@ringozz/godot 4.7.1-9 → 4.7.2-579

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (111) hide show
  1. package/README.md +12 -7
  2. package/gen/classes/AnimationNode.ts +1 -1
  3. package/gen/classes/AnimationNodeBlendSpace2D.ts +1 -1
  4. package/gen/classes/ArrayOccluder3D.ts +3 -2
  5. package/gen/classes/AudioStreamMP3.ts +1 -1
  6. package/gen/classes/AudioStreamOggVorbis.ts +1 -1
  7. package/gen/classes/AudioStreamWAV.ts +2 -2
  8. package/gen/classes/BitMap.ts +1 -1
  9. package/gen/classes/CPUParticles2D.ts +3 -3
  10. package/gen/classes/CPUParticles3D.ts +3 -3
  11. package/gen/classes/CSGPolygon3D.ts +2 -1
  12. package/gen/classes/CharFXTransform.ts +1 -1
  13. package/gen/classes/CodeEdit.ts +6 -6
  14. package/gen/classes/CodeHighlighter.ts +3 -3
  15. package/gen/classes/CollisionPolygon2D.ts +1 -1
  16. package/gen/classes/CollisionPolygon3D.ts +2 -2
  17. package/gen/classes/ColorPalette.ts +2 -1
  18. package/gen/classes/Compositor.ts +1 -1
  19. package/gen/classes/ConcavePolygonShape2D.ts +2 -1
  20. package/gen/classes/ConcavePolygonShape3D.ts +2 -1
  21. package/gen/classes/Control.ts +4 -4
  22. package/gen/classes/ConvexPolygonShape2D.ts +2 -1
  23. package/gen/classes/ConvexPolygonShape3D.ts +2 -1
  24. package/gen/classes/DPITexture.ts +1 -1
  25. package/gen/classes/DisplayServer.ts +3 -4
  26. package/gen/classes/FileDialog.ts +1 -1
  27. package/gen/classes/Font.ts +1 -1
  28. package/gen/classes/FontFile.ts +2 -2
  29. package/gen/classes/FontVariation.ts +4 -4
  30. package/gen/classes/GLTFAccessor.ts +2 -2
  31. package/gen/classes/GLTFMesh.ts +2 -2
  32. package/gen/classes/GLTFNode.ts +1 -1
  33. package/gen/classes/GLTFObjectModelProperty.ts +2 -2
  34. package/gen/classes/GLTFSkeleton.ts +4 -4
  35. package/gen/classes/GLTFSkin.ts +7 -7
  36. package/gen/classes/GLTFState.ts +19 -19
  37. package/gen/classes/Gradient.ts +2 -2
  38. package/gen/classes/GraphEdit.ts +2 -2
  39. package/gen/classes/HeightMapShape3D.ts +1 -1
  40. package/gen/classes/Image.ts +1 -1
  41. package/gen/classes/Label.ts +2 -2
  42. package/gen/classes/Label3D.ts +1 -1
  43. package/gen/classes/Light3D.ts +4 -2
  44. package/gen/classes/LightmapGIData.ts +5 -5
  45. package/gen/classes/Line2D.ts +1 -1
  46. package/gen/classes/LineEdit.ts +1 -1
  47. package/gen/classes/LinkButton.ts +1 -1
  48. package/gen/classes/MultiMesh.ts +6 -6
  49. package/gen/classes/NavigationMesh.ts +2 -2
  50. package/gen/classes/NavigationMeshSourceGeometryData2D.ts +3 -3
  51. package/gen/classes/NavigationMeshSourceGeometryData3D.ts +3 -3
  52. package/gen/classes/NavigationObstacle2D.ts +1 -1
  53. package/gen/classes/NavigationObstacle3D.ts +1 -1
  54. package/gen/classes/NavigationPathQueryParameters2D.ts +2 -2
  55. package/gen/classes/NavigationPathQueryParameters3D.ts +2 -2
  56. package/gen/classes/NavigationPathQueryResult2D.ts +5 -4
  57. package/gen/classes/NavigationPathQueryResult3D.ts +5 -4
  58. package/gen/classes/NavigationPolygon.ts +3 -3
  59. package/gen/classes/OccluderPolygon2D.ts +2 -1
  60. package/gen/classes/OggPacketSequence.ts +2 -2
  61. package/gen/classes/OpenXRAction.ts +1 -1
  62. package/gen/classes/OpenXRActionMap.ts +2 -2
  63. package/gen/classes/OpenXRActionSet.ts +1 -1
  64. package/gen/classes/OpenXRIPBinding.ts +2 -2
  65. package/gen/classes/OpenXRInteractionProfile.ts +2 -2
  66. package/gen/classes/PhysicsPointQueryParameters2D.ts +1 -1
  67. package/gen/classes/PhysicsPointQueryParameters3D.ts +1 -1
  68. package/gen/classes/PhysicsRayQueryParameters2D.ts +1 -1
  69. package/gen/classes/PhysicsRayQueryParameters3D.ts +1 -1
  70. package/gen/classes/PhysicsShapeQueryParameters2D.ts +1 -1
  71. package/gen/classes/PhysicsShapeQueryParameters3D.ts +1 -1
  72. package/gen/classes/PhysicsTestMotionParameters2D.ts +2 -2
  73. package/gen/classes/PhysicsTestMotionParameters3D.ts +2 -2
  74. package/gen/classes/Polygon2D.ts +5 -5
  75. package/gen/classes/PolygonOccluder3D.ts +2 -1
  76. package/gen/classes/PolygonPathFinder.ts +1 -1
  77. package/gen/classes/RDFramebufferPass.ts +4 -4
  78. package/gen/classes/RDPipelineColorBlendState.ts +1 -1
  79. package/gen/classes/RDPipelineMultisampleState.ts +1 -1
  80. package/gen/classes/RDPipelineShader.ts +1 -1
  81. package/gen/classes/RDShaderSPIRV.ts +10 -10
  82. package/gen/classes/RandomNumberGenerator.ts +2 -2
  83. package/gen/classes/ResourcePreloader.ts +1 -1
  84. package/gen/classes/RichTextLabel.ts +3 -3
  85. package/gen/classes/Shortcut.ts +1 -1
  86. package/gen/classes/SplitContainer.ts +1 -1
  87. package/gen/classes/SpriteFrames.ts +1 -1
  88. package/gen/classes/StreamPeerBuffer.ts +1 -1
  89. package/gen/classes/SystemFont.ts +1 -1
  90. package/gen/classes/TextEdit.ts +1 -1
  91. package/gen/classes/TextMesh.ts +1 -1
  92. package/gen/classes/TileMapLayer.ts +1 -1
  93. package/gen/classes/Translation.ts +1 -1
  94. package/gen/classes/VisualShaderNode.ts +2 -2
  95. package/gen/classes/VisualShaderNodeFrame.ts +1 -1
  96. package/gen/classes/VisualShaderNodeIntParameter.ts +1 -1
  97. package/gen/classes/WebSocketMultiplayerPeer.ts +2 -2
  98. package/gen/classes/WebSocketPeer.ts +2 -2
  99. package/gen/classes/Window.ts +1 -1
  100. package/gen/classes/XRFaceTracker.ts +1 -1
  101. package/gen/heap-types/GodotArray.ts +4 -1
  102. package/gen/heap-types/GodotDictionary.ts +6 -1
  103. package/package.json +16 -10
  104. package/src/assets.d.ts +14 -0
  105. package/src/boot.browser.ts +5 -3
  106. package/src/boot.ts +3 -2
  107. package/src/debug.ts +236 -118
  108. package/src/index.ts +15 -3
  109. package/src/load.ts +23 -2
  110. package/src/preload.ts +19 -1
  111. package/src/runtime.ts +17 -4
@@ -107,7 +107,7 @@ export class GLTFNode extends Resource {
107
107
  * The indices of the child nodes in the {@link GLTFState}. If this glTF node has no children, this will be an empty array.
108
108
  */
109
109
  get children(): PackedInt32Array { return _C(this, 4148) as PackedInt32Array; }
110
- set children(v: PackedInt32Array) { _C(this, 10853, v); }
110
+ set children(v: PackedInt32Array | number[]) { _C(this, 10853, v); }
111
111
 
