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Assigns a value to the specified key of the the specified section. If the section and/or the key do not exist, they are created. Passing a ``null`` value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed.
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Assigns a value to the specified key of the specified section. If the section and/or the key do not exist, they are created. Passing a ``null`` value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed.
Copy file name to clipboardExpand all lines: classes/class_gradient.rst
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Description
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-----------
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Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset offset 0 and the other (white) at the ramp higher offset 1.
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Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset 0 and the other (white) at the ramp higher offset 1.
Copy file name to clipboardExpand all lines: classes/class_prismmesh.rst
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.. _class_PrismMesh_left_to_right:
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- :ref:`float<class_float>` **left_to_right** - Displacement of of the upper edge along the x-axis. 0.0 positions edge straight above the bottome left edge. Defaults to 0.5 (positioned on the midpoint).
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- :ref:`float<class_float>` **left_to_right** - Displacement of the upper edge along the x-axis. 0.0 positions edge straight above the bottom left edge. Defaults to 0.5 (positioned on the midpoint).
Copy file name to clipboardExpand all lines: getting_started/workflow/assets/importing_audio_samples.rst
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options to import your audio data: WAV and OGG Vorbis.
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Each has different advantages.
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* Wav files use raw data or light compression, requre small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space.
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* Wav files use raw data or light compression, require small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space.
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* Ogg Vorbis files use a stronger compression that results in much smaller file size, but uses significantly more processor to play back.
Copy file name to clipboardExpand all lines: getting_started/workflow/export/changing_application_icon_for_windows.rst
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You can download it here:
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https://github.com/electron/rcedit/releases
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After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** exectuable.
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After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** executable.
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.. note:: For Linux users, you will also need to install wine in order to use rcedit. For more information, check https://www.winehq.org/
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.. image:: img/icon_rcedit.png
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Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows deskop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon.
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Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows desktop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon.
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.. note:: To export an ICO image, you can use GIMP. For more details, please refer to this tutorial: http://skyboygames.com/easily-create-a-windows-app-icon-with-gimp/
While Godot supports three sources of reflection data (Sky, ReflectionProbe and GIProbe), they may not provide enough detail for all situations. Scenarios
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where Screen Space Refletions make the most sense are when objects are in contact with each other (object over floor, over a table, floating on water, etc).
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where Screen Space Reflections make the most sense are when objects are in contact with each other (object over floor, over a table, floating on water, etc).
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.. image:: img/environment_ssr.png
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Once glow is visible, it can be controlled with a few extra parameters:
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- **Intensity** is an overall scale for the effect, it can be made stronger or weaker (0.0 removes it).
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- **Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general changing this is not needed, as the size can be more efficienly adjusted with the **Levels**.
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- **Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general changing this is not needed, as the size can be more efficiently adjusted with the **Levels**.
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The **Blend Mode** of the effect can also be changed:
Copy file name to clipboardExpand all lines: tutorials/3d/fps_tutorial/part_four.rst
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from how much ammo a weapon carries, to firing bullets. While this has the advantage of having all of your code in one place, it would be much
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nicer if we make a weapon interface so we can create/change weapons easily without having to scroll through ``Player.gd`` to look for the bit of code we want to add/change.
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Open up ``Player.tscn`` and navigate to the ``Gun_fire_points`` node. Lets make the pistol first. Select ``Pistol_point`` and attach a node node and call it
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Open up ``Player.tscn`` and navigate to the ``Gun_fire_points`` node. Lets make the pistol first. Select ``Pistol_point`` and attach a node and call it
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``Weapon_Pistol.gd``.
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Our weapon scripts are going to do four things: They're going to handle *firing*, *reloading*, *equipping*, and *unequipping*.
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We then account for the joypad's dead zone, just like in ``process_input``.
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Regardless of whehter or not there is a joypad connected, we rotate ``rotation_helper`` and ourselves using ``joypad_vec``. If we do not have a joypad connected,
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Regardless of whether or not there is a joypad connected, we rotate ``rotation_helper`` and ourselves using ``joypad_vec``. If we do not have a joypad connected,
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``joypad_vec`` will be equal to zero, which will do nothing.
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Notice how the code that handles rotating ourselves and ``rotation_helper`` is exactly the same as the
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var mouse_scroll_value = 0
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const MOUSE_SENSITIVITY_SCROLL_WHEEL = 0.08
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Lets go over what each of these new varibles will be doing:
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Lets go over what each of these new variables will be doing:
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* ``mouse_scroll_value``: The value of the mouse scroll wheel.
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* ``MOUSE_SENSITIVITY_SCROLL_WHEEL``: How much a single scroll action increases mouse_scroll_value
Copy file name to clipboardExpand all lines: tutorials/3d/using_transforms.rst
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Interpolation
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=============
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Another problem with using Euler angles is interpolation. Imagine you want to transition between two different camera or enemy positions (including rotations). One logical way to approach this is to interpolate the angles from one position to to the next. One would expect it to look like this:
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Another problem with using Euler angles is interpolation. Imagine you want to transition between two different camera or enemy positions (including rotations). One logical way to approach this is to interpolate the angles from one position to the next. One would expect it to look like this:
Copy file name to clipboardExpand all lines: tutorials/vr/vr_primer.rst
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:ref:`ARVRCamera <class_ARVRCamera>` is the second node that must always be a part of your scene and it must always be a child node of your origin node. It is a subclass of Godots normal camera however its position is automatically updated each frame based on the physical orientation and position of the HMD. Also due to the precision required for rendering to an HMD or rendering an AR overlay over a real world camera most of the standard camera properties are ignored. The only properties of the camera that are used are the near and far plane settings. The FOV, aspect ratio and projection mode are all ignored.
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Note that for our native mobile VR implementation there is no positional tracking, only the orientation of the phone and by extension the HMD is tracked. This implementation articifically places the camera at a height (Y) of 1.85.
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Note that for our native mobile VR implementation there is no positional tracking, only the orientation of the phone and by extension the HMD is tracked. This implementation artificially places the camera at a height (Y) of 1.85.
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Conclusion, your minimum setup in your scene to make AR or VR work should look like this:
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