typescript-to-gdscript 0.1.1 → 0.1.3

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 (380) hide show
  1. package/README.md +4 -2
  2. package/dist/cli/convert.d.ts.map +1 -1
  3. package/dist/cli/convert.js +15 -5
  4. package/dist/cli/convert.js.map +1 -1
  5. package/dist/converter/gd-to-ts/class-scope.d.ts.map +1 -1
  6. package/dist/converter/gd-to-ts/class-scope.js +4 -4
  7. package/dist/converter/gd-to-ts/class-scope.js.map +1 -1
  8. package/dist/converter/gd-to-ts/expressions.d.ts.map +1 -1
  9. package/dist/converter/gd-to-ts/expressions.js +59 -8
  10. package/dist/converter/gd-to-ts/expressions.js.map +1 -1
  11. package/dist/converter/gd-to-ts/functions.d.ts.map +1 -1
  12. package/dist/converter/gd-to-ts/functions.js +29 -24
  13. package/dist/converter/gd-to-ts/functions.js.map +1 -1
  14. package/dist/converter/gd-to-ts/identifiers.d.ts +27 -0
  15. package/dist/converter/gd-to-ts/identifiers.d.ts.map +1 -0
  16. package/dist/converter/gd-to-ts/identifiers.js +76 -0
  17. package/dist/converter/gd-to-ts/identifiers.js.map +1 -0
  18. package/dist/converter/gd-to-ts/members.d.ts.map +1 -1
  19. package/dist/converter/gd-to-ts/members.js +15 -6
  20. package/dist/converter/gd-to-ts/members.js.map +1 -1
  21. package/dist/converter/gd-to-ts/statements.d.ts.map +1 -1
  22. package/dist/converter/gd-to-ts/statements.js +12 -1
  23. package/dist/converter/gd-to-ts/statements.js.map +1 -1
  24. package/dist/converter/gd-to-ts/type-inference.d.ts +33 -0
  25. package/dist/converter/gd-to-ts/type-inference.d.ts.map +1 -1
  26. package/dist/converter/gd-to-ts/type-inference.js +79 -0
  27. package/dist/converter/gd-to-ts/type-inference.js.map +1 -1
  28. package/dist/converter/ts-to-gd/access-rewrite.d.ts +40 -0
  29. package/dist/converter/ts-to-gd/access-rewrite.d.ts.map +1 -0
  30. package/dist/converter/ts-to-gd/access-rewrite.js +124 -0
  31. package/dist/converter/ts-to-gd/access-rewrite.js.map +1 -0
  32. package/dist/converter/ts-to-gd/expressions.d.ts.map +1 -1
  33. package/dist/converter/ts-to-gd/expressions.js +31 -7
  34. package/dist/converter/ts-to-gd/expressions.js.map +1 -1
  35. package/dist/typings/content-generators.d.ts +2 -2
  36. package/dist/typings/content-generators.d.ts.map +1 -1
  37. package/dist/typings/content-generators.js +8 -2
  38. package/dist/typings/content-generators.js.map +1 -1
  39. package/dist/typings/godot-docs.d.ts.map +1 -1
  40. package/dist/typings/godot-docs.js +45 -16
  41. package/dist/typings/godot-docs.js.map +1 -1
  42. package/dist/typings/override-system.d.ts.map +1 -1
  43. package/dist/typings/override-system.js +8 -0
  44. package/dist/typings/override-system.js.map +1 -1
  45. package/dist/typings/scene-utils.d.ts +8 -0
  46. package/dist/typings/scene-utils.d.ts.map +1 -1
  47. package/dist/typings/scene-utils.js +49 -8
  48. package/dist/typings/scene-utils.js.map +1 -1
  49. package/dist/typings/scenes.d.ts.map +1 -1
  50. package/dist/typings/scenes.js +17 -10
  51. package/dist/typings/scenes.js.map +1 -1
  52. package/dist/watcher/check.d.ts +87 -0
  53. package/dist/watcher/check.d.ts.map +1 -0
  54. package/dist/watcher/check.js +209 -0
  55. package/dist/watcher/check.js.map +1 -0
  56. package/dist/watcher/heal.d.ts +66 -0
  57. package/dist/watcher/heal.d.ts.map +1 -0
  58. package/dist/watcher/heal.js +132 -0
  59. package/dist/watcher/heal.js.map +1 -0
  60. package/dist/watcher/index.d.ts +1 -0
  61. package/dist/watcher/index.d.ts.map +1 -1
  62. package/dist/watcher/index.js +48 -52
  63. package/dist/watcher/index.js.map +1 -1
  64. package/package.json +1 -1
  65. package/typings/classes/AccessibilityServer.d.ts +405 -0
  66. package/typings/classes/AnimationLibrary.d.ts +4 -4
  67. package/typings/classes/AnimationNodeBlendSpace1D.d.ts +45 -4
  68. package/typings/classes/AnimationNodeBlendSpace2D.d.ts +45 -4
  69. package/typings/classes/Area3D.d.ts +14 -7
  70. package/typings/classes/AreaLight3D.d.ts +37 -0
  71. package/typings/classes/ArrayMesh.d.ts +15 -0
  72. package/typings/classes/AudioEffectAmplify.d.ts +2 -2
  73. package/typings/classes/AudioEffectBandLimitFilter.d.ts +1 -1
  74. package/typings/classes/AudioEffectBandPassFilter.d.ts +1 -1
  75. package/typings/classes/AudioEffectCapture.d.ts +10 -9
  76. package/typings/classes/AudioEffectChorus.d.ts +57 -28
  77. package/typings/classes/AudioEffectCompressor.d.ts +11 -9
  78. package/typings/classes/AudioEffectDelay.d.ts +21 -15
  79. package/typings/classes/AudioEffectDistortion.d.ts +19 -10
  80. package/typings/classes/AudioEffectEQ.d.ts +2 -2
  81. package/typings/classes/AudioEffectEQ10.d.ts +2 -2
  82. package/typings/classes/AudioEffectEQ21.d.ts +2 -2
  83. package/typings/classes/AudioEffectEQ6.d.ts +2 -2
  84. package/typings/classes/AudioEffectFilter.d.ts +25 -9
  85. package/typings/classes/AudioEffectHardLimiter.d.ts +8 -5
  86. package/typings/classes/AudioEffectHighPassFilter.d.ts +1 -1
  87. package/typings/classes/AudioEffectHighShelfFilter.d.ts +1 -1
  88. package/typings/classes/AudioEffectInstance.d.ts +1 -1
  89. package/typings/classes/AudioEffectLimiter.d.ts +9 -4
  90. package/typings/classes/AudioEffectLowPassFilter.d.ts +1 -1
  91. package/typings/classes/AudioEffectLowShelfFilter.d.ts +1 -1
  92. package/typings/classes/AudioEffectNotchFilter.d.ts +1 -1
  93. package/typings/classes/AudioEffectPanner.d.ts +7 -2
  94. package/typings/classes/AudioEffectPhaser.d.ts +9 -7
  95. package/typings/classes/AudioEffectPitchShift.d.ts +3 -3
  96. package/typings/classes/AudioEffectReverb.d.ts +17 -8
  97. package/typings/classes/AudioEffectSpectrumAnalyzer.d.ts +4 -5
  98. package/typings/classes/AudioEffectStereoEnhance.d.ts +7 -4
  99. package/typings/classes/AudioServer.d.ts +2 -2
  100. package/typings/classes/AudioStreamPlaybackResampled.d.ts +8 -0
  101. package/typings/classes/AudioStreamRandomizer.d.ts +10 -0
  102. package/typings/classes/AwaitTweener.d.ts +10 -0
  103. package/typings/classes/BaseButton.d.ts +1 -1
  104. package/typings/classes/Basis.d.ts +6 -2
  105. package/typings/classes/BlitMaterial.d.ts +22 -0
  106. package/typings/classes/CPUParticles2D.d.ts +2 -2
  107. package/typings/classes/CPUParticles3D.d.ts +2 -2
  108. package/typings/classes/Camera3D.d.ts +1 -1
  109. package/typings/classes/CameraAttributes.d.ts +1 -0
