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Returns a normally-distributed pseudo-random floating point value using Box-Muller transform with the specified ``mean`` and a standard ``deviation``. This is also called Gaussian distribution.
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Returns a `normally-distributed <https://en.wikipedia.org/wiki/Normal_distribution>`__, pseudo-random floating-point value from the specified ``mean`` and a standard ``deviation``. This is also known as a Gaussian distribution.
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\ **Note:** This method uses the `Box-Muller transform <https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform>`__ algorithm.
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.. rst-class:: classref-item-separator
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Returns the multiple of ``step`` that is the closest to ``x``. This can also be used to round a floatingpoint number to an arbitrary number of decimals.
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Returns the multiple of ``step`` that is the closest to ``x``. This can also be used to round a floating-point number to an arbitrary number of decimals.
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The returned value is the same type of :ref:`Variant<class_Variant>` as ``step``. Supported types: :ref:`int<class_int>`, :ref:`float<class_float>`, :ref:`Vector2<class_Vector2>`, :ref:`Vector2i<class_Vector2i>`, :ref:`Vector3<class_Vector3>`, :ref:`Vector3i<class_Vector3i>`, :ref:`Vector4<class_Vector4>`, :ref:`Vector4i<class_Vector4i>`.
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Returns the multiple of ``step`` that is the closest to ``x``. This can also be used to round a floatingpoint number to an arbitrary number of decimals.
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Returns the multiple of ``step`` that is the closest to ``x``. This can also be used to round a floating-point number to an arbitrary number of decimals.
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A type-safe version of :ref:`snapped<class_@GlobalScope_method_snapped>`, returning a :ref:`float<class_float>`.
Copy file name to clipboardExpand all lines: classes/class_basis.rst
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@@ -17,7 +17,7 @@ A 3×3 matrix for representing 3D rotation and scale.
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Description
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The **Basis** built-in :ref:`Variant<class_Variant>` type is a 3x3 `matrix <https://en.wikipedia.org/wiki/Matrix_(mathematics)>`__ used to represent 3D rotation, scale, and shear. It is frequently used within a :ref:`Transform3D<class_Transform3D>`.
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The **Basis** built-in :ref:`Variant<class_Variant>` type is a 3×3 `matrix <https://en.wikipedia.org/wiki/Matrix_(mathematics)>`__ used to represent 3D rotation, scale, and shear. It is frequently used within a :ref:`Transform3D<class_Transform3D>`.
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A **Basis** is composed by 3 axis vectors, each representing a column of the matrix: :ref:`x<class_Basis_property_x>`, :ref:`y<class_Basis_property_y>`, and :ref:`z<class_Basis_property_z>`. The length of each axis (:ref:`Vector3.length<class_Vector3_method_length>`) influences the basis's scale, while the direction of all axes influence the rotation. Usually, these axes are perpendicular to one another. However, when you rotate any axis individually, the basis becomes sheared. Applying a sheared basis to a 3D model will make the model appear distorted.
The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, etc) to store the depth of an option in the class or a parent class.
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The option is from the containing class or a parent class, relative to the location of the code completion query. Perform a bitwise OR with the class depth (e.g. ``0`` for the local class, ``1`` for the parent, ``2`` for the grandparent, etc.) to store the depth of an option in the class or a parent class.
Adds a comment delimiter from ``start_key`` to ``end_key``. Both keys should be symbols, and ``start_key`` must not be shared with other delimiters.
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Both the start and end keys must be symbols. Only the start key has to be unique.
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\ ``line_only`` denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to ``true``.
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If ``line_only`` is ``true`` or ``end_key`` is an empty :ref:`String<class_String>`, the region does not carry over to the next line.
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Both the start and end keys must be symbols. Only the start key has to be unique.
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Defines a string delimiter from ``start_key`` to ``end_key``. Both keys should be symbols, and ``start_key`` must not be shared with other delimiters.
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\``line_only`` denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to ``true``.
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If ``line_only`` is ``true`` or ``end_key`` is an empty :ref:`String<class_String>`, the region does not carry over to the next line.
Adds a color region (such as for comments or strings) from ``start_key`` to ``end_key``. Both keys should be symbols, and ``start_key`` must not be shared with other delimiters.
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Both the start and end keys must be symbols. Only the start key has to be unique.
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\ ``line_only`` denotes if the region should continue until the end of the line or carry over on to the next line. If the end key is blank this is automatically set to ``true``.
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If ``line_only`` is ``true`` or ``end_key`` is an empty :ref:`String<class_String>`, the region does not carry over to the next line.
