feat: updated engine version to 4.4-rc1
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5459 changed files with 1128836 additions and 198305 deletions
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@ -19,7 +19,7 @@
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The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.
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</member>
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<member name="back_op_fail" type="int" setter="set_back_op_fail" getter="get_back_op_fail" enum="RenderingDevice.StencilOperation" default="1">
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The operation to perform on the stencil buffer for back pixels that fail the stencil test
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The operation to perform on the stencil buffer for back pixels that fail the stencil test.
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</member>
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<member name="back_op_pass" type="int" setter="set_back_op_pass" getter="get_back_op_pass" enum="RenderingDevice.StencilOperation" default="1">
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The operation to perform on the stencil buffer for back pixels that pass the stencil test.
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The method used for comparing the previous and current depth values.
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</member>
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<member name="depth_range_max" type="float" setter="set_depth_range_max" getter="get_depth_range_max" default="0.0">
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The maximum depth that returns true for [member enable_depth_range].
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The maximum depth that returns [code]true[/code] for [member enable_depth_range].
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</member>
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<member name="depth_range_min" type="float" setter="set_depth_range_min" getter="get_depth_range_min" default="0.0">
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The minimum depth that returns true for [member enable_depth_range].
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The minimum depth that returns [code]true[/code] for [member enable_depth_range].
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</member>
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<member name="enable_depth_range" type="bool" setter="set_enable_depth_range" getter="get_enable_depth_range" default="false">
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If [code]true[/code], each depth value will be tested to see if it is between [member depth_range_min] and [member depth_range_max]. If it is outside of these values, it is discarded.
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If [code]true[/code], enables depth testing which allows objects to be automatically occluded by other objects based on their depth. This also allows objects to be partially occluded by other objects. If [code]false[/code], objects will appear in the order they were drawn (like in Godot's 2D renderer).
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</member>
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<member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false">
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If [code]true[/code], writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.
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If [code]true[/code], writes to the depth buffer whenever the depth test returns [code]true[/code]. Only works when enable_depth_test is also [code]true[/code].
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</member>
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<member name="enable_stencil" type="bool" setter="set_enable_stencil" getter="get_enable_stencil" default="false">
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If [code]true[/code], enables stencil testing. There are separate stencil buffers for front-facing triangles and back-facing triangles. See properties that begin with "front_op" and properties with "back_op" for each.
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