112
112
  /**
113
113
  * If this glTF node is a light, the index of the {@link GLTFLight} in the {@link GLTFState} that describes the light's properties. If -1, this node is not a light.
@@ -62,7 +62,7 @@ export class GLTFObjectModelProperty extends RefCounted {
62
62
  * In most cases {@link nodePaths} will only have one item, but in some cases a single glTF JSON pointer will map to multiple Godot properties. For example, a {@link GLTFCamera} or {@link GLTFLight} used on multiple glTF nodes will be represented by multiple Godot nodes.
63
63
  */
64
64
  get nodePaths(): GodotArray<NodePath> { return _C(this, 5656) as GodotArray<NodePath>; }
65
- set nodePaths(v: GodotArray<NodePath>) { _C(this, 12138, v); }
65
+ set nodePaths(v: GodotArray<NodePath> | NodePath[]) { _C(this, 12138, v); }
66
66
 
67
67
  /**
68
68
  * The type of data stored in the glTF file as defined by the object model. This is a superset of the available accessor types, and determines the accessor type.
@@ -74,7 +74,7 @@ export class GLTFObjectModelProperty extends RefCounted {
74
74
  * The glTF object model JSON pointers used to identify the property in the glTF object model. In most cases, there will be only one item in this array, but specific cases may require multiple pointers. The items are themselves arrays which represent the JSON pointer split into its components.
75
75
  */
76
76
  get jsonPointers(): GodotArray<PackedStringArray> { return _C(this, 5278) as GodotArray<PackedStringArray>; }
77
- set jsonPointers(v: GodotArray<PackedStringArray>) { _C(this, 11851, v); }
77
+ set jsonPointers(v: GodotArray<PackedStringArray> | PackedStringArray[]) { _C(this, 11851, v); }
78
78
 
79
79
  /**
80
80
  * The type of data stored in the Godot property. This is the type of the property that the {@link nodePaths} point to.
@@ -17,16 +17,16 @@ export class GLTFSkeleton extends Resource {
17
17
  getBoneAttachment(idx: number): BoneAttachment3D { return _C(this, 3958, idx) as BoneAttachment3D; }
18
18
 
19
19
  get joints(): PackedInt32Array { return _C(this, 5261) as PackedInt32Array; }
20
- set joints(v: PackedInt32Array) { _C(this, 11843, v); }
20
+ set joints(v: PackedInt32Array | number[]) { _C(this, 11843, v); }
21
21
 
22
22
  get roots(): PackedInt32Array { return _C(this, 6203) as PackedInt32Array; }
23
- set roots(v: PackedInt32Array) { _C(this, 12575, v); }
23
+ set roots(v: PackedInt32Array | number[]) { _C(this, 12575, v); }
24
24
 
25
25
  get uniqueNames(): GodotArray<string> { return _C(this, 6952) as GodotArray<string>; }
26
- set uniqueNames(v: GodotArray<string>) { _C(this, 13173, v); }
26
+ set uniqueNames(v: GodotArray<string> | string[]) { _C(this, 13173, v); }
27
27
 
28
28
  get godotBoneNode(): GodotDictionary { return _C(this, 4964) as GodotDictionary; }
29
- set godotBoneNode(v: GodotDictionary) { _C(this, 11547, v); }
29
+ set godotBoneNode(v: GodotDictionary | Record<string, any>) { _C(this, 11547, v); }
30
30
 
31
31
  static readonly name = _R(292, GLTFSkeleton);
32
32
  }
@@ -14,28 +14,28 @@ export class GLTFSkin extends Resource {
14
14
  set skinRoot(v: number) { _C(this, 12764, v); }
15
15
 
16
16
  get jointsOriginal(): PackedInt32Array { return _C(this, 5262) as PackedInt32Array; }
17
- set jointsOriginal(v: PackedInt32Array) { _C(this, 11844, v); }
17
+ set jointsOriginal(v: PackedInt32Array | number[]) { _C(this, 11844, v); }
18
18
 
19
19
  get inverseBinds(): GodotArray<Transform3D> { return _C(this, 5160) as GodotArray<Transform3D>; }
20
- set inverseBinds(v: GodotArray<Transform3D>) { _C(this, 11746, v); }
20
+ set inverseBinds(v: GodotArray<Transform3D> | Transform3D[]) { _C(this, 11746, v); }
21
21
 
22
22
  get joints(): PackedInt32Array { return _C(this, 5261) as PackedInt32Array; }
23
- set joints(v: PackedInt32Array) { _C(this, 11843, v); }
23
+ set joints(v: PackedInt32Array | number[]) { _C(this, 11843, v); }
24
24
 
25
25
  get nonJoints(): PackedInt32Array { return _C(this, 5672) as PackedInt32Array; }
26
- set nonJoints(v: PackedInt32Array) { _C(this, 12143, v); }
26
+ set nonJoints(v: PackedInt32Array | number[]) { _C(this, 12143, v); }
27
27
 
28
28
  get roots(): PackedInt32Array { return _C(this, 6203) as PackedInt32Array; }
29
- set roots(v: PackedInt32Array) { _C(this, 12575, v); }
29
+ set roots(v: PackedInt32Array | number[]) { _C(this, 12575, v); }
30
30
 
31
31
  get skeleton(): number { return _C(this, 6405) as number; }
32
32
  set skeleton(v: number) { _C(this, 12757, v); }
33
33
 
34
34
  get jointIToBoneI(): GodotDictionary { return _C(this, 5241) as GodotDictionary; }
35
- set jointIToBoneI(v: GodotDictionary) { _C(this, 11823, v); }
35
+ set jointIToBoneI(v: GodotDictionary | Record<string, any>) { _C(this, 11823, v); }
36
36
 
37
37
  get jointIToName(): GodotDictionary { return _C(this, 5242) as GodotDictionary; }
38
- set jointIToName(v: GodotDictionary) { _C(this, 11824, v); }
38
+ set jointIToName(v: GodotDictionary | Record<string, any>) { _C(this, 11824, v); }
39
39
 
40
40
  get godotSkin(): Skin { return _C(this, 4966) as Skin; }
41
41
  set godotSkin(v: Skin) { _C(this, 11548, v); }
@@ -82,7 +82,7 @@ export class GLTFState extends Resource {
82
82
  * The original raw JSON document corresponding to this GLTFState.
83
83
  */
84
84
  get json(): GodotDictionary { return _C(this, 5277) as GodotDictionary; }
85
- set json(v: GodotDictionary) { _C(this, 11850, v); }
85
+ set json(v: GodotDictionary | Record<string, any>) { _C(this, 11850, v); }
86
86
 
87
87
  get majorVersion(): number { return _C(this, 5434) as number; }
88
88
  set majorVersion(v: number) { _C(this, 11963, v); }
@@ -100,28 +100,28 @@ export class GLTFState extends Resource {
100
100
  * The binary buffer attached to a .glb file.
101
101
  */
102
102
  get glbData(): PackedByteArray { return _C(this, 4922) as PackedByteArray; }
103
- set glbData(v: PackedByteArray) { _C(this, 11513, v); }
103
+ set glbData(v: PackedByteArray | number[]) { _C(this, 11513, v); }
104
104
 
105
105
  get useNamedSkinBinds(): boolean { return _C(this, 6983) as boolean; }
106
106
  set useNamedSkinBinds(v: boolean) { _C(this, 13228, v); }
107
107
 
108
108
  get nodes(): GodotArray<GLTFNode> { return _C(this, 5663) as GodotArray<GLTFNode>; }
109
- set nodes(v: GodotArray<GLTFNode>) { _C(this, 12140, v); }
109
+ set nodes(v: GodotArray<GLTFNode> | GLTFNode[]) { _C(this, 12140, v); }
110
110
 
111
111
  get buffers(): GodotArray<PackedByteArray> { return _C(this, 4010) as GodotArray<PackedByteArray>; }
112
- set buffers(v: GodotArray<PackedByteArray>) { _C(this, 10746, v); }
112
+ set buffers(v: GodotArray<PackedByteArray> | PackedByteArray[]) { _C(this, 10746, v); }
113
113
 
114
114
  get bufferViews(): GodotArray<GLTFBufferView> { return _C(this, 4007) as GodotArray<GLTFBufferView>; }
115
- set bufferViews(v: GodotArray<GLTFBufferView>) { _C(this, 10744, v); }
115
+ set bufferViews(v: GodotArray<GLTFBufferView> | GLTFBufferView[]) { _C(this, 10744, v); }
116
116
 
117
117
  get accessors(): GodotArray<GLTFAccessor> { return _C(this, 3675) as GodotArray<GLTFAccessor>; }
118
- set accessors(v: GodotArray<GLTFAccessor>) { _C(this, 10414, v); }
118
+ set accessors(v: GodotArray<GLTFAccessor> | GLTFAccessor[]) { _C(this, 10414, v); }
119
119
 
120
120
  get meshes(): GodotArray<GLTFMesh> { return _C(this, 5517) as GodotArray<GLTFMesh>; }
121
- set meshes(v: GodotArray<GLTFMesh>) { _C(this, 12029, v); }
121
+ set meshes(v: GodotArray<GLTFMesh> | GLTFMesh[]) { _C(this, 12029, v); }
122
122
 
123
123
  get materials(): GodotArray<Material> { return _C(this, 5455) as GodotArray<Material>; }
124
- set materials(v: GodotArray<Material>) { _C(this, 11981, v); }
124
+ set materials(v: GodotArray<Material> | Material[]) { _C(this, 11981, v); }
125
125
 
126
126
  /**
127
127
  * The name of the scene. When importing, if not specified, this will be the file name. When exporting, if specified, the scene name will be saved to the glTF file.
@@ -145,34 +145,34 @@ export class GLTFState extends Resource {
145
145
  * The root nodes of the glTF file. Typically, a glTF file will only have one scene, and therefore one root node. However, a glTF file may have multiple scenes and therefore multiple root nodes, which will be generated as siblings of each other and as children of the root node of the generated Godot scene.
146
146
  */
147
147
  get rootNodes(): PackedInt32Array { return _C(this, 6200) as PackedInt32Array; }
148
- set rootNodes(v: PackedInt32Array) { _C(this, 12572, v); }
148
+ set rootNodes(v: PackedInt32Array | number[]) { _C(this, 12572, v); }
149
149
 
150
150
  get textures(): GodotArray<GLTFTexture> { return _C(this, 6758) as GodotArray<GLTFTexture>; }
151
- set textures(v: GodotArray<GLTFTexture>) { _C(this, 13050, v); }
151
+ set textures(v: GodotArray<GLTFTexture> | GLTFTexture[]) { _C(this, 13050, v); }
152
152
 
153
153
  get textureSamplers(): GodotArray<GLTFTextureSampler> { return _C(this, 6749) as GodotArray<GLTFTextureSampler>; }
154
- set textureSamplers(v: GodotArray<GLTFTextureSampler>) { _C(this, 13046, v); }
154
+ set textureSamplers(v: GodotArray<GLTFTextureSampler> | GLTFTextureSampler[]) { _C(this, 13046, v); }
155
155
 
156
156
  get images(): GodotArray<Texture2D> { return _C(this, 5075) as GodotArray<Texture2D>; }
157
- set images(v: GodotArray<Texture2D>) { _C(this, 11673, v); }
157
+ set images(v: GodotArray<Texture2D> | Texture2D[]) { _C(this, 11673, v); }
158
158
 
159
159
  get skins(): GodotArray<GLTFSkin> { return _C(this, 6417) as GodotArray<GLTFSkin>; }
160
- set skins(v: GodotArray<GLTFSkin>) { _C(this, 12766, v); }
160
+ set skins(v: GodotArray<GLTFSkin> | GLTFSkin[]) { _C(this, 12766, v); }
161
161
 
162
162
  get cameras(): GodotArray<GLTFCamera> { return _C(this, 4068) as GodotArray<GLTFCamera>; }
163
- set cameras(v: GodotArray<GLTFCamera>) { _C(this, 10788, v); }
163
+ set cameras(v: GodotArray<GLTFCamera> | GLTFCamera[]) { _C(this, 10788, v); }
164
164
 
165
165
  get lights(): GodotArray<GLTFLight> { return _C(this, 5347) as GodotArray<GLTFLight>; }
166
- set lights(v: GodotArray<GLTFLight>) { _C(this, 11904, v); }
166
+ set lights(v: GodotArray<GLTFLight> | GLTFLight[]) { _C(this, 11904, v); }
167
167
 
168
168
  get uniqueNames(): GodotArray<string> { return _C(this, 6952) as GodotArray<string>; }
169
- set uniqueNames(v: GodotArray<string>) { _C(this, 13173, v); }
169
+ set uniqueNames(v: GodotArray<string> | string[]) { _C(this, 13173, v); }
170
170
 
171
171
  get uniqueAnimationNames(): GodotArray<string> { return _C(this, 6950) as GodotArray<string>; }
172
- set uniqueAnimationNames(v: GodotArray<string>) { _C(this, 13171, v); }
172
+ set uniqueAnimationNames(v: GodotArray<string> | string[]) { _C(this, 13171, v); }
173
173
 
174
174
  get skeletons(): GodotArray<GLTFSkeleton> { return _C(this, 6410) as GodotArray<GLTFSkeleton>; }
175
- set skeletons(v: GodotArray<GLTFSkeleton>) { _C(this, 12761, v); }
175
+ set skeletons(v: GodotArray<GLTFSkeleton> | GLTFSkeleton[]) { _C(this, 12761, v); }
176
176
 
177
177
  get createAnimations(): boolean { return _C(this, 4335) as boolean; }
178
178
  set createAnimations(v: boolean) { _C(this, 10977, v); }
@@ -184,7 +184,7 @@ export class GLTFState extends Resource {
184
184
  set importAsSkeletonBones(v: boolean) { _C(this, 11676, v); }
185
185
 
186
186
  get animations(): GodotArray<GLTFAnimation> { return _C(this, 3771) as GodotArray<GLTFAnimation>; }
187
- set animations(v: GodotArray<GLTFAnimation>) { _C(this, 10508, v); }
187
+ set animations(v: GodotArray<GLTFAnimation> | GLTFAnimation[]) { _C(this, 10508, v); }
188
188
 
189
189
  /**
190
190
  * When importing a glTF file with unimported raw binary images embedded inside of binary blob buffers, in data URIs, or separate files not imported by Godot, this controls how the images are handled. Images can be discarded, saved as separate files, or embedded in the scene lossily or losslessly. See {@link HandleBinaryImageMode} for options.
@@ -77,14 +77,14 @@ export class Gradient extends Resource {
77
77
  * **Note:** Setting this property updates all offsets at once. To update any offset individually use {@link setOffset}.
78
78
  */
79
79
  get offsets(): PackedFloat32Array { return _C(this, 5713) as PackedFloat32Array; }
80
- set offsets(v: PackedFloat32Array) { _C(this, 12180, v); }
80
+ set offsets(v: PackedFloat32Array | number[]) { _C(this, 12180, v); }
81
81
 
82
82
  /**
83
83
  * Gradient's colors as a {@link PackedColorArray}.
84
84
  * **Note:** Setting this property updates all colors at once. To update any color individually use {@link setColor}.
85
85
  */
86
86
  get colors(): PackedColorArray { return _C(this, 4232) as PackedColorArray; }
87
- set colors(v: PackedColorArray) { _C(this, 10914, v); }
87
+ set colors(v: PackedColorArray | Color[]) { _C(this, 10914, v); }
88
88
 
89
89
  static readonly name = _R(314, Gradient);
90
90
  }
@@ -269,7 +269,7 @@ export class GraphEdit extends Control {
269
269
  * {@link Dictionary} of human-readable port type names.
270
270
  */
271
271
  get typeNames(): GodotDictionary { return _C(this, 6923) as GodotDictionary; }
272
- set typeNames(v: GodotDictionary) { _C(this, 13163, v); }
272
+ set typeNames(v: GodotDictionary | Record<string, any>) { _C(this, 13163, v); }
273
273
 
274
274
  /**
275
275
  * The curvature of the lines between the nodes. 0 results in straight lines.
@@ -308,7 +308,7 @@ export class GraphEdit extends Control {
308
308
  * Connections with `keep_alive` set to `false` may be deleted automatically if invalid during a redraw.
309
309
  */
310
310
  get connections(): GodotArray<GodotDictionary> { return _C(this, 4272) as GodotArray<GodotDictionary>; }
311
- set connections(v: GodotArray<GodotDictionary>) { _C(this, 10941, v); }
311
+ set connections(v: GodotArray<GodotDictionary> | GodotDictionary[]) { _C(this, 10941, v); }
312
312
 
313
313
  /**
314
314
  * The current zoom value.
@@ -67,7 +67,7 @@ export class HeightMapShape3D extends Shape3D {
67
67
  * Heightmap data. The array's size must be equal to {@link mapWidth} multiplied by {@link mapDepth}.
68
68
  */
69
69
  get mapData(): PackedFloat32Array { return _C(this, 5437) as PackedFloat32Array; }
70
- set mapData(v: PackedFloat32Array) { _C(this, 11966, v); }
70
+ set mapData(v: PackedFloat32Array | number[]) { _C(this, 11966, v); }
71
71
 
