diff --git a/classes/class_basematerial3d.rst b/classes/class_basematerial3d.rst index 4b5dfbecfa8..2b32099288a 100644 --- a/classes/class_basematerial3d.rst +++ b/classes/class_basematerial3d.rst @@ -479,7 +479,7 @@ enum **TextureFilter**: :ref:`TextureFilter` **TEXTURE_FILTER_NEAREST** = ``0`` -The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. +The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_LINEAR: @@ -487,7 +487,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m :ref:`TextureFilter` **TEXTURE_FILTER_LINEAR** = ``1`` -The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps. +The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: @@ -495,7 +495,7 @@ The texture filter blends between the nearest 4 pixels. Use this when you want t :ref:`TextureFilter` **TEXTURE_FILTER_NEAREST_WITH_MIPMAPS** = ``2`` -The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps. +The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance. .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: @@ -503,7 +503,7 @@ The texture filter reads from the nearest pixel in the nearest mipmap. The faste :ref:`TextureFilter` **TEXTURE_FILTER_LINEAR_WITH_MIPMAPS** = ``3`` -The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth out pixels that are far from the camera. +The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look smooth from up close, and smooth from a distance. .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: @@ -511,7 +511,7 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2 :ref:`TextureFilter` **TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC** = ``4`` -The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. +The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: @@ -519,7 +519,7 @@ The texture filter reads from the nearest pixel, but selects a mipmap based on t :ref:`TextureFilter` **TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC** = ``5`` -The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. +The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_MAX: diff --git a/classes/class_cameraattributesphysical.rst b/classes/class_cameraattributesphysical.rst index 899ed72d154..a01e3278f4f 100644 --- a/classes/class_cameraattributesphysical.rst +++ b/classes/class_cameraattributesphysical.rst @@ -145,7 +145,7 @@ Only available when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physi - void **set_shutter_speed** **(** :ref:`float` value **)** - :ref:`float` **get_shutter_speed** **(** **)** -Time for shutter to open and close, measured in seconds. A higher value will let in more light leading to a brighter image, while a lower amount will let in less light leading to a darker image. +Time for shutter to open and close, evaluated as ``1 / shutter_speed`` seconds. A higher value will allow less light (leading to a darker image), while a lower value will allow more light (leading to a brighter image). Only available when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units` is enabled. diff --git a/classes/class_canvasitem.rst b/classes/class_canvasitem.rst index 4fdd54522d6..778941ff915 100644 --- a/classes/class_canvasitem.rst +++ b/classes/class_canvasitem.rst @@ -288,7 +288,7 @@ The **CanvasItem** will inherit the filter from its parent. :ref:`TextureFilter` **TEXTURE_FILTER_NEAREST** = ``1`` -The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering. Useful for pixel art. +The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_CanvasItem_constant_TEXTURE_FILTER_LINEAR: @@ -296,7 +296,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m :ref:`TextureFilter` **TEXTURE_FILTER_LINEAR** = ``2`` -The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style. +The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_CanvasItem_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: @@ -304,7 +304,9 @@ The texture filter blends between the nearest four pixels. Use this for most cas :ref:`TextureFilter` **TEXTURE_FILTER_NEAREST_WITH_MIPMAPS** = ``3`` -The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps. +The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance. + +Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. .. _class_CanvasItem_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: @@ -312,7 +314,9 @@ The texture filter reads from the nearest pixel in the nearest mipmap. This is t :ref:`TextureFilter` **TEXTURE_FILTER_LINEAR_WITH_MIPMAPS** = ``4`` -The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. +The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look smooth from up close, and smooth from a distance. + +Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. .. _class_CanvasItem_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: @@ -320,9 +324,9 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2 :ref:`TextureFilter` **TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC** = ``5`` -The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. +The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. -\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_NEAREST_WITH_MIPMAPS` is