Portals - clarify docs VisualInstances only

Makes it more clear in the documentation that some debugger features are expected not to show when portals are active.
This commit is contained in:
lawnjelly 2022-09-12 06:29:55 +01:00
parent 13d99d1676
commit dcf52103a6

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@ -37,8 +37,9 @@
<members>
<member name="active" type="bool" setter="rooms_set_active" getter="rooms_get_active" default="true">
Switches the portal culling system on and off.
It is important to note that when portal culling is active, it is responsible for [b]all[/b] the 3d culling. Some editor functionality may be more difficult to use, so switching the active flag is intended to be used to make sure your [Room] / [Portal] layout works within the editor.
It is important to note that when portal culling is active, it is responsible for [b]all[/b] the 3d culling. Some editor visual debugging helpers may not be available when active, so switching the active flag is intended to be used to ensure your [Room] / [Portal] layout works within the editor.
Switching to [code]active[/code] will have no effect when the [code]room graph[/code] is unloaded (the rooms have not yet been converted).
[b]Note:[/b] For efficiency, the portal system is designed to work with only the core visual object types. In particular, only nodes derived from [VisualInstance] are expected to show when the system is active.
</member>
<member name="debug_sprawl" type="bool" setter="set_debug_sprawl" getter="get_debug_sprawl" default="false">
Large objects can 'sprawl' over (be present in) more than one room. It can be useful to visualize which objects are sprawling outside the current room.