72
72
  static readonly name = _R(334, HeightMapShape3D);
73
73
  }
@@ -466,7 +466,7 @@ export class Image extends Resource {
466
466
  * Holds all the image's color data in a given format. See {@link Format} constants.
467
467
  */
468
468
  get data(): GodotDictionary { return _C(this, 1000) as GodotDictionary; }
469
- set data(v: GodotDictionary) { _C(this, 1026, v); }
469
+ set data(v: GodotDictionary | Record<string, any>) { _C(this, 1026, v); }
470
470
 
471
471
  /**
472
472
  * The maximal width allowed for {@link Image} resources.
@@ -121,7 +121,7 @@ export class Label extends Control {
121
121
  * Aligns text to the given tab-stops.
122
122
  */
123
123
  get tabStops(): PackedFloat32Array { return _C(this, 6683) as PackedFloat32Array; }
124
- set tabStops(v: PackedFloat32Array) { _C(this, 12981, v); }
124
+ set tabStops(v: PackedFloat32Array | number[]) { _C(this, 12981, v); }
125
125
 
126
126
  /**
127
127
  * The number of the lines ignored and not displayed from the start of the {@link text} value.
@@ -178,7 +178,7 @@ export class Label extends Control {
178
178
  * Set additional options for BiDi override.
179
179
  */
180
180
  get structuredTextBidiOverrideOptions(): GodotArray { return _C(this, 6586) as GodotArray; }
181
- set structuredTextBidiOverrideOptions(v: GodotArray) { _C(this, 12914, v); }
181
+ set structuredTextBidiOverrideOptions(v: GodotArray | unknown[]) { _C(this, 12914, v); }
182
182
 
183
183
  static readonly name = _R(385, Label);
184
184
  }
@@ -224,7 +224,7 @@ export class Label3D extends GeometryInstance3D {
224
224
  * Set additional options for BiDi override.
225
225
  */
226
226
  get structuredTextBidiOverrideOptions(): GodotArray { return _C(this, 6586) as GodotArray; }
227
- set structuredTextBidiOverrideOptions(v: GodotArray) { _C(this, 12914, v); }
227
+ set structuredTextBidiOverrideOptions(v: GodotArray | unknown[]) { _C(this, 12914, v); }
228
228
 
229
229
  static readonly name = _R(386, Label3D);
230
230
  }
@@ -296,12 +296,14 @@ export const BakeMode = {
296
296
  */
297
297
  BAKE_DISABLED: 0,
298
298
  /**
299
- * Light is taken into account in static baking ({@link VoxelGI}, {@link LightmapGI}, SDFGI ({@link Environment.sdfgiEnabled})). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
299
+ * Light is taken into account in static baking ({@link VoxelGI}, {@link LightmapGI}, SDFGI ({@link Environment.sdfgiEnabled})). The light can be moved around or modified, but its global illumination will not update in real-time.
300
300
  * **Note:** The light is not baked in {@link LightmapGI} if {@link editorOnly} is `true`.
301
+ * **Note:** When using {@link LightmapGI}, both the direct and indirect light are baked. Since direct light is baked, the light doesn't display a specular lobe on static lightmapped meshes. Shadows on static lightmapped meshes will also look less detailed, but the light still casts shadows that can be displayed on dynamic objects. Since real-time light computations are skipped on static lightmapped meshes, this bake mode improves runtime performance compared to {@link BAKE_DYNAMIC} and {@link BAKE_DISABLED}.
301
302
  */
302
303
  BAKE_STATIC: 1,
303
304
  /**
304
- * Light is taken into account in dynamic baking ({@link VoxelGI} and SDFGI ({@link Environment.sdfgiEnabled}) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to {@link BAKE_STATIC}. This has a greater performance cost compared to {@link BAKE_STATIC}. When using SDFGI, the update speed of dynamic lights is affected by {@link ProjectSettings.rendering/globalIllumination/sdfgi/framesToUpdateLights}.
305
+ * Light is taken into account in dynamic baking ({@link VoxelGI} and SDFGI ({@link Environment.sdfgiEnabled})). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to {@link BAKE_STATIC}. This has a greater performance cost compared to {@link BAKE_STATIC}. When using SDFGI, the update speed of dynamic lights is affected by {@link ProjectSettings.rendering/globalIllumination/sdfgi/framesToUpdateLights}.
306
+ * **Note:** When using {@link LightmapGI}, the light's indirect light is baked, but direct light and shadows remain real-time. This mode allows performing *subtle* changes to a light's color, energy, and position while still looking fairly correct. For example, you can use this to create flickering static torches that have their indirect light baked.
305
307
  */
306
308
  BAKE_DYNAMIC: 2,
307
309
  } as const;
@@ -37,22 +37,22 @@ export class LightmapGIData extends Resource {
37
37
  * The lightmap atlas textures generated by the lightmapper.
38
38
  */
39
39
  get lightmapTextures(): GodotArray<TextureLayered> { return _C(this, 5346) as GodotArray<TextureLayered>; }
40
- set lightmapTextures(v: GodotArray<TextureLayered>) { _C(this, 11903, v); }
40
+ set lightmapTextures(v: GodotArray<TextureLayered> | TextureLayered[]) { _C(this, 11903, v); }
41
41
 
42
42
  /**
43
43
  * The shadowmask atlas textures generated by the lightmapper.
44
44
  */
45
45
  get shadowmaskTextures(): GodotArray<TextureLayered> { return _C(this, 6369) as GodotArray<TextureLayered>; }
46
- set shadowmaskTextures(v: GodotArray<TextureLayered>) { _C(this, 12716, v); }
46
+ set shadowmaskTextures(v: GodotArray<TextureLayered> | TextureLayered[]) { _C(this, 12716, v); }
47
47
 
48
48
  get usesSphericalHarmonics(): boolean { return _C(this, 8421) as boolean; }
49
49
  set usesSphericalHarmonics(v: boolean) { _C(this, 13248, v); }
50
50
 
51
51
  get userData(): GodotArray { return _C(this, 1016) as GodotArray; }
52
- set userData(v: GodotArray) { _C(this, 1047, v); }
52
+ set userData(v: GodotArray | unknown[]) { _C(this, 1047, v); }
53
53
 
54
54
  get probeData(): GodotDictionary { return _C(this, 1010) as GodotDictionary; }
55
- set probeData(v: GodotDictionary) { _C(this, 1040, v); }
55
+ set probeData(v: GodotDictionary | Record<string, any>) { _C(this, 1040, v); }
56
56
 
57
57
  /**
58
58
  * The lightmap atlas texture generated by the lightmapper.
@@ -61,7 +61,7 @@ export class LightmapGIData extends Resource {
61
61
  set lightTexture(v: TextureLayered) { _C(this, 11898, v); }
62
62
 
63
63
  get lightTextures(): GodotArray { return _C(this, 1004) as GodotArray; }
64
- set lightTextures(v: GodotArray) { _C(this, 1032, v); }
64
+ set lightTextures(v: GodotArray | unknown[]) { _C(this, 1032, v); }
65
65
 
66
66
  static readonly name = _R(392, LightmapGIData);
67
67
  }
@@ -52,7 +52,7 @@ export class Line2D extends Node2D {
52
52
  * The points of the polyline, interpreted in local 2D coordinates. Segments are drawn between the adjacent points in this array.
53
53
  */
54
54
  get points(): PackedVector2Array { return _C(this, 5958) as PackedVector2Array; }
55
- set points(v: PackedVector2Array) { _C(this, 12369, v); }
55
+ set points(v: PackedVector2Array | Vector2[]) { _C(this, 12369, v); }
56
56
 
57
57
  /**
58
58
  * If `true` and the polyline has more than 2 points, the last point and the first one will be connected by a segment.
@@ -425,7 +425,7 @@ export class LineEdit extends Control {
425
425
  * Set additional options for BiDi override.
426
426
  */
427
427
  get structuredTextBidiOverrideOptions(): GodotArray { return _C(this, 6586) as GodotArray; }
428
- set structuredTextBidiOverrideOptions(v: GodotArray) { _C(this, 12914, v); }
428
+ set structuredTextBidiOverrideOptions(v: GodotArray | unknown[]) { _C(this, 12914, v); }
429
429
 
430
430
  /**
431
431
  * Sets the icon that will appear in the right end of the {@link LineEdit} if there's no {@link text}, or always, if {@link clearButtonEnabled} is set to `false`.
@@ -75,7 +75,7 @@ export class LinkButton extends BaseButton {
75
75
  * Set additional options for BiDi override.
76
76
  */
77
77
  get structuredTextBidiOverrideOptions(): GodotArray { return _C(this, 6586) as GodotArray; }
78
- set structuredTextBidiOverrideOptions(v: GodotArray) { _C(this, 12914, v); }
78
+ set structuredTextBidiOverrideOptions(v: GodotArray | unknown[]) { _C(this, 12914, v); }
79
79
 
80
80
  static readonly name = _R(399, LinkButton);
81
81
  }
@@ -4,7 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { Resource } from './Resource.ts';
6
6
  import type { PackedColorArray, PackedFloat32Array, PackedVector2Array, PackedVector3Array } from '../heap-types/index.ts';
7
- import type { AABB, Color, Transform2D, Transform3D } from '../value-types/index.ts';
7
+ import type { AABB, Color, Transform2D, Transform3D, Vector2, Vector3 } from '../value-types/index.ts';
8
8
  import type { Mesh } from './Mesh.ts';
9
9
 
10
10
  /**
@@ -132,31 +132,31 @@ export class MultiMesh extends Resource {
132
132
  set mesh(v: Mesh) { _C(this, 12024, v); }
133
133
 
134
134
  get buffer(): PackedFloat32Array { return _C(this, 4003) as PackedFloat32Array; }
135
- set buffer(v: PackedFloat32Array) { _C(this, 10740, v); }
135
+ set buffer(v: PackedFloat32Array | number[]) { _C(this, 10740, v); }
136
136
 
137
137
  /**
138
138
  * Array containing each {@link Transform3D} value used by all instances of this mesh, as a {@link PackedVector3Array}. Each transform is divided into 4 {@link Vector3} values corresponding to the transforms' `x`, `y`, `z`, and `origin`.
139
139
  */
140
140
  get transformArray(): PackedVector3Array { return _C(this, 1014) as PackedVector3Array; }
141
- set transformArray(v: PackedVector3Array) { _C(this, 1045, v); }
141
+ set transformArray(v: PackedVector3Array | Vector3[]) { _C(this, 1045, v); }
142
142
 
143
143
  /**
144
144
  * Array containing each {@link Transform2D} value used by all instances of this mesh, as a {@link PackedVector2Array}. Each transform is divided into 3 {@link Vector2} values corresponding to the transforms' `x`, `y`, and `origin`.
145
145
  */
146
146
  get transform2dArray(): PackedVector2Array { return _C(this, 1013) as PackedVector2Array; }
147
- set transform2dArray(v: PackedVector2Array) { _C(this, 1044, v); }
147
+ set transform2dArray(v: PackedVector2Array | Vector2[]) { _C(this, 1044, v); }
148
148
 
149
149
  /**
150
150
  * Array containing each {@link Color} used by all instances of this mesh.
151
151
  */
152
152
  get colorArray(): PackedColorArray { return _C(this, 997) as PackedColorArray; }
153
- set colorArray(v: PackedColorArray) { _C(this, 1023, v); }
153
+ set colorArray(v: PackedColorArray | Color[]) { _C(this, 1023, v); }
154
154
 
155
155
  /**
156
156
  * Array containing each custom data value used by all instances of this mesh, as a {@link PackedColorArray}.
157
157
  */
158
158
  get customDataArray(): PackedColorArray { return _C(this, 999) as PackedColorArray; }
159
- set customDataArray(v: PackedColorArray) { _C(this, 1025, v); }
159
+ set customDataArray(v: PackedColorArray | Color[]) { _C(this, 1025, v); }
160
160
 
161
161
  /**
162
162
  * Choose whether to use an interpolation method that favors speed or quality.
@@ -55,10 +55,10 @@ export class NavigationMesh extends Resource {
55
55
  clear(): void { _C(this, 2232); }
56
56
 
57
57
  get vertices(): PackedVector3Array { return _C(this, 7068) as PackedVector3Array; }
58
- set vertices(v: PackedVector3Array) { _C(this, 13308, v); }
58
+ set vertices(v: PackedVector3Array | Vector3[]) { _C(this, 13308, v); }
59
59
 
60
60
  get polygons(): GodotArray { return _C(this, 1009) as GodotArray; }
61
- set polygons(v: GodotArray) { _C(this, 1037, v); }
61
+ set polygons(v: GodotArray | unknown[]) { _C(this, 1037, v); }
62
62
 
63
63
  /**
64
64
  * Partitioning algorithm for creating the navigation mesh polys.
@@ -63,13 +63,13 @@ export class NavigationMeshSourceGeometryData2D extends Resource {
63
63
  getBounds(): Rect2 { return _C(this, 3997) as Rect2; }
64
64
 
65
65
  get traversableOutlines(): GodotArray<PackedVector2Array> { return _C(this, 6904) as GodotArray<PackedVector2Array>; }
66
- set traversableOutlines(v: GodotArray<PackedVector2Array>) { _C(this, 13152, v); }
66
+ set traversableOutlines(v: GodotArray<PackedVector2Array> | PackedVector2Array[]) { _C(this, 13152, v); }
67
67
 
68
68
  get obstructionOutlines(): GodotArray<PackedVector2Array> { return _C(this, 5688) as GodotArray<PackedVector2Array>; }
69
- set obstructionOutlines(v: GodotArray<PackedVector2Array>) { _C(this, 12159, v); }
69
+ set obstructionOutlines(v: GodotArray<PackedVector2Array> | PackedVector2Array[]) { _C(this, 12159, v); }
70
70
 
71
71
  get projectedObstructions(): GodotArray { return _C(this, 6042) as GodotArray; }
72
- set projectedObstructions(v: GodotArray) { _C(this, 12441, v); }
72
+ set projectedObstructions(v: GodotArray | unknown[]) { _C(this, 12441, v); }
73
73
 
74
74
  static readonly name = _R(440, NavigationMeshSourceGeometryData2D);
75
75
  }
@@ -64,13 +64,13 @@ export class NavigationMeshSourceGeometryData3D extends Resource {
64
64
  getBounds(): AABB { return _C(this, 3997) as AABB; }
65
65
 
66
66
  get vertices(): PackedFloat32Array { return _C(this, 7068) as PackedFloat32Array; }
67
- set vertices(v: PackedFloat32Array) { _C(this, 13308, v); }
67
+ set vertices(v: PackedFloat32Array | number[]) { _C(this, 13308, v); }
68
68
 
69
69
  get indices(): PackedInt32Array { return _C(this, 5091) as PackedInt32Array; }
70
- set indices(v: PackedInt32Array) { _C(this, 11692, v); }
70
+ set indices(v: PackedInt32Array | number[]) { _C(this, 11692, v); }
71
71
 
72
72
  get projectedObstructions(): GodotArray { return _C(this, 6042) as GodotArray; }
73
- set projectedObstructions(v: GodotArray) { _C(this, 12441, v); }
73
+ set projectedObstructions(v: GodotArray | unknown[]) { _C(this, 12441, v); }
74
74
 
75
75
  static readonly name = _R(441, NavigationMeshSourceGeometryData3D);
76
76
  }
@@ -49,7 +49,7 @@ export class NavigationObstacle2D extends Node2D {
49
49
  * The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.
50
50
  */
51
51
  get vertices(): PackedVector2Array { return _C(this, 7068) as PackedVector2Array; }
52
- set vertices(v: PackedVector2Array) { _C(this, 13308, v); }
52
+ set vertices(v: PackedVector2Array | Vector2[]) { _C(this, 13308, v); }
53
53
 
54
54
  /**
55
55
  * If enabled and parsed in a navigation mesh baking process the obstacle will discard source geometry inside its {@link vertices} defined shape.
@@ -55,7 +55,7 @@ export class NavigationObstacle3D extends Node3D {
55
55
  * The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.
56
56
  */
57
57
  get vertices(): PackedVector3Array { return _C(this, 7068) as PackedVector3Array; }
58
- set vertices(v: PackedVector3Array) { _C(this, 13308, v); }
58
+ set vertices(v: PackedVector3Array | Vector3[]) { _C(this, 13308, v); }
59
59
 
60
60
  /**
61
61
  * If enabled and parsed in a navigation mesh baking process the obstacle will discard source geometry inside its {@link vertices} and {@link height} defined shape.
@@ -72,14 +72,14 @@ export class NavigationPathQueryParameters2D extends RefCounted {
72
72
  * **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then set it to the property again.
73
73
  */
74
74
  get excludedRegions(): GodotArray<RID> { return _C(this, 4700) as GodotArray<RID>; }
75
- set excludedRegions(v: GodotArray<RID>) { _C(this, 11316, v); }
75
+ set excludedRegions(v: GodotArray<RID> | RID[]) { _C(this, 11316, v); }
76
76
 
77
77
  /**
78
78
  * The list of region {@link RID}s that will be included by the path query. Use {@link NavigationRegion2D.getRid} to get the {@link RID} associated with a {@link NavigationRegion2D} node. If left empty all regions are included. If a region ends up being both included and excluded at the same time it will be excluded.
79
79
  * **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then set it to the property again.
80
80
  */
81
81
  get includedRegions(): GodotArray<RID> { return _C(this, 5081) as GodotArray<RID>; }
82
- set includedRegions(v: GodotArray<RID>) { _C(this, 11682, v); }
82
+ set includedRegions(v: GodotArray<RID> | RID[]) { _C(this, 11682, v); }
83
83
 
84
84
  /**
85
85
  * The maximum allowed length of the returned path in world units. A path will be clipped when going over this length. A value of `0` or below counts as disabled.
@@ -72,14 +72,14 @@ export class NavigationPathQueryParameters3D extends RefCounted {
72
72
  * **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then set it to the property again.
73
73
  */
74
74
  get excludedRegions(): GodotArray<RID> { return _C(this, 4700) as GodotArray<RID>; }
75
- set excludedRegions(v: GodotArray<RID>) { _C(this, 11316, v); }
75
+ set excludedRegions(v: GodotArray<RID> | RID[]) { _C(this, 11316, v); }
76
76
 
77
77
  /**
78
78
  * The list of region {@link RID}s that will be included by the path query. Use {@link NavigationRegion3D.getRid} to get the {@link RID} associated with a {@link NavigationRegion3D} node. If left empty all regions are included. If a region ends up being both included and excluded at the same time it will be excluded.
79
79
  * **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then set it to the property again.
80
80
  */
81
81
  get includedRegions(): GodotArray<RID> { return _C(this, 5081) as GodotArray<RID>; }
82
- set includedRegions(v: GodotArray<RID>) { _C(this, 11682, v); }
82
+ set includedRegions(v: GodotArray<RID> | RID[]) { _C(this, 11682, v); }
83
83
 
84
84
  /**
85
85
  * The maximum allowed length of the returned path in world units. A path will be clipped when going over this length. A value of `0` or below counts as disabled.
@@ -4,6 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { RefCounted } from './RefCounted.ts';
6
6
  import type { GodotArray, PackedInt32Array, PackedInt64Array, PackedVector2Array, RID } from '../heap-types/index.ts';
7
+ import type { Vector2 } from '../value-types/index.ts';
7
8
 
8
9
  /**
9
10
  * This class stores the result of a 2D navigation path query from the {@link NavigationServer2D}.
@@ -20,25 +21,25 @@ export class NavigationPathQueryResult2D extends RefCounted {
20
21
  * The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by {@link NavigationServer2D.mapGetPath}.
21
22
  */
22
23
  get path(): PackedVector2Array { return _C(this, 5840) as PackedVector2Array; }
23
- set path(v: PackedVector2Array) { _C(this, 12271, v); }
24
+ set path(v: PackedVector2Array | Vector2[]) { _C(this, 12271, v); }
24
25
 
25
26
  /**
26
27
  * The type of navigation primitive (region or link) that each point of the path goes through.
27
28
  */
28
29
  get pathTypes(): PackedInt32Array { return _C(this, 5863) as PackedInt32Array; }
29
- set pathTypes(v: PackedInt32Array) { _C(this, 12295, v); }
30
+ set pathTypes(v: PackedInt32Array | number[]) { _C(this, 12295, v); }
30
31
 
31
32
  /**
32
33
  * The {@link RID}s of the regions and links that each point of the path goes through.
33
34
  */
34
35
  get pathRids(): GodotArray<RID> { return _C(this, 5856) as GodotArray<RID>; }
35
- set pathRids(v: GodotArray<RID>) { _C(this, 12289, v); }
36
+ set pathRids(v: GodotArray<RID> | RID[]) { _C(this, 12289, v); }
36
37
 
37
38
  /**
38
39
  * The `ObjectID`s of the {@link Object}s which manage the regions and links each point of the path goes through.
39
40
  */
40
41
  get pathOwnerIds(): PackedInt64Array { return _C(this, 5852) as PackedInt64Array; }
41
- set pathOwnerIds(v: PackedInt64Array) { _C(this, 12285, v); }
42
+ set pathOwnerIds(v: PackedInt64Array | number[]) { _C(this, 12285, v); }
42
43
 
43
44
  /**
44
45
  * Returns the length of the path.
@@ -4,6 +4,7 @@
4
4
  import { _C, _R } from '../../src/runtime.ts';
5
5
  import { RefCounted } from './RefCounted.ts';
6
6
  import type { GodotArray, PackedInt32Array, PackedInt64Array, PackedVector3Array, RID } from '../heap-types/index.ts';
7
+ import type { Vector3 } from '../value-types/index.ts';
7
8
 
8
9
  /**
9
10
  * This class stores the result of a 3D navigation path query from the {@link NavigationServer3D}.
@@ -20,25 +21,25 @@ export class NavigationPathQueryResult3D extends RefCounted {
20
21
  * The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by {@link NavigationServer3D.mapGetPath}.
21
22
  */
22
23
  get path(): PackedVector3Array { return _C(this, 5840) as PackedVector3Array; }
23
- set path(v: PackedVector3Array) { _C(this, 12271, v); }
24
+ set path(v: PackedVector3Array | Vector3[]) { _C(this, 12271, v); }
24
25
 
25
26
  /**
26
27
  * The type of navigation primitive (region or link) that each point of the path goes through.
27
28
  */
28
29
  get pathTypes(): PackedInt32Array { return _C(this, 5863) as PackedInt32Array; }
29
- set pathTypes(v: PackedInt32Array) { _C(this, 12295, v); }
30
+ set pathTypes(v: PackedInt32Array | number[]) { _C(this, 12295, v); }
30
31
 
31
32
  /**
32
33
  * The {@link RID}s of the regions and links that each point of the path goes through.
33
34
  */
34
35
  get pathRids(): GodotArray<RID> { return _C(this, 5856) as GodotArray<RID>; }
35
- set pathRids(v: GodotArray<RID>) { _C(this, 12289, v); }
36
+ set pathRids(v: GodotArray<RID> | RID[]) { _C(this, 12289, v); }
36
37
 
37
38
  /**
38
39
  * The `ObjectID`s of the {@link Object}s which manage the regions and links each point of the path goes through.
39
40
  */
40
41
  get pathOwnerIds(): PackedInt64Array { return _C(this, 5852) as PackedInt64Array; }
41
- set pathOwnerIds(v: PackedInt64Array) { _C(this, 12285, v); }
42
+ set pathOwnerIds(v: PackedInt64Array | number[]) { _C(this, 12285, v); }
42
43
 
43
44
  /**
44
45
  * Returns the length of the path.
@@ -122,13 +122,13 @@ export class NavigationPolygon extends Resource {
122
122
  clear(): void { _C(this, 2232); }
123
123
 
124
124
  get vertices(): PackedVector2Array { return _C(this, 7068) as PackedVector2Array; }
125
- set vertices(v: PackedVector2Array) { _C(this, 13308, v); }
125
+ set vertices(v: PackedVector2Array | Vector2[]) { _C(this, 13308, v); }
126
126
 
127
127
  get polygons(): GodotArray { return _C(this, 1009) as GodotArray; }
128
- set polygons(v: GodotArray) { _C(this, 1037, v); }
128
+ set polygons(v: GodotArray | unknown[]) { _C(this, 1037, v); }
129
129
 
130
130
  get outlines(): GodotArray { return _C(this, 1006) as GodotArray; }
131
- set outlines(v: GodotArray) { _C(this, 1034, v); }
131
+ set outlines(v: GodotArray | unknown[]) { _C(this, 1034, v); }
132
132
 
133
133
  /**
134
134
  * Partitioning algorithm for creating the navigation mesh polys.