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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@ -81,8 +81,9 @@
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The background mode. See [enum BGMode] for possible values.
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</member>
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<member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0">
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If set above [code]0.0[/code] (exclusive), blends between the fog's color and the color of the background [Sky]. This has a small performance cost when set above [code]0.0[/code]. Must have [member background_mode] set to [constant BG_SKY].
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If set above [code]0.0[/code] (exclusive), blends between the fog's color and the color of the background [Sky], as read from the radiance cubemap. This has a small performance cost when set above [code]0.0[/code]. Must have [member background_mode] set to [constant BG_SKY].
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This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] 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 [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
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Notice that this does not sample the [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 [member Camera3D.far].
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</member>
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<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.01">
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The fog density to be used. This is demonstrated in different ways depending on the [member fog_mode] mode chosen:
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@ -181,7 +182,8 @@
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[b]Note:[/b] [member glow_map] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
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</member>
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<member name="glow_map_strength" type="float" setter="set_glow_map_strength" getter="get_glow_map_strength" default="0.8">
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How strong of an impact the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no effect on the overall glow effect. A strength of [code]1.0[/code] means the glow has a full effect on the overall glow effect (and can turn off glow entirely in specific areas of the screen if the glow map has black areas).
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How strong of an influence the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no influence, while a strength of [code]1.0[/code] means the glow map has full influence.
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[b]Note:[/b] If the glow map has black areas, a value of [code]1.0[/code] can also turn off the glow effect entirely in specific areas of the screen.
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[b]Note:[/b] [member glow_map_strength] has no effect when using the Compatibility rendering method, due to this rendering method using a simpler glow implementation optimized for low-end devices.
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</member>
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<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
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@ -312,13 +314,15 @@
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The maximum number of steps for screen-space reflections. Higher values are slower.
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</member>
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<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
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The default exposure used for tonemapping. Higher values result in a brighter image. See also [member tonemap_white].
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Adjusts the brightness of values before they are provided to the tonemapper. Higher [member tonemap_exposure] values result in a brighter image. See also [member tonemap_white].
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[b]Note:[/b] Values provided to the tonemapper will also be multiplied by [code]2.0[/code] and [code]1.8[/code] for [constant TONE_MAPPER_FILMIC] and [constant TONE_MAPPER_ACES] respectively to produce a similar apparent brightness as [constant TONE_MAPPER_LINEAR].
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</member>
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<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
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The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on an LDR display. (Godot doesn't support rendering on HDR displays yet.)
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</member>
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<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
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The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure].
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The white reference value for tonemapping, which indicates where bright white is located in the scale of values provided to the tonemapper. For photorealistic lighting, recommended values are between [code]6.0[/code] and [code]8.0[/code]. Higher values result in less blown out highlights, but may make the scene appear lower contrast. See also [member tonemap_exposure].
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[b]Note:[/b] [member tonemap_white] is ignored when using [constant TONE_MAPPER_LINEAR] or [constant TONE_MAPPER_AGX].
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</member>
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<member name="volumetric_fog_albedo" type="Color" setter="set_volumetric_fog_albedo" getter="get_volumetric_fog_albedo" default="Color(1, 1, 1, 1)">
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The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
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@ -411,18 +415,23 @@
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Use the [Sky] for reflections regardless of what the background is.
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</constant>
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<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
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Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
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Does not modify color data, resulting in a linear tonemapping curve which unnaturally clips bright values, causing bright lighting to look blown out. The simplest and fastest tonemapper.
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</constant>
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<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
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Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
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A simple tonemapping curve that rolls off bright values to prevent clipping. This results in an image that can appear dull and low contrast. Slower than [constant TONE_MAPPER_LINEAR].
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[b]Note:[/b] When [member tonemap_white] is left at the default value of [code]1.0[/code], [constant TONE_MAPPER_REINHARDT] produces an identical image to [constant TONE_MAPPER_LINEAR].
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</constant>
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<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
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Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
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Uses a film-like tonemapping curve to prevent clipping of bright values and provide better contrast than [constant TONE_MAPPER_REINHARDT]. Slightly slower than [constant TONE_MAPPER_REINHARDT].
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</constant>
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<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
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Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC].
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Uses a high-contrast film-like tonemapping curve and desaturates bright values for a more realistic appearance. Slightly slower than [constant TONE_MAPPER_FILMIC].
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[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
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</constant>
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<constant name="TONE_MAPPER_AGX" value="4" enum="ToneMapper">
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Uses a film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
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[b]Note:[/b] [member tonemap_white] is fixed at a value of [code]16.29[/code], which makes [constant TONE_MAPPER_AGX] unsuitable for use with the Mobile rendering method.
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</constant>
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<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
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Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
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</constant>
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