feat: updated engine version to 4.4-rc1

This commit is contained in:
Sara 2025-02-23 14:38:14 +01:00
parent ee00efde1f
commit 21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions

View file

@ -36,6 +36,7 @@
<description>
Emits a single particle. Whether [param xform], [param velocity], [param color] and [param custom] are applied depends on the value of [param flags]. See [enum EmitFlags].
The default ParticleProcessMaterial will overwrite [param color] and use the contents of [param custom] as [code](rotation, age, animation, lifetime)[/code].
[b]Note:[/b] [method emit_particle] is only supported on the Forward+ and Mobile rendering methods, not Compatibility.
</description>
</method>
<method name="get_draw_pass_mesh" qualifiers="const">
@ -45,11 +46,21 @@
Returns the [Mesh] that is drawn at index [param pass].
</description>
</method>
<method name="request_particles_process">
<return type="void" />
<param index="0" name="process_time" type="float" />
<description>
Requests the particles to process for extra process time during a single frame.
Useful for particle playback, if used in combination with [member use_fixed_seed] or by calling [method restart] with parameter [code]keep_seed[/code] set to [code]true[/code].
</description>
</method>
<method name="restart">
<return type="void" />
<param index="0" name="keep_seed" type="bool" default="false" />
<description>
Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the [signal finished] signal before calling.
[b]Note:[/b] The [signal finished] signal is only emitted by [member one_shot] emitters.
If [param keep_seed] is [code]true[/code], the current random seed will be preserved. Useful for seeking and playback.
</description>
</method>
<method name="set_draw_pass_mesh">
@ -127,6 +138,7 @@
</member>
<member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0">
Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.
[b]Note:[/b] This can be very expensive if set to a high number as it requires running the particle shader a number of times equal to the [member fixed_fps] (or 30, if [member fixed_fps] is 0) for every second. In extreme cases it can even lead to a GPU crash due to the volume of work done in a single frame.
</member>
<member name="process_material" type="Material" setter="set_process_material" getter="get_process_material">
[Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial].
@ -134,6 +146,9 @@
<member name="randomness" type="float" setter="set_randomness_ratio" getter="get_randomness_ratio" default="0.0">
Emission randomness ratio.
</member>
<member name="seed" type="int" setter="set_seed" getter="get_seed" default="0">
Sets the random seed used by the particle system. Only effective if [member use_fixed_seed] is [code]true[/code].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
</member>
@ -151,6 +166,9 @@
</member>
<member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
</member>
<member name="use_fixed_seed" type="bool" setter="set_use_fixed_seed" getter="get_use_fixed_seed" default="false">
If [code]true[/code], particles will use the same seed for every simulation using the seed defined in [member seed]. This is useful for situations where the visual outcome should be consistent across replays, for example when using Movie Maker mode.
</member>
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB(-4, -4, -4, 8, 8, 8)">
The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active. [member GeometryInstance3D.extra_cull_margin] is added on each of the AABB's axes. Particle collisions and attraction will only occur within this area.
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
@ -160,8 +178,8 @@
<signals>
<signal name="finished">
<description>
Emitted when all active particles have finished processing. To immediately emit new particles, call [method restart].
Never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
Emitted when all active particles have finished processing. To immediately restart the emission cycle, call [method restart].
This signal is never emitted when [member one_shot] is disabled, as particles will be emitted and processed continuously.
[b]Note:[/b] For [member one_shot] emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting [member emitting] to [code]true[/code] will not restart the emission cycle. This delay is avoided by instead calling [method restart].
</description>
</signal>