be0c68845e
Fix miscellaneous oddities around the class reference (part 6)
2025-11-25 21:20:57 +01:00
d7565ffbe5
Merge pull request #104666 from allenwp/color-encoding-docs
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Update color encoding documentation
2025-09-22 08:50:11 -05:00
46e40969a2
Replace the term "color space" with "color encoding". Add additional detail to Color class description. State clearly that Color is expected to use the nonlinear sRGB transfer function.
2025-09-15 18:11:53 -04:00
1c62ba40b7
Disable unsupported SSR, SSS, DoF on transparent viewports
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For technical reasons, transparent viewports cannot support
screen-space reflections, subsurface scattering and depth of field.
Previously, enabling any of these would turn transparent viewports
invisible.
2025-09-11 14:59:07 +02:00
d674c9e289
Add stencil support for spatial materials
2025-06-11 09:59:10 -05:00
7574a5dbb3
Add depth function for spatial materials
2025-06-06 09:21:19 -05:00
1e82bafa3a
Remove redundant info on the enum types used
2025-06-04 08:21:47 +08:00
9a1def8da1
Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
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Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.
Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects
Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
2025-05-21 10:16:05 -03:00
9828c365c3
Add support for bent normals for indirect lighting and specular occlusion
2025-05-12 12:52:04 +02:00
dda0562f2f
Merge pull request #103934 from LiveTrower/dfg-lut
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Forward+: Replace the current BRDF approximation with a DFG LUT and add multiscattering energy compensation
2025-05-09 11:29:16 -05:00
56730d0cb2
Add specular occlusion from ambient light
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Co-authored-by: guerro323 <kaltobattle@gmail.com >
2025-05-08 23:52:01 +02:00
44408eabaa
Replace BRDF approximation with a DFG LUT
2025-05-08 10:23:35 -06:00
0c91e38a4a
Improve BaseMaterial3D/Label3D/SpriteBase3D's fixed_size documentation
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This documents the behavior more precisely and fixes a typo in
SpriteBase3D where it referred to a label instead of a sprite.
2025-03-06 02:10:08 +01:00
4905d033e5
Fix dead links across the class reference
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This was found using lychee, which is being set up in godot-docs' CI.
2025-02-12 16:03:06 +01:00
861ae87f52
Document limitations of refraction from using screen texture
2024-12-18 15:53:39 -08:00
31edb7ea3b
Merge pull request #99841 from Calinou/doc-basematerial3d-billboard-mode-remove-outdated-note
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Remove outdated note about `BaseMaterial3D.billboard_mode` shadow issue
2024-11-29 22:51:41 +01:00
e499563faf
Remove outdated note about BaseMaterial3D.billboard_mode shadow issue
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The linked pull request was merged in Godot 4.3.
2024-11-29 19:57:26 +01:00
88e81ee730
Fix various typos and code style issues
2024-11-28 17:40:42 +01:00
e994c49a40
Remove note about missing per-vertex-shading
2024-10-18 00:00:20 +03:00
e41064388e
reverted naming to premul alpha (no T)
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com >
Co-authored-by: Clay John <claynjohn@gmail.com >
2024-05-01 00:53:29 +02:00
f781571d07
Add keywords to improve search in the class reference
2024-02-22 16:16:49 +01:00
eab95698cd
Fix shadows for billboarded Sprite3D's
2024-02-13 10:36:38 +01:00
d83cad6d9b
Fix various typos in documentation
2023-12-27 20:37:37 +07:00
47cadda3ad
Improve and clarify texture filtering documentation
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- Mention the Use Nearest Mipmap Filter project setting.
- Fix nearest mipmap claiming to always use bilinear filtering
(it uses trilinear filtering by default, like linear mipmap).
2023-11-14 15:18:03 +01:00
22e42c1826
Improve documentation related for particle subemitters, collision and attractors
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This also describes how to set up particle flipbook animation in
GPUParticles2D's texture property.
2023-10-25 20:44:12 +02:00
cc0eebd9d8
Validate code tags for class and member references
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This commit also adds means to manually disable warnings
in `code` tags where it's a false positive with the new
`skip-lint` attribute.
Warnings are now enabled on CI to prevent future errors.
2023-10-03 15:48:31 +02:00
45a33cc749
Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog
2023-09-05 18:15:02 +02:00
57d05ffc66
Improve the top docs sections of VFX classes
2023-08-11 21:17:04 +03:00
d275a7487d
Initialize MSDF parameters in BaseMaterial3D with default
2023-07-28 13:24:44 +02:00
81064cc239
Doctool: Remove version attribute from XML header
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We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00
346f1ab86b
Bump version to 4.2-dev
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Keep on waitin'
2023-07-05 22:07:03 +02:00
5056c427d3
Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentation
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This brings the overall class reference completion percentage from 87% to 92%.
2023-05-06 22:40:32 +02:00
f29a7c0404
Fix some wrong descriptions in the docs
2023-03-21 19:10:48 +08:00
1c1524a651
Bump version to 4.1-dev
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Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00
8314cf125a
Correct docs for keep_scale in BaseMaterial3D
2023-02-17 15:27:29 -08:00
42b7739321
Document unsupported features in Mobile and Compatibility rendering methods
2023-02-13 22:17:02 +01:00
062fb8b0dc
Ignore depth draw optimization when using depth draw alpha prepass
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
2d7793ed4a
Make Roughness and Refraction not mention AO
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Removes the mentions of ambient occlusion in the descriptions and replaces them with the appropriate texture channel.
2022-12-02 21:03:42 -05:00
4abf47f407
Implement is_animated and casts_shadows
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This allows the renderer to correctly decide when to update shadow maps
This PR also adds TIME to a few missing places
2022-11-13 14:09:21 -08:00
fb742cb16f
Document the BaseMaterial3D class
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This makes the class 100% documented again.
2022-10-24 18:40:01 +02:00
c1b5b68eee
Rename remaining "*_enable" to "*_enabled"
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Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)
Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)
RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`
Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
2022-09-21 22:47:46 +02:00
15603ca887
Add class descriptions for Texture2DArray, CubemapArray and ImageTextureLayered, plus overhaul TextureLayered
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Co-authored-by: Clay John <claynjohn@gmail.com >
2022-09-08 10:19:54 +02:00
385ee5c70b
Implement Physical Light Units as an optional setting.
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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
64717d64cd
Improve documentation for BaseMaterial3D's alpha scissor threshold
2022-08-29 14:54:06 +02:00
723bf85145
Rename ParticlesMaterial to ParticleProcessMaterial
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Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
a471cd950a
Merge pull request #64739 from Calinou/doc-anisotropic-filter
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Improve documentation related to anisotropic filtering
2022-08-22 18:46:55 -06:00
cb62c91c12
Merge pull request #58600 from Calinou/material-triplanar-sharpness-clamp
2022-08-22 22:21:33 +02:00
bedcaac2ba
Improve documentation related to anisotropic filtering
2022-08-22 18:36:11 +02:00
9b345e793a
[doc] Use "param" instead of "code" to refer to parameters (8)
2022-08-12 14:00:25 -04:00