  110. package/typings/classes/CameraFeed.d.ts +4 -0
  111. package/typings/classes/CanvasItem.d.ts +16 -1
  112. package/typings/classes/CodeEdit.d.ts +6 -0
  113. package/typings/classes/CollisionObject2D.d.ts +6 -0
  114. package/typings/classes/CollisionPolygon2D.d.ts +5 -0
  115. package/typings/classes/CollisionShape2D.d.ts +5 -0
  116. package/typings/classes/Container.d.ts +7 -0
  117. package/typings/classes/Control.d.ts +127 -9
  118. package/typings/classes/Curve.d.ts +26 -1
  119. package/typings/classes/Curve2D.d.ts +15 -0
  120. package/typings/classes/Curve3D.d.ts +20 -0
  121. package/typings/classes/DPITexture.d.ts +14 -0
  122. package/typings/classes/Decal.d.ts +1 -0
  123. package/typings/classes/Dictionary.d.ts +74 -28
  124. package/typings/classes/DirAccess.d.ts +6 -1
  125. package/typings/classes/DisplayServer.d.ts +161 -9
  126. package/typings/classes/DrawableTexture2D.d.ts +43 -0
  127. package/typings/classes/EditorCommandPalette.d.ts +0 -2
  128. package/typings/classes/EditorContextMenuPlugin.d.ts +4 -0
  129. package/typings/classes/EditorDock.d.ts +10 -5
  130. package/typings/classes/EditorExportPlatform.d.ts +4 -2
  131. package/typings/classes/EditorExportPlugin.d.ts +7 -0
  132. package/typings/classes/EditorFeatureProfile.d.ts +1 -1
  133. package/typings/classes/EditorFileSystem.d.ts +2 -0
  134. package/typings/classes/EditorInspector.d.ts +10 -0
  135. package/typings/classes/EditorInterface.d.ts +6 -4
  136. package/typings/classes/EditorNode3DGizmoPlugin.d.ts +4 -0
  137. package/typings/classes/EditorPlugin.d.ts +4 -4
  138. package/typings/classes/EditorResourcePicker.d.ts +2 -1
  139. package/typings/classes/EditorSceneFormatImporter.d.ts +23 -0
  140. package/typings/classes/EditorSettings.d.ts +241 -140
  141. package/typings/classes/EditorSpinSlider.d.ts +6 -0
  142. package/typings/classes/EditorTranslationParserPlugin.d.ts +4 -0
  143. package/typings/classes/EditorVCSInterface.d.ts +6 -2
  144. package/typings/classes/Environment.d.ts +7 -2
  145. package/typings/classes/FileAccess.d.ts +1 -1
  146. package/typings/classes/FileDialog.d.ts +16 -1
  147. package/typings/classes/FoldableContainer.d.ts +1 -1
  148. package/typings/classes/Font.d.ts +15 -3
  149. package/typings/classes/FontVariation.d.ts +10 -0
  150. package/typings/classes/GDScript.d.ts +8 -0
  151. package/typings/classes/GDScriptLanguageProtocol.d.ts +25 -0
  152. package/typings/classes/GDScriptSyntaxHighlighter.d.ts +6 -0
  153. package/typings/classes/GDScriptTextDocument.d.ts +27 -0
  154. package/typings/classes/GDScriptWorkspace.d.ts +17 -0
  155. package/typings/classes/GPUParticles2D.d.ts +2 -2
  156. package/typings/classes/GPUParticles3D.d.ts +19 -2
  157. package/typings/classes/Geometry2D.d.ts +2 -2
  158. package/typings/classes/GeometryInstance3D.d.ts +1 -1
  159. package/typings/classes/GradientTexture2D.d.ts +2 -0
  160. package/typings/classes/Image.d.ts +7 -4
  161. package/typings/classes/ImageFormatLoader.d.ts +5 -0
  162. package/typings/classes/ImageTexture.d.ts +0 -2
  163. package/typings/classes/ImporterMesh.d.ts +6 -0
  164. package/typings/classes/Input.d.ts +159 -15
  165. package/typings/classes/InputEvent.d.ts +8 -0
  166. package/typings/classes/InputEventGesture.d.ts +2 -3
  167. package/typings/classes/InputEventMouse.d.ts +2 -3
  168. package/typings/classes/InputEventMouseMotion.d.ts +2 -2
  169. package/typings/classes/InputEventWithModifiers.d.ts +2 -3
  170. package/typings/classes/InputMap.d.ts +3 -0
  171. package/typings/classes/ItemList.d.ts +29 -2
  172. package/typings/classes/IterateIK3D.d.ts +6 -3
  173. package/typings/classes/JavaClassWrapper.d.ts +13 -0
  174. package/typings/classes/JavaScriptBridge.d.ts +1 -1
  175. package/typings/classes/Joint3D.d.ts +1 -0
  176. package/typings/classes/Label.d.ts +1 -0
  177. package/typings/classes/LabelSettings.d.ts +25 -0
  178. package/typings/classes/Light3D.d.ts +1 -1
  179. package/typings/classes/Logger.d.ts +1 -1
  180. package/typings/classes/LookAtModifier3D.d.ts +2 -1
  181. package/typings/classes/MainLoop.d.ts +4 -0
  182. package/typings/classes/MenuButton.d.ts +35 -0
  183. package/typings/classes/MeshLibrary.d.ts +2 -0
  184. package/typings/classes/MovieWriter.d.ts +2 -0
  185. package/typings/classes/MultiplayerPeerExtension.d.ts +9 -9
  186. package/typings/classes/NativeMenu.d.ts +10 -3
  187. package/typings/classes/Node.d.ts +15 -5
  188. package/typings/classes/Node3D.d.ts +6 -4
  189. package/typings/classes/OS.d.ts +3 -3
  190. package/typings/classes/Object.d.ts +9 -3
  191. package/typings/classes/OptimizedTranslation.d.ts +2 -2
  192. package/typings/classes/OptionButton.d.ts +51 -1
  193. package/typings/classes/PCKPacker.d.ts +4 -0
  194. package/typings/classes/PacketPeerExtension.d.ts +1 -1
  195. package/typings/classes/ParticleProcessMaterial.d.ts +63 -0
  196. package/typings/classes/PhysicsDirectBodyState2D.d.ts +2 -1
  197. package/typings/classes/PhysicsDirectBodyState3D.d.ts +2 -1
  198. package/typings/classes/PhysicsDirectSpaceState2DExtension.d.ts +6 -6
  199. package/typings/classes/PhysicsDirectSpaceState3DExtension.d.ts +6 -6
  200. package/typings/classes/PhysicsServer2D.d.ts +2 -2
  201. package/typings/classes/PhysicsServer2DExtension.d.ts +6 -6
  202. package/typings/classes/PhysicsServer3D.d.ts +145 -42
  203. package/typings/classes/PhysicsServer3DExtension.d.ts +1 -1
  204. package/typings/classes/PopupMenu.d.ts +74 -8
  205. package/typings/classes/PopupPanel.d.ts +2 -0
  206. package/typings/classes/PortableCompressedTexture2D.d.ts +0 -2
  207. package/typings/classes/ProjectSettings.d.ts +62 -10
  208. package/typings/classes/Quaternion.d.ts +2 -2
  209. package/typings/classes/RDAccelerationStructureGeometry.d.ts +42 -0
  210. package/typings/classes/RDAccelerationStructureInstance.d.ts +34 -0
  211. package/typings/classes/RDHitGroup.d.ts +20 -0
  212. package/typings/classes/RDPipelineShader.d.ts +14 -0
  213. package/typings/classes/RDShaderSPIRV.d.ts +30 -0
  214. package/typings/classes/RDShaderSource.d.ts +10 -0
  215. package/typings/classes/RandomNumberGenerator.d.ts +4 -2
  216. package/typings/classes/RenderSceneBuffersConfiguration.d.ts +4 -1
  217. package/typings/classes/RenderingDevice.d.ts +175 -1
  218. package/typings/classes/RenderingServer.d.ts +264 -14