usually more appropriate. +\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_NEAREST_WITH_MIPMAPS` is usually more appropriate in this case. .. _class_CanvasItem_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: @@ -330,9 +334,9 @@ The texture filter reads from the nearest pixel, but selects a mipmap based on t :ref:`TextureFilter` **TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC** = ``6`` -The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. +The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. -\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_LINEAR_WITH_MIPMAPS` is usually more appropriate. +\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_LINEAR_WITH_MIPMAPS` is usually more appropriate in this case. .. _class_CanvasItem_constant_TEXTURE_FILTER_MAX: diff --git a/classes/class_editorsettings.rst b/classes/class_editorsettings.rst index 1c51943a532..8a85879b6fb 100644 --- a/classes/class_editorsettings.rst +++ b/classes/class_editorsettings.rst @@ -2485,9 +2485,9 @@ The icon and font color scheme to use in the editor. - **Auto** determines the color scheme to use automatically based on :ref:`interface/theme/base_color`. -- **Dark** makes fonts and icons light (suitable for dark themes). +- **Dark** makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in `this file `__. -- **Light** makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following `this set of rules `__. +- **Light** makes fonts and icons light (suitable for dark themes). .. rst-class:: classref-item-separator diff --git a/classes/class_gpuparticles2d.rst b/classes/class_gpuparticles2d.rst index 541020cbb53..b1f43904827 100644 --- a/classes/class_gpuparticles2d.rst +++ b/classes/class_gpuparticles2d.rst @@ -692,6 +692,8 @@ void **emit_particle** **(** :ref:`Transform2D` xform, :ref:` Emits a single particle. Whether ``xform``, ``velocity``, ``color`` and ``custom`` are applied depends on the value of ``flags``. See :ref:`EmitFlags`. +The default ParticleProcessMaterial will overwrite ``color`` and use the contents of ``custom`` as ``(rotation, age, animation, lifetime)``. + .. rst-class:: classref-item-separator ---- diff --git a/classes/class_gpuparticles3d.rst b/classes/class_gpuparticles3d.rst index 1266893fc5e..1891fa6e040 100644 --- a/classes/class_gpuparticles3d.rst +++ b/classes/class_gpuparticles3d.rst @@ -843,6 +843,8 @@ void **emit_particle** **(** :ref:`Transform3D` xform, :ref:` Emits a single particle. Whether ``xform``, ``velocity``, ``color`` and ``custom`` are applied depends on the value of ``flags``. See :ref:`EmitFlags`. +The default ParticleProcessMaterial will overwrite ``color`` and use the contents of ``custom`` as ``(rotation, age, animation, lifetime)``. + .. rst-class:: classref-item-separator ---- diff --git a/classes/class_navigationlink2d.rst b/classes/class_navigationlink2d.rst index d7da9c51b34..b1c02aa3997 100644 --- a/classes/class_navigationlink2d.rst +++ b/classes/class_navigationlink2d.rst @@ -67,6 +67,8 @@ Methods +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_navigation_layer_value` **(** :ref:`int` layer_number **)** |const| | +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`RID` | :ref:`get_rid` **(** **)** |const| | + +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_global_end_position` **(** :ref:`Vector2` position **)** | +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_global_start_position` **(** :ref:`Vector2` position **)** | @@ -251,6 +253,18 @@ Returns whether or not the specified layer of the :ref:`navigation_layers` **get_rid** **(** **)** |const| + +Returns the :ref:`RID` of this link on the :ref:`NavigationServer2D`. + +.. rst-class:: classref-item-separator + +---- + .. _class_NavigationLink2D_method_set_global_end_position: .. rst-class:: classref-method diff --git a/classes/class_navigationlink3d.rst b/classes/class_navigationlink3d.rst index 9ed2fb436cd..6b9e96b0e5e 100644 --- a/classes/class_navigationlink3d.rst +++ b/classes/class_navigationlink3d.rst @@ -67,6 +67,8 @@ Methods +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_navigation_layer_value` **(** :ref:`int` layer_number **)** |const| | +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`RID` | :ref:`get_rid` **(** **)** |const| | + +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_global_end_position` **(** :ref:`Vector3` position **)** | +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_global_start_position` **(** :ref:`Vector3` position **)** | @@ -251,6 +253,18 @@ Returns whether or not the specified layer of the :ref:`navigation_layers` **get_rid** **(** **)** |const| + +Returns the :ref:`RID` of this link on the :ref:`NavigationServer3D`. + +.. rst-class:: classref-item-separator + +---- + .. _class_NavigationLink3D_method_set_global_end_position: .. rst-class:: classref-method diff --git a/classes/class_navigationregion2d.rst b/classes/class_navigationregion2d.rst index 23624ff31ce..860ed9d6adf 100644 --- a/classes/class_navigationregion2d.rst +++ b/classes/class_navigationregion2d.rst @@ -85,6 +85,8 @@ Methods +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_region_rid` **(** **)** |const| | +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`RID` | :ref:`get_rid` **(** **)** |const| | + +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_avoidance_layer_value` **(** :ref:`int` layer_number, :ref:`bool` value **)** | +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_navigation_layer_value` **(** :ref:`int` layer_number, :ref:`bool` value **)** | @@ -327,6 +329,20 @@ Returns the current navigation map :ref:`RID` used by this region. :ref:`RID` **get_region_rid** **(** **)** |const| +Returns the :ref:`RID` of this region on the :ref:`NavigationServer2D`. + +\ *Deprecated.* Use :ref:`get_rid` instead. + +.. rst-class:: classref-item-separator + +---- + +.. _class_NavigationRegion2D_method_get_rid: + +.. rst-class:: classref-method + +:ref:`RID` **get_rid** **(** **)** |const| + Returns the :ref:`RID` of this region on the :ref:`NavigationServer2D`. Combined with :ref:`NavigationServer2D.map_get_closest_point_owner` can be used to identify the **NavigationRegion2D** closest to a point on the merged navigation map. .. rst-class:: classref-item-separator diff --git a/classes/class_navigationregion3d.rst b/classes/class_navigationregion3d.rst index d600a0f937d..7133ffcbdde 100644 --- a/classes/class_navigationregion3d.rst +++ b/classes/class_navigationregion3d.rst @@ -79,6 +79,8 @@ Methods +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_region_rid` **(** **)** |const| | +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`RID` | :ref:`get_rid` **(** **)** |const| | + +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_navigation_layer_value` **(** :ref:`int` layer_number, :ref:`bool` value **)** | +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_navigation_map` **(** :ref:`RID` navigation_map **)** | @@ -271,6 +273,20 @@ Returns the current navigation map :ref:`RID` used by this region. :ref:`RID` **get_region_rid** **(** **)** |const| +Returns the :ref:`RID` of this region on the :ref:`NavigationServer3D`. + +\ *Deprecated.* Use :ref:`get_rid` instead. + +.. rst-class:: classref-item-separator + +---- + +.. _class_NavigationRegion3D_method_get_rid: + +.. rst-class:: classref-method + +:ref:`RID` **get_rid** **(** **)** |const| + Returns the :ref:`RID` of this region on the :ref:`NavigationServer3D`. Combined with :ref:`NavigationServer3D.map_get_closest_point_owner` can be used to identify the **NavigationRegion3D** closest to a point on the merged navigation map. .. rst-class:: classref-item-separator diff --git a/classes/class_openxrinterface.rst b/classes/class_openxrinterface.rst index d9284235c41..ae5422bbc96 100644 --- a/classes/class_openxrinterface.rst +++ b/classes/class_openxrinterface.rst @@ -557,6 +557,8 @@ The display refresh rate for the current HMD. Only functional if this feature is Enable dynamic foveation adjustment, the interface must be initialized before this is accessible. If enabled foveation will automatically adjusted between low and :ref:`foveation_level`. +\ **Note:** Only works on compatibility renderer. + .. rst-class:: classref-item-separator ---- @@ -574,6 +576,8 @@ Enable dynamic foveation adjustment, the interface must be initialized before th Set foveation level from 0 (off) to 3 (high), the interface must be initialized before this is accessible. +\ **Note:** Only works on compatibility renderer. + .. rst-class:: classref-item-separator ---- diff --git a/classes/class_projectsettings.rst b/classes/class_projectsettings.rst index 6236f903fb1..c92ca8bb126 100644 --- a/classes/class_projectsettings.rst +++ b/classes/class_projectsettings.rst @@ -11273,6 +11273,8 @@ Specify whether OpenXR should be configured for an HMD or a hand held device. If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on :ref:`xr/openxr/foveation_level`. +\ **Note:** Only works on compatibility renderer. + .. rst-class:: classref-item-separator ---- @@ -11285,6 +11287,8 @@ If true and foveation is supported, will automatically adjust foveation level ba Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high. +\ **Note:** Only works on compatibility renderer. + .. rst-class:: classref-item-separator ---- diff --git a/classes/class_renderingserver.rst b/classes/class_renderingserver.rst index dbe725f0eb9..f7316cf3a9b 100644 --- a/classes/class_renderingserver.rst +++ b/classes/class_renderingserver.rst @@ -4630,7 +4630,7 @@ Uses the default filter mode for this :ref:`Viewport`. :ref:`CanvasItemTextureFilter` **CANVAS_ITEM_TEXTURE_FILTER_NEAREST** = ``1`` -The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. +The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_LINEAR: @@ -4638,7 +4638,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m :ref:`CanvasItemTextureFilter` **CANVAS_ITEM_TEXTURE_FILTER_LINEAR** = ``2`` -The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps. +The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: @@ -4646,7 +4646,9 @@ The texture filter blends between the nearest 4 pixels. Use this when you want t :ref:`CanvasItemTextureFilter` **CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS** = ``3`` -The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps. +The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance. + +Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: @@ -4654,7 +4656,9 @@ The texture filter reads from the nearest pixel in the nearest mipmap. The faste :ref:`CanvasItemTextureFilter` **CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS** = ``4`` -The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. +The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look smooth from up close, and smooth from a distance. + +Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: @@ -4662,7 +4666,9 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2 :ref:`CanvasItemTextureFilter` **CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC** = ``5`` -The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. +The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. + +\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS` is usually more appropriate in this case. .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: @@ -4670,7 +4676,9 @@ The texture filter reads from the nearest pixel, but selects a mipmap based on t :ref:`CanvasItemTextureFilter` **CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC** = ``6`` -The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. +The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. + +\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS` is usually more appropriate in this case. .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_MAX: @@ -7238,7 +7246,7 @@ Sets the size of the fog volume when shape is :ref:`FOG_VOLUME_SHAPE_ELLIPSOID` swap_buffers=true, :ref:`float` frame_step=0.0 **)** -Forces redrawing of all viewports at once. +Forces redrawing of all viewports at once. Must be called from the main thread. .. rst-class:: classref-item-separator diff --git a/classes/class_scenetree.rst b/classes/class_scenetree.rst index 7dcb7d56e0b..aaab54c31f1 100644 --- a/classes/class_scenetree.rst +++ b/classes/class_scenetree.rst @@ -512,7 +512,7 @@ Changes the running scene to the one at the given ``path``, after loading it int Returns :ref:`@GlobalScope.OK` on success, :ref:`@GlobalScope.ERR_CANT_OPEN` if the ``path`` cannot be loaded into a :ref:`PackedScene`, or :ref:`@GlobalScope.ERR_CANT_CREATE` if that scene cannot be instantiated. -\ **Note:** The new scene node is added to the tree at the end of the frame. This ensures that both scenes aren't running at the same time, while still freeing the previous scene in a safe way similar to :ref:`Node.queue_free`. As such, you won't be able to access the loaded scene immediately after the :ref:`change_scene_to_file` call. +\ **Note:** See :ref:`change_scene_to_packed` for details on the order of operations. .. rst-class:: classref-item-separator @@ -528,7 +528,13 @@ Changes the running scene to a new instance of the given :ref:`PackedScene` on success, :ref:`@GlobalScope.ERR_CANT_CREATE` if the scene cannot be instantiated, or :ref:`@GlobalScope.ERR_INVALID_PARAMETER` if the scene is invalid. -\ **Note:** The new scene node is added to the tree at the end of the frame. You won't be able to access it immediately after the :ref:`change_scene_to_packed` call. +\ **Note:** Operations happen in the following order when :ref:`change_scene_to_packed` is called: + +1. The current scene node is immediately removed from the tree. From that point, :ref:`Node.get_tree` called on the current (outgoing) scene will return ``null``. :ref:`current_scene` will be ``null``, too, because the new scene is not available yet. + +2. At the end of the frame, the formerly current scene, already removed from the tree, will be deleted (freed from memory) and then the new scene will be instantiated and added to the tree. :ref:`Node.get_tree` and :ref:`current_scene` will be back to working as usual. + +This ensures that both scenes aren't running at the same time, while still freeing the previous scene in a safe way similar to :ref:`Node.queue_free`. .. rst-class:: classref-item-separator diff --git a/classes/class_videostreamplayer.rst b/classes/class_videostreamplayer.rst index 901b798505b..79901416ab2 100644 --- a/classes/class_videostreamplayer.rst +++ b/classes/class_videostreamplayer.rst @@ -23,8 +23,6 @@ A control used for playback of :ref:`VideoStream` resources. Supported video formats are `Ogg Theora `__ (``.ogv``, :ref:`VideoStreamTheora`) and any format exposed via a GDExtension plugin. -\ **Note:** Due to a bug, VideoStreamPlayer