feat: updated engine version to 4.4-rc1
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@ -51,6 +51,24 @@
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Returns the [Transform2D] of a specific instance.
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</description>
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</method>
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<method name="reset_instance_physics_interpolation">
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<return type="void" />
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<param index="0" name="instance" type="int" />
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<description>
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When using [i]physics interpolation[/i], this function allows you to prevent interpolation on an instance in the current physics tick.
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This allows you to move instances instantaneously, and should usually be used when initially placing an instance such as a bullet to prevent graphical glitches.
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</description>
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</method>
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<method name="set_buffer_interpolated">
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<return type="void" />
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<param index="0" name="buffer_curr" type="PackedFloat32Array" />
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<param index="1" name="buffer_prev" type="PackedFloat32Array" />
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<description>
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An alternative to setting the [member buffer] property, which can be used with [i]physics interpolation[/i]. This method takes two arrays, and can set the data for the current and previous tick in one go. The renderer will automatically interpolate the data at each frame.
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This is useful for situations where the order of instances may change from physics tick to tick, such as particle systems.
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When the order of instances is coherent, the simpler alternative of setting [member buffer] can still be used with interpolation.
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</description>
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</method>
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<method name="set_instance_color">
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<return type="void" />
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<param index="0" name="instance" type="int" />
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@ -109,6 +127,11 @@
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[Mesh] resource to be instanced.
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The looks of the individual instances can be modified using [method set_instance_color] and [method set_instance_custom_data].
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</member>
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<member name="physics_interpolation_quality" type="int" setter="set_physics_interpolation_quality" getter="get_physics_interpolation_quality" enum="MultiMesh.PhysicsInterpolationQuality" default="0">
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Choose whether to use an interpolation method that favors speed or quality.
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When using low physics tick rates (typically below 20) or high rates of object rotation, you may get better results from the high quality setting.
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[b]Note:[/b] Fast quality does not equate to low quality. Except in the special cases mentioned above, the quality should be comparable to high quality.
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</member>
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<member name="transform_2d_array" type="PackedVector2Array" setter="_set_transform_2d_array" getter="_get_transform_2d_array" deprecated="Accessing this property is very slow. Use [method set_instance_transform_2d] and [method get_instance_transform_2d] instead.">
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Array containing each [Transform2D] value used by all instances of this mesh, as a [PackedVector2Array]. Each transform is divided into 3 [Vector2] values corresponding to the transforms' [code]x[/code], [code]y[/code], and [code]origin[/code].
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</member>
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@ -135,5 +158,11 @@
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<constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
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Use this when using 3D transforms.
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</constant>
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<constant name="INTERP_QUALITY_FAST" value="0" enum="PhysicsInterpolationQuality">
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Always interpolate using Basis lerping, which can produce warping artifacts in some situations.
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</constant>
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<constant name="INTERP_QUALITY_HIGH" value="1" enum="PhysicsInterpolationQuality">
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Attempt to interpolate using Basis slerping (spherical linear interpolation) where possible, otherwise fall back to lerping.
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</constant>
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</constants>
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</class>
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