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
c5d7115038
Rename the argument tag to param in XML documentation
2022-08-08 22:34:31 +03:00
c6cca43419
Tweak StandardMaterial3D's default height properties
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- Set the default height scale to 5.0 and multiply it by 0.01 in the shader.
- Document heightmap properties in BaseMaterial3D class reference.
2022-08-04 09:57:55 +02:00
0c65ed38a6
Treat specular less than 0.02 as occlusion
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This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
286ae1f7fa
Document what the Z component is used for in BaseMaterial3D UV coords
2022-07-23 20:05:16 -05:00
26f6625dcc
Always sample the heightmap with linear filtering in BaseMaterial3D
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Nearest-neighbor filtering of the heightmap results in a broken
appearance, with and without Deep Parallax enabled on the material.
Linear filtering results in a more expected appearance. This does
not affect other texture maps such as albedo, normal or roughness.
2022-06-14 18:56:18 +02:00
a8a6e664fb
Rename BaseMaterial3D properties to use fully spelled out "texture"
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This is more consistent with other BaseMaterial properties such as
`ao_texture_channel`.
This also improves the documentation related to
`albedo_texture_force_srgb`.
This also fixes a typo in the 3.x material converter.
2022-05-24 20:44:17 +02:00
9923851370
Fix typos with codespell
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Using codespell 2.2-dev from current git.
2022-05-23 21:32:19 +02:00
e619e0e4d4
Merge pull request #59419 from Calinou/doc-basematerial3d-detail
2022-04-30 10:49:36 +02:00
be611c1c05
Implement Label3D node.
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
1a5cfcd335
Improve documentation related to detail mapping in BaseMaterial3D
2022-03-22 19:09:03 +01:00
81940c8e57
Clamp BaseMaterial3D triplanar sharpness to values that never look broken
2022-02-27 18:56:19 +01:00
fe49244611
Use Filament specular models and parametrization
2022-02-22 19:39:41 -08:00
b68dd2e189
Add an XML schema for documentation
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
d856074488
Fix normal map description
2022-01-09 15:03:33 -05:00
901f376671
Move metallic and roughness automated assignment to an inspector UndoRedo
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callback.
2022-01-06 16:07:26 +00:00
d0cd211865
Merge pull request #56293 from skyace65/CullModeMaterial
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Fix and improve cull mode description in material
2022-01-05 09:20:15 +01:00
0a56a9d731
Fix and improve cull mode description in material
2022-01-04 18:21:40 -05:00
55d60bbf47
Document the expected format of anisotropy flowmaps in BaseMaterial3D
2021-12-31 17:26:24 +01:00
8f00625824
Merge pull request #54910 from Calinou/basematerial3d-texture-auto-roughness-metallic
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Set roughness/metallic to 1 when assigning a texture in BaseMaterial3D
2021-12-02 21:11:32 +01:00
6c1bd4d227
Replace Godot docs URL with $DOCS_URL in XML class reference
2021-11-15 13:02:21 +01:00
bad74311db
Set roughness/metallic to 1 when assigning a texture in BaseMaterial3D
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This makes material setup faster and avoids mistakes, especially with
the metallic channel which defaults to 0.
The value is only changed when adding a texture when none was
previously assigned, not when assigning a different texture.
2021-11-13 17:46:22 +01:00