- 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!
48 lines
1.8 KiB
XML
48 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RenderSceneBuffersExtension" inherits="RenderSceneBuffers" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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This class allows for a RenderSceneBuffer implementation to be made in GDExtension.
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</brief_description>
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<description>
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This class allows for a RenderSceneBuffer implementation to be made in GDExtension.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_configure" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="config" type="RenderSceneBuffersConfiguration" />
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<description>
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Implement this in GDExtension to handle the (re)sizing of a viewport.
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</description>
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</method>
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<method name="_set_anisotropic_filtering_level" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="anisotropic_filtering_level" type="int" />
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<description>
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Implement this in GDExtension to change the anisotropic filtering level.
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</description>
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</method>
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<method name="_set_fsr_sharpness" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="fsr_sharpness" type="float" />
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<description>
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Implement this in GDExtension to record a new FSR sharpness value.
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</description>
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</method>
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<method name="_set_texture_mipmap_bias" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="texture_mipmap_bias" type="float" />
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<description>
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Implement this in GDExtension to change the texture mipmap bias.
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</description>
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</method>
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<method name="_set_use_debanding" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="use_debanding" type="bool" />
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<description>
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Implement this in GDExtension to react to the debanding flag changing.
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</description>
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</method>
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</methods>
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</class>
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