-separator

----
Expand All @@ -9796,7 +9798,9 @@ Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of tw

:ref:`int<class_int>` **rendering/anti_aliasing/quality/msaa_3d** = ``0`` :ref:`🔗<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_3d>`

Sets the number of MSAA samples to use for 3D rendering (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, especially integrated graphics due to their limited memory bandwidth. See also :ref:`rendering/scaling_3d/mode<class_ProjectSettings_property_rendering/scaling_3d/mode>` for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
Sets the number of multisample antialiasing (MSAA) samples to use for 3D rendering (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, especially integrated graphics due to their limited memory bandwidth. See also :ref:`rendering/scaling_3d/mode<class_ProjectSettings_property_rendering/scaling_3d/mode>` for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.

\ **Note:** This property is only read when the project starts. To set the number of 3D MSAA samples at runtime, set :ref:`Viewport.msaa_3d<class_Viewport_property_msaa_3d>` or use :ref:`RenderingServer.viewport_set_msaa_3d<class_RenderingServer_method_viewport_set_msaa_3d>`.

.. rst-class:: classref-item-separator

Expand All @@ -9814,6 +9818,8 @@ Another way to combat specular aliasing is to enable :ref:`rendering/anti_aliasi

\ **Note:** Screen-space antialiasing is only supported in the Forward+ and Mobile rendering methods, not Compatibility.

\ **Note:** This property is only read when the project starts. To set the screen-space antialiasing mode at runtime, set :ref:`Viewport.screen_space_aa<class_Viewport_property_screen_space_aa>` on the root :ref:`Viewport<class_Viewport>` instead, or use :ref:`RenderingServer.viewport_set_screen_space_aa<class_RenderingServer_method_viewport_set_screen_space_aa>`.

.. rst-class:: classref-item-separator

----
Expand All @@ -9828,7 +9834,7 @@ If ``true``, uses a fast post-processing filter to make banding significantly le

In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.

\ **Note:** This property is only read when the project starts. To set debanding at run-time, set :ref:`Viewport.use_debanding<class_Viewport_property_use_debanding>` on the root :ref:`Viewport<class_Viewport>` instead.
\ **Note:** This property is only read when the project starts. To set debanding at runtime, set :ref:`Viewport.use_debanding<class_Viewport_property_use_debanding>` on the root :ref:`Viewport<class_Viewport>` instead, or use :ref:`RenderingServer.viewport_set_use_debanding<class_RenderingServer_method_viewport_set_use_debanding>`.

.. rst-class:: classref-item-separator

Expand All @@ -9840,12 +9846,14 @@ In some cases, debanding may introduce a slightly noticeable dithering pattern.

:ref:`bool<class_bool>` **rendering/anti_aliasing/quality/use_taa** = ``false`` :ref:`🔗<class_ProjectSettings_property_rendering/anti_aliasing/quality/use_taa>`

Enables Temporal Anti-Aliasing for the default screen :ref:`Viewport<class_Viewport>`. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see :ref:`rendering/textures/default_filters/texture_mipmap_bias<class_ProjectSettings_property_rendering/textures/default_filters/texture_mipmap_bias>`).
Enables temporal antialiasing for the default screen :ref:`Viewport<class_Viewport>`. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see :ref:`rendering/textures/default_filters/texture_mipmap_bias<class_ProjectSettings_property_rendering/textures/default_filters/texture_mipmap_bias>`).

\ **Note:** The implementation is not complete yet. Some visual instances such as particles and skinned meshes may show ghosting artifacts in motion.

\ **Note:** TAA is only supported in the Forward+ rendering method, not Mobile or Compatibility.

\ **Note:** This property is only read when the project starts. To set TAA at runtime, set :ref:`Viewport.use_taa<class_Viewport_property_use_taa>` on the root :ref:`Viewport<class_Viewport>` instead, or use :ref:`RenderingServer.viewport_set_use_taa<class_RenderingServer_method_viewport_set_use_taa>`.

.. rst-class:: classref-item-separator

----
Expand Down Expand Up @@ -11780,9 +11788,9 @@ If ``true``, the GPU texture compressor will cache the local RenderingDevice and

If ``true``, the texture importer will utilize the GPU for compressing textures, improving the import time of large images.

\ **Note:** This setting requires either Vulkan or D3D12 available as a rendering backend.
\ **Note:** This only functions on a device which supports either Vulkan, D3D12, or Metal available as a rendering backend.

\ **Note:** Currently this only affects BC1 and BC6H compression, which are used on Desktop and Console for fully opaque and HDR images respectively.
\ **Note:** Currently this only affects certain compressed formats (BC1, BC4, and BC6), all of which are exclusive to desktop platforms and consoles.

.. rst-class:: classref-item-separator

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