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
@@ -10,6 +10,13 @@ declare interface RenderingServer extends GodotObject {
10
10
  set_render_loop_enabled(value: boolean): void;
11
11
  is_render_loop_enabled(): boolean;
12
12
 
13
+ /**
14
+ * Creates a new area light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most `light_*` RenderingServer functions.
15
+ * Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
16
+ * To place in a scene, attach this area light to an instance using {@link instance_set_base} using the returned RID.
17
+ * **Note:** The equivalent node is {@link AreaLight3D}.
18
+ */
19
+ area_light_create(): RID;
13
20
  /**
14
21
  * Bakes the material data of the Mesh passed in the `base` parameter with optional `material_overrides` to a set of {@link Image}s of size `image_size`. Returns an array of {@link Image}s containing material properties as specified in {@link BakeChannels}.
15
22
  */
@@ -297,6 +304,7 @@ declare interface RenderingServer extends GodotObject {
297
304
  * This is useful when moving an occluder to a new location, to give an instantaneous change rather than interpolation from the previous location.
298
305
  */
299
306
  canvas_light_occluder_reset_physics_interpolation(occluder: RID): void;
307
+ /** Enables or disables using the light occluder as a signed distance field for 2D particle collision. */
300
308
  canvas_light_occluder_set_as_sdf_collision(occluder: RID, enable: boolean): void;
301
309
  /** Enables or disables light occluder. */
302
310
  canvas_light_occluder_set_enabled(occluder: RID, enabled: boolean): void;
@@ -377,6 +385,11 @@ declare interface RenderingServer extends GodotObject {
377
385
  canvas_occluder_polygon_set_cull_mode(occluder_polygon: RID, mode: int): void;
378
386
  /** Sets the shape of the occluder polygon. */
379
387
  canvas_occluder_polygon_set_shape(occluder_polygon: RID, shape: PackedVector2Array | Array<unknown>, closed: boolean): void;
388
+ /**
389
+ * If `disable` is `true`, makes 2D rendering ignore the canvas scale defined for each canvas layer. This affects {@link CanvasLayer}s with the {@link CanvasLayer.follow_viewport_enabled} property set to `true`.
390
+ * In the editor, this is set to `true` by default, and set to `false` when **View > Preview Canvas Scale** is enabled at the top of the 2D editor viewport.
391
+ * **Note:** Setting this to `true` does not impact the behavior of {@link CanvasLayer.scale}, {@link Node2D.scale}, or {@link Control.scale}.
392
+ */
380
393
  canvas_set_disable_scale(disable: boolean): void;
381
394
  /**
382
395
  * A copy of the canvas item will be drawn with a local offset of the `mirroring`.
@@ -606,7 +619,7 @@ declare interface RenderingServer extends GodotObject {
606
619
  /**
607
620
  * Sets the variables to be used with the volumetric fog post-process effect. See {@link Environment} for more details.
608
621
  */
609
- environment_set_volumetric_fog(env: RID, enable: boolean, density: float, albedo: Color, emission: Color, emission_energy: float, anisotropy: float, length: float, p_detail_spread: float, gi_inject: float, temporal_reprojection: boolean, temporal_reprojection_amount: float, ambient_inject: float, sky_affect: float): void;
622
+ environment_set_volumetric_fog(env: RID, enable: boolean, density: float, albedo: Color, emission: Color, emission_energy: float, anisotropy: float, length: float, detail_spread: float, gi_inject: float, temporal_reprojection: boolean, temporal_reprojection_amount: float, ambient_inject: float, sky_affect: float): void;
610
623
  /**
611
624
  * Enables filtering of the volumetric fog scattering buffer. This results in much smoother volumes with very few under-sampling artifacts.
612
625
  */
@@ -832,7 +845,7 @@ declare interface RenderingServer extends GodotObject {
832
845
  */
833
846
  instance_set_extra_visibility_margin(instance: RID, margin: float): void;
834
847
  /**
835
- * If `true`, ignores both frustum and occlusion culling on the specified 3D geometry instance. This is not the same as {@link GeometryInstance3D.ignore_occlusion_culling}, which only ignores occlusion culling and leaves frustum culling intact.
848
+ * If `true`, ignores all culling on the specified 3D geometry instance, including frustum culling, occlusion culling, and layer culling. This is not the same as {@link GeometryInstance3D.ignore_occlusion_culling}, which only ignores occlusion culling but leaves frustum and layer culling intact.
836
849
  */
837
850
  instance_set_ignore_culling(instance: RID, enabled: boolean): void;
838
851
  /**
@@ -878,6 +891,14 @@ declare interface RenderingServer extends GodotObject {
878
891
  instances_cull_ray(from_: Vector3 | Vector3i, to: Vector3 | Vector3i, scenario?: RID): PackedInt64Array;
879
892
  /** Returns `true` if our code is currently executing on the rendering thread. */
880
893
  is_on_render_thread(): boolean;
894
+ /**
895
+ * Defines whether the energy of an {@link AreaLight3D} is normalized (divided) by its area. If set to `true`, changing the size does not affect the total energy output. Equivalent to {@link AreaLight3D.area_normalize_energy}.
896
+ */
897
+ light_area_set_normalize_energy(light: RID, enable: boolean): void;
898
+ /**
899
+ * Sets the extents (width and height) in meters for this area light. Equivalent to {@link AreaLight3D.area_size}.
900
+ */
901
+ light_area_set_size(light: RID, size: Vector2 | Vector2i): void;
881
902
  /**
882
903
  * If `true`, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to {@link DirectionalLight3D.directional_shadow_blend_splits}.
883
904
  */
@@ -942,17 +963,41 @@ declare interface RenderingServer extends GodotObject {
942
963
  * **Note:** The equivalent node is {@link LightmapGI}.
943
964
  */
944
965
  lightmap_create(): RID;
966
+ /**
967
+ * Returns the BSP tree data used for accelerating probe lookups. The BSP data is structured as a series of six signed 32-bit values per BSP node in this order: `float plane_x`, `float plane_y`, `float plane_z`, `float plane_distance`, `int32_t over`, `int32_t under`. An empty leaf is denoted by the value `-2147483648` (the minimum 32-bit signed integer). See also {@link lightmap_set_probe_capture_data}.
968
+ */
945
969
  lightmap_get_probe_capture_bsp_tree(lightmap: RID): PackedInt32Array;
970
+ /**
971
+ * Returns the *local space* positions of each lightmap probe capture point. Keep in mind the lightmap instance may have a non-zero transform, which will affect the position of the probe capture points. See also {@link lightmap_set_probe_capture_data}.
972
+ */
946
973
  lightmap_get_probe_capture_points(lightmap: RID): PackedVector3Array;
974
+ /**
975
+ * Returns the L0, L1, and L2 spherical harmonics (https://en.wikipedia.org/wiki/Spherical_harmonics) data for each lightmap probe capture point. This is specified as 9 {@link Color} values per probe, which means the size of the returned data is always 9 times the number of probe points. See also {@link lightmap_set_probe_capture_data}.
976
+ */
947
977
  lightmap_get_probe_capture_sh(lightmap: RID): PackedColorArray;
978
+ /**
979
+ * Returns the tetrahedralization data used for interpolating between lightmap probe capture points. Each tetrahedron is specified as a series of 4 numbers, each being an index into the probe capture points array returned by {@link lightmap_get_probe_capture_points}. See also {@link lightmap_set_probe_capture_data}.
980
+ */
948
981
  lightmap_get_probe_capture_tetrahedra(lightmap: RID): PackedInt32Array;
949
982
  /**
950
983
  * Used to inform the renderer what exposure normalization value was used while baking the lightmap. This value will be used and modulated at run time to ensure that the lightmap maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see {@link camera_attributes_set_exposure}.
951
984
  */
952
985
  lightmap_set_baked_exposure_normalization(lightmap: RID, baked_exposure: float): void;
986
+ /**
987
+ * Sets the bounds that this lightmap instance should visually affect, both in terms of static lightmap baking and probe-based global illumination.
988
+ */
953
989
  lightmap_set_probe_bounds(lightmap: RID, bounds: AABB): void;
990
+ /**
991
+ * Sets the probe capture data for the given lightmap instance. See {@link lightmap_get_probe_capture_points}, {@link lightmap_get_probe_capture_sh}, {@link lightmap_get_probe_capture_tetrahedra}, and {@link lightmap_get_probe_capture_bsp_tree} for the expected data formats.
992
+ */
954
993
  lightmap_set_probe_capture_data(lightmap: RID, points: PackedVector3Array | Array<unknown>, point_sh: PackedColorArray | Array<unknown>, tetrahedra: PackedInt32Array | Array<unknown>, bsp_tree: PackedInt32Array | Array<unknown>): void;
994
+ /**
995
+ * 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. See also {@link ProjectSettings.rendering/lightmapping/probe_capture/update_speed}.
996
+ */
955
997
  lightmap_set_probe_capture_update_speed(speed: float): void;
998
+ /**
999
+ * Sets whether the lightmap instance should be considered as interior (when `interior` is `true`). If the lightmap is marked as interior, environment lighting is ignored when baking lightmaps.
1000
+ */
956
1001
  lightmap_set_probe_interior(lightmap: RID, interior: boolean): void;
957
1002
  /**
958
1003
  * Set the textures on the given `lightmap` GI instance to the texture array pointed to by the `light` RID. If the lightmap texture was baked with {@link LightmapGI.directional} set to `true`, then `uses_sh` must also be `true`.
@@ -988,7 +1033,21 @@ declare interface RenderingServer extends GodotObject {
988
1033
  * See also {@link ProjectSettings.rendering/anti_aliasing/quality/use_debanding} and {@link RenderingServer.viewport_set_use_debanding}.
989
1034
  */
990
1035
  material_set_use_debanding(enable: boolean): void;
1036
+ /**
1037
+ * Creates a new surface on the given `mesh`. Equivalent to {@link mesh_add_surface_from_arrays}, but takes a single {@link Dictionary} argument instead of separate arguments. The dictionary must follow this structure:
1038
+ * See also {@link mesh_get_surface}, which returns data in the same structure defined above.
1039
+ */
991
1040
  mesh_add_surface(mesh: RID, surface: Dictionary): void;
1041
+ /**
1042
+ * Creates a new surface on the given `mesh`. {@link mesh_get_surface_count} will become the surface index for this new surface.
1043
+ * Surfaces are created to be rendered using a `primitive`, which may be any of the values defined in {@link Mesh.PrimitiveType}.
1044
+ * The `arrays` argument is an array of arrays. Each of the {@link Mesh.ARRAY_MAX} elements contains an array with some of the mesh data for this surface as described by the corresponding member of {@link Mesh.ArrayType} or `null` if it is not used by the surface. For example, `arrays[0]` is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this surface into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for {@link Mesh.ARRAY_INDEX} if it is used.
1045
+ * The `blend_shapes` argument is an array of vertex data for each blend shape. Each element is an array of the same structure as `arrays`, but {@link Mesh.ARRAY_VERTEX}, {@link Mesh.ARRAY_NORMAL}, and {@link Mesh.ARRAY_TANGENT} are set if and only if they are set in `arrays` and all other entries are `null`.
1046
+ * The `lods` argument is a dictionary with [float] keys and {@link PackedInt32Array} values. Each entry in the dictionary represents an LOD level of the surface, where the value is the {@link Mesh.ARRAY_INDEX} array to use for the LOD level and the key is roughly proportional to the distance at which the LOD stats being used. I.e., increasing the key of an LOD also increases the distance that the objects has to be from the camera before the LOD is used.
1047
+ * The `compress_format` argument is the bitwise OR of, as required: One value of {@link ArrayFormat} left shifted by `ARRAY_FORMAT_CUSTOMn_SHIFT` for each custom channel in use, {@link ARRAY_FLAG_USE_DYNAMIC_UPDATE}, {@link ARRAY_FLAG_USE_8_BONE_WEIGHTS}, or {@link ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY}.
1048
+ * See {@link ArrayMesh.add_surface_from_arrays} and {@link ImporterMesh.add_surface} for higher-level equivalents of this method.
1049
+ * **Note:** When using indices, it is recommended to only use points, lines, or triangles.
1050
+ */
992
1051
  mesh_add_surface_from_arrays(mesh: RID, primitive: int, arrays: Array<unknown> | PackedByteArray | PackedColorArray | PackedFloat32Array | PackedFloat64Array | PackedInt32Array | PackedInt64Array | PackedStringArray | PackedVector2Array | PackedVector3Array | PackedVector4Array, blend_shapes?: Array<unknown> | PackedByteArray | PackedColorArray | PackedFloat32Array | PackedFloat64Array | PackedInt32Array | PackedInt64Array | PackedStringArray | PackedVector2Array | PackedVector3Array | PackedVector4Array, lods?: Dictionary, compress_format?: int): void;
993
1052
  /** Removes all surfaces from a mesh. */
994
1053
  mesh_clear(mesh: RID): void;
@@ -999,6 +1058,13 @@ declare interface RenderingServer extends GodotObject {
999
1058
  * **Note:** The equivalent resource is {@link Mesh}.
1000
1059
  */
1001
1060
  mesh_create(): RID;
1061
+ /**
1062
+ * Creates a new mesh with predefined surfaces for it and adds the mesh to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `mesh_*` RenderingServer functions. This method is more efficient for creating meshes with multiple surfaces compared to creating an empty mesh with {@link mesh_create} and adding surfaces one by one with {@link mesh_add_surface}.
1063
+ * Each element in the `surfaces` array must follow the same structure as described in {@link mesh_add_surface}. The `blend_shape_count` parameter must match the blend shape data defined in all surfaces.
1064
+ * Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
1065
+ * To place in a scene, attach this mesh to an instance using {@link instance_set_base} using the returned RID.
1066
+ * **Note:** The equivalent resource is {@link Mesh}.
1067
+ */
1002
1068
  mesh_create_from_surfaces(surfaces: Array<Dictionary>, blend_shape_count?: int): RID;
1003
1069
  /** Returns a mesh's blend shape count. */
1004
1070
  mesh_get_blend_shape_count(mesh: RID): int;
@@ -1006,6 +1072,9 @@ declare interface RenderingServer extends GodotObject {
1006
1072
  mesh_get_blend_shape_mode(mesh: RID): int;
1007
1073
  /** Returns a mesh's custom aabb. */
1008
1074
  mesh_get_custom_aabb(mesh: RID): AABB;
1075
+ /**
1076
+ * Returns a mesh's surface as a dictionary following the same structure as described in {@link mesh_add_surface}.
1077
+ */
1009
1078
  mesh_get_surface(mesh: RID, surface: int): Dictionary;
1010
1079
  /** Returns a mesh's number of surfaces. */
1011
1080
  mesh_get_surface_count(mesh: RID): int;
@@ -1013,6 +1082,10 @@ declare interface RenderingServer extends GodotObject {
1013
1082
  mesh_set_blend_shape_mode(mesh: RID, mode: int): void;
1014
1083
  /** Sets a mesh's custom aabb. */
1015
1084
  mesh_set_custom_aabb(mesh: RID, aabb: AABB): void;
1085
+ /**
1086
+ * Sets an optional second mesh which can be used for rendering shadows and the depth prepass. Can be used to increase performance by supplying a mesh with fused vertices and only vertex position data (without normals, UVs, colors, etc.).
1087
+ * **Note:** This mesh must have exactly the same vertex positions as the source mesh (including the source mesh's LODs, if present). If vertex positions differ, then the mesh will not draw correctly.
1088
+ */
1016
1089
  mesh_set_shadow_mesh(mesh: RID, shadow_mesh: RID): void;
1017
1090
  /** Returns a mesh's surface's buffer arrays. */
1018
1091
  mesh_surface_get_arrays(mesh: RID, surface: int): Array<unknown>;
@@ -1042,13 +1115,31 @@ declare interface RenderingServer extends GodotObject {
1042
1115
  mesh_surface_remove(mesh: RID, surface: int): void;
1043
1116
  /** Sets a mesh's surface's material. */
1044
1117
  mesh_surface_set_material(mesh: RID, surface: int, material: RID): void;
1118
+ /**
1119
+ * Updates the attribute buffer of the mesh surface with the given `data`. The expected data per attribute is 8 or 12 bytes (4 bytes per float, 2 floats per {@link Vector2}, and 3 floats per {@link Vector3}) depending on if the mesh is using {@link Vector2} or {@link Vector3} vertices. This value can be determined with {@link mesh_surface_get_format_attribute_stride} instead.
1120
+ * The starting point of the updates can be changed with `offset`. The value of `offset` should be a multiple of 12 bytes in most cases to align to each attribute.
1121
+ * A {@link PackedVector3Array} of attribute locations can be converted into a {@link PackedByteArray} using {@link PackedVector3Array.to_byte_array} for use in `data`.
1122
+ */
1045
1123
  mesh_surface_update_attribute_region(mesh: RID, surface: int, offset: int, data: PackedByteArray | Array<unknown>): void;
1046
1124
  /**
1047
1125
  * Updates the index buffer of the mesh surface with the given `data`. The expected data are 16 or 32-bit unsigned integers, which can be determined with {@link mesh_surface_get_format_index_stride}.
1048
1126
  */
1049
1127
  mesh_surface_update_index_region(mesh: RID, surface: int, offset: int, data: PackedByteArray | Array<unknown>): void;
1128
+ /**
1129
+ * Updates the skin buffer of the mesh surface with the given `data`. The expected data per skin is 8 or 12 bytes (4 bytes per float, 2 floats per {@link Vector2}, and 3 floats per {@link Vector3}) depending on if the mesh is using {@link Vector2} or {@link Vector3} vertices. This value can be determined with {@link mesh_surface_get_format_skin_stride} instead.
1130
+ * The starting point of the updates can be changed with `offset`. The value of `offset` should be a multiple of 12 bytes in most cases to align to each skin.
1131
+ * A {@link PackedVector3Array} of skin locations can be converted into a {@link PackedByteArray} using {@link PackedVector3Array.to_byte_array} for use in `data`.
1132
+ */
1050
1133
  mesh_surface_update_skin_region(mesh: RID, surface: int, offset: int, data: PackedByteArray | Array<unknown>): void;
1134
+ /**
1135
+ * Updates the vertex buffer of the mesh surface with the given `data`. The expected data per vertex is 8 or 12 bytes (4 bytes per float, 2 floats per {@link Vector2}, and 3 floats per {@link Vector3}) depending on if the mesh is using {@link Vector2} or {@link Vector3} vertices. This value can be determined with {@link mesh_surface_get_format_vertex_stride} instead.
1136
+ * The starting point of the updates can be changed with `offset`. The value of `offset` should be a multiple of 12 bytes in most cases to align to each vertex.
1137
+ * A {@link PackedVector3Array} of vertex locations can be converted into a {@link PackedByteArray} using {@link PackedVector3Array.to_byte_array} for use in `data`.
1138
+ */
1051
1139
  mesh_surface_update_vertex_region(mesh: RID, surface: int, offset: int, data: PackedByteArray | Array<unknown>): void;
1140
+ /**
1141
+ * Sets up the multimesh using the specified data. The number of instances is set by `instances`. The format of the instance transforms is set by `transform_format`, which should be set according to whether the multimesh is meant to be rendered in 2D or 3D. If `color_format` is `true`, each instance will have a color associated with it. If `custom_data_format` is `true`, each instance will have a custom data vector associated with it. If `use_indirect` is `true`, an indirect command buffer will be created for this multimesh, allowing the instance count to be modified directly on the GPU. See also {@link multimesh_get_command_buffer_rd_rid}.
1142
+ */
1052
1143
  multimesh_allocate_data(multimesh: RID, instances: int, transform_format: int, color_format?: boolean, custom_data_format?: boolean, use_indirect?: boolean): void;
1053
1144
  /**
1054
1145
  * Creates a new multimesh on the RenderingServer and returns an {@link RID} handle. This RID will be used in all `multimesh_*` RenderingServer functions.
@@ -1081,7 +1172,7 @@ declare interface RenderingServer extends GodotObject {
1081
1172
  * 2 - firstIndex;
1082
1173
  * 3 - vertexOffset;
1083
1174
  * 4 - firstInstance;
1084
- * Non Indexed:
1175
+ * Non-indexed:
1085
1176
  * 0 - vertexCount;
1086
1177
  * 1 - instanceCount;
1087
1178
  * 2 - firstVertex;
@@ -1262,8 +1353,11 @@ declare interface RenderingServer extends GodotObject {
1262
1353
  * Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to {@link instances_cull_aabb}, {@link instances_cull_convex}, or {@link instances_cull_ray}.
1263
1354
  */
1264
1355
  particles_request_process(particles: RID): void;
1265
- /** Requests particles to process for extra process time during a single frame. */
1266
- particles_request_process_time(particles: RID, time: float): void;
1356
+ /**
1357
+ * Requests the particles to process for extra process time during a single frame.
1358
+ * `process_time` defines the time that the particles will process while emitting is on. `process_time_residual` defines the time that particles will process with emitting turned off for the simulation. When combined with the particles' speed scale set to `0.0`, this is useful to be able to seek a particle system timeline.
1359
+ */
1360
+ particles_request_process_time(particles: RID, process_time: float, process_time_residual?: float): void;
1267
1361
  /** Reset the particles on the next update. Equivalent to {@link GPUParticles3D.restart}. */
1268
1362
  particles_restart(particles: RID): void;
1269
1363
  /**
@@ -1274,6 +1368,9 @@ declare interface RenderingServer extends GodotObject {
1274
1368
  * Sets the amount ratio for particles to be emitted. Equivalent to {@link GPUParticles3D.amount_ratio}.
1275
1369
  */
1276
1370
  particles_set_amount_ratio(particles: RID, ratio: float): void;
1371
+ /**
1372
+ * Sets the base size for particle collision. Equivalent to {@link GPUParticles3D.collision_base_size}.
1373
+ */
1277
1374
  particles_set_collision_base_size(particles: RID, size: float): void;
1278
1375
  /**
1279
1376
  * Sets a custom axis-aligned bounding box for the particle system. Equivalent to {@link GPUParticles3D.visibility_aabb}.
@@ -1311,6 +1408,9 @@ declare interface RenderingServer extends GodotObject {
1311
1408
  * Sets the value that informs a {@link ParticleProcessMaterial} to rush all particles towards the end of their lifetime.
1312
1409
  */
1313
1410
  particles_set_interp_to_end(particles: RID, factor: float): void;
1411
+ /**
1412
+ * Sets whether particles should use interpolation between fixed steps. Equivalent to {@link GPUParticles3D.interpolate}.
1413
+ */
1314
1414
  particles_set_interpolate(particles: RID, enable: boolean): void;
1315
1415
  /** Sets the lifetime of each particle in the system. Equivalent to {@link GPUParticles3D.lifetime}. */
1316
1416
  particles_set_lifetime(particles: RID, lifetime: float): void;
@@ -1335,13 +1435,26 @@ declare interface RenderingServer extends GodotObject {
1335
1435
  particles_set_randomness_ratio(particles: RID, ratio: float): void;
1336
1436
  /** Sets the speed scale of the particle system. Equivalent to {@link GPUParticles3D.speed_scale}. */
1337
1437
  particles_set_speed_scale(particles: RID, scale: float): void;
1438
+ /**
1439
+ * Sets the subemitter particles for the particle system. Equivalent to {@link GPUParticles3D.sub_emitter}.
1440
+ */
1338
1441
  particles_set_subemitter(particles: RID, subemitter_particles: RID): void;
1442
+ /**
1443
+ * Sets the trail bind poses for the particle system. This specified as an array of {@link Transform3D}s representing the bind pose for each draw pass. See {@link GPUParticles3D.draw_skin}, {@link Skin.get_bind_count}, and {@link Skin.get_bind_pose}. Set the value for each draw pass to {@link Transform3D.IDENTITY} to use the default behavior, which is what built-in trails use ({@link RibbonTrailMesh} and {@link TubeTrailMesh}).
1444
+ */
1339
1445
  particles_set_trail_bind_poses(particles: RID, bind_poses: Array<Transform3D>): void;
1340
1446
  /**
1341
1447
  * If `enable` is `true`, enables trails for the `particles` with the specified `length_sec` in seconds. Equivalent to {@link GPUParticles3D.trail_enabled} and {@link GPUParticles3D.trail_lifetime}.
1342
1448
  */
1343
1449
  particles_set_trails(particles: RID, enable: boolean, length_sec: float): void;
1450
+ /**
1451
+ * Sets the transform alignment for the particle system. Equivalent to {@link GPUParticles3D.transform_align}.
1452
+ */
1344
1453
  particles_set_transform_align(particles: RID, align: int): void;
1454
+ /** Sets which axis to use for transform alignment. */
1455
+ particles_set_transform_align_axis(particles: RID, rotation_axis: int): void;
1456
+ /** When using Z-Billboarding, which CUSTOM channel to read from. */
1457
+ particles_set_transform_align_channel_filter(particles: RID, channel_filter: int): void;
1345
1458
  /**
1346
1459
  * If `true`, particles use local coordinates. If `false` they use global coordinates. Equivalent to {@link GPUParticles3D.local_coords}.
1347
1460
  */
@@ -1449,7 +1562,7 @@ declare interface RenderingServer extends GodotObject {
1449
1562
  set_boot_image_with_stretch(image: Image, color: Color, stretch_mode: int, use_filter?: boolean): void;
1450
1563
  /**
1451
1564
  * If `generate` is `true`, generates debug wireframes for all meshes that are loaded when using the Compatibility renderer. By default, the engine does not generate debug wireframes at runtime, since they slow down loading of assets and take up VRAM.
1452
- * **Note:** You must call this method before loading any meshes when using the Compatibility renderer, otherwise wireframes will not be used.
1565
+ * **Note:** You must call this method before loading any meshes when using the Compatibility renderer. Otherwise, wireframes will not be used.
1453
1566
  */
1454
1567
  set_debug_generate_wireframes(generate: boolean): void;
1455
1568
  /**
@@ -1484,6 +1597,9 @@ declare interface RenderingServer extends GodotObject {
1484
1597
  * Sets the path hint for the specified shader. This should generally match the {@link Shader} resource's {@link Resource.resource_path}.
1485
1598
  */
1486
1599
  shader_set_path_hint(shader: RID, path: string | NodePath): void;
1600
+ /**
1601
+ * Allocates data for this skeleton using the number of bones specified in `bones`. If `is_2d_skeleton` is `true`, the skeleton will be treated as a 2D skeleton instead of a 3D skeleton. See also {@link skeleton_get_bone_count}.
1602
+ */
1487
1603
  skeleton_allocate_data(skeleton: RID, bones: int, is_2d_skeleton?: boolean): void;
1488
1604
  /** Returns the {@link Transform3D} set for a specific bone of this skeleton. */
1489
1605
  skeleton_bone_get_transform(skeleton: RID, bone: int): Transform3D;
@@ -1498,8 +1614,9 @@ declare interface RenderingServer extends GodotObject {
1498
1614
  * Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
1499
1615
  */
1500
1616
  skeleton_create(): RID;
1501
- /** Returns the number of bones allocated for this skeleton. */
1617
+ /** Returns the number of bones allocated for this skeleton. See also {@link skeleton_allocate_data}. */
1502
1618
  skeleton_get_bone_count(skeleton: RID): int;
1619
+ /** Sets the base {@link Transform2D} to use for the specified skeleton. */
1503
1620
  skeleton_set_base_transform_2d(skeleton: RID, base_transform: Transform2D): void;
1504
1621
  /**
1505
1622
  * Generates and returns an {@link Image} containing the radiance map for the specified `sky` RID. This supports built-in sky material and custom sky shaders. If `bake_irradiance` is `true`, the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also {@link environment_bake_panorama}.
@@ -1592,6 +1709,21 @@ declare interface RenderingServer extends GodotObject {
1592
1709
  * **Note:** If using only the rendering device renderer, it's recommend to use {@link RenderingDevice.texture_create_from_extension} together with {@link RenderingServer.texture_rd_create}, rather than this method. This way, the texture's format and usage can be controlled more effectively.
1593
1710
  */
1594
1711
  texture_create_from_native_handle(type_: int, format: int, native_handle: int, width: int, height: int, depth: int, layers?: int, layered_type?: int): RID;
1712
+ /**
1713
+ * Draws to `rect` on up to 4 given Drawable `textures`, using a TextureBlit Shader from `material`. `modulate` and up to 4 `source_textures` are uniforms for the Shader to process with. `to_mipmap` can specify to perform this draw to a lower mipmap level.
1714
+ * **Note:** All `textures` must be the same size and format.
1715
+ */
1716
+ texture_drawable_blit_rect(textures: Array<RID>, rect: Rect2i | Rect2, material: RID, modulate: Color, source_textures: Array<RID>, to_mipmap?: int): void;
1717
+ /**
1718
+ * Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `texture_drawable*` RenderingServer functions.
1719
+ * Once finished with your RID, you will want to free the RID using the RenderingServer's {@link free_rid} method.
1720
+ * **Note:** The equivalent resource is {@link DrawableTexture2D}.
1721
+ */
1722
+ texture_drawable_create(width: int, height: int, format: int, color?: Color, with_mipmaps?: boolean): RID;
1723
+ /** Calculates new MipMaps for the given Drawable `texture`. */
1724
+ texture_drawable_generate_mipmaps(texture: RID): void;
1725
+ /** Returns a ShaderMaterial with the default texture_blit Shader. */
1726
+ texture_drawable_get_default_material(): RID;
1595
1727
  /** Returns the format for the texture. */
1596
1728
  texture_get_format(texture: RID): int;
1597
1729
  /**
@@ -1600,6 +1732,9 @@ declare interface RenderingServer extends GodotObject {
1600
1732
  * **Note:** This function returns a `uint64_t` which internally maps to a `GLuint` (OpenGL) or `VkImage` (Vulkan).
1601
1733
  */
1602
1734
  texture_get_native_handle(texture: RID, srgb?: boolean): int;
1735
+ /**
1736
+ * Returns the resource path (starting with `res://` or `uid://`) for the specified texture RID. Returns an empty {@link String} if the resource is built-in. See also {@link texture_set_path}.
1737
+ */
1603
1738
  texture_get_path(texture: RID): string;
1604
1739
  /**
1605
1740
  * Returns a texture {@link RID} that can be used with {@link RenderingDevice}.
@@ -1620,8 +1755,18 @@ declare interface RenderingServer extends GodotObject {
1620
1755
  * Replaces `texture`'s texture data by the texture specified by the `by_texture` RID, without changing `texture`'s RID.
1621
1756
  */
1622
1757
  texture_replace(texture: RID, by_texture: RID): void;
1758
+ /**
1759
+ * Sets whether the texture RID should force redrawing when it's visible on screen when {@link OS.low_processor_usage_mode} is `true`. This is used by {@link AnimatedTexture} to force redrawing.
1760
+ */
1623
1761
  texture_set_force_redraw_if_visible(texture: RID, enable: boolean): void;
1762
+ /**
1763
+ * Sets the resource path for this texture RID. See also {@link texture_get_path}.
1764
+ * **Note:** This is purely a hint and does not cause the texture to be automatically saved when set to a `res://` path.
1765
+ */
1624
1766
  texture_set_path(texture: RID, path: string | NodePath): void;
1767
+ /**
1768
+ * Sets the size at which the texture should be *displayed* in 2D, ignoring its original size. This does not rescale the texture data itself, only how it is drawn in 2D. Set `width` and `height` to 0 to disable the size override.
1769
+ */
1625
1770
  texture_set_size_override(texture: RID, width: int, height: int): void;
1626
1771
  /** Sets a viewport's camera. */
1627
1772
  viewport_attach_camera(viewport: RID, camera: RID): void;
@@ -1766,8 +1911,10 @@ declare interface RenderingServer extends GodotObject {
1766
1911
  * Sets the viewport's 2D signed distance field {@link ProjectSettings.rendering/2d/sdf/oversize} and {@link ProjectSettings.rendering/2d/sdf/scale}. This is used when sampling the signed distance field in {@link CanvasItem} shaders as well as {@link GPUParticles2D} collision. This is *not* used by SDFGI in 3D rendering.
1767
1912
  */
1768
1913
  viewport_set_sdf_oversize_and_scale(viewport: RID, oversize: int, scale: int): void;
1769
- /** Sets the viewport's width and height in pixels. */
1770
- viewport_set_size(viewport: RID, width: int, height: int): void;
1914
+ /**
1915
+ * Sets the viewport's `width` and `height` in pixels. Optionally the `view_count` can be set to increase the number of view layers for stereo rendering.
1916
+ */
1917
+ viewport_set_size(viewport: RID, width: int, height: int, view_count?: int): void;
1771
1918
  /**
1772
1919
  * If `true`, canvas item transforms (i.e. origin position) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when {@link Camera2D} smoothing is enabled. Equivalent to {@link ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel}.
1773
1920
  */
@@ -1779,6 +1926,7 @@ declare interface RenderingServer extends GodotObject {
1779
1926
  /**
1780
1927
  * 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). To get sharper textures at a distance without introducing too much graininess, set this between `-0.75` and `0.0`. Enabling temporal antialiasing ({@link ProjectSettings.rendering/anti_aliasing/quality/use_taa}) can help reduce the graininess visible when using negative mipmap bias.
1781
1928
  * **Note:** When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is `-log2(1.0 / scale) + mipmap_bias`.
1929
+ * **Note:** This method is only supported in the Forward+ and Mobile renderers, not Compatibility. In Compatibility, this method is always treated as if `mipmap_bias` was set to `0.0`.
1782
1930
  */
1783
1931
  viewport_set_texture_mipmap_bias(viewport: RID, mipmap_bias: float): void;
1784
1932
  /** If `true`, the viewport renders its background as transparent. */
@@ -1824,8 +1972,13 @@ declare interface RenderingServer extends GodotObject {
1824
1972
  * **Note:** The equivalent node is {@link VisibleOnScreenNotifier3D}.
1825
1973
  */
1826
1974
  visibility_notifier_create(): RID;
1975
+ /** Sets the AABB of the specified visibility notifier. */
1827
1976
  visibility_notifier_set_aabb(notifier: RID, aabb: AABB): void;
1977
+ /** Sets the methods to be called when the notifier enters or exits the view. */
1828
1978
  visibility_notifier_set_callbacks(notifier: RID, enter_callable: Callable, exit_callable: Callable): void;
1979
+ /**
1980
+ * Allocates and initializes the voxel GI data for the specified `voxel_gi` RID. `octree_cells` must be a multiple of 32. `octree_cells` must be double the size of `data_cells`. The allocated data can be retrieved later using the various `voxel_gi_get_*` methods.
1981
+ */
1829
1982
  voxel_gi_allocate_data(voxel_gi: RID, to_cell_xform: Transform3D | Projection, aabb: AABB, octree_size: Vector3i | Vector3, octree_cells: PackedByteArray | Array<unknown>, data_cells: PackedByteArray | Array<unknown>, distance_field: PackedByteArray | Array<unknown>, level_counts: PackedInt32Array | Array<unknown>): void;
1830
1983
  /**
1831
1984
  * Creates a new voxel-based global illumination object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all `voxel_gi_*` RenderingServer functions.
@@ -1833,11 +1986,29 @@ declare interface RenderingServer extends GodotObject {
1833
1986
  * **Note:** The equivalent node is {@link VoxelGI}.
1834
1987
  */
1835
1988
  voxel_gi_create(): RID;
1989
+ /**
1990
+ * Returns the data cells for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
1991
+ */
1836
1992
  voxel_gi_get_data_cells(voxel_gi: RID): PackedByteArray;
1993
+ /**
1994
+ * Returns the distance field data for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
1995
+ */
1837
1996
  voxel_gi_get_distance_field(voxel_gi: RID): PackedByteArray;
1997
+ /**
1998
+ * Returns the level counts for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
1999
+ */
1838
2000
  voxel_gi_get_level_counts(voxel_gi: RID): PackedInt32Array;
2001
+ /**
2002
+ * Returns the octree cell data for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
2003
+ */
1839
2004
  voxel_gi_get_octree_cells(voxel_gi: RID): PackedByteArray;
2005
+ /**
2006
+ * Returns the octree size for the specified voxel GI data instance, which corresponds to the number of subdivisions per axis. This can be viewed in the editor by hovering the **Bake VoxelGI** button at the top of the 3D editor viewport when a {@link VoxelGI} node is selected and looking at the **Subdivisions** field in the tooltip.
2007
+ */
1840
2008
  voxel_gi_get_octree_size(voxel_gi: RID): Vector3i;
2009
+ /**
2010
+ * Returns the transform to cell space for the specified voxel GI data instance. See also {@link voxel_gi_allocate_data}.
2011
+ */
1841
2012
  voxel_gi_get_to_cell_xform(voxel_gi: RID): Transform3D;
1842
2013
  /**
1843
2014
  * Used to inform the renderer what exposure normalization value was used while baking the voxel gi. This value will be used and modulated at run time to ensure that the voxel gi maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see {@link camera_attributes_set_exposure}.
@@ -1896,6 +2067,22 @@ declare interface RenderingServer extends GodotObject {
1896
2067
  readonly CUBEMAP_LAYER_FRONT: int;
1897
2068
  /** Back face of a {@link Cubemap}. */
1898
2069
  readonly CUBEMAP_LAYER_BACK: int;
2070
+ // enum TextureDrawableFormat
2071
+ /** OpenGL texture format RGBA with four components, each with a bitdepth of 8. */
2072
+ readonly TEXTURE_DRAWABLE_FORMAT_RGBA8: int;
2073
+ /**
2074
+ * OpenGL texture format RGBA with four components, each with a bitdepth of 8.
2075
+ * When drawn to, an sRGB to linear color space conversion is performed.
2076
+ */
2077
+ readonly TEXTURE_DRAWABLE_FORMAT_RGBA8_SRGB: int;
2078
+ /**
2079
+ * OpenGL texture format GL_RGBA16F where there are four components, each a 16-bit "half-precision" floating-point value.
2080
+ */
2081
+ readonly TEXTURE_DRAWABLE_FORMAT_RGBAH: int;
2082
+ /**
2083
+ * OpenGL texture format GL_RGBA32F where there are four components, each a 32-bit floating-point value.
2084
+ */
2085
+ readonly TEXTURE_DRAWABLE_FORMAT_RGBAF: int;
1899
2086
  // enum ShaderMode
1900
2087
  /** Shader is a 3D shader. */
1901
2088
  readonly SHADER_SPATIAL: int;
@@ -1907,6 +2094,8 @@ declare interface RenderingServer extends GodotObject {
1907
2094
  readonly SHADER_SKY: int;
1908
2095
  /** Shader is a 3D fog shader. */
1909
2096
  readonly SHADER_FOG: int;
2097
+ /** Shader is a texture_blit shader. */
2098
+ readonly SHADER_TEXTURE_BLIT: int;
1910
2099
  /** Represents the size of the {@link ShaderMode} enum. */
1911
2100
  readonly SHADER_MAX: int;
1912
2101
  // enum ArrayType
@@ -2116,6 +2305,8 @@ declare interface RenderingServer extends GodotObject {
2116
2305
  readonly LIGHT_OMNI: int;
2117
2306
  /** Spot light (see {@link SpotLight3D}). */
2118
2307
  readonly LIGHT_SPOT: int;
2308
+ /** Area light (see {@link AreaLight3D}). */
2309
+ readonly LIGHT_AREA: int;
2119
2310
  // enum LightParam
2120
2311
  /** The light's energy multiplier. */
2121
2312
  readonly LIGHT_PARAM_ENERGY: int;
@@ -2297,10 +2488,32 @@ declare interface RenderingServer extends GodotObject {
2297
2488
  /** 3D particles. */
2298
2489
  readonly PARTICLES_MODE_3D: int;
2299
2490
  // enum ParticlesTransformAlign
2491
+ /** Do not align particle transforms relative to the camera or velocity. */
2300
2492
  readonly PARTICLES_TRANSFORM_ALIGN_DISABLED: int;
2493
+ /** Align each particle's Z axis to face the camera. */
2301
2494
  readonly PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD: int;
2495
+ /** Align each particle's Y axis to the velocity vector. */
2302
2496
  readonly PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY: int;
2497
+ /** Align each particle's Z axis to face the camera and Y axis to the velocity vector. */
2303
2498
  readonly PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: int;
2499
+ /** Billboard each particles around a local axis. */
2500
+ readonly PARTICLES_TRANSFORM_ALIGN_LOCAL_BILLBOARD: int;
2501
+ // enum ParticlesTransformAlignCustomSrc
2502
+ /** Do not read from CUSTOM when performing billboarding. */
2503
+ readonly PARTICLES_ALIGN_CHANNEL_FILTER_DISABLED: int;
2504
+ /** Read from `CUSTOM.x` when performing billboarding and use it as an angle, in radians. */
2505
+ readonly PARTICLES_ALIGN_CHANNEL_FILTER_X: int;
2506
+ /** Read from `CUSTOM.y` when performing billboarding and use it as an angle, in radians. */
2507
+ readonly PARTICLES_ALIGN_CHANNEL_FILTER_Y: int;
2508
+ /** Read from `CUSTOM.z` when performing billboarding and use it as an angle, in radians. */
2509
+ readonly PARTICLES_ALIGN_CHANNEL_FILTER_Z: int;
2510
+ /** Read from `CUSTOM.w` when performing billboarding and use it as an angle, in radians. */
2511
+ readonly PARTICLES_ALIGN_CHANNEL_FILTER_W: int;
2512
+ // enum ParticlesTransformAlignAxis
2513
+ /** Use the X axis for local billboarding. */
2514
+ readonly PARTICLES_ALIGN_AXIS_X: int;
2515
+ /** Use the Y axis for local billboarding. */
2516
+ readonly PARTICLES_ALIGN_AXIS_Y: int;
2304
2517
  // enum ParticlesDrawOrder
2305
2518
  /** Draw particles in the order that they appear in the particles array. */
2306
2519
  readonly PARTICLES_DRAW_ORDER_INDEX: int;
@@ -2315,19 +2528,38 @@ declare interface RenderingServer extends GodotObject {
2315
2528
  /** Sort particles based on their distance to the camera. */
2316
2529
  readonly PARTICLES_DRAW_ORDER_VIEW_DEPTH: int;
2317
2530
  // enum ParticlesCollisionType
2531
+ /** Sphere attractor type for {@link GPUParticles3D} (see {@link GPUParticlesAttractorSphere3D}). */
2318
2532
  readonly PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: int;
2533
+ /** Box attractor type for {@link GPUParticles3D} (see {@link GPUParticlesAttractorBox3D}). */
2319
2534
  readonly PARTICLES_COLLISION_TYPE_BOX_ATTRACT: int;
2535
+ /**
2536
+ * Vector field attractor type for {@link GPUParticles3D} (see {@link GPUParticlesAttractorVectorField3D}).
2537
+ */
2320
2538
  readonly PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: int;
2539
+ /** Sphere collision type for {@link GPUParticles3D} (see {@link GPUParticlesCollisionSphere3D}). */
2321
2540
  readonly PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: int;
2541
+ /** Box collision type for {@link GPUParticles3D} (see {@link GPUParticlesCollisionBox3D}). */
2322
2542
  readonly PARTICLES_COLLISION_TYPE_BOX_COLLIDE: int;
2543
+ /**
2544
+ * Signed distance field collision type for {@link GPUParticles3D} (see {@link GPUParticlesCollisionSDF3D}).
2545
+ */
2323
2546
  readonly PARTICLES_COLLISION_TYPE_SDF_COLLIDE: int;
2547
+ /**
2548
+ * Heightfield collision type for {@link GPUParticles3D} (see {@link GPUParticlesCollisionHeightField3D}).
2549
+ */
2324
2550
  readonly PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: int;
2325
2551
  // enum ParticlesCollisionHeightfieldResolution
2552
+ /** 256×256 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
2326
2553
  readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_256: int;
2554
+ /** 512×512 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
2327
2555
  readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_512: int;
2556
+ /** 1024×1024 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
2328
2557
  readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024: int;
2558
+ /** 2048×2048 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
2329
2559
  readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_2048: int;
2560
+ /** 4096×4096 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
2330
2561
  readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_4096: int;
2562
+ /** 8192×8192 heightfield resolution for {@link GPUParticlesCollisionHeightField3D}. */
2331
2563
  readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192: int;
2332
2564
  /** Represents the size of the {@link ParticlesCollisionHeightfieldResolution} enum. */
2333
2565
  readonly PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX: int;
@@ -2371,6 +2603,11 @@ declare interface RenderingServer extends GodotObject {
2371
2603
  * **Note:** Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
2372
2604
  */
2373
2605
  readonly VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL: int;
2606
+ /**
2607
+ * Use nearest-neighbor filtering for the viewport's 3D buffer. This looks crisper than {@link VIEWPORT_SCALING_3D_MODE_BILINEAR} and has no additional rendering cost. The amount of scaling can be set using {@link Viewport.scaling_3d_scale}. Values greater than `1.0` are not supported and bilinear downsampling will be used instead. A value of `1.0` disables scaling.
2608
+ * **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.
2609
+ */
2610
+ readonly VIEWPORT_SCALING_3D_MODE_NEAREST: int;
2374
2611
  /** Represents the size of the {@link ViewportScaling3DMode} enum. */
2375
2612
  readonly VIEWPORT_SCALING_3D_MODE_MAX: int;
2376
2613
  // enum ViewportUpdateMode
@@ -2524,6 +2761,7 @@ declare interface RenderingServer extends GodotObject {
2524
2761
  /**
2525
2762
  * Debug draw draws objects in wireframe.
2526
2763
  * **Note:** {@link set_debug_generate_wireframes} must be called before loading any meshes for wireframes to be visible when using the Compatibility renderer.
2764
+ * **Note:** In the Compatibility renderer, backfaces are always visible when using wireframe rendering. In the Forward+ and Mobile renderers, wireframes follow the material's backface culling properties instead.
2527
2765
  */
2528
2766
  readonly VIEWPORT_DEBUG_DRAW_WIREFRAME: int;
2529
2767
  /**
@@ -2737,18 +2975,23 @@ declare interface RenderingServer extends GodotObject {
2737
2975
  /** Use the {@link Sky} for reflections regardless of what the background is. */
2738
2976
  readonly ENV_REFLECTION_SOURCE_SKY: int;
2739
2977
  // enum EnvironmentGlowBlendMode
2740
- /** Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources. */
2978
+ /** Adds the glow effect to the scene. */
2741
2979
  readonly ENV_GLOW_BLEND_MODE_ADDITIVE: int;
2742
- /** Screen glow blending mode. Increases brightness, used frequently with bloom. */
2980
+ /**
2981
+ * Adds the glow effect to the scene after modifying the glow influence based on the scene value; dark values will be highly influenced by glow and bright values will not be influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. {@link Environment.tonemap_white} is used to determine the maximum scene value where the glow should have no influence. When {@link Environment.tonemap_mode} is set to {@link Environment.TONE_MAPPER_LINEAR} and {@link Viewport.use_hdr_2d} is `true`, the parent window's {@link Window.get_output_max_linear_value} will be used as the maximum scene value.
