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doc: Fix wrong references found by Sphinx and new makerst.py
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@ -69,7 +69,7 @@
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Set/clear individual bits on the layer mask. This simplifies editing this [code]Area[code]'s layers.
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Set/clear individual bits on the layer mask. This simplifies editing this [code]Area[/code]'s layers.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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@ -7,7 +7,6 @@
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Plays background audio.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
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</tutorials>
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<demos>
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@ -7,7 +7,6 @@
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Plays audio that dampens with distance from screen center.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
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</tutorials>
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<demos>
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@ -7,7 +7,6 @@
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Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/learning/features/audio/index.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
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</tutorials>
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<demos>
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@ -54,7 +54,7 @@
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If [code]true[/code], the button is in disabled state and can't be clicked or toggled.
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</member>
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<member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" enum="Control.FocusMode">
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Focus access mode to use when switching between enabled/disabled (see [method Control.set_focus_mode] and [member disabled]).
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Focus access mode to use when switching between enabled/disabled (see [member Control.focus_mode] and [member disabled]).
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</member>
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<member name="group" type="ButtonGroup" setter="set_button_group" getter="get_button_group">
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[ButtonGroup] associated to the button.
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@ -9,7 +9,6 @@
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/math/rotations.html</link>
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</tutorials>
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<demos>
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</demos>
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@ -798,7 +798,7 @@
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Sent when the node's [member theme] changes, right before Godot redraws the control. Happens when you call one of the [code]add_*_override[/code] methods.
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</constant>
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<constant name="NOTIFICATION_MODAL_CLOSE" value="46">
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Sent when an open modal dialog closes. See [member show_modal].
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Sent when an open modal dialog closes. See [method show_modal].
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</constant>
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<constant name="NOTIFICATION_SCROLL_BEGIN" value="47">
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Sent when this node is inside a [ScrollContainer] which has begun being scrolled.
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@ -33,13 +33,13 @@
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Can be used to fix special cases of self shadowing when objects are perpendicular to the light.
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</member>
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<member name="directional_shadow_split_1" type="float" setter="set_param" getter="get_param">
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The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used in [enum directional_shadow_mode] SHADOW_PARALLEL_*_SPLITS.
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The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is one of the [code]SHADOW_PARALLEL_*_SPLITS[/code] constants.
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</member>
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<member name="directional_shadow_split_2" type="float" setter="set_param" getter="get_param">
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The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used in [enum directional_shadow_mode] SHADOW_PARALLEL_*_SPLITS.
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The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_3_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code].
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</member>
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<member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param">
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The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used in [enum directional_shadow_mode] SHADOW_PARALLEL_4_SPLITS.
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The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code].
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</member>
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</members>
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<constants>
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@ -7,7 +7,7 @@
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Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. Also see [EditorScript] to add functions to the editor.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/development/plugins/index.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
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</tutorials>
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<demos>
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</demos>
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@ -4,7 +4,7 @@
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Custom gizmo for editing Spatial objects.
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</brief_description>
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<description>
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Custom gizmo that is used for providing custom visualization and editing (handles) for 3D Spatial objects. These are created by [method EditorPlugin.create_spatial_gizmo].
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Custom gizmo that is used for providing custom visualization and editing (handles) for 3D Spatial objects. These are created by [method EditorSpatialGizmoPlugin.create_gizmo].
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</description>
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<tutorials>
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</tutorials>
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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GraphEdit manages the showing of GraphNodes it contains, as well as connections and disconnections between them. Signals are sent for each of these two events. Disconnection between GraphNodes slots is disabled by default.
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It is greatly advised to enable low processor usage mode (see [method OS.set_low_processor_usage_mode]) when using GraphEdits.
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It is greatly advised to enable low processor usage mode (see [member OS.low_processor_usage_mode]) when using GraphEdits.
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</description>
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<tutorials>
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</tutorials>
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@ -24,7 +24,7 @@
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</member>
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<member name="result" type="Variant" setter="set_result" getter="get_result">
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A [Variant] containing the parsed JSON. Use typeof() to check if it is what you expect. For example, if JSON source starts with curly braces ([code]{}[/code]) a [Dictionary] will be returned, if JSON source starts with braces ([code][][/code]) an [Array] will be returned.
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[i]Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types.
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[i]Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types.[/i]
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Note that JSON objects do not preserve key order like Godot dictionaries, thus you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:[/i]
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[codeblock]
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var p = JSON.parse('["hello", "world", "!"]')
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@ -59,7 +59,7 @@
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If [code]true[/code], the Light2D will cast shadows. Default value: [code]false[/code].
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</member>
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<member name="shadow_filter" type="int" setter="set_shadow_filter" getter="get_shadow_filter" enum="Light2D.ShadowFilter">
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Shadow filter type. Use SHADOW_FILTER_* constants to set [code]shadow_filter[/code]. Default value: [code]None[/code].
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Shadow filter type. Use [enum Light2D.ShadowFilter] constants as values. Default value: [code]SHADOW_FILTER_NONE[/code].
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</member>
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<member name="shadow_filter_smooth" type="float" setter="set_shadow_smooth" getter="get_shadow_smooth">
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Smoothing value for shadows.
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@ -91,22 +91,22 @@
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The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
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</constant>
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<constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter">
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No filter applies to the shadow map. See [method shadow_filter].
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No filter applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF3" value="1" enum="ShadowFilter">
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Percentage closer filtering (3 samples) applies to the shadow map. See [method shadow_filter].
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Percentage closer filtering (3 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF5" value="2" enum="ShadowFilter">
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Percentage closer filtering (5 samples) applies to the shadow map. See [method shadow_filter].
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Percentage closer filtering (5 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF7" value="3" enum="ShadowFilter">
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Percentage closer filtering (7 samples) applies to the shadow map. See [method shadow_filter].
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Percentage closer filtering (7 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF9" value="4" enum="ShadowFilter">
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Percentage closer filtering (9 samples) applies to the shadow map. See [method shadow_filter].
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Percentage closer filtering (9 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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<constant name="SHADOW_FILTER_PCF13" value="5" enum="ShadowFilter">
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Percentage closer filtering (13 samples) applies to the shadow map. See [method shadow_filter].
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Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter].
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</constant>
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</constants>
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</class>
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<description>
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There are two ways to create polygons. Either by using the [method add_outline] method or using the [method add_polygon] method.
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Using [method add_outline]:
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[code]
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[codeblock]
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var polygon = NavigationPolygon.new()
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var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
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polygon.add_outline(outline)
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polygon.make_polygons_from_outlines()
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$NavigationPolygonInstance.navpoly = polygon
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[/code]
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[/codeblock]
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Using [method add_polygon] and indices of the vertices array.
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[code]
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[codeblock]
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var polygon = NavigationPolygon.new()
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var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
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polygon.set_vertices(vertices)
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var indices = PoolIntArray(0, 3, 1)
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polygon.add_polygon(indices)
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$NavigationPolygonInstance.navpoly = polygon
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[/code]
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[/codeblock]
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</description>
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<tutorials>
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</tutorials>
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<description>
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Requests the OS to open a resource with the most appropriate program. For example.
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[code]OS.shell_open("C:\\Users\name\Downloads")[/code] on Windows opens the file explorer at the downloads folders of the user.
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[code]OS.shell_open("http://godotengine.org")[/code] opens the default web browser on the official Godot website.
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[code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website.
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</description>
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</method>
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<method name="show_virtual_keyboard">
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node.add_child(rigid)
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# change owner of rigid, but not of collision
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rigid.set_owner(node)
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rigid.owner = node
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var scene = PackedScene.new()
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# only node and rigid are now packed
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@ -61,7 +61,7 @@
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<argument index="0" name="path" type="Node">
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</argument>
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<description>
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Pack will ignore any sub-nodes not owned by given node. See [method Node.set_owner].
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Pack will ignore any sub-nodes not owned by given node. See [member Node.owner].
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</description>
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</method>
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</methods>
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This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
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</constant>
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<constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
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This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the method [method CollisionPolygon2D.set_polygon], polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
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This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
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</constant>
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<constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
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This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
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<argument index="1" name="space" type="RID">
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</argument>
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<description>
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Assigns a space to the body (see [method create_space]).
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Assigns a space to the body (see [method space_create]).
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</description>
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</method>
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<method name="body_set_state">
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</member>
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<member name="application/config/custom_user_dir_name" type="String" setter="" getter="">
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This user directory is used for storing persistent data ([code]user://[/code] filesystem). By default (no custom name defined), [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
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The [member use_custom_user_dir] setting must be enabled for this to take effect.
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The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
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</member>
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<member name="application/config/icon" type="String" setter="" getter="">
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Icon used for the project, set when project loads. Exporters will use this icon when possible to.
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@ -185,7 +185,7 @@
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Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code].
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</member>
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<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="">
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Allow the project to save to its own custom user dir (see [member custom_user_dir_name]). This setting only works for desktop platforms. A name must be set in the [member custom_user_dir_name] setting for this to take effect.
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Allow the project to save to its own custom user dir (see [member application/config/custom_user_dir_name]). This setting only works for desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect.
