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2 changes: 1 addition & 1 deletion classes/class_audioserver.rst
Original file line number Diff line number Diff line change
Expand Up @@ -289,7 +289,7 @@ Name of the current device for audio output (see :ref:`get_output_device_list<cl
- void **set_playback_speed_scale** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_playback_speed_scale** **(** **)**

Scales the rate at which audio is played (i.e. setting it to ``0.5`` will make the audio be played at half its speed).
Scales the rate at which audio is played (i.e. setting it to ``0.5`` will make the audio be played at half its speed). See also :ref:`Engine.time_scale<class_Engine_property_time_scale>` to affect the general simulation speed, which is independent from :ref:`playback_speed_scale<class_AudioServer_property_playback_speed_scale>`.

.. rst-class:: classref-section-separator

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12 changes: 6 additions & 6 deletions classes/class_basematerial3d.rst
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Expand Up @@ -479,47 +479,47 @@ enum **TextureFilter**:

:ref:`TextureFilter<enum_BaseMaterial3D_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:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_BaseMaterial3D_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:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_BaseMaterial3D_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<class_ProjectSettings_property_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:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_BaseMaterial3D_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<class_ProjectSettings_property_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:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_BaseMaterial3D_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<class_ProjectSettings_property_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<class_ProjectSettings_property_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_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.

.. _class_BaseMaterial3D_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_BaseMaterial3D_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<class_ProjectSettings_property_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<class_ProjectSettings_property_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_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.

.. _class_BaseMaterial3D_constant_TEXTURE_FILTER_MAX:

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2 changes: 1 addition & 1 deletion classes/class_cameraattributesphysical.rst
Original file line number Diff line number Diff line change
Expand Up @@ -145,7 +145,7 @@ Only available when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physi
- void **set_shutter_speed** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_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<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` is enabled.

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20 changes: 12 additions & 8 deletions classes/class_canvasitem.rst
Original file line number Diff line number Diff line change
Expand Up @@ -288,51 +288,55 @@ The **CanvasItem** will inherit the filter from its parent.

:ref:`TextureFilter<enum_CanvasItem_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:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_CanvasItem_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:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_CanvasItem_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<class_ProjectSettings_property_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<class_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:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_CanvasItem_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<class_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<class_ProjectSettings_property_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<class_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:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_CanvasItem_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<class_ProjectSettings_property_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<class_ProjectSettings_property_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_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.

\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_NEAREST_WITH_MIPMAPS<class_CanvasItem_constant_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<class_CanvasItem_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS>` is usually more appropriate in this case.

.. _class_CanvasItem_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:

.. rst-class:: classref-enumeration-constant

:ref:`TextureFilter<enum_CanvasItem_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<class_ProjectSettings_property_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<class_ProjectSettings_property_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_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.

\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_LINEAR_WITH_MIPMAPS<class_CanvasItem_constant_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<class_CanvasItem_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS>` is usually more appropriate in this case.

.. _class_CanvasItem_constant_TEXTURE_FILTER_MAX:

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4 changes: 2 additions & 2 deletions classes/class_editorsettings.rst
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Expand Up @@ -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<class_EditorSettings_property_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 <https://github.com/godotengine/godot/blob/master/editor/editor_themes.cpp>`__.

- **Light** makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following `this set of rules <https://github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135>`__.
- **Light** makes fonts and icons light (suitable for dark themes).

.. rst-class:: classref-item-separator

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4 changes: 4 additions & 0 deletions classes/class_engine.rst
Original file line number Diff line number Diff line change
Expand Up @@ -228,6 +228,10 @@ If ``false``, stops printing error and warning messages to the console and edito

Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed. This also affects :ref:`Timer<class_Timer>` and :ref:`SceneTreeTimer<class_SceneTreeTimer>` (see :ref:`SceneTree.create_timer<class_SceneTree_method_create_timer>` for how to control this).

\ **Note:** This does not affect audio playback speed. Use :ref:`AudioServer.playback_speed_scale<class_AudioServer_property_playback_speed_scale>` to adjust audio playback speed independently of :ref:`time_scale<class_Engine_property_time_scale>`.

\ **Note:** This does not automatically adjust :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>`, which means that with time scales above 1.0, physics simulation may become less precise (as each physics tick will stretch over a larger period of engine time). If you're using :ref:`time_scale<class_Engine_property_time_scale>` to speed up simulation by a large factor, consider increasing :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>` as well to improve physics reliability.

.. rst-class:: classref-section-separator

----
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2 changes: 2 additions & 0 deletions classes/class_gpuparticles2d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -692,6 +692,8 @@ void **emit_particle** **(** :ref:`Transform2D<class_Transform2D>` xform, :ref:`

Emits a single particle. Whether ``xform``, ``velocity``, ``color`` and ``custom`` are applied depends on the value of ``flags``. See :ref:`EmitFlags<enum_GPUParticles2D_EmitFlags>`.

The default ParticleProcessMaterial will overwrite ``color`` and use the contents of ``custom`` as ``(rotation, age, animation, lifetime)``.

.. rst-class:: classref-item-separator

----
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2 changes: 2 additions & 0 deletions classes/class_gpuparticles3d.rst
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Expand Up @@ -843,6 +843,8 @@ void **emit_particle** **(** :ref:`Transform3D<class_Transform3D>` xform, :ref:`

Emits a single particle. Whether ``xform``, ``velocity``, ``color`` and ``custom`` are applied depends on the value of ``flags``. See :ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>`.

The default ParticleProcessMaterial will overwrite ``color`` and use the contents of ``custom`` as ``(rotation, age, animation, lifetime)``.

.. rst-class:: classref-item-separator

----
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