  219. package/typings/classes/Resource.d.ts +4 -2
  220. package/typings/classes/ResourceImporterDynamicFont.d.ts +3 -1
  221. package/typings/classes/ResourceImporterOBJ.d.ts +1 -1
  222. package/typings/classes/ResourceImporterSVG.d.ts +10 -0
  223. package/typings/classes/ResourceImporterScene.d.ts +11 -3
  224. package/typings/classes/ResourceImporterTexture.d.ts +2 -2
  225. package/typings/classes/RichTextLabel.d.ts +14 -6
  226. package/typings/classes/Script.d.ts +2 -0
  227. package/typings/classes/ScriptEditor.d.ts +13 -0
  228. package/typings/classes/ScriptLanguageExtension.d.ts +7 -0
  229. package/typings/classes/ScrollContainer.d.ts +17 -5
  230. package/typings/classes/Shader.d.ts +2 -0
  231. package/typings/classes/Shape3D.d.ts +1 -0
  232. package/typings/classes/SkeletonModification2DJiggle.d.ts +4 -0
  233. package/typings/classes/SplitContainer.d.ts +6 -0
  234. package/typings/classes/SpringBoneSimulator3D.d.ts +4 -2
  235. package/typings/classes/SpriteFrames.d.ts +20 -4
  236. package/typings/classes/StreamPeerExtension.d.ts +2 -2
  237. package/typings/classes/String.d.ts +1 -1
  238. package/typings/classes/SubViewport.d.ts +4 -0
  239. package/typings/classes/TabBar.d.ts +20 -0
  240. package/typings/classes/TabContainer.d.ts +21 -3
  241. package/typings/classes/TextEdit.d.ts +5 -2
  242. package/typings/classes/TextServer.d.ts +25 -1
  243. package/typings/classes/TextServerExtension.d.ts +25 -1
  244. package/typings/classes/Texture2D.d.ts +14 -0
  245. package/typings/classes/TextureRect.d.ts +4 -1
  246. package/typings/classes/TileSet.d.ts +3 -1
  247. package/typings/classes/Tree.d.ts +25 -9
  248. package/typings/classes/TreeItem.d.ts +17 -2
  249. package/typings/classes/Tween.d.ts +13 -0
  250. package/typings/classes/UndoRedo.d.ts +2 -2
  251. package/typings/classes/Vector2.d.ts +4 -2
  252. package/typings/classes/Vector2i.d.ts +4 -2
  253. package/typings/classes/Vector3.d.ts +4 -2
  254. package/typings/classes/Vector3i.d.ts +4 -2
  255. package/typings/classes/Vector4.d.ts +4 -2
  256. package/typings/classes/Vector4i.d.ts +4 -2
  257. package/typings/classes/Viewport.d.ts +27 -1
  258. package/typings/classes/VirtualJoystick.d.ts +94 -0
  259. package/typings/classes/VoxelGIData.d.ts +10 -0
  260. package/typings/classes/Window.d.ts +41 -4
  261. package/typings/classes/XRCamera3D.d.ts +1 -1
  262. package/typings/classes/XRServer.d.ts +2 -0
  263. package/typings/classes/_globals.d.ts +55 -18
  264. package/typings/classes/index.d.ts +15 -112
  265. package/typings/globals/globals.d.ts +20 -0
  266. package/typings/godot-class-registry.json +2120 -3693
  267. package/typings-overrides/dictionary.d.ts +35 -15
  268. package/typings-overrides/object-dict.d.ts +43 -0
  269. package/typings/classes/VisualShader.d.ts +0 -110
  270. package/typings/classes/VisualShaderNode.d.ts +0 -63
  271. package/typings/classes/VisualShaderNodeBillboard.d.ts +0 -28
  272. package/typings/classes/VisualShaderNodeBooleanConstant.d.ts +0 -10
  273. package/typings/classes/VisualShaderNodeBooleanParameter.d.ts +0 -14
  274. package/typings/classes/VisualShaderNodeClamp.d.ts +0 -26
  275. package/typings/classes/VisualShaderNodeColorConstant.d.ts +0 -10
  276. package/typings/classes/VisualShaderNodeColorFunc.d.ts +0 -32
  277. package/typings/classes/VisualShaderNodeColorOp.d.ts +0 -32
  278. package/typings/classes/VisualShaderNodeColorParameter.d.ts +0 -14
  279. package/typings/classes/VisualShaderNodeComment.d.ts +0 -12
  280. package/typings/classes/VisualShaderNodeCompare.d.ts +0 -68
  281. package/typings/classes/VisualShaderNodeConstant.d.ts +0 -6
  282. package/typings/classes/VisualShaderNodeCubemap.d.ts +0 -43
  283. package/typings/classes/VisualShaderNodeCubemapParameter.d.ts +0 -6
  284. package/typings/classes/VisualShaderNodeCurveTexture.d.ts +0 -10
  285. package/typings/classes/VisualShaderNodeCurveXYZTexture.d.ts +0 -10
  286. package/typings/classes/VisualShaderNodeCustom.d.ts +0 -122
  287. package/typings/classes/VisualShaderNodeDerivativeFunc.d.ts +0 -56
  288. package/typings/classes/VisualShaderNodeDeterminant.d.ts +0 -6
  289. package/typings/classes/VisualShaderNodeDistanceFade.d.ts +0 -6
  290. package/typings/classes/VisualShaderNodeDotProduct.d.ts +0 -6
  291. package/typings/classes/VisualShaderNodeExpression.d.ts +0 -12
  292. package/typings/classes/VisualShaderNodeFaceForward.d.ts +0 -8
  293. package/typings/classes/VisualShaderNodeFloatConstant.d.ts +0 -10
  294. package/typings/classes/VisualShaderNodeFloatFunc.d.ts +0 -108
  295. package/typings/classes/VisualShaderNodeFloatOp.d.ts +0 -36
  296. package/typings/classes/VisualShaderNodeFloatParameter.d.ts +0 -52
  297. package/typings/classes/VisualShaderNodeFrame.d.ts +0 -35
  298. package/typings/classes/VisualShaderNodeFresnel.d.ts +0 -6
  299. package/typings/classes/VisualShaderNodeGlobalExpression.d.ts +0 -6
  300. package/typings/classes/VisualShaderNodeGroupBase.d.ts +0 -60
  301. package/typings/classes/VisualShaderNodeIf.d.ts +0 -8
  302. package/typings/classes/VisualShaderNodeInput.d.ts +0 -20
  303. package/typings/classes/VisualShaderNodeIntConstant.d.ts +0 -10
  304. package/typings/classes/VisualShaderNodeIntFunc.d.ts +0 -24
  305. package/typings/classes/VisualShaderNodeIntOp.d.ts +0 -48
  306. package/typings/classes/VisualShaderNodeIntParameter.d.ts +0 -58
  307. package/typings/classes/VisualShaderNodeIs.d.ts +0 -18
  308. package/typings/classes/VisualShaderNodeLinearSceneDepth.d.ts +0 -6
  309. package/typings/classes/VisualShaderNodeMix.d.ts +0 -28
  310. package/typings/classes/VisualShaderNodeMultiplyAdd.d.ts +0 -22
  311. package/typings/classes/VisualShaderNodeOuterProduct.d.ts +0 -6
  312. package/typings/classes/VisualShaderNodeOutput.d.ts +0 -6
  313. package/typings/classes/VisualShaderNodeParameter.d.ts +0 -32
  314. package/typings/classes/VisualShaderNodeParameterRef.d.ts +0 -10
  315. package/typings/classes/VisualShaderNodeParticleAccelerator.d.ts +0 -20
  316. package/typings/classes/VisualShaderNodeParticleBoxEmitter.d.ts +0 -6
  317. package/typings/classes/VisualShaderNodeParticleConeVelocity.d.ts +0 -6
  318. package/typings/classes/VisualShaderNodeParticleEmit.d.ts +0 -22
  319. package/typings/classes/VisualShaderNodeParticleEmitter.d.ts +0 -12
  320. package/typings/classes/VisualShaderNodeParticleMeshEmitter.d.ts +0 -20
  321. package/typings/classes/VisualShaderNodeParticleMultiplyByAxisAngle.d.ts +0 -10
  322. package/typings/classes/VisualShaderNodeParticleOutput.d.ts +0 -6
  323. package/typings/classes/VisualShaderNodeParticleRandomness.d.ts +0 -22
  324. package/typings/classes/VisualShaderNodeParticleRingEmitter.d.ts +0 -6
  325. package/typings/classes/VisualShaderNodeParticleSphereEmitter.d.ts +0 -6
  326. package/typings/classes/VisualShaderNodeProximityFade.d.ts +0 -6
  327. package/typings/classes/VisualShaderNodeRandomRange.d.ts +0 -6
  328. package/typings/classes/VisualShaderNodeRemap.d.ts +0 -33
  329. package/typings/classes/VisualShaderNodeReroute.d.ts +0 -8
  330. package/typings/classes/VisualShaderNodeResizableBase.d.ts +0 -10
  331. package/typings/classes/VisualShaderNodeRotationByAxis.d.ts +0 -6
  332. package/typings/classes/VisualShaderNodeSDFRaymarch.d.ts +0 -6
  333. package/typings/classes/VisualShaderNodeSDFToScreenUV.d.ts +0 -8
  334. package/typings/classes/VisualShaderNodeSample3D.d.ts +0 -18
  335. package/typings/classes/VisualShaderNodeScreenNormalWorldSpace.d.ts +0 -6
  336. package/typings/classes/VisualShaderNodeScreenUVToSDF.d.ts +0 -8
  337. package/typings/classes/VisualShaderNodeSmoothStep.d.ts +0 -28
  338. package/typings/classes/VisualShaderNodeStep.d.ts +0 -28
  339. package/typings/classes/VisualShaderNodeSwitch.d.ts +0 -30
  340. package/typings/classes/VisualShaderNodeTexture.d.ts +0 -57
  341. package/typings/classes/VisualShaderNodeTexture2DArray.d.ts +0 -12
  342. package/typings/classes/VisualShaderNodeTexture2DArrayParameter.d.ts +0 -6
  343. package/typings/classes/VisualShaderNodeTexture2DParameter.d.ts +0 -6
  344. package/typings/classes/VisualShaderNodeTexture3D.d.ts +0 -12
  345. package/typings/classes/VisualShaderNodeTexture3DParameter.d.ts +0 -6
  346. package/typings/classes/VisualShaderNodeTextureParameter.d.ts +0 -104
  347. package/typings/classes/VisualShaderNodeTextureParameterTriplanar.d.ts +0 -6
  348. package/typings/classes/VisualShaderNodeTextureSDF.d.ts +0 -6
  349. package/typings/classes/VisualShaderNodeTextureSDFNormal.d.ts +0 -6
  350. package/typings/classes/VisualShaderNodeTransformCompose.d.ts +0 -6
  351. package/typings/classes/VisualShaderNodeTransformConstant.d.ts +0 -10
  352. package/typings/classes/VisualShaderNodeTransformDecompose.d.ts +0 -6
  353. package/typings/classes/VisualShaderNodeTransformFunc.d.ts +0 -18
  354. package/typings/classes/VisualShaderNodeTransformOp.d.ts +0 -32
  355. package/typings/classes/VisualShaderNodeTransformParameter.d.ts +0 -14
  356. package/typings/classes/VisualShaderNodeTransformVecMult.d.ts +0 -22
  357. package/typings/classes/VisualShaderNodeUIntConstant.d.ts +0 -10
  358. package/typings/classes/VisualShaderNodeUIntFunc.d.ts +0 -20
  359. package/typings/classes/VisualShaderNodeUIntOp.d.ts +0 -48
  360. package/typings/classes/VisualShaderNodeUIntParameter.d.ts +0 -16
  361. package/typings/classes/VisualShaderNodeUVFunc.d.ts +0 -22
  362. package/typings/classes/VisualShaderNodeUVPolarCoord.d.ts +0 -6
  363. package/typings/classes/VisualShaderNodeVarying.d.ts +0 -14
  364. package/typings/classes/VisualShaderNodeVaryingGetter.d.ts +0 -6
  365. package/typings/classes/VisualShaderNodeVaryingSetter.d.ts +0 -6
  366. package/typings/classes/VisualShaderNodeVec2Constant.d.ts +0 -10
  367. package/typings/classes/VisualShaderNodeVec2Parameter.d.ts +0 -14
  368. package/typings/classes/VisualShaderNodeVec3Constant.d.ts +0 -10
  369. package/typings/classes/VisualShaderNodeVec3Parameter.d.ts +0 -14
  370. package/typings/classes/VisualShaderNodeVec4Constant.d.ts +0 -10
  371. package/typings/classes/VisualShaderNodeVec4Parameter.d.ts +0 -14
  372. package/typings/classes/VisualShaderNodeVectorBase.d.ts +0 -20
  373. package/typings/classes/VisualShaderNodeVectorCompose.d.ts +0 -8
  374. package/typings/classes/VisualShaderNodeVectorDecompose.d.ts +0 -8
  375. package/typings/classes/VisualShaderNodeVectorDistance.d.ts +0 -6
  376. package/typings/classes/VisualShaderNodeVectorFunc.d.ts +0 -84
  377. package/typings/classes/VisualShaderNodeVectorLen.d.ts +0 -6
  378. package/typings/classes/VisualShaderNodeVectorOp.d.ts +0 -42
  379. package/typings/classes/VisualShaderNodeVectorRefract.d.ts +0 -8
  380. package/typings/classes/VisualShaderNodeWorldPositionFromDepth.d.ts +0 -8
@@ -3,6 +3,12 @@
3
3
 
4
4
  /** Stores globally-accessible variables. */
5
5
  declare interface ProjectSettings {
6
+ /**
7
+ * Accessibility driver:
8
+ * -**accesskit** (default): AccessKit driver.
9
+ * -**dummy**: Dummy driver, screen reader support is disabled.
10
+ */
11
+ 'accessibility/general/accessibility_driver': string;
6
12
  /**
7
13
  * Accessibility support mode:
8
14
  * - **Auto** (`0`): Accessibility support is enabled, but updates to the accessibility information are processed only if an assistive app (such as a screen reader or a Braille display) is active (default).
@@ -22,6 +28,10 @@ declare interface ProjectSettings {
22
28
  * If `true`, {@link AnimationMixer} prints the warning of interpolation being forced to choose the shortest rotation path due to multiple angle interpolation types being mixed in the {@link AnimationMixer} cache.
23
29
  */
24
30
  'animation/warnings/check_angle_interpolation_type_conflicting': boolean;
31
+ /**
32
+ * If `true`, {@link SkeletonModifier3D} prints a warning if there's no matching object for the track path in the scene when assigning.
33
+ */
34
+ 'animation/warnings/check_invalid_skeleton_modifier_node_paths': boolean;
25
35
  /**
26
36
  * If `true`, {@link AnimationMixer} prints the warning of no matching object of the track path in the scene.
27
37
  */
@@ -337,6 +347,10 @@ declare interface ProjectSettings {
337
347
  * When set to **Warn** or **Error**, produces a warning or an error respectively when an identifier that will be shadowed below in the block is used.
338
348
  */
339
349
  'debug/gdscript/warnings/confusable_local_usage': int;
350
+ /**
351
+ * When set to **Warn** or **Error**, produces a warning or an error respectively when a built-in property of type `Packed*Array` is modified using a complex assignment chain or a non-`const` method call. In this case, you are only modifying a temporary value, and the property's value remains unchanged.
352
+ */
353
+ 'debug/gdscript/warnings/confusable_temporary_modification': int;
340
354
  /**
341
355
  * When set to **Warn** or **Error**, produces a warning or an error respectively when deprecated keywords are used.
342
356
  * **Note:** There are currently no deprecated keywords, so this warning is never produced.
@@ -840,6 +854,11 @@ declare interface ProjectSettings {
840
854
  * **Note:** When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set {@link display/window/size/viewport_width} and {@link display/window/size/viewport_height} accordingly.
841
855
  */
842
856
  'display/window/handheld/orientation': int;
857
+ /**
858
+ * If `true`, HDR output is requested for the main window and the editor. The main window and editor will automatically switch between HDR and SDR if it is moved between screens, screen capabilities change, or system settings are modified. This will internally force {@link Viewport.use_hdr_2d} to be enabled on the main {@link Viewport}. All other {@link SubViewport} of the {@link Window} must have their {@link Viewport.use_hdr_2d} property enabled to produce HDR output.
859
+ * **Note:** This property is only read when the project starts. To change this property at runtime, set {@link Window.hdr_output_requested}.
860
+ */
861
+ 'display/window/hdr/request_hdr_output': boolean;
843
862
  /**
844
863
  * If `true`, iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
845
864
  */
@@ -948,13 +967,13 @@ declare interface ProjectSettings {
948
967
  * `"keep"`: Keep aspect ratio when stretching the screen. This means that the viewport retains its original size regardless of the screen resolution, and black bars will be added to the top/bottom of the screen ("letterboxing") or the sides ("pillarboxing").
949
968
  * `"keep_width"`: Keep aspect ratio when stretching the screen. If the screen is wider than the base size, black bars are added at the left and right (pillarboxing). But if the screen is taller than the base resolution, the viewport will be grown in the vertical direction (and more content will be visible at the bottom). You can also think of this as "Expand Vertically".
950
969
  * `"keep_height"`: Keep aspect ratio when stretching the screen. If the screen is taller than the base size, black bars are added at the top and bottom (letterboxing). But if the screen is wider than the base resolution, the viewport will be grown in the horizontal direction (and more content will be visible to the right). You can also think of this as "Expand Horizontally".
951
- * `"expand"`: Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size).
970
+ * `"expand"`: Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size). This is the default for projects created starting in Godot 4.7.
952
971
  */
953
972
  'display/window/stretch/aspect': string;
954
973
  /**
955
974
  * Defines how the base size is stretched to fit the resolution of the window or screen.
956
975
  * `"disabled"`: No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, {@link display/window/stretch/aspect} has no effect. Recommended for non-game applications.
957
- * `"canvas_items"`: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking {@link display/window/stretch/aspect} into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D).
976
+ * `"canvas_items"`: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking {@link display/window/stretch/aspect} into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D). This is the default for projects created starting in Godot 4.7.
958
977
  * `"viewport"`: The size of the root {@link Viewport} is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking {@link display/window/stretch/aspect} into account). Recommended for games that use a pixel art aesthetic.
959
978
  */
960
979
  'display/window/stretch/mode': string;
@@ -972,11 +991,11 @@ declare interface ProjectSettings {
972
991
  /**
973
992
  * If `true`, subwindows are embedded in the main window (this is also called single-window mode). Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.
974
993
  * If `false`, subwindows are created as separate windows (this is also called multi-window mode). This allows them to be moved outside the main window and use native operating system window decorations.
975
- * This is equivalent to {@link EditorSettings.interface/editor/single_window_mode} in the editor.
994
+ * This is equivalent to {@link EditorSettings.interface/editor/display/single_window_mode} in the editor.
976
995
  */
977
996
  'display/window/subwindows/embed_subwindows': boolean;
978
997
  /**
979
- * Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using {@link EditorSettings.interface/editor/vsync_mode}.
998
+ * Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using {@link EditorSettings.interface/editor/display/vsync_mode}.
980
999
  * See {@link DisplayServer.VSyncMode} for possible values and how they affect the behavior of your application.
981
1000
  * Depending on the platform and rendering method, the engine will fall back to **Enabled** if the desired mode is not supported.
982
1001
  * V-Sync can be disabled on the command line using the `--disable-vsync` command line argument ($DOCS_URL/tutorials/editor/command_line_tutorial.html).
@@ -1133,10 +1152,10 @@ declare interface ProjectSettings {
1133
1152
  */
1134
1153
  'gui/common/drag_threshold': int;
1135
1154
  /**
1136
- * Determines whether a {@link Control} should visually indicate focus when said focus is gained using a mouse or touch input.
1155
+ * Determines whether a {@link Control} should visually indicate focus when that focus is gained using a mouse or touch input.
1137
1156
  * - **Never** (`0`) show the focused state for mouse/touch input.
1138
- * - **Control Supports Keyboard Input** (`1`) shows the focused state even when gained via mouse/touch input (similar to how browsers handle focus).
1139
- * - **Always** (`2`) show the focused state, even if said focus was gained via mouse/touch input.
1157
+ * - **Text Input Controls** (`1`) show the focused state even if that focus was gained via mouse/touch input (similar to browser behavior).
1158
+ * - **Always** (`2`) show the focused state, even if that focus was gained via mouse/touch input.
1140
1159
  */
1141
1160
  'gui/common/show_focus_state_on_pointer_event': int;
1142
1161
  /**
@@ -1199,7 +1218,7 @@ declare interface ProjectSettings {
1199
1218
  /** LCD subpixel layout used for font anti-aliasing. See {@link TextServer.FontLCDSubpixelLayout}. */
1200
1219
  'gui/theme/lcd_subpixel_layout': int;
1201
1220
  /**
1202
- * When {@link BaseButton.shortcut_feedback} is enabled, this is the time the {@link BaseButton} will remain highlighted after a shortcut.
1221
+ * When {@link BaseButton.shortcut_feedback} is enabled, this is the time the {@link BaseButton} will remain highlighted after a shortcut. This duration is not affected by {@link Engine.time_scale}.
1203
1222
  */
1204
1223
  'gui/timers/button_shortcut_feedback_highlight_time': float;
1205
1224
  /**
@@ -1622,6 +1641,10 @@ declare interface ProjectSettings {
1622
1641
  * **Note:** You should in nearly all cases prefer the `false` setting. The legacy behavior is to enable supporting old projects that rely on the old logic, without changes to script.
1623
1642
  */
1624
1643
  'input_devices/compatibility/legacy_just_pressed_behavior': boolean;
1644
+ /**
1645
+ * If `true`, joypad input (including motion sensors) and LED light changes will be ignored and joypad vibration will be stopped when the application is not focused.
1646
+ */
1647
+ 'input_devices/joypads/ignore_joypad_on_unfocused_application': boolean;
1625
1648
  /**
1626
1649
  * Specifies the tablet driver to use. If left empty, the default driver will be used.
1627
1650
  * **Note:** The driver in use can be overridden at runtime via the `--tablet-driver` command line argument ($DOCS_URL/tutorials/editor/command_line_tutorial.html).
@@ -2382,10 +2405,12 @@ declare interface ProjectSettings {
2382
2405
  'physics/2d/sleep_threshold_angular': float;
2383
2406
  /**
2384
2407
  * Threshold linear velocity under which a 2D physics body will be considered inactive. See {@link PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD}.
2408
+ * **Note:** Only supported when using GodotPhysics3D. This project setting is ignored when using Jolt Physics.
2385
2409
  */
2386
2410
  'physics/2d/sleep_threshold_linear': float;
2387
2411
  /**
2388
2412
  * Maximum distance a shape can penetrate another shape before it is considered a collision. See {@link PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION}.
2413
+ * **Note:** Only supported when using GodotPhysics3D. This project setting is ignored when using Jolt Physics.
2389
2414
  */
2390
2415
  'physics/2d/solver/contact_max_allowed_penetration': float;
2391
2416
  /**
@@ -2463,35 +2488,43 @@ declare interface ProjectSettings {
2463
2488
  'physics/3d/run_on_separate_thread': boolean;
2464
2489
  /**
2465
2490
  * Threshold angular velocity under which a 3D physics body will be considered inactive. See {@link PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD}.
2491
+ * **Note:** This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
2466
2492
  */
2467
2493
  'physics/3d/sleep_threshold_angular': float;
2468
2494
  /**
2469
2495
  * Threshold linear velocity under which a 3D physics body will be considered inactive. See {@link PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD}.
2496
+ * **Note:** This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
2470
2497
  */
2471
2498
  'physics/3d/sleep_threshold_linear': float;
2472
2499
  /**
2473
2500
  * Maximum distance a shape can penetrate another shape before it is considered a collision. See {@link PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION}.
2501
+ * **Note:** This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
2474
2502
  */
2475
2503
  'physics/3d/solver/contact_max_allowed_penetration': float;
2476
2504
  /**
2477
2505
  * Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See {@link PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION}.
2506
+ * **Note:** This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
2478
2507
  */
2479
2508
  'physics/3d/solver/contact_max_separation': float;
2480
2509
  /**
2481
2510
  * Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See {@link PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS}.
2511
+ * **Note:** This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
2482
2512
  */
2483
2513
  'physics/3d/solver/contact_recycle_radius': float;
2484
2514
  /**
2485
2515
  * Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See {@link PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS}.
2486
2516
  * Individual shapes can have a specific bias value (see {@link Shape3D.custom_solver_bias}).
2517
+ * **Note:** This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
2487
2518
  */
2488
2519
  'physics/3d/solver/default_contact_bias': float;
2489
2520
  /**
2490
2521
  * Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See {@link PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS}.
2522
+ * **Note:** This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
2491
2523
  */
2492
2524
  'physics/3d/solver/solver_iterations': int;
2493
2525
  /**
2494
2526
  * Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See {@link PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP}.
2527
+ * **Note:** This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
2495
2528
  */
2496
2529
  'physics/3d/time_before_sleep': float;
2497
2530
  /** Enables {@link Viewport.physics_object_picking} on the root viewport. */
@@ -2791,6 +2824,10 @@ declare interface ProjectSettings {
2791
2824
  * {@link Environment} that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, you do not need to set this property.
2792
2825
  */
2793
2826
  'rendering/environment/defaults/default_environment': string;
2827
+ /**
2828
+ * Enables legacy fog blending behavior from version 4.5 and earlier. This is intended for users who are developing on pre-4.6 versions and want to upgrade to 4.6 with the smallest possible change to their visuals.
2829
+ */
2830
+ 'rendering/environment/fog/use_legacy_blending': boolean;
2794
2831
  /**
2795
2832
  * Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth.
2796
2833
  * **Note:** {@link rendering/environment/glow/upscale_mode} is only effective when using the Forward+ or Mobile rendering methods, as Compatibility uses a different glow implementation.
@@ -3058,6 +3095,7 @@ declare interface ProjectSettings {
3058
3095
  'rendering/lightmapping/primitive_meshes/texel_size': float;
3059
3096
  /**
3060
3097
  * The framerate-independent update speed when representing dynamic object lighting from {@link LightmapProbe}s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
3098
+ * **Note:** This property is only read when the project starts. To adjust the BVH build quality at runtime, use {@link RenderingServer.lightmap_set_probe_capture_update_speed}.
3061
3099
  */
3062
3100
  'rendering/lightmapping/probe_capture/update_speed': float;
3063
3101
  /**
@@ -3167,6 +3205,7 @@ declare interface ProjectSettings {
3167
3205
  'rendering/limits/time/time_rollover_secs': float;
3168
3206
  /**
3169
3207
  * The automatic LOD bias to use for meshes rendered within the {@link ReflectionProbe}. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to `0.0`, automatic LOD is disabled. Increase {@link rendering/mesh_lod/lod_change/threshold_pixels} to improve performance at the cost of geometry detail.
3208
+ * **Note:** Depending on the mesh's attributes (vertex colors, blend shapes, ...), a mesh may have fewer levels of LOD generated to avoid visible distortion of the mesh once it is affected by vertex colors or blend shapes. Meshes with a very low vertex count will also not have any LODs generated, which means this setting will not affect them at all. In general, this setting makes the largest impact on static meshes with a high vertex count.
3170
3209
  * **Note:** {@link rendering/mesh_lod/lod_change/threshold_pixels} does not affect {@link GeometryInstance3D} visibility ranges (also known as "manual" LOD or hierarchical LOD).
3171
3210
  * **Note:** This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set {@link Viewport.mesh_lod_threshold} on the root {@link Viewport}.
3172
3211
  */
@@ -3398,6 +3437,7 @@ declare interface ProjectSettings {
3398
3437
  'rendering/scaling_3d/mode.macos': int;
3399
3438
  /**
3400
3439
  * Scales the 3D render buffer based on the viewport size uses an image filter specified in {@link rendering/scaling_3d/mode} to scale the output image to the full viewport size. Values lower than `1.0` can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than `1.0` are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also {@link rendering/anti_aliasing/quality/msaa_3d} for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
3440
+ * **Note:** When using the **Nearest** scaling mode, to avoid uneven pixel scaling, it's highly recommended to use a value equal to an integer divisor with a dividend of `1`. For example, it's best to use a scale of `0.5` (1/2), `0.3333` (1/3), `0.25` (1/4), `0.2` (1/5), and so on.
3401
3441
  */
3402
3442
  'rendering/scaling_3d/scale': float;
3403
3443
  'rendering/shader_compiler/shader_cache/compress': boolean;
@@ -3456,6 +3496,7 @@ declare interface ProjectSettings {
3456
3496
  * Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
3457
3497
  * Enabling temporal antialiasing ({@link rendering/anti_aliasing/quality/use_taa}) will automatically apply a `-0.5` offset to this value, while enabling FXAA ({@link rendering/anti_aliasing/quality/screen_space_aa}) will automatically apply a `-0.25` offset to this value. If both TAA and FXAA are enabled at the same time, an offset of `-0.75` is applied to this value.
3458
3498
  * **Note:** If {@link rendering/scaling_3d/scale} is lower than `1.0` (exclusive), {@link rendering/textures/default_filters/texture_mipmap_bias} is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is `log2(scaling_3d_scale) + mipmap_bias`.
3499
+ * **Note:** This property is only supported in the Forward+ and Mobile renderers, not Compatibility. In Compatibility, this property is always treated as if it was set to `0.0`.
3459
3500
  */
3460
3501
  'rendering/textures/default_filters/texture_mipmap_bias': float;
3461
3502
  /**
@@ -3639,17 +3680,28 @@ declare interface ProjectSettings {
3639
3680
  * **Note:** This requires that the OpenXR spatial entities extension is supported by the XR runtime. If not supported this setting will be ignored.
3640
3681
  */
3641
3682
  'xr/openxr/extensions/spatial_entity/enabled': boolean;
3683
+ /** If `true`, the user presence extension is enabled if available. */
3684
+ 'xr/openxr/extensions/user_presence': boolean;
3642
3685
  /** Specify whether OpenXR should be configured for an HMD or a hand held device. */
3643
3686
  'xr/openxr/form_factor': int;
3644
3687
  /**
3645
3688
  * If `true` and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on {@link xr/openxr/foveation_level}.
3646
3689
  */
3647
3690
  'xr/openxr/foveation_dynamic': boolean;
3691
+ /**
3692
+ * If `true` and foveation level is set to anything other than "Disabled", eye-tracked foveation will be used, so long as it's supported by the headset.
3693
+ */
3694
+ 'xr/openxr/foveation_eye_tracked': boolean;
3648
3695
  /**
3649
3696
  * Applied foveation level if supported.
