- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
22 lines
1.9 KiB
XML
22 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="DirectionalLight2D" inherits="Light2D" keywords="sun" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Directional 2D light from a distance.
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</brief_description>
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<description>
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A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
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Light is emitted in the +Y direction of the node's global basis. For an unrotated light, this means that the light is emitted downwards. The position of the node is ignored; only the basis is used to determine light direction.
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[b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it supports shadow cull masks). It will always light up 2D nodes, regardless of the 2D node's [member CanvasItem.light_mask].
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</description>
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<tutorials>
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<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
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</tutorials>
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<members>
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<member name="height" type="float" setter="set_height" getter="get_height" default="0.0">
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The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane).
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</member>
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<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0">
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The maximum distance from the camera center objects can be before their shadows are culled (in pixels). Decreasing this value can prevent objects located outside the camera from casting shadows (while also improving performance). [member Camera2D.zoom] is not taken into account by [member max_distance], which means that at higher zoom values, shadows will appear to fade out sooner when zooming onto a given point.
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</member>
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</members>
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</class>
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