feat: updated engine version to 4.4-rc1
This commit is contained in:
parent
ee00efde1f
commit
21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions
|
|
@ -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>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue