Commit Graph

15 Commits

Author SHA1 Message Date
Hugo Locurcio
769c33abdf Backport DirectionalLight fade_start property to 3.x
- Implement shadow fading when using the Orthogonal shadow mode
  (like in `master`).

This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.

This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.

The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2024-07-17 00:11:17 +02:00
05dbe60f9b Re-extracted class docs. 2024-07-16 23:22:41 +02:00
6783cb92ab Re-extracted class docs. 2024-04-26 17:32:25 +02:00
0edc5438dd Re-extracted class docs. 2024-02-25 10:26:26 +01:00
93a2081a58 Re-extracted class docs. 2023-10-12 01:59:32 +02:00
86c9343349 Updated the links in the docs. 2023-08-29 22:33:15 +02:00
8ed3b41865 Re-extracted class docs. 2023-08-26 22:41:21 +02:00
ee6f207b0d Re-extracted class docs pt1. 2023-06-13 15:22:43 +02:00
fc991ede18 Re-extracted class docs. 2023-01-14 13:38:58 +01:00
Hugo Locurcio
8612d803b1 Document (Omni/Spot)Light ignoring Spatial's scale property 2022-11-30 14:23:33 +01:00
41f130d9fd Re-extracted the class docs. 2022-11-20 23:27:04 +01:00
a1974c8338 Re-extracted the class docs. 2022-08-23 13:09:12 +02:00
714547cb17 Re-extracted class docs. 2022-08-21 00:40:49 +02:00
e6a9caf3a8 Re-extracted the class docs. 2022-03-16 02:51:50 +01:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00