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2 changes: 1 addition & 1 deletion classes/[email protected]
Original file line number Diff line number Diff line change
Expand Up @@ -992,7 +992,7 @@ Returns the length of the given Variant ``var``. The length can be the character

:ref:`Resource<class_Resource>` **load** **(** :ref:`String<class_String>` path **)**

Returns a :ref:`Resource<class_Resource>` from the filesystem located at the absolute ``path``. Unless it's already referenced elsewhere (such as in another script or in the scene), the resource is loaded from disk on function call, which might cause a slight delay, especially when loading large scenes. To avoid unnecessary delays when loading something multiple times, either store the resource in a variable or use :ref:`preload<class_@GDScript_method_preload>`.
Returns a :ref:`Resource<class_Resource>` from the filesystem located at the absolute ``path``. Unless it's already referenced elsewhere (such as in another script or in the scene), the resource is loaded from disk on function call, which might cause a slight delay, especially when loading large scenes. To avoid unnecessary delays when loading something multiple times, either store the resource in a variable or use :ref:`preload<class_@GDScript_method_preload>`. This method is equivalent of using :ref:`ResourceLoader.load<class_ResourceLoader_method_load>` with :ref:`ResourceLoader.CACHE_MODE_REUSE<class_ResourceLoader_constant_CACHE_MODE_REUSE>`.

\ **Note:** Resource paths can be obtained by right-clicking on a resource in the FileSystem dock and choosing "Copy Path", or by dragging the file from the FileSystem dock into the current script.

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2 changes: 1 addition & 1 deletion classes/[email protected]
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Expand Up @@ -7225,7 +7225,7 @@ Converts the given ``variant`` to the given ``type``, using the :ref:`Variant.Ty

If the type conversion cannot be done, this method will return the default value for that type, for example converting :ref:`Rect2<class_Rect2>` to :ref:`Vector2<class_Vector2>` will always return :ref:`Vector2.ZERO<class_Vector2_constant_ZERO>`. This method will never show error messages as long as ``type`` is a valid Variant type.

The returned value is a :ref:`Variant<class_Variant>`, but the data inside and the :ref:`Variant.Type<enum_@GlobalScope_Variant.Type>` will be the same as the requested type.
The returned value is a :ref:`Variant<class_Variant>`, but the data inside and its type will be the same as the requested type.

::

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4 changes: 1 addition & 3 deletions classes/class_animationnodestatemachine.rst
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Expand Up @@ -413,9 +413,7 @@ Renames the given animation node.

void **replace_node** **(** :ref:`StringName<class_StringName>` name, :ref:`AnimationNode<class_AnimationNode>` node **)**

.. container:: contribute

There is currently no description for this method. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
Replaces the given animation node with a new animation node.

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

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2 changes: 2 additions & 0 deletions classes/class_area2d.rst
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Expand Up @@ -23,6 +23,8 @@ Description

This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.

\ **Note:** Areas and bodies created with :ref:`PhysicsServer2D<class_PhysicsServer2D>` might not interact as expected with **Area2D**\ s, and might not emit signals or track objects correctly.

.. rst-class:: classref-introduction-group

Tutorials
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2 changes: 2 additions & 0 deletions classes/class_area3d.rst
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Expand Up @@ -23,6 +23,8 @@ Description

This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.

\ **Note:** Areas and bodies created with :ref:`PhysicsServer3D<class_PhysicsServer3D>` might not interact as expected with **Area3D**\ s, and might not emit signals or track objects correctly.

\ **Warning:** Using a :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>` inside a :ref:`CollisionShape3D<class_CollisionShape3D>` child of this node (created e.g. by using the **Create Trimesh Collision Sibling** option in the **Mesh** menu that appears when selecting a :ref:`MeshInstance3D<class_MeshInstance3D>` node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple :ref:`ConvexPolygonShape3D<class_ConvexPolygonShape3D>`\ s or primitive shapes like :ref:`BoxShape3D<class_BoxShape3D>`, or in some cases it may be replaceable by a :ref:`CollisionPolygon3D<class_CollisionPolygon3D>`.

.. rst-class:: classref-introduction-group
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2 changes: 1 addition & 1 deletion classes/class_audioserver.rst
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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
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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
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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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2 changes: 1 addition & 1 deletion classes/class_csgpolygon3d.rst
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Expand Up @@ -348,7 +348,7 @@ When :ref:`mode<class_CSGPolygon3D_property_mode>` is :ref:`MODE_PATH<class_CSGP
- void **set_path_rotation** **(** :ref:`PathRotation<enum_CSGPolygon3D_PathRotation>` value **)**
- :ref:`PathRotation<enum_CSGPolygon3D_PathRotation>` **get_path_rotation** **(** **)**

When :ref:`mode<class_CSGPolygon3D_property_mode>` is :ref:`MODE_PATH<class_CSGPolygon3D_constant_MODE_PATH>`, the :ref:`PathRotation<enum_CSGPolygon3D_PathRotation>` method used to rotate the :ref:`polygon<class_CSGPolygon3D_property_polygon>` as it is extruded.
When :ref:`mode<class_CSGPolygon3D_property_mode>` is :ref:`MODE_PATH<class_CSGPolygon3D_constant_MODE_PATH>`, the path rotation method used to rotate the :ref:`polygon<class_CSGPolygon3D_property_polygon>` as it is extruded.

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

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