From d879fe8b1a92b5b9f0e9132bbcef4bd240367540 Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Mon, 12 Sep 2022 06:29:55 +0100 Subject: [PATCH] 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. --- doc/classes/RoomManager.xml | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/doc/classes/RoomManager.xml b/doc/classes/RoomManager.xml index 64eea23af..c9b0354d2 100644 --- a/doc/classes/RoomManager.xml +++ b/doc/classes/RoomManager.xml @@ -37,8 +37,9 @@ 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. 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.