feat: modules moved and engine moved to submodule

This commit is contained in:
Jan van der Weide 2025-04-12 18:40:44 +02:00
parent dfb5e645cd
commit c33d2130cc
5136 changed files with 225275 additions and 64485 deletions

View file

@ -148,6 +148,12 @@
Returns the drag data from the GUI, that was previously returned by [method Control._get_drag_data].
</description>
</method>
<method name="gui_get_drag_description" qualifiers="const">
<return type="String" />
<description>
Returns the drag data human-readable description.
</description>
</method>
<method name="gui_get_focus_owner" qualifiers="const">
<return type="Control" />
<description>
@ -180,6 +186,13 @@
Removes the focus from the currently focused [Control] within this viewport. If no [Control] has the focus, does nothing.
</description>
</method>
<method name="gui_set_drag_description">
<return type="void" />
<param index="0" name="description" type="String" />
<description>
Sets the drag data human-readable description.
</description>
</method>
<method name="is_input_handled" qualifiers="const">
<return type="bool" />
<description>
@ -512,22 +525,22 @@
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.
</constant>
<constant name="SCALING_3D_MODE_FSR" value="1" enum="Scaling3DMode">
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.
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.
</constant>
<constant name="SCALING_3D_MODE_FSR2" value="2" enum="Scaling3DMode">
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.
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.
</constant>
<constant name="SCALING_3D_MODE_METALFX_SPATIAL" value="3" enum="Scaling3DMode">
Use the [url=https://developer.apple.com/documentation/metalfx/mtlfxspatialscaler#overview]MetalFX spatial upscaler[/url] 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 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.
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.
More information: [url=https://developer.apple.com/documentation/metalfx]MetalFX[/url].
[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
</constant>
<constant name="SCALING_3D_MODE_METALFX_TEMPORAL" value="4" enum="Scaling3DMode">
Use the [url=https://developer.apple.com/documentation/metalfx/mtlfxtemporalscaler#overview]MetalFX temporal upscaler[/url] for the viewport's 3D buffer.
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].
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.
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.
More information: [url=https://developer.apple.com/documentation/metalfx]MetalFX[/url].
[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
</constant>
@ -608,9 +621,11 @@
</constant>
<constant name="DEBUG_DRAW_LIGHTING" value="2" enum="DebugDraw">
Objects are displayed without textures and only with lighting information.
[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.
</constant>
<constant name="DEBUG_DRAW_OVERDRAW" value="3" enum="DebugDraw">
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.
[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.
</constant>
<constant name="DEBUG_DRAW_WIREFRAME" value="4" enum="DebugDraw">
Objects are displayed as wireframe models.
@ -618,15 +633,19 @@
</constant>
<constant name="DEBUG_DRAW_NORMAL_BUFFER" value="5" enum="DebugDraw">
Objects are displayed without lighting information and their textures replaced by normal mapping.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_VOXEL_GI_ALBEDO" value="6" enum="DebugDraw">
Objects are displayed with only the albedo value from [VoxelGI]s.
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.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_VOXEL_GI_LIGHTING" value="7" enum="DebugDraw">
Objects are displayed with only the lighting value from [VoxelGI]s.
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.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_VOXEL_GI_EMISSION" value="8" enum="DebugDraw">
Objects are displayed with only the emission color from [VoxelGI]s.
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.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_SHADOW_ATLAS" value="9" enum="DebugDraw">
Draws the shadow atlas that stores shadows from [OmniLight3D]s and [SpotLight3D]s in the upper left quadrant of the [Viewport].
@ -636,53 +655,69 @@
</constant>
<constant name="DEBUG_DRAW_SCENE_LUMINANCE" value="11" enum="DebugDraw">
Draws the scene luminance buffer (if available) in the upper left quadrant of the [Viewport].
[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
</constant>
<constant name="DEBUG_DRAW_SSAO" value="12" enum="DebugDraw">
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].
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_SSIL" value="13" enum="DebugDraw">
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].
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_PSSM_SPLITS" value="14" enum="DebugDraw">
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.
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.
[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.
[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
</constant>
<constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw">
Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].
[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
</constant>
<constant name="DEBUG_DRAW_SDFGI" value="16" enum="DebugDraw">
Draws the cascades used to render signed distance field global illumination (SDFGI).
Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code] or SDFGI is not supported on the platform.
Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code].
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_SDFGI_PROBES" value="17" enum="DebugDraw">
Draws the probes used for signed distance field global illumination (SDFGI).
Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code] or SDFGI is not supported on the platform.
Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code].
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_GI_BUFFER" value="18" enum="DebugDraw">
Draws the buffer used for global illumination (GI).
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.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_DISABLE_LOD" value="19" enum="DebugDraw">
Draws all of the objects at their highest polycount, without low level of detail (LOD).
Draws all of the objects at their highest polycount regardless of their distance from the camera. No low level of detail (LOD) is applied.
</constant>
<constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="DebugDraw">
Draws the cluster used by [OmniLight3D] nodes to optimize light rendering.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="DebugDraw">
Draws the cluster used by [SpotLight3D] nodes to optimize light rendering.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="DebugDraw">
Draws the cluster used by [Decal] nodes to optimize decal rendering.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="DebugDraw">
Draws the cluster used by [ReflectionProbe] nodes to optimize decal rendering.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
Draws the buffer used for occlusion culling.
[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
</constant>
<constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw">
Draws vector lines over the viewport to indicate the movement of pixels between frames.
[b]Note:[/b] Only supported when using the Forward+ rendering method.
</constant>
<constant name="DEBUG_DRAW_INTERNAL_BUFFER" value="26" enum="DebugDraw">
Draws the internal resolution buffer of the scene before post-processing is applied.
Draws the internal resolution buffer of the scene in linear colorspace before tonemapping or post-processing is applied.
[b]Note:[/b] Only supported when using the Forward+ or Mobile rendering methods.
</constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
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).