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doc: Sync classref with current source

Move EditorSceneImporterFBX doc to its module folder.
This commit is contained in:
Rémi Verschelde
2020-11-11 17:00:41 +01:00
parent 9b64646bc3
commit a57b6eb211
4 changed files with 23 additions and 5 deletions

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@@ -97,8 +97,6 @@
</description>
</method>
<method name="append_array">
<return type="void">
</return>
<argument index="0" name="array" type="Array">
</argument>
<description>

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@@ -1,36 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSceneImporterAssimp" inherits="EditorSceneImporter" version="3.2">
<brief_description>
FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url].
</brief_description>
<description>
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.
If exporting a FBX scene from Autodesk Maya, use these FBX export settings:
[codeblock]
- Smoothing Groups
- Smooth Mesh
- Triangluate (for meshes with blend shapes)
- Bake Animation
- Resample All
- Deformed Models
- Skins
- Blend Shapes
- Curve Filters
- Constant Key Reducer
- Auto Tangents Only
- *Do not check* Constraints (as it will break the file)
- Can check Embed Media (embeds textures into the exported FBX file)
- Note that when importing embedded media, the texture and mesh will be a single immutable file.
- You will have to re-export then re-import the FBX if the texture has changed.
- Units: Centimeters
- Up Axis: Y
- Binary format in FBX 2017
[/codeblock]
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@@ -835,6 +835,8 @@
<member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum amount of log files allowed (used for rotation).
</member>
<member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256">
</member>
<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096">
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.
</member>
@@ -1074,6 +1076,14 @@
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
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).
</member>
<member name="rendering/options/api_usage_batching/flag_stream" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/options/api_usage_batching/send_null" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/options/api_usage_legacy/flag_stream" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/options/api_usage_legacy/orphan_buffers" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/quality/2d/ninepatch_mode" type="int" setter="" getter="" default="0">
Choose between default mode where corner scalings are preserved matching the artwork, and scaling mode.
Not available in GLES3 when [member rendering/batching/options/use_batching] is off.