feat: modules moved and engine moved to submodule
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5136 changed files with 225275 additions and 64485 deletions
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@ -148,6 +148,12 @@
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Returns the drag data from the GUI, that was previously returned by [method Control._get_drag_data].
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</description>
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</method>
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<method name="gui_get_drag_description" qualifiers="const">
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<return type="String" />
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<description>
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Returns the drag data human-readable description.
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</description>
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</method>
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<method name="gui_get_focus_owner" qualifiers="const">
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<return type="Control" />
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<description>
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@ -180,6 +186,13 @@
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Removes the focus from the currently focused [Control] within this viewport. If no [Control] has the focus, does nothing.
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</description>
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</method>
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<method name="gui_set_drag_description">
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<return type="void" />
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<param index="0" name="description" type="String" />
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<description>
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Sets the drag data human-readable description.
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</description>
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</method>
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<method name="is_input_handled" qualifiers="const">
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<return type="bool" />
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<description>
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@ -512,22 +525,22 @@
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Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.
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</constant>
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<constant name="SCALING_3D_MODE_FSR" value="1" enum="Scaling3DMode">
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Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
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Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
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</constant>
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<constant name="SCALING_3D_MODE_FSR2" value="2" enum="Scaling3DMode">
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Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution.
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Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution.
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</constant>
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<constant name="SCALING_3D_MODE_METALFX_SPATIAL" value="3" enum="Scaling3DMode">
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Use the [url=https://developer.apple.com/documentation/metalfx/mtlfxspatialscaler#overview]MetalFX spatial upscaler[/url] for the viewport's 3D buffer.
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The amount of scaling can be set using [member scaling_3d_scale].
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Values less than [code]1.0[/code] will be result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
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Values less than [code]1.0[/code] will result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
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More information: [url=https://developer.apple.com/documentation/metalfx]MetalFX[/url].
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[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
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</constant>
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<constant name="SCALING_3D_MODE_METALFX_TEMPORAL" value="4" enum="Scaling3DMode">
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Use the [url=https://developer.apple.com/documentation/metalfx/mtlfxtemporalscaler#overview]MetalFX temporal upscaler[/url] for the viewport's 3D buffer.
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The amount of scaling can be set using [member scaling_3d_scale]. To determine the minimum input scale, use the [method RenderingDevice.limit_get] method with [constant RenderingDevice.LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE].
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Values less than [code]1.0[/code] will be result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use MetalFX at native resolution as a TAA solution.
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Values less than [code]1.0[/code] will result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use MetalFX at native resolution as a TAA solution.
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More information: [url=https://developer.apple.com/documentation/metalfx]MetalFX[/url].
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[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
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</constant>
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@ -608,9 +621,11 @@
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</constant>
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<constant name="DEBUG_DRAW_LIGHTING" value="2" enum="DebugDraw">
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Objects are displayed without textures and only with lighting information.
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[b]Note:[/b] When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
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</constant>
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<constant name="DEBUG_DRAW_OVERDRAW" value="3" enum="DebugDraw">
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Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.
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[b]Note:[/b] When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
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</constant>
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<constant name="DEBUG_DRAW_WIREFRAME" value="4" enum="DebugDraw">
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Objects are displayed as wireframe models.
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@ -618,15 +633,19 @@
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</constant>
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<constant name="DEBUG_DRAW_NORMAL_BUFFER" value="5" enum="DebugDraw">
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Objects are displayed without lighting information and their textures replaced by normal mapping.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_VOXEL_GI_ALBEDO" value="6" enum="DebugDraw">
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Objects are displayed with only the albedo value from [VoxelGI]s.
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Objects are displayed with only the albedo value from [VoxelGI]s. Requires at least one visible [VoxelGI] node that has been baked to have a visible effect.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_VOXEL_GI_LIGHTING" value="7" enum="DebugDraw">
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Objects are displayed with only the lighting value from [VoxelGI]s.
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Objects are displayed with only the lighting value from [VoxelGI]s. Requires at least one visible [VoxelGI] node that has been baked to have a visible effect.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_VOXEL_GI_EMISSION" value="8" enum="DebugDraw">
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Objects are displayed with only the emission color from [VoxelGI]s.
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Objects are displayed with only the emission color from [VoxelGI]s. Requires at least one visible [VoxelGI] node that has been baked to have a visible effect.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_SHADOW_ATLAS" value="9" enum="DebugDraw">
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Draws the shadow atlas that stores shadows from [OmniLight3D]s and [SpotLight3D]s in the upper left quadrant of the [Viewport].
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@ -636,53 +655,69 @@
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</constant>
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<constant name="DEBUG_DRAW_SCENE_LUMINANCE" value="11" enum="DebugDraw">
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Draws the scene luminance buffer (if available) in the upper left quadrant of the [Viewport].
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[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
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</constant>
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<constant name="DEBUG_DRAW_SSAO" value="12" enum="DebugDraw">
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Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_SSIL" value="13" enum="DebugDraw">
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Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_PSSM_SPLITS" value="14" enum="DebugDraw">
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Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.
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Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order (from closest to furthest from the camera), they are colored red, green, blue, and yellow.
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[b]Note:[/b] When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
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[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
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</constant>
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<constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw">
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Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].
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[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
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</constant>
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<constant name="DEBUG_DRAW_SDFGI" value="16" enum="DebugDraw">
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Draws the cascades used to render signed distance field global illumination (SDFGI).
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Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code] or SDFGI is not supported on the platform.
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Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code].
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_SDFGI_PROBES" value="17" enum="DebugDraw">
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Draws the probes used for signed distance field global illumination (SDFGI).
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Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code] or SDFGI is not supported on the platform.
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Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code].
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_GI_BUFFER" value="18" enum="DebugDraw">
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Draws the buffer used for global illumination (GI).
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Draws the buffer used for global illumination from [VoxelGI] or SDFGI. Requires [VoxelGI] (at least one visible baked VoxelGI node) or SDFGI ([member Environment.sdfgi_enabled]) to be enabled to have a visible effect.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_DISABLE_LOD" value="19" enum="DebugDraw">
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Draws all of the objects at their highest polycount, without low level of detail (LOD).
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Draws all of the objects at their highest polycount regardless of their distance from the camera. No low level of detail (LOD) is applied.
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</constant>
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<constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="DebugDraw">
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Draws the cluster used by [OmniLight3D] nodes to optimize light rendering.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="DebugDraw">
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Draws the cluster used by [SpotLight3D] nodes to optimize light rendering.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="DebugDraw">
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Draws the cluster used by [Decal] nodes to optimize decal rendering.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="DebugDraw">
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Draws the cluster used by [ReflectionProbe] nodes to optimize decal rendering.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
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Draws the buffer used for occlusion culling.
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[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
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</constant>
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<constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw">
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Draws vector lines over the viewport to indicate the movement of pixels between frames.
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[b]Note:[/b] Only supported when using the Forward+ rendering method.
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</constant>
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<constant name="DEBUG_DRAW_INTERNAL_BUFFER" value="26" enum="DebugDraw">
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Draws the internal resolution buffer of the scene before post-processing is applied.
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Draws the internal resolution buffer of the scene in linear colorspace before tonemapping or post-processing is applied.
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[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
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</constant>
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<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
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The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
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