diff --git a/classes/class_input.rst b/classes/class_input.rst index 3f4b10fdc..417f3ef23 100644 --- a/classes/class_input.rst +++ b/classes/class_input.rst @@ -432,6 +432,8 @@ Sets the default cursor shape to be used in the viewport instead of :ref:`CURSOR **Note:** If you want to change the default cursor shape for :ref:`Control`'s nodes, use :ref:`Control.mouse_default_cursor_shape` instead. +**Note:** This method generates an :ref:`InputEventMouseMotion` to update cursor immediately. + .. _class_Input_method_set_mouse_mode: - void **set_mouse_mode** **(** :ref:`MouseMode` mode **)** diff --git a/classes/class_kinematicbody.rst b/classes/class_kinematicbody.rst index 2b2b01ad1..bf750fa08 100644 --- a/classes/class_kinematicbody.rst +++ b/classes/class_kinematicbody.rst @@ -65,7 +65,7 @@ Description Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses: -**Simulated motion:** When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). +**Simulated motion:** When these bodies are moved manually, either from code or from an :ref:`AnimationPlayer` (with :ref:`AnimationPlayer.playback_process_mode` set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). **Kinematic characters:** KinematicBody also has an API for moving objects (the :ref:`move_and_collide` and :ref:`move_and_slide` methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. diff --git a/classes/class_kinematicbody2d.rst b/classes/class_kinematicbody2d.rst index bebbc1b48..6b1638207 100644 --- a/classes/class_kinematicbody2d.rst +++ b/classes/class_kinematicbody2d.rst @@ -57,7 +57,7 @@ Description Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses: -**Simulated motion:** When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). +**Simulated motion:** When these bodies are moved manually, either from code or from an :ref:`AnimationPlayer` (with :ref:`AnimationPlayer.playback_process_mode` set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). **Kinematic characters:** KinematicBody2D also has an API for moving objects (the :ref:`move_and_collide` and :ref:`move_and_slide` methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. diff --git a/classes/class_projectsettings.rst b/classes/class_projectsettings.rst index fb03d1f13..78d3b9ccb 100644 --- a/classes/class_projectsettings.rst +++ b/classes/class_projectsettings.rst @@ -474,6 +474,10 @@ Properties +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`rendering/limits/rendering/max_renderable_elements` | 65536 | +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +| :ref:`int` | :ref:`rendering/limits/rendering/max_renderable_lights` | 4096 | ++-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ +| :ref:`int` | :ref:`rendering/limits/rendering/max_renderable_reflections` | 1024 | ++-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`rendering/limits/time/time_rollover_secs` | 3600 | +-----------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround` | false | @@ -2640,6 +2644,26 @@ Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes u Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves. +.. _class_ProjectSettings_property_rendering/limits/rendering/max_renderable_lights: + +- :ref:`int` **rendering/limits/rendering/max_renderable_lights** + ++-----------+------+ +| *Default* | 4096 | ++-----------+------+ + +Max number of lights renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation. + +.. _class_ProjectSettings_property_rendering/limits/rendering/max_renderable_reflections: + +- :ref:`int` **rendering/limits/rendering/max_renderable_reflections** + ++-----------+------+ +| *Default* | 1024 | ++-----------+------+ + +Max number of reflection probes renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation. + .. _class_ProjectSettings_property_rendering/limits/time/time_rollover_secs: - :ref:`float` **rendering/limits/time/time_rollover_secs** diff --git a/classes/class_sprite.rst b/classes/class_sprite.rst index ca207caa3..dbb74aadd 100644 --- a/classes/class_sprite.rst +++ b/classes/class_sprite.rst @@ -30,6 +30,8 @@ Properties +-------------------------------+---------------------------------------------------------------------+---------------------+ | :ref:`int` | :ref:`frame` | 0 | +-------------------------------+---------------------------------------------------------------------+---------------------+ +| :ref:`Vector2` | :ref:`frame_coords` | Vector2( 0, 0 ) | ++-------------------------------+---------------------------------------------------------------------+---------------------+ | :ref:`int` | :ref:`hframes` | 1 | +-------------------------------+---------------------------------------------------------------------+---------------------+ | :ref:`Texture` | :ref:`normal_map` | | @@ -135,6 +137,20 @@ If ``true``, texture is flipped vertically. Current frame to display from sprite sheet. :ref:`vframes` or :ref:`hframes` must be greater than 1. +.. _class_Sprite_property_frame_coords: + +- :ref:`Vector2` **frame_coords** + ++-----------+-------------------------+ +| *Default* | Vector2( 0, 0 ) | ++-----------+-------------------------+ +| *Setter* | set_frame_coords(value) | ++-----------+-------------------------+ +| *Getter* | get_frame_coords() | ++-----------+-------------------------+ + +Coordinates of the frame to display from sprite sheet. This is as an alias for the :ref:`frame` property. :ref:`vframes` or :ref:`hframes` must be greater than 1. + .. _class_Sprite_property_hframes: - :ref:`int` **hframes** diff --git a/classes/class_sprite3d.rst b/classes/class_sprite3d.rst index 1f1cefcb5..4c9232460 100644 --- a/classes/class_sprite3d.rst +++ b/classes/class_sprite3d.rst @@ -24,6 +24,8 @@ Properties +-------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`int` | :ref:`frame` | 0 | +-------------------------------+---------------------------------------------------------------+---------------------+ +| :ref:`Vector2` | :ref:`frame_coords` | Vector2( 0, 0 ) | ++-------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`int` | :ref:`hframes` | 1 | +-------------------------------+---------------------------------------------------------------+---------------------+ | :ref:`bool` | :ref:`region_enabled` | false | @@ -66,6 +68,20 @@ Property Descriptions Current frame to display from sprite sheet. :ref:`vframes` or :ref:`hframes` must be greater than 1. +.. _class_Sprite3D_property_frame_coords: + +- :ref:`Vector2` **frame_coords** + ++-----------+-------------------------+ +| *Default* | Vector2( 0, 0 ) | ++-----------+-------------------------+ +| *Setter* | set_frame_coords(value) | ++-----------+-------------------------+ +| *Getter* | get_frame_coords() | ++-----------+-------------------------+ + +Coordinates of the frame to display from sprite sheet. This is as an alias for the :ref:`frame` property. :ref:`vframes` or :ref:`hframes` must be greater than 1. + .. _class_Sprite3D_property_hframes: - :ref:`int` **hframes**