@ -250,6 +250,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
- Drag-and-drop support in the TileSet editor.
- Ability to attach scripts to nodes by dragging a name from the script list to a node in the scene tree.
- Icons are now displayed next to code completion items, making their type easier to distinguish.
- TileMap property `centered_textures` can be used to center textures on their tile, instead of using the tile's top-left corner as position for the texture.
- "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor.
- Keyboard shortcuts to rotate tiles in the TileMap editor.
@ -519,6 +520,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
- Graph lines are now thinner and opaque.
- Graph line widths are now resized to match the editor scale.
- Rounded values now display trailing zeroes to make their precision clearer.
- TileMap support for transform operations on cell textures bigger than the cell size has been reworked to properly support isometric tiles.
- Breaks compatibility with some TileMaps from previous Godot versions. An opt-in `compatibility_mode` property can be used to restore the previous behavior.
- Some TileMap editor options were moved to the toolbar.
- The TileMap editor now displays coordinate information in the 2D viewport's bottom-left corner.
- This fixes the TileMap editor width changing when hovering tiles in a small window.
An animation player is used for general-purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.
[AnimationPlayer] is more suited than [Tween] for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an [AnimationPlayer] node thanks to the animation tools provided by the editor. That particular example can also be implemented with a [Tween] node, but it requires doing everything by code.
Updating the target properties of animations occurs at process time.
[b]Note:[/b] strings are sorted in alphabetical, not natural order.
[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural order). This may lead to unexpected behavior when sorting an array of strings ending with a sequence of numbers. Consider the following example:
[codeblock]
var strings = ["string1", "string2", "string10", "string11"]
strings.sort()
print(strings) # Prints [string1, string10, string11, string2]
Bakes the lightmaps within the currently edited scene.
Bakes the lightmaps within the currently edited scene. Returns a [enum BakeError] to signify if the bake was successful, or if unsuccessful, how the bake failed.
</description>
</method>
<methodname="debug_bake">
@ -81,14 +81,19 @@
More precise bake mode but can take considerably longer to bake.
Binary choice user interface widget. See also [CheckButton].
</brief_description>
<description>
A checkbox allows the user to make a binary choice (choosing only one of two possible options).
A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different apperance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed.
CheckButton is a toggle button displayed as a check field.
CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different apperance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.
The background of the color preview rect on the button.
</theme_item>
<theme_itemname="disabled"type="StyleBox">
[StyleBox] used when the [ColorPickerButton] is disabled.
</theme_item>
<theme_itemname="focus"type="StyleBox">
[StyleBox] used when the [ColorPickerButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect.
Determines when to show the underline. See [enum UnderlineMode] for options.
</member>
</members>
<constants>
@ -32,16 +34,22 @@
</constants>
<theme_items>
<theme_itemname="focus"type="StyleBox">
[StyleBox] used when the [LinkButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect.
[StyleBox] used when the [MenuButton] is disabled.
</theme_item>
<theme_itemname="focus"type="StyleBox">
[StyleBox] used when the [MenuButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect.
The horizontal space between the arrow icon and the right edge of the button.
</theme_item>
<theme_itemname="disabled"type="StyleBox">
[StyleBox] used when the [OptionButton] is disabled.
</theme_item>
<theme_itemname="focus"type="StyleBox">
[StyleBox] used when the [OptionButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect.
Base class for [Texture3D] and [TextureArray]. Cannot be used directly.
Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but contains all the functions necessary for accessing and using [Texture3D] and [TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the layer sepcifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for [TextureArray]s, the layer specifies the array layer.
Creates the [Texture3D] or [TextureArray] with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum Flags] enumerator for [code]flags[/code] options.
</description>
</method>
<methodname="get_depth"qualifiers="const">
<returntype="int">
</return>
<description>
Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).
</description>
</method>
<methodname="get_format"qualifiers="const">
<returntype="int"enum="Image.Format">
</return>
<description>
Returns the current format being used by this texture. See [enum Image.Format] for details.
</description>
</method>
<methodname="get_height"qualifiers="const">
<returntype="int">
</return>
<description>
Returns the height of the texture. Height is typically represented by the Y-axis.
</description>
</method>
<methodname="get_layer_data"qualifiers="const">
@ -49,12 +53,14 @@
<argumentindex="0"name="layer"type="int">
</argument>
<description>
Returns an [Image] resource with the data from specified [code]layer[/code].
</description>
</method>
<methodname="get_width"qualifiers="const">
<returntype="int">
</return>
<description>
Returns the width of the texture. Width is typically represented by the X-axis.
Partially sets the data for a specified [code]layer[/code] by overwriting using the data of the specified [code]image[/code]. [code]x_offset[/code] and [code]y_offset[/code] determine where the [Image] is "stamped" over the texture. The [code]image[/code] must fit within the texture.
</description>
</method>
<methodname="set_layer_data">
@ -81,23 +88,30 @@
<argumentindex="1"name="layer"type="int">
</argument>
<description>
Sets the data for the specified layer. Data takes the form of a 2-dimensional [Image] resource.
Texture will repeat when UV used is outside the 0-1 range.
</constant>
<constantname="FLAG_FILTER"value="4"enum="Flags">
Use filtering when reading from texture. Filtering smooths out pixels. Turning filtering off is slightly faster and more appropriate when you need access to individual pixels.
[StyleBox] used when the [ToolButton] is disabled.
</theme_item>
<theme_itemname="focus"type="StyleBox">
[StyleBox] used when the [ToolButton] is focused. It is displayed over the current [StyleBox], so using [StyleboxEmpty] will just disable the focus visual effect.
[StyleBox] used when the [ToolButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect.
Tweens are useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them.
[Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween] node; it would be difficult to do the same thing with an [AnimationPlayer] node.
Here is a brief usage example that causes a 2D node to move smoothly between two positions:
Number of OpenSimplex noise layers that are sampled to get the fractal noise.
Number of OpenSimplex noise layers that are sampled to get the fractal noise. Higher values result in more detailed noise but take more time to generate.