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\ **Note:** Forward+ uses multiscattering for more accurate reflections, although the impact of multiscattering is more noticeable on rough metallic surfaces than on smooth, non-metallic surfaces.
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\ **Note:** Mobile and Compatibility don't perform multiscattering for performance reasons. Instead, they perform single scattering, which means rough metallic surfaces may look slightly darker than intended.
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.. _class_BaseMaterial3D_constant_SPECULAR_TOON:
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.. rst-class:: classref-enumeration-constant
@@ -2034,6 +2048,23 @@ If ``true``, the object receives no shadow that would otherwise be cast onto it.
If ``true``, disables specular occlusion even if :ref:`ProjectSettings.rendering/reflections/specular_occlusion/enabled<class_ProjectSettings_property_rendering/reflections/specular_occlusion/enabled>` is ``false``.
If ``true``, the main menu collapses into a :ref:`MenuButton<class_MenuButton>`.
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\ **Note:** This setting is only applicable on macOS when :ref:`interface/editor/use_embedded_menu<class_EditorSettings_property_interface/editor/use_embedded_menu>` is ``true``.
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\ **Note:** Defaults to ``true`` on the Android editor.
If ``true``, automatically reloads scripts in the editor when they have been modified and saved by external editors.
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If ``true``, automatically reloads scripts and text-based shaders in the editor when they have been modified and saved by external editors or tools and the editor regains focus. External changes can be discarded by using the Undo function after they've been loaded in the editor.
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If ``false``, a file conflict dialog will always be displayed when the editor regains focus. This dialog allows you to choose whether to keep local changes or discard them.
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\ **Note:** Even when this setting is ``true``, a file conflict dialog is still displayed in certain situations. For instance, it will display when the script editor has unsaved changes that the external editor did not account for.
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.. rst-class:: classref-item-separator
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Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
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Light is ignored when baking. This is the fastest mode, but the light will not be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
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\ **Note:** Hiding a light does *not* affect baking :ref:`LightmapGI<class_LightmapGI>`. Hiding a light will still affect baking :ref:`VoxelGI<class_VoxelGI>` and SDFGI (see :ref:`Environment.sdfgi_enabled<class_Environment_property_sdfgi_enabled>`).
Copy file name to clipboardExpand all lines: classes/class_navigationagent2d.rst
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@@ -585,7 +585,7 @@ The pathfinding algorithm used in the path query.
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The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by :ref:`neighbor_distance<class_NavigationAgent2D_property_neighbor_distance>`).
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Does not affect normal pathfinding. To change an actor's pathfinding radius bake :ref:`NavigationMesh<class_NavigationMesh>` resources with a different :ref:`NavigationMesh.agent_radius<class_NavigationMesh_property_agent_radius>` property and use different navigation maps for each actor size.
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Does not affect normal pathfinding. To change an actor's pathfinding radius bake :ref:`NavigationPolygon<class_NavigationPolygon>` resources with a different :ref:`NavigationPolygon.agent_radius<class_NavigationPolygon_property_agent_radius>` property and use different navigation maps for each actor size.
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