From 185695dda98eff0d885d3cabb01195d56b27efa1 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 8 Oct 2022 23:11:49 +0200 Subject: [PATCH] Document (Omni/Spot)Light3D ignoring Node3D's `scale` property --- doc/classes/Light3D.xml | 2 ++ doc/classes/Node3D.xml | 1 + doc/classes/OmniLight3D.xml | 1 + doc/classes/SpotLight3D.xml | 2 ++ 4 files changed, 6 insertions(+) diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index e9ebbc0a410..60e20cd97d8 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -55,6 +55,7 @@ The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. + [b]Note:[/b] [member light_angular_distance] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode]. @@ -91,6 +92,7 @@ The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent. + [b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 3df7ec931fd..bc2570b1834 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -296,6 +296,7 @@ Scale part of the local transformation. [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative. + [b]Note:[/b] Not all nodes are visually scaled by the [member scale] property. For example, [Light3D]s are not visually affected by [member scale]. If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space. diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index ce63dbdbc14..193ae8deeb6 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -15,6 +15,7 @@ The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius. + [b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). See [enum ShadowMode]. diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 62cb55daecd..28e2ef0d950 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -14,6 +14,7 @@ The spotlight's angle in degrees. + [b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] (the light's scale or its parent's scale). The spotlight's angular attenuation curve. @@ -23,6 +24,7 @@ The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range. + [b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).