Use Grisu2 algorithm in String::num_scientific to fix serializing
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29 changed files with 1560 additions and 200 deletions
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@ -46,7 +46,7 @@
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<member name="depth_near" type="float" setter="set_depth_near" getter="get_depth_near" default="0.05">
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The distance to the near culling boundary for this camera relative to its local Z axis, in meters. This maps to glTF's [code]znear[/code] property.
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</member>
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<member name="fov" type="float" setter="set_fov" getter="get_fov" default="1.309">
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<member name="fov" type="float" setter="set_fov" getter="get_fov" default="1.3089969">
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The FOV of the camera. This class and glTF define the camera FOV in radians, while Godot uses degrees. This maps to glTF's [code]yfov[/code] property. This value is only used for perspective cameras, when [member perspective] is [code]true[/code].
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</member>
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<member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true">
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<member name="light_type" type="String" setter="set_light_type" getter="get_light_type" default="""">
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The type of the light. The values accepted by Godot are "point", "spot", and "directional", which correspond to Godot's [OmniLight3D], [SpotLight3D], and [DirectionalLight3D] respectively.
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</member>
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<member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="0.785398">
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<member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="0.7853982">
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The outer angle of the cone in a spotlight. Must be greater than or equal to the inner 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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