2982
+ */
2743
2983
  readonly ENV_GLOW_BLEND_MODE_SCREEN: int;
2744
- /** Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom). */
2984
+ /**
2985
+ * Adds the glow effect to the tonemapped image after modifying the glow influence based on the image value; dark values and bright values will not be influenced by glow and mid-range values will be highly influenced by glow. This approach avoids bright values becoming overly bright from the glow effect. The glow will have the largest influence on image values of `0.25` and will have no influence when applied to image values greater than `1.0`.
2986
+ * **Note:** This blend mode does not support HDR output because expects a maximum output value of `1.0`. It is recommended to use a different blend mode when rendering to an HDR screen.
2987
+ */
2745
2988
  readonly ENV_GLOW_BLEND_MODE_SOFTLIGHT: int;
2746
2989
  /**
2747
- * Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness.
2990
+ * Replaces all pixels' color by the glow effect. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness or to preview glow configuration in the editor.
2748
2991
  */
2749
2992
  readonly ENV_GLOW_BLEND_MODE_REPLACE: int;
2750
2993
  /**
2751
- * Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
2994
+ * Mixes the glow image with the scene image. Best used with {@link Environment.glow_bloom} to avoid darkening the scene.
2752
2995
  */
2753
2996
  readonly ENV_GLOW_BLEND_MODE_MIX: int;
2754
2997
  // enum EnvironmentFogMode
@@ -2770,11 +3013,13 @@ declare interface RenderingServer extends GodotObject {
2770
3013
  readonly ENV_TONE_MAPPER_REINHARD: int;
2771
3014
  /**
2772
3015
  * Uses a film-like tonemapping curve to prevent clipping of bright values and provide better contrast than {@link ENV_TONE_MAPPER_REINHARD}. Slightly slower than {@link ENV_TONE_MAPPER_REINHARD}.
3016
+ * **Note:** This tonemapper does not support HDR output because it produces output in the SDR range. It is recommended to use a different tonemapper when rendering to an HDR screen.
2773
3017
  */
2774
3018
  readonly ENV_TONE_MAPPER_FILMIC: int;
2775
3019
  /**
2776
3020
  * Uses a high-contrast film-like tonemapping curve and desaturates bright values for a more realistic appearance. Slightly slower than {@link ENV_TONE_MAPPER_FILMIC}.
2777
3021
  * **Note:** This tonemapping operator is called "ACES Fitted" in Godot 3.x.
3022
+ * **Note:** This tonemapper does not support HDR output because it produces output in the SDR range. It is recommended to use a different tonemapper when rendering to an HDR screen.
2778
3023
  */
2779
3024
  readonly ENV_TONE_MAPPER_ACES: int;
2780
3025
  /**
@@ -3289,10 +3534,15 @@ declare interface RenderingServer extends GodotObject {
3289
3534
  * The number of custom data arrays available ({@link ARRAY_CUSTOM0}, {@link ARRAY_CUSTOM1}, {@link ARRAY_CUSTOM2}, {@link ARRAY_CUSTOM3}).
3290
3535
  */
3291
3536
  readonly ARRAY_CUSTOM_COUNT: int;
3537
+ /** Particle starts at the specified position. */
3292
3538
  readonly PARTICLES_EMIT_FLAG_POSITION: int;
3539
+ /** Particle starts with specified rotation and scale. */
3293
3540
  readonly PARTICLES_EMIT_FLAG_ROTATION_SCALE: int;
3541
+ /** Particle starts with the specified velocity vector, which defines the emission direction and speed. */
3294
3542
  readonly PARTICLES_EMIT_FLAG_VELOCITY: int;
3543
+ /** Particle starts with specified color. */
3295
3544
  readonly PARTICLES_EMIT_FLAG_COLOR: int;
3545
+ /** Particle starts with specified `CUSTOM` data. */
3296
3546
  readonly PARTICLES_EMIT_FLAG_CUSTOM: int;
3297
3547
  }
3298
3548
  declare const RenderingServer: RenderingServer;
@@ -19,7 +19,7 @@ declare class Resource extends RefCounted {
19
19
  */
20
20
  resource_path: string;
21
21
  /**
22
- * A unique identifier relative to the this resource's scene. If left empty, the ID is automatically generated when this resource is saved inside a {@link PackedScene}. If the resource is not inside a scene, this property is empty by default.
22
+ * A unique identifier relative to this resource's scene. If left empty, the ID is automatically generated when this resource is saved inside a {@link PackedScene}. If the resource is not inside a scene, this property is empty by default.
23
23
  * **Note:** When the {@link PackedScene} is saved, if multiple resources in the same scene use the same ID, only the earliest resource in the scene hierarchy keeps the original ID. The other resources are assigned new IDs from {@link generate_scene_unique_id}.
24
24
  * **Note:** Setting this property does not emit the {@link changed} signal.
25
25
  * **Warning:** When setting, the ID must only consist of letters, numbers, and underscores. Otherwise, it will fail and default to a randomly generated ID.
@@ -49,6 +49,8 @@ declare class Resource extends RefCounted {
49
49
  * **Example:** Set a random `damage` value to every local resource from an instantiated scene:
50
50
  */
51
51
  _setup_local_to_scene(): void;
52
+ /** Copies the data from `resource` into this resource. Both resources must share the same class. */
53
+ copy_from_resource(resource: Resource): int;
52
54
  /**
53
55
  * Duplicates this resource, returning a new resource with its `export`ed or {@link PROPERTY_USAGE_STORAGE} properties copied from the original.
54
56
  * If `deep` is `false`, a **shallow** copy is returned: nested {@link Array}, {@link Dictionary}, and {@link Resource} properties are not duplicated and are shared with the original resource.
@@ -118,7 +120,7 @@ declare class Resource extends RefCounted {
118
120
 
119
121
  // enum DeepDuplicateMode
120
122
  /**
121
- * No subresorces at all are duplicated. This is useful even in a deep duplication to have all the arrays and dictionaries duplicated but still pointing to the original resources.
123
+ * No subresources at all are duplicated. This is useful even in a deep duplication to have all the arrays and dictionaries duplicated but still pointing to the original resources.
122
124
  */
123
125
  static readonly DEEP_DUPLICATE_NONE: int;
124
126
  /** Only subresources without a path or with a scene-local path will be duplicated. */