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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@ -53,7 +53,8 @@
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</methods>
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<members>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
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The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
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The [Color] of the light in linear space. Defaults to white. A black color causes the light to have no effect.
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This value is linear to match glTF, but will be converted to nonlinear sRGB when creating a Godot [Light3D] node upon import, or converted to linear when exporting a Godot [Light3D] to glTF.
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</member>
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<member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0">
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The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
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At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot [SpotLight3D], the outer cone angle is used as the angle of the spotlight.
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</member>
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<member name="range" type="float" setter="set_range" getter="get_range" default="inf">
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The range of the light, beyond which the light has no effect. glTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to 4096.
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The range of the light, beyond which the light has no effect. glTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to [code]4096.0[/code].
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</member>
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</members>
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</class>
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