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

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@ -51,6 +51,24 @@
Returns the [Transform2D] of a specific instance.
</description>
</method>
<method name="reset_instance_physics_interpolation">
<return type="void" />
<param index="0" name="instance" type="int" />
<description>
When using [i]physics interpolation[/i], this function allows you to prevent interpolation on an instance in the current physics tick.
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.
</description>
</method>
<method name="set_buffer_interpolated">
<return type="void" />
<param index="0" name="buffer_curr" type="PackedFloat32Array" />
<param index="1" name="buffer_prev" type="PackedFloat32Array" />
<description>
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.
This is useful for situations where the order of instances may change from physics tick to tick, such as particle systems.
When the order of instances is coherent, the simpler alternative of setting [member buffer] can still be used with interpolation.
</description>
</method>
<method name="set_instance_color">
<return type="void" />
<param index="0" name="instance" type="int" />
@ -109,6 +127,11 @@
[Mesh] resource to be instanced.
The looks of the individual instances can be modified using [method set_instance_color] and [method set_instance_custom_data].
</member>
<member name="physics_interpolation_quality" type="int" setter="set_physics_interpolation_quality" getter="get_physics_interpolation_quality" enum="MultiMesh.PhysicsInterpolationQuality" default="0">
Choose whether to use an interpolation method that favors speed or quality.
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.
[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.
</member>
<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.">
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].
</member>
@ -135,5 +158,11 @@
<constant name="TRANSFORM_3D" value="1" enum="TransformFormat">
Use this when using 3D transforms.
</constant>
<constant name="INTERP_QUALITY_FAST" value="0" enum="PhysicsInterpolationQuality">
Always interpolate using Basis lerping, which can produce warping artifacts in some situations.
</constant>
<constant name="INTERP_QUALITY_HIGH" value="1" enum="PhysicsInterpolationQuality">
Attempt to interpolate using Basis slerping (spherical linear interpolation) where possible, otherwise fall back to lerping.
</constant>
</constants>
</class>