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Merge pull request godotengine#8008 from godotengine/classref/sync-c12d635
classref: Sync with current master branch (c12d635)
2 parents 4752803 + 7c71041 commit fed201e

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classes/class_aabb.rst

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@@ -396,7 +396,7 @@ Returns the scalar length of the shortest axis of the **AABB**.
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:ref:`Vector3<class_Vector3>` **get_support** **(** :ref:`Vector3<class_Vector3>` dir **)** |const|
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Returns the support point in a given direction. This is useful for collision detection algorithms.
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Returns the vertex of the AABB that's the farthest in a given direction. This point is commonly known as the support point in collision detection algorithms.
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.. rst-class:: classref-item-separator
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classes/class_audioserver.rst

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**bus_layout_changed** **(** **)**
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Emitted when the :ref:`AudioBusLayout<class_AudioBusLayout>` changes.
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Emitted when an audio bus is added, deleted, or moved.
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.. rst-class:: classref-item-separator
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----
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.. _class_AudioServer_signal_bus_renamed:
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.. rst-class:: classref-signal
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**bus_renamed** **(** :ref:`int<class_int>` bus_index, :ref:`StringName<class_StringName>` old_name, :ref:`StringName<class_StringName>` new_name **)**
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Emitted when the audio bus at ``bus_index`` is renamed from ``old_name`` to ``new_name``.
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.. rst-class:: classref-section-separator
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classes/class_canvastexture.rst

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\ **Note:** **CanvasTexture** cannot be used in 3D rendering. For physically-based materials in 3D, use :ref:`BaseMaterial3D<class_BaseMaterial3D>` instead.
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.. rst-class:: classref-introduction-group
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Tutorials
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---------
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- :doc:`2D Lights and Shadows <../tutorials/2d/2d_lights_and_shadows>`
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.. rst-class:: classref-reftable-group
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Properties

classes/class_displayserver.rst

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OpenGL context (only with the GL Compatibility renderer):
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- Windows: ``HGLRC`` for the window.
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- Windows: ``HGLRC`` for the window (native GL), or ``EGLContext`` for the window (ANGLE).
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- Linux: ``GLXContext*`` for the window.
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- macOS: ``NSOpenGLContext*`` for the window.
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- macOS: ``NSOpenGLContext*`` for the window (native GL), or ``EGLContext`` for the window (ANGLE).
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- Android: ``EGLContext`` for the window.
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classes/class_editorexportplatformmacos.rst

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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Dictionary<class_Dictionary>` | :ref:`application/copyright_localized<class_EditorExportPlatformMacOS_property_application/copyright_localized>` |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`application/export_angle<class_EditorExportPlatformMacOS_property_application/export_angle>` |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`application/icon<class_EditorExportPlatformMacOS_property_application/icon>` |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`application/icon_interpolation<class_EditorExportPlatformMacOS_property_application/icon_interpolation>` |
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.. _class_EditorExportPlatformMacOS_property_application/export_angle:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **application/export_angle**
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If set to ``1``, ANGLE libraries are exported with the exported application. If set to ``0``, ANGLE libraries are exported only if :ref:`ProjectSettings.rendering/gl_compatibility/driver<class_ProjectSettings_property_rendering/gl_compatibility/driver>` is set to ``"opengl3_angle"``.
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.. rst-class:: classref-item-separator
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----
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.. _class_EditorExportPlatformMacOS_property_application/icon:
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.. rst-class:: classref-property

classes/class_editorexportplatformwindows.rst

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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`application/copyright<class_EditorExportPlatformWindows_property_application/copyright>` |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`application/export_angle<class_EditorExportPlatformWindows_property_application/export_angle>` |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`application/file_description<class_EditorExportPlatformWindows_property_application/file_description>` |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`application/file_version<class_EditorExportPlatformWindows_property_application/file_version>` |
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.. _class_EditorExportPlatformWindows_property_application/export_angle:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **application/export_angle**
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If set to ``1``, ANGLE libraries are exported with the exported application. If set to ``0``, ANGLE libraries are exported only if :ref:`ProjectSettings.rendering/gl_compatibility/driver<class_ProjectSettings_property_rendering/gl_compatibility/driver>` is set to ``"opengl3_angle"``.
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.. rst-class:: classref-item-separator
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----
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.. _class_EditorExportPlatformWindows_property_application/file_description:
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.. rst-class:: classref-property

classes/class_gltfdocument.rst

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GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. This data can then be written to the filesystem, buffer, or used to create a Godot scene.
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All of the data in a GLTF scene is stored in the :ref:`GLTFState<class_GLTFState>` class. GLTFDocument processes state objects, but does not contain any scene data itself.
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All of the data in a GLTF scene is stored in the :ref:`GLTFState<class_GLTFState>` class. GLTFDocument processes state objects, but does not contain any scene data itself. GLTFDocument has member variables to store export configuration settings such as the image format, but is otherwise stateless. Multiple scenes can be processed with the same settings using the same GLTFDocument object and different :ref:`GLTFState<class_GLTFState>` objects.
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GLTFDocument can be extended with arbitrary functionality by extending the :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` class and registering it with GLTFDocument via :ref:`register_gltf_document_extension<class_GLTFDocument_method_register_gltf_document_extension>`. This allows for custom data to be imported and exported.
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+-----------------------------+-----------------------------------------------------------------+-----------+
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| :ref:`String<class_String>` | :ref:`image_format<class_GLTFDocument_property_image_format>` | ``"PNG"`` |
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+-----------------------------+-----------------------------------------------------------------+-----------+
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| :ref:`float<class_float>` | :ref:`lossy_quality<class_GLTFDocument_property_lossy_quality>` | ``0.75`` |
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+-----------------------------+-----------------------------------------------------------------+-----------+
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.. rst-class:: classref-reftable-group
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-------
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_GLTFDocument_property_image_format:
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.. rst-class:: classref-property
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:ref:`String<class_String>` **image_format** = ``"PNG"``
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.. rst-class:: classref-property-setget
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- void **set_image_format** **(** :ref:`String<class_String>` value **)**
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- :ref:`String<class_String>` **get_image_format** **(** **)**
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The user-friendly name of the export image format. This is used when exporting the GLTF file, including writing to a file and writing to a byte array.
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By default, Godot allows the following options: "None", "PNG", "JPEG", "Lossless WebP", and "Lossy WebP". Support for more image formats can be added in :ref:`GLTFDocumentExtension<class_GLTFDocumentExtension>` classes.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFDocument_property_lossy_quality:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **lossy_quality** = ``0.75``
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.. rst-class:: classref-property-setget
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- void **set_lossy_quality** **(** :ref:`float<class_float>` value **)**
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- :ref:`float<class_float>` **get_lossy_quality** **(** **)**
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If :ref:`image_format<class_GLTFDocument_property_image_format>` is a lossy image format, this determines the lossy quality of the image. On a range of ``0.0`` to ``1.0``, where ``0.0`` is the lowest quality and ``1.0`` is the highest quality. A lossy quality of ``1.0`` is not the same as lossless.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Method Descriptions
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-------------------
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