3650
3697
  * **Note:** On platforms other than Android, if {@link rendering/anti_aliasing/quality/msaa_3d} is enabled, this feature will be disabled.
3651
3698
  */
3652
3699
  'xr/openxr/foveation_level': int;
3700
+ /**
3701
+ * If `true` and foveation is also enabled, subsampled images will be used on Vulkan. This can improve the performance gain from foveated rendering, especially when using high foveation levels.
3702
+ * **Note:**: Using subsampled images is incompatible with many screen-space rendering features or post-processing effects like FXAA or glow. If any such effects are enabled, subsampled images will automatically be disabled and a warning shown in the log.
3703
+ */
3704
+ 'xr/openxr/foveation_with_subsampled_images': boolean;
3653
3705
  /** Specify the default reference space. */
3654
3706
  'xr/openxr/reference_space': int;
3655
3707
  /** If `true`, Godot will display an alert modal when OpenXR initialization fails on startup. */
@@ -3764,11 +3816,11 @@ declare interface ProjectSettings {
3764
3816
  localize_path(path: string | NodePath): string;
3765
3817
  /**
3766
3818
  * Saves the configuration to the `project.godot` file.
3767
- * **Note:** This method is intended to be used by editor plugins, as modified {@link ProjectSettings} can't be loaded back in the running app. If you want to change project settings in exported projects, use {@link save_custom} to save `override.cfg` file.
3819
+ * **Note:** This method is intended to be used by editor plugins, as modified {@link ProjectSettings} can't be loaded back in the running app. If you want to change project settings in exported projects, use {@link save_custom} to save an `override.cfg` file.
3768
3820
  */
3769
3821
  save(): int;
3770
3822
  /**
3771
- * Saves the configuration to a custom file. The file extension must be `.godot` (to save in text-based {@link ConfigFile} format) or `.binary` (to save in binary format). You can also save `override.cfg` file, which is also text, but can be used in exported projects unlike other formats.
3823
+ * Saves the configuration to a custom file. The file extension must be `.godot` (to save in text-based {@link ConfigFile} format) or `.binary` (to save in binary format). You can also save an `override.cfg` file, which is also text, but can be used in exported projects unlike other formats.
3772
3824
  */
3773
3825
  save_custom(file: string | NodePath): int;
3774
3826
  /**
@@ -47,7 +47,7 @@ declare interface Quaternion {
47
47
  get_axis(): Vector3;
48
48
  /**
49
49
  * Returns this quaternion's rotation as a {@link Vector3} of Euler angles (https://en.wikipedia.org/wiki/Euler_angles), in radians.
50
- * The order of each consecutive rotation can be changed with `order` (see {@link EulerOrder} constants). By default, the YXZ convention is used ({@link EULER_ORDER_YXZ}): Z (roll) is calculated first, then X (pitch), and lastly Y (yaw). When using the opposite method {@link from_euler}, this order is reversed.
50
+ * The order of each consecutive rotation can be changed with `order` (see {@link EulerOrder} constants). In Godot, Euler angles always use intrinsic order. By default, the intrinsic YXZ convention is used ({@link EULER_ORDER_YXZ}): since we are decomposing, local Z (roll) is calculated first, then local X (pitch), and lastly local Y (yaw). When using the opposite method {@link from_euler} to compose a rotation, this order is reversed.
51
51
  */
52
52
  get_euler(order?: int): Vector3;
53
53
  /**
@@ -174,7 +174,7 @@ declare interface QuaternionConstructor {
174
174
  */
175
175
  (x: float, y: float, z: float, w: float): Quaternion;
176
176
  /**
177
- * Constructs a new {@link Quaternion} from the given {@link Vector3} of Euler angles (https://en.wikipedia.org/wiki/Euler_angles), in radians. This method always uses the YXZ convention ({@link EULER_ORDER_YXZ}).
177
+ * Constructs a new {@link Quaternion} from the given {@link Vector3} of Euler angles (https://en.wikipedia.org/wiki/Euler_angles), in radians. In Godot, Euler angles always use intrinsic order. This method always uses the intrinsic YXZ convention ({@link EULER_ORDER_YXZ}).
178
178
  */
179
179
  from_euler(euler: Vector3 | Vector3i): Quaternion;
180
180
 
@@ -0,0 +1,42 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Acceleration structure geometry (used by {@link RenderingDevice}). */
5
+ declare class RDAccelerationStructureGeometry extends RefCounted {
6
+ /** Flags for the geometry. */
7
+ flags: int;
8
+ /** Buffer containing vertex indices. If `null`, triangles are non-indexed. */
9
+ index_buffer: RID;
10
+ /** Number of indices used by this geometry in {@link index_buffer}. */
11
+ index_count: int;
12
+ /** Byte offset of the first index in {@link index_buffer}. */
13
+ index_offset: int;
14
+ /** Buffer containing vertices. */
15
+ vertex_buffer: RID;
16
+ /** Number of vertices used by this geometry in {@link vertex_buffer}. */
17
+ vertex_count: int;
18
+ /** Format of the vertices in {@link vertex_buffer}. */
19
+ vertex_format: int;
20
+ /** Byte offset of the first vertex in {@link vertex_buffer}. */
21
+ vertex_offset: int;
22
+ /** Number of bytes between each vertex in {@link vertex_buffer}. */
23
+ vertex_stride: int;
24
+ set_flags(value: int): void;
25
+ get_flags(): int;
26
+ set_index_buffer(value: RID): void;
27
+ get_index_buffer(): RID;
28
+ set_index_count(value: int): void;
29
+ get_index_count(): int;
30
+ set_index_offset(value: int): void;
31
+ get_index_offset(): int;
32
+ set_vertex_buffer(value: RID): void;
33
+ get_vertex_buffer(): RID;
34
+ set_vertex_count(value: int): void;
35
+ get_vertex_count(): int;
36
+ set_vertex_format(value: int): void;
37
+ get_vertex_format(): int;
38
+ set_vertex_offset(value: int): void;
39
+ get_vertex_offset(): int;
40
+ set_vertex_stride(value: int): void;
41
+ get_vertex_stride(): int;
42
+ }
@@ -0,0 +1,34 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Acceleration structure instance (used by {@link RenderingDevice}). */
5
+ declare class RDAccelerationStructureInstance extends RefCounted {
6
+ /**
7
+ * The BLAS referenced by this instance. If `null`, the instance is treated as a placeholder but still contributes to `gl_InstanceIndex` in GLSL.
8
+ */
9
+ blas: RID;
10
+ /** Flags for the instance. */
11
+ flags: int;
12
+ /**
13
+ * Hit shader binding table range used for this instance, allocated using the {@link RenderingDevice.hit_sbt_range_alloc} method.
14
+ */
15
+ hit_sbt_range: int;
16
+ /** Custom instance ID that can be accessed in GLSL using `gl_InstanceCustomIndexEXT`. */
17
+ id: int;
18
+ /** Visibility mask used to control which rays can intersect this instance. */
19
+ mask: int;
20
+ /** Transform applied to the referenced BLAS for this instance. */
21
+ transform: Transform3D;
22
+ set_blas(value: RID): void;
23
+ get_blas(): RID;
24
+ set_flags(value: int): void;
25
+ get_flags(): int;
26
+ set_hit_sbt_range(value: int): void;
27
+ get_hit_sbt_range(): int;
28
+ set_id(value: int): void;
29
+ get_id(): int;
30
+ set_mask(value: int): void;
31
+ get_mask(): int;
32
+ set_transform(value: Transform3D | Projection): void;
33
+ get_transform(): Transform3D;
34
+ }
@@ -0,0 +1,20 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Hit group (used by {@link RenderingDevice}). */
5
+ declare class RDHitGroup extends RefCounted {
6
+ /** Any-hit shader for this hit group. Executed for each potential intersection. Can be `null`. */
7
+ any_hit_shader: RDPipelineShader | null;
8
+ /** Closest-hit shader for this hit group. Executed for the closest intersection. Can be `null`. */
9
+ closest_hit_shader: RDPipelineShader | null;
10
+ /**
11
+ * Intersection shader for this hit group. Required for non-triangle geometry. Must be `null` when using for triangle geometry.
12
+ */
13
+ intersection_shader: RDPipelineShader | null;
14
+ set_any_hit_shader(value: RDPipelineShader | null): void;
15
+ get_any_hit_shader(): RDPipelineShader | null;
16
+ set_closest_hit_shader(value: RDPipelineShader | null): void;
17
+ get_closest_hit_shader(): RDPipelineShader | null;
18
+ set_intersection_shader(value: RDPipelineShader | null): void;
19
+ get_intersection_shader(): RDPipelineShader | null;
20
+ }
@@ -0,0 +1,14 @@
1
+ // AUTO-GENERATED from Godot class documentation.
2
+ // Manual overrides applied from typings-overrides/*.d.ts
3
+
4
+ /** Pipeline shader (used by {@link RenderingDevice}). */
5
+ declare class RDPipelineShader extends RefCounted {
6
+ /** Shader resource. The required stage is selected by the pipeline. */
7
+ shader: RID;
8
+ /** Specialization constants applied to the selected shader stage at pipeline creation time. */
9
+ specialization_constants: Array<RDPipelineSpecializationConstant>;
10
+ set_shader(value: RID): void;
11
+ get_shader(): RID;
12
+ set_specialization_constants(value: Array<RDPipelineSpecializationConstant>): void;
13
+ get_specialization_constants(): Array<RDPipelineSpecializationConstant>;
14
+ }
@@ -5,16 +5,34 @@
5
5
  * SPIR-V intermediate representation as part of an {@link RDShaderFile} (used by {@link RenderingDevice}).
6
6
  */
7
7
  declare class RDShaderSPIRV extends Resource {
8
+ /** The SPIR-V bytecode for the any hit shader stage. */
9
+ bytecode_any_hit: PackedByteArray;
10
+ /** The SPIR-V bytecode for the closest hit shader stage. */
11
+ bytecode_closest_hit: PackedByteArray;
8
12
  /** The SPIR-V bytecode for the compute shader stage. */
9
13
  bytecode_compute: PackedByteArray;
10
14
  /** The SPIR-V bytecode for the fragment shader stage. */
11
15
  bytecode_fragment: PackedByteArray;
16
+ /** The SPIR-V bytecode for the intersection shader stage. */
17
+ bytecode_intersection: PackedByteArray;
18
+ /** The SPIR-V bytecode for the miss shader stage. */
19
+ bytecode_miss: PackedByteArray;
20
+ /** The SPIR-V bytecode for the ray generation shader stage. */
21
+ bytecode_raygen: PackedByteArray;
12
22
  /** The SPIR-V bytecode for the tessellation control shader stage. */
13
23
  bytecode_tesselation_control: PackedByteArray;
14
24
  /** The SPIR-V bytecode for the tessellation evaluation shader stage. */
15
25
  bytecode_tesselation_evaluation: PackedByteArray;
16
26
  /** The SPIR-V bytecode for the vertex shader stage. */
17
27
  bytecode_vertex: PackedByteArray;
28
+ /**
29
+ * The compilation error message for the any hit shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
30
+ */
31
+ compile_error_any_hit: string;
32
+ /**
33
+ * The compilation error message for the closest hit shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
34
+ */
35
+ compile_error_closest_hit: string;
18
36
  /**
19
37
  * The compilation error message for the compute shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
20
38
  */
@@ -23,6 +41,18 @@ declare class RDShaderSPIRV extends Resource {
23
41
  * The compilation error message for the fragment shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
24
42
  */
25
43
  compile_error_fragment: string;
44
+ /**
45
+ * The compilation error message for the intersection shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
46
+ */
47
+ compile_error_intersection: string;
48
+ /**
49
+ * The compilation error message for the miss shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
50
+ */
51
+ compile_error_miss: string;
52
+ /**
53
+ * The compilation error message for the ray generation shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
54
+ */
55
+ compile_error_raygen: string;
26
56
  /**
27
57
  * The compilation error message for the tessellation control shader stage (set by the SPIR-V compiler and Godot). If empty, shader compilation was successful.
28
58
  */
@@ -5,10 +5,20 @@
5
5
  declare class RDShaderSource extends RefCounted {
6
6
  /** The language the shader is written in. */
7
7
  language: int;
8
+ /** Source code for the shader's any hit stage. */
9
+ source_any_hit: string;
10
+ /** Source code for the shader's closest hit stage. */
11
+ source_closest_hit: string;
8
12
  /** Source code for the shader's compute stage. */
9
13
  source_compute: string;
10
14
  /** Source code for the shader's fragment stage. */
11
15
  source_fragment: string;
16
+ /** Source code for the shader's intersection stage. */
17
+ source_intersection: string;
18
+ /** Source code for the shader's miss stage. */
19
+ source_miss: string;
20
+ /** Source code for the shader's ray generation stage. */
21
+ source_raygen: string;
12
22
  /** Source code for the shader's tessellation control stage. */
13
23
  source_tesselation_control: string;
14
24
  /** Source code for the shader's tessellation evaluation stage. */
@@ -6,8 +6,8 @@ declare class RandomNumberGenerator extends RefCounted {
6
6
  /**
7
7
  * Initializes the random number generator state based on the given seed value. A given seed will give a reproducible sequence of pseudo-random numbers.
8
8
  * **Note:** The RNG does not have an avalanche effect, and can output similar random streams given similar seeds. Consider using a hash function to improve your seed quality if they're sourced externally.
9
- * **Note:** Setting this property produces a side effect of changing the internal {@link state}, so make sure to initialize the seed *before* modifying the {@link state}:
10
9
  * **Note:** The default value of this property is pseudo-random, and changes when calling {@link randomize}. The `0` value documented here is a placeholder, and not the actual default seed.
10
+ * **Note:** Setting this property produces a side effect of changing the internal {@link state}, so make sure to initialize the seed *before* modifying the {@link state}:
11
11
  */
12
12
  seed: int;
13
13
  /**
@@ -22,7 +22,9 @@ declare class RandomNumberGenerator extends RefCounted {
22
22
  get_state(): int;
23
23
 
24
24
  /**
25
- * Returns a random index with non-uniform weights. Prints an error and returns `-1` if the array is empty.
25
+ * Returns a random integer between `0` and the size of the array that is passed as a parameter. Each value in the array should be a floating-point number that represents the relative likelihood that it will be returned as an index. A higher value means the value is more likely to be returned as an index, while a value of `0` means it will never be returned as an index.
26
+ * For example, if [code skip-lint][0.5, 1, 1, 2][/code] is passed as a parameter, then the method is twice as likely to return `3` (the index of the value `2`) and twice as unlikely to return `0` (the index of the value `0.5`) compared to the indices `1` and `2`.
27
+ * Prints an error and returns `-1` if the array is empty.
26
28
  */
27
29
  rand_weighted(weights: PackedFloat32Array | Array<unknown>): int;
28
30
  /** Returns a pseudo-random float between `0.0` and `1.0` (inclusive). */
@@ -21,7 +21,10 @@ declare class RenderSceneBuffersConfiguration extends RefCounted {
21
21
  screen_space_aa: int;
22
22
  /** The target (upscale) size if scaling is used. */
23
23
  target_size: Vector2i;
24
- /** Bias applied to mipmaps. */
24
+ /**
25
+ * Bias applied to mipmaps.
26
+ * **Note:** This property is only supported in the Forward+ and Mobile renderers, not Compatibility. In Compatibility, this property is always treated as if it was set to `0.0`.
27
+ */
25
28
  texture_mipmap_bias: float;
26
29
  /** The number of views we're rendering. */
27
30
  view_count: int;