does not support localization remapping yet. - \ **Warning:** On Web, video playback *will* perform poorly due to missing architecture-specific assembly optimizations. .. rst-class:: classref-introduction-group diff --git a/classes/class_viewport.rst b/classes/class_viewport.rst index 62d8d61b1e3..dc4acada051 100644 --- a/classes/class_viewport.rst +++ b/classes/class_viewport.rst @@ -768,7 +768,7 @@ enum **DefaultCanvasItemTextureFilter**: :ref:`DefaultCanvasItemTextureFilter` **DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST** = ``0`` -The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. +The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_Viewport_constant_DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR: @@ -776,7 +776,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m :ref:`DefaultCanvasItemTextureFilter` **DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR** = ``1`` -The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps. +The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_Viewport_constant_DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: @@ -784,7 +784,9 @@ The texture filter blends between the nearest 4 pixels. Use this when you want t :ref:`DefaultCanvasItemTextureFilter` **DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS** = ``2`` -The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps. +The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look smooth from up close, and smooth from a distance. + +Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. .. _class_Viewport_constant_DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: @@ -792,7 +794,9 @@ The texture filter reads from the nearest pixel in the nearest mipmap. The faste :ref:`DefaultCanvasItemTextureFilter` **DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS** = ``3`` -The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. +The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance. + +Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. .. _class_Viewport_constant_DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX: diff --git a/classes/class_visualshadernodetextureparameter.rst b/classes/class_visualshadernodetextureparameter.rst index 9ba2f704b75..b0baaedae4e 100644 --- a/classes/class_visualshadernodetextureparameter.rst +++ b/classes/class_visualshadernodetextureparameter.rst @@ -164,7 +164,7 @@ Sample the texture using the filter determined by the node this shader is attach :ref:`TextureFilter` **FILTER_NEAREST** = ``1`` -The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. +The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR: @@ -172,7 +172,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m :ref:`TextureFilter` **FILTER_LINEAR** = ``2`` -The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style. +The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled). .. _class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST_MIPMAP: @@ -180,7 +180,9 @@ The texture filter blends between the nearest four pixels. Use this for most cas :ref:`TextureFilter` **FILTER_NEAREST_MIPMAP** = ``3`` -The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps. +The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance. + +Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. .. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP: @@ -188,7 +190,9 @@ The texture filter reads from the nearest pixel in the nearest mipmap. This is t :ref:`TextureFilter` **FILTER_LINEAR_MIPMAP** = ``4`` -The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. +The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``). This makes the texture look smooth from up close, and smooth from a distance. + +Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. .. _class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST_MIPMAP_ANISOTROPIC: @@ -196,9 +200,9 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2 :ref:`TextureFilter` **FILTER_NEAREST_MIPMAP_ANISOTROPIC** = ``5`` -The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. +The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. -\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_LINEAR_MIPMAP` is usually more appropriate. +\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_NEAREST_MIPMAP` is usually more appropriate in this case. .. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP_ANISOTROPIC: @@ -206,9 +210,9 @@ The texture filter reads from the nearest pixel, but selects a mipmap based on t :ref:`TextureFilter` **FILTER_LINEAR_MIPMAP_ANISOTROPIC** = ``6`` -The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. +The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level`. -\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_LINEAR_MIPMAP` is usually more appropriate. +\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_LINEAR_MIPMAP` is usually more appropriate in this case. .. _class_VisualShaderNodeTextureParameter_constant_FILTER_MAX: