doc: Sync classref with current source
Move EditorSceneImporterFBX doc to its module folder.
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4 changed files with 23 additions and 5 deletions
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@ -97,8 +97,6 @@
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</description>
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</description>
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</method>
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</method>
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<method name="append_array">
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<method name="append_array">
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<return type="void">
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</return>
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<argument index="0" name="array" type="Array">
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<argument index="0" name="array" type="Array">
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</argument>
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</argument>
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<description>
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<description>
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@ -835,6 +835,8 @@
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<member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5">
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<member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5">
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Specifies the maximum amount of log files allowed (used for rotation).
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Specifies the maximum amount of log files allowed (used for rotation).
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</member>
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</member>
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<member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256">
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</member>
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<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096">
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<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096">
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Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
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Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
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</member>
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</member>
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@ -1074,6 +1076,14 @@
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<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
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<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
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Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
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Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
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</member>
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</member>
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<member name="rendering/options/api_usage_batching/flag_stream" type="bool" setter="" getter="" default="false">
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</member>
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<member name="rendering/options/api_usage_batching/send_null" type="bool" setter="" getter="" default="true">
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</member>
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<member name="rendering/options/api_usage_legacy/flag_stream" type="bool" setter="" getter="" default="false">
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</member>
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<member name="rendering/options/api_usage_legacy/orphan_buffers" type="bool" setter="" getter="" default="true">
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</member>
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<member name="rendering/quality/2d/ninepatch_mode" type="int" setter="" getter="" default="0">
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<member name="rendering/quality/2d/ninepatch_mode" type="int" setter="" getter="" default="0">
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Choose between default mode where corner scalings are preserved matching the artwork, and scaling mode.
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Choose between default mode where corner scalings are preserved matching the artwork, and scaling mode.
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Not available in GLES3 when [member rendering/batching/options/use_batching] is off.
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Not available in GLES3 when [member rendering/batching/options/use_batching] is off.
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@ -4,3 +4,13 @@ def can_build(env, platform):
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def configure(env):
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def configure(env):
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pass
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pass
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def get_doc_classes():
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return [
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"EditorSceneImporterFBX",
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]
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def get_doc_path():
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return "doc_classes"
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@ -1,10 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorSceneImporterAssimp" inherits="EditorSceneImporter" version="3.2">
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<class name="EditorSceneImporterFBX" inherits="EditorSceneImporter" version="3.2">
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<brief_description>
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<brief_description>
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FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url].
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FBX 3D asset importer.
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</brief_description>
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</brief_description>
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<description>
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<description>
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This is an FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]. It currently has many known limitations and works best with static meshes. Most animated meshes won't import correctly.
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This is an FBX 3D asset importer with full support for most FBX features.
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If exporting a FBX scene from Autodesk Maya, use these FBX export settings:
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If exporting a FBX scene from Autodesk Maya, use these FBX export settings:
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[codeblock]
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[codeblock]
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- Smoothing Groups
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- Smoothing Groups
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