Fixed Timestep Interpolation (2D)
Adds fixed timestep interpolation to the rendering server (2D only). Switchable on and off with a project setting (default is off). Co-authored-by: lawnjelly <lawnjelly@gmail.com>
This commit is contained in:
@@ -424,6 +424,14 @@
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[b]Note:[/b] The equivalent node is [CanvasItem].
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</description>
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</method>
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<method name="canvas_item_reset_physics_interpolation">
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<return type="void" />
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<param index="0" name="item" type="RID" />
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<description>
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Prevents physics interpolation for the current physics tick.
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This is useful when moving a canvas item to a new location, to give an instantaneous change rather than interpolation from the previous location.
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</description>
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</method>
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<method name="canvas_item_set_canvas_group_mode">
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<return type="void" />
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<param index="0" name="item" type="RID" />
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@@ -504,6 +512,14 @@
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Sets the index for the [CanvasItem].
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</description>
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</method>
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<method name="canvas_item_set_interpolated">
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<return type="void" />
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<param index="0" name="item" type="RID" />
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<param index="1" name="interpolated" type="bool" />
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<description>
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If [param interpolated] is [code]true[/code], turns on physics interpolation for the canvas item.
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</description>
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</method>
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<method name="canvas_item_set_light_mask">
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<return type="void" />
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<param index="0" name="item" type="RID" />
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@@ -612,6 +628,15 @@
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Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn first).
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</description>
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</method>
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<method name="canvas_item_transform_physics_interpolation">
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<return type="void" />
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<param index="0" name="item" type="RID" />
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<param index="1" name="transform" type="Transform2D" />
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<description>
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Transforms both the current and previous stored transform for a canvas item.
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This allows transforming a canvas item without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilising a shifting origin.
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</description>
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</method>
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<method name="canvas_light_attach_to_canvas">
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<return type="void" />
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<param index="0" name="light" type="RID" />
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@@ -644,6 +669,14 @@
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[b]Note:[/b] The equivalent node is [LightOccluder2D].
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</description>
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</method>
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<method name="canvas_light_occluder_reset_physics_interpolation">
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<return type="void" />
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<param index="0" name="occluder" type="RID" />
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<description>
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Prevents physics interpolation for the current physics tick.
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This is useful when moving an occluder to a new location, to give an instantaneous change rather than interpolation from the previous location.
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</description>
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</method>
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<method name="canvas_light_occluder_set_as_sdf_collision">
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<return type="void" />
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<param index="0" name="occluder" type="RID" />
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@@ -659,6 +692,14 @@
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Enables or disables light occluder.
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</description>
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</method>
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<method name="canvas_light_occluder_set_interpolated">
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<return type="void" />
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<param index="0" name="occluder" type="RID" />
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<param index="1" name="interpolated" type="bool" />
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<description>
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If [param interpolated] is [code]true[/code], turns on physics interpolation for the light occluder.
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</description>
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</method>
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<method name="canvas_light_occluder_set_light_mask">
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<return type="void" />
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<param index="0" name="occluder" type="RID" />
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@@ -683,6 +724,23 @@
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Sets a light occluder's [Transform2D].
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</description>
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</method>
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<method name="canvas_light_occluder_transform_physics_interpolation">
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<return type="void" />
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<param index="0" name="occluder" type="RID" />
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<param index="1" name="transform" type="Transform2D" />
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<description>
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Transforms both the current and previous stored transform for a light occluder.
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This allows transforming an occluder without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilising a shifting origin.
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</description>
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</method>
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<method name="canvas_light_reset_physics_interpolation">
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<return type="void" />
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<param index="0" name="light" type="RID" />
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<description>
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Prevents physics interpolation for the current physics tick.
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This is useful when moving a canvas item to a new location, to give an instantaneous change rather than interpolation from the previous location.
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</description>
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</method>
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<method name="canvas_light_set_blend_mode">
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<return type="void" />
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<param index="0" name="light" type="RID" />
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@@ -723,6 +781,14 @@
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Sets a canvas light's height.
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</description>
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</method>
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<method name="canvas_light_set_interpolated">
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<return type="void" />
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<param index="0" name="light" type="RID" />
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<param index="1" name="interpolated" type="bool" />
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<description>
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If [param interpolated] is [code]true[/code], turns on physics interpolation for the canvas light.
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</description>
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</method>
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<method name="canvas_light_set_item_cull_mask">
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<return type="void" />
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<param index="0" name="light" type="RID" />
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@@ -829,6 +895,15 @@
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Sets the Z range of objects that will be affected by this light. Equivalent to [member Light2D.range_z_min] and [member Light2D.range_z_max].
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</description>
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</method>
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<method name="canvas_light_transform_physics_interpolation">
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<return type="void" />
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<param index="0" name="light" type="RID" />
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<param index="1" name="transform" type="Transform2D" />
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<description>
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Transforms both the current and previous stored transform for a canvas light.
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This allows transforming a light without creating a "glitch" in the interpolation, which is is particularly useful for large worlds utilising a shifting origin.
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</description>
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</method>
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<method name="canvas_occluder_polygon_create">
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<return type="RID" />
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<description>
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