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

@ -46,6 +46,14 @@
Returns all the gizmos attached to this [Node3D].
</description>
</method>
<method name="get_global_transform_interpolated">
<return type="Transform3D" />
<description>
When using physics interpolation, there will be circumstances in which you want to know the interpolated (displayed) transform of a node rather than the standard transform (which may only be accurate to the most recent physics tick).
This is particularly important for frame-based operations that take place in [method Node._process], rather than [method Node._physics_process]. Examples include [Camera3D]s focusing on a node, or finding where to fire lasers from on a frame rather than physics tick.
[b]Note:[/b] This function creates an interpolation pump on the [Node3D] the first time it is called, which can respond to physics interpolation resets. If you get problems with "streaking" when initially following a [Node3D], be sure to call [method get_global_transform_interpolated] at least once [i]before[/i] resetting the [Node3D] physics interpolation.
</description>
</method>
<method name="get_parent_node_3d" qualifiers="const">
<return type="Node3D" />
<description>
@ -109,6 +117,8 @@
<return type="bool" />
<description>
Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree.
Visibility is checked only in parent nodes that inherit from [Node3D]. If the parent is of any other type (such as [Node], [AnimationPlayer], or [Node2D]), it is assumed to be visible.
[b]Note:[/b] This method does not take [member VisualInstance3D.layers] into account, so even if this method returns [code]true[/code], the node might end up not being rendered.
</description>
</method>
<method name="look_at">
@ -119,7 +129,8 @@
<description>
Rotates the node so that the local forward axis (-Z, [constant Vector3.FORWARD]) points toward the [param target] position.
The local up axis (+Y) points as close to the [param up] vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.
The [param target] position cannot be the same as the node's position, the [param up] vector cannot be zero, and the direction from the node's position to the [param target] vector cannot be parallel to the [param up] vector.
The [param target] position cannot be the same as the node's position, the [param up] vector cannot be zero.
The [param target] and the [param up] cannot be [constant Vector3.ZERO], and shouldn't be colinear to avoid unintended rotation around local Z axis.
Operations take place in global space, which means that the node must be in the scene tree.
If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is treated as forward (implies +X is left) and points toward the [param target] position. By default, the -Z axis (camera forward) is treated as forward (implies +X is right).
</description>