feat: modules moved and engine moved to submodule

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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

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@ -53,7 +53,8 @@
</methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)" keywords="colour">
The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
The [Color] of the light in linear space. Defaults to white. A black color causes the light to have no effect.
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.
</member>
<member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0">
The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
@ -70,7 +71,7 @@
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.
</member>
<member name="range" type="float" setter="set_range" getter="get_range" default="inf">
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.
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].
</member>
</members>
</class>