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</member>
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<member name="application/run/disable_stderr" type="bool" setter="" getter="">
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Disable printing to stderr on exported build.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/math/rotations.html</link>
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</tutorials>
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<demos>
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</demos>
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The Editor's popup dialog for creating new [Script] files.
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</brief_description>
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<description>
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The ScriptCreateDialog creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling a [method popup]() method.
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The [code]ScriptCreateDialog[/code] creates script files according to a given template for a given scripting language. The standard use is to configure its fields prior to calling one of the [method Popup.popup] methods.
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[codeblock]
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func _ready():
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dialog.config("Node", "res://new_node.gd") # for in-engine types
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if this peer is currently connected to a host, [code]false[code] otherwise.
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Returns [code]true[/code] if this peer is currently connected to a host, [code]false[/code] otherwise.
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</description>
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</method>
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<method name="set_no_delay">
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Flat button helper class.
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</brief_description>
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<description>
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This is a helper class to generate a flat [Button] (see [method Button.set_flat]), creating a ToolButton is equivalent to:
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This is a helper class to generate a flat [Button] (see [member Button.flat]), creating a [code]ToolButton[/code] is equivalent to:
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[codeblock]
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var btn = Button.new()
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btn.set_flat(true)
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btn.flat = true
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[/codeblock]
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</description>
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<tutorials>
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</methods>
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<members>
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<member name="playback_process_mode" type="int" setter="set_tween_process_mode" getter="get_tween_process_mode" enum="Tween.TweenProcessMode">
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The tween's animation process thread. See [enum TweenProcessMode]. Default value: [enum TWEEN_PROCESS_IDLE].
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The tween's animation process thread. See [enum TweenProcessMode]. Default value: [constant TWEEN_PROCESS_IDLE].
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</member>
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<member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale">
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The tween's speed multiplier. For example, set it to [code]1.0[/code] for normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/code] for half of the normal speed. A value of [code]0[/code] pauses the animation, but see also [method set_active] or [method stop_all] for this.
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<return type="float">
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</return>
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<description>
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Returns the vector's length squared. Prefer this function over [member length] if you need to sort vectors or need the squared length for some formula.
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Returns the vector's length squared. Prefer this method over [method length] if you need to sort vectors or need the squared length for some formula.
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</description>
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</method>
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<method name="linear_interpolate">
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Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
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</member>
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<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force">
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Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.set_use_as_traction] set to true and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. Note that the simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
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Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to true and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. Note that the simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
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A negative value will result in the vehicle reversing.
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</member>
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<member name="steering" type="float" setter="set_steering" getter="get_steering">
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The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel.set_use_as_steering] set to true will automatically be rotated.
|
||||
The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel.use_as_steering] set to true will automatically be rotated.
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
|
@ -4353,6 +4353,12 @@
|
||||
</constant>
|
||||
<constant name="MULTIMESH_COLOR_FLOAT" value="2" enum="MultimeshColorFormat">
|
||||
</constant>
|
||||
<constant name="MULTIMESH_CUSTOM_DATA_NONE" value="0" enum="MultimeshCustomDataFormat">
|
||||
</constant>
|
||||
<constant name="MULTIMESH_CUSTOM_DATA_8BIT" value="1" enum="MultimeshCustomDataFormat">
|
||||
</constant>
|
||||
<constant name="MULTIMESH_CUSTOM_DATA_FLOAT" value="2" enum="MultimeshCustomDataFormat">
|
||||
</constant>
|
||||
<constant name="REFLECTION_PROBE_UPDATE_ONCE" value="0" enum="ReflectionProbeUpdateMode">
|
||||
</constant>
|
||||
<constant name="REFLECTION_PROBE_UPDATE_ALWAYS" value="1" enum="ReflectionProbeUpdateMode">
|
||||
|
@ -4,7 +4,7 @@
|
||||
PacketPeer implementation using the ENet library.
|
||||
</brief_description>
|
||||
<description>
|
||||
A PacketPeer implementation that should be passed to [method SceneTree.set_network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals.
|
||||
A PacketPeer implementation that should be passed to [member SceneTree.network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
|
||||
|
@ -2260,6 +2260,9 @@ void VisualServer::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(MULTIMESH_COLOR_NONE);
|
||||
BIND_ENUM_CONSTANT(MULTIMESH_COLOR_8BIT);
|
||||
BIND_ENUM_CONSTANT(MULTIMESH_COLOR_FLOAT);
|
||||
BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_NONE);
|
||||
BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_8BIT);
|
||||
BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_FLOAT);
|
||||
|
||||
BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
|
||||
BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
|
||||
|
Loading…
Reference in New Issue
Block a user