feat: updated engine version to 4.4-rc1

This commit is contained in:
Sara 2025-02-23 14:38:14 +01:00
parent ee00efde1f
commit 21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions

View file

@ -19,7 +19,7 @@
The operation to perform on the stencil buffer for back pixels that pass the stencil test but fail the depth test.
</member>
<member name="back_op_fail" type="int" setter="set_back_op_fail" getter="get_back_op_fail" enum="RenderingDevice.StencilOperation" default="1">
The operation to perform on the stencil buffer for back pixels that fail the stencil test
The operation to perform on the stencil buffer for back pixels that fail the stencil test.
</member>
<member name="back_op_pass" type="int" setter="set_back_op_pass" getter="get_back_op_pass" enum="RenderingDevice.StencilOperation" default="1">
The operation to perform on the stencil buffer for back pixels that pass the stencil test.
@ -34,10 +34,10 @@
The method used for comparing the previous and current depth values.
</member>
<member name="depth_range_max" type="float" setter="set_depth_range_max" getter="get_depth_range_max" default="0.0">
The maximum depth that returns true for [member enable_depth_range].
The maximum depth that returns [code]true[/code] for [member enable_depth_range].
</member>
<member name="depth_range_min" type="float" setter="set_depth_range_min" getter="get_depth_range_min" default="0.0">
The minimum depth that returns true for [member enable_depth_range].
The minimum depth that returns [code]true[/code] for [member enable_depth_range].
</member>
<member name="enable_depth_range" type="bool" setter="set_enable_depth_range" getter="get_enable_depth_range" default="false">
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.
@ -46,7 +46,7 @@
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).
</member>
<member name="enable_depth_write" type="bool" setter="set_enable_depth_write" getter="get_enable_depth_write" default="false">
If [code]true[/code], writes to the depth buffer whenever the depth test returns true. Only works when enable_depth_test is also true.
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].
</member>
<member name="enable_stencil" type="bool" setter="set_enable_stencil" getter="get_enable_stencil" default="false">
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.