From 36c87b3400fb1e1fb5494c92dd5ae7e0ec006f98 Mon Sep 17 00:00:00 2001 From: Clemens Tolboom Date: Fri, 24 Feb 2023 15:09:02 +0100 Subject: [PATCH] Make more explicit there are noise_types. (#6802) * Make more explicit there are noise_types. It helped me to convert https://docs.godotengine.org/en/stable/classes/class_opensimplexnoise.html to know of types in this example. --- tutorials/math/random_number_generation.rst | 2 ++ 1 file changed, 2 insertions(+) diff --git a/tutorials/math/random_number_generation.rst b/tutorials/math/random_number_generation.rst index b0ec1ac65..c31a1d5c0 100644 --- a/tutorials/math/random_number_generation.rst +++ b/tutorials/math/random_number_generation.rst @@ -445,6 +445,7 @@ terrain. Godot provides :ref:`class_fastnoiselite` for this, which supports func _ready(): randomize() # Configure the FastNoiseLite instance. + _noise.noise_type = NoiseType.TYPE_SIMPLEX_SMOOTH _noise.seed = randi() _noise.fractal_octaves = 4 _noise.frequency = 1.0 / 20.0 @@ -462,6 +463,7 @@ terrain. Godot provides :ref:`class_fastnoiselite` for this, which supports { GD.Randomize(); // Configure the FastNoiseLite instance. + _noise.NoiseType = NoiseTypeEnum.SimplexSmooth; _noise.Seed = (int)GD.Randi(); _noise.FractalOctaves = 4; _noise.Frequency = 1.0f / 20.0f;