Copy file name to clipboardExpand all lines: classes/class_cubemaparray.rst
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@@ -19,13 +19,11 @@ An array of :ref:`Cubemap<class_Cubemap>`\ s, stored together and with a single
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Description
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**CubemapArray**\ s are made of an array of :ref:`Cubemap<class_Cubemap>`\ s. Like :ref:`Cubemap<class_Cubemap>`\ s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube). The primary benefit of **CubemapArray**\ s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple :ref:`Cubemap<class_Cubemap>`\ s into a shader using a single **CubemapArray**.
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**CubemapArray**\ s are made of an array of :ref:`Cubemap<class_Cubemap>`\ s. Like :ref:`Cubemap<class_Cubemap>`\ s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).
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Moreover, :ref:`Cubemap<class_Cubemap>`\ s are allocated in adjacent cache regions on the GPU. This makes **CubemapArray**\ s the most efficient way to store multiple :ref:`Cubemap<class_Cubemap>`\ s.
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The primary benefit of **CubemapArray**\ s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple :ref:`Cubemap<class_Cubemap>`\ s into a shader using a single **CubemapArray**. :ref:`Cubemap<class_Cubemap>`\ s are allocated in adjacent cache regions on the GPU, which makes **CubemapArray**\ s the most efficient way to store multiple :ref:`Cubemap<class_Cubemap>`\ s.
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Internally, Godot uses **CubemapArray**\ s for many effects, including the :ref:`Sky<class_Sky>` if you set :ref:`ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections<class_ProjectSettings_property_rendering/reflections/sky_reflections/texture_array_reflections>` to ``true``.
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To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
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\ **Note:** Godot uses **CubemapArray**\ s internally for many effects, including the :ref:`Sky<class_Sky>` if you set :ref:`ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections<class_ProjectSettings_property_rendering/reflections/sky_reflections/texture_array_reflections>` to ``true``. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
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\ **Note:** **CubemapArray** is not supported in the OpenGL 3 rendering backend.
Sets a custom mouse cursor image for the defined ``shape``. This means the user's operating system and mouse cursor theme will no longer influence the mouse cursor's appearance. The image must be ``256x256`` or smaller for correct appearance. ``hotspot`` can optionally be set to define the area where the cursor will click. By default, ``hotspot`` is set to ``Vector2(0, 0)``, which is the top-left corner of the image. See also :ref:`cursor_set_shape<class_DisplayServer_method_cursor_set_shape>`.
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Sets a custom mouse cursor image for the given ``shape``. This means the user's operating system and mouse cursor theme will no longer influence the mouse cursor's appearance.
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\ ``cursor`` can be either :ref:`Texture2D<class_Texture2D>` or :ref:`Image<class_Image>`.
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\ ``cursor`` can be either a :ref:`Texture2D<class_Texture2D>` or an :ref:`Image<class_Image>`, and it should not be larger than 256×256 to display correctly. Optionally, ``hotspot`` can be set to offset the image's position relative to the click point. By default, ``hotspot`` is set to the top-left corner of the image. See also :ref:`cursor_set_shape<class_DisplayServer_method_cursor_set_shape>`.
If enabled, the exported game will support threads. It requires `a "cross-origin isolated" website <https://web.dev/articles/coop-coep>`__, which can be difficult to setup and brings some limitations (e.g. not being able to communicate with third-party websites).
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If ``true``, the exported game will support threads. It requires `a "cross-origin isolated" website <https://web.dev/articles/coop-coep>`__, which may be difficult to set up and is limited for security reasons (such as not being able to communicate with third-party websites).
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If disabled, the exported game will not support threads. As a result, it is more prone to performance and audio issues, but will only require to be run on a HTTPS website.
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If ``false``, the exported game will not support threads. As a result, it is more prone to performance and audio issues, but will only require to be run on a HTTPS website.
Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with :ref:`remove_control_from_bottom_panel<class_EditorPlugin_method_remove_control_from_bottom_panel>` and free it with :ref:`Node.queue_free<class_Node_method_queue_free>`.
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Adds a control to the bottom panel (together with **Output**, **Debug**, **Animation**, etc.). Returns the button added to the tab bar. It's up to you to manage the button's visibility as needed.
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When your plugin is deactivated, make sure to remove your custom control with :ref:`remove_control_from_bottom_panel<class_EditorPlugin_method_remove_control_from_bottom_panel>` and free it with :ref:`Node.queue_free<class_Node_method_queue_free>`.
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