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+ 6 - 6
classes/class_basematerial3d.rst

@@ -479,7 +479,7 @@ enum **TextureFilter**:
 
 :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` **TEXTURE_FILTER_NEAREST** = ``0``
 
-The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
+The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_LINEAR:
 
@@ -487,7 +487,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m
 
 :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` **TEXTURE_FILTER_LINEAR** = ``1``
 
-The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.
+The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
 
@@ -495,7 +495,7 @@ The texture filter blends between the nearest 4 pixels. Use this when you want t
 
 :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` **TEXTURE_FILTER_NEAREST_WITH_MIPMAPS** = ``2``
 
-The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.
+The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance.
 
 .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
 
@@ -503,7 +503,7 @@ The texture filter reads from the nearest pixel in the nearest mipmap. The faste
 
 :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` **TEXTURE_FILTER_LINEAR_WITH_MIPMAPS** = ``3``
 
-The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth out pixels that are far from the camera.
+The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look smooth from up close, and smooth from a distance.
 
 .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
 
@@ -511,7 +511,7 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2
 
 :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` **TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC** = ``4``
 
-The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
+The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
 
 .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
 
@@ -519,7 +519,7 @@ The texture filter reads from the nearest pixel, but selects a mipmap based on t
 
 :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` **TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC** = ``5``
 
-The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
+The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
 
 .. _class_BaseMaterial3D_constant_TEXTURE_FILTER_MAX:
 

+ 1 - 1
classes/class_cameraattributesphysical.rst

@@ -145,7 +145,7 @@ Only available when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physi
 - void **set_shutter_speed** **(** :ref:`float<class_float>` value **)**
 - :ref:`float<class_float>` **get_shutter_speed** **(** **)**
 
-Time for shutter to open and close, measured in seconds. A higher value will let in more light leading to a brighter image, while a lower amount will let in less light leading to a darker image.
+Time for shutter to open and close, evaluated as ``1 / shutter_speed`` seconds. A higher value will allow less light (leading to a darker image), while a lower value will allow more light (leading to a brighter image).
 
 Only available when :ref:`ProjectSettings.rendering/lights_and_shadows/use_physical_light_units<class_ProjectSettings_property_rendering/lights_and_shadows/use_physical_light_units>` is enabled.
 

+ 12 - 8
classes/class_canvasitem.rst

@@ -288,7 +288,7 @@ The **CanvasItem** will inherit the filter from its parent.
 
 :ref:`TextureFilter<enum_CanvasItem_TextureFilter>` **TEXTURE_FILTER_NEAREST** = ``1``
 
-The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering. Useful for pixel art.
+The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_CanvasItem_constant_TEXTURE_FILTER_LINEAR:
 
@@ -296,7 +296,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m
 
 :ref:`TextureFilter<enum_CanvasItem_TextureFilter>` **TEXTURE_FILTER_LINEAR** = ``2``
 
-The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.
+The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_CanvasItem_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
 
@@ -304,7 +304,9 @@ The texture filter blends between the nearest four pixels. Use this for most cas
 
 :ref:`TextureFilter<enum_CanvasItem_TextureFilter>` **TEXTURE_FILTER_NEAREST_WITH_MIPMAPS** = ``3``
 
-The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps.
+The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance.
+
+Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
 
 .. _class_CanvasItem_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
 
@@ -312,7 +314,9 @@ The texture filter reads from the nearest pixel in the nearest mipmap. This is t
 
 :ref:`TextureFilter<enum_CanvasItem_TextureFilter>` **TEXTURE_FILTER_LINEAR_WITH_MIPMAPS** = ``4``
 
-The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
+The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look smooth from up close, and smooth from a distance.
+
+Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
 
 .. _class_CanvasItem_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
 
@@ -320,9 +324,9 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2
 
 :ref:`TextureFilter<enum_CanvasItem_TextureFilter>` **TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC** = ``5``
 
-The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
+The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
 
-\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_NEAREST_WITH_MIPMAPS<class_CanvasItem_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS>` is usually more appropriate.
+\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_NEAREST_WITH_MIPMAPS<class_CanvasItem_constant_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS>` is usually more appropriate in this case.
 
 .. _class_CanvasItem_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
 
@@ -330,9 +334,9 @@ The texture filter reads from the nearest pixel, but selects a mipmap based on t
 
 :ref:`TextureFilter<enum_CanvasItem_TextureFilter>` **TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC** = ``6``
 
-The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
+The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
 
-\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_LINEAR_WITH_MIPMAPS<class_CanvasItem_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS>` is usually more appropriate.
+\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`TEXTURE_FILTER_LINEAR_WITH_MIPMAPS<class_CanvasItem_constant_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS>` is usually more appropriate in this case.
 
 .. _class_CanvasItem_constant_TEXTURE_FILTER_MAX:
 

+ 2 - 2
classes/class_editorsettings.rst

@@ -2485,9 +2485,9 @@ The icon and font color scheme to use in the editor.
 
 - **Auto** determines the color scheme to use automatically based on :ref:`interface/theme/base_color<class_EditorSettings_property_interface/theme/base_color>`.
 
-- **Dark** makes fonts and icons light (suitable for dark themes).
+- **Dark** makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in `this file <https://github.com/godotengine/godot/blob/master/editor/editor_themes.cpp>`__.
 
-- **Light** makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following `this set of rules <https://github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135>`__.
+- **Light** makes fonts and icons light (suitable for dark themes).
 
 .. rst-class:: classref-item-separator
 

+ 2 - 0
classes/class_gpuparticles2d.rst

@@ -692,6 +692,8 @@ void **emit_particle** **(** :ref:`Transform2D<class_Transform2D>` xform, :ref:`
 
 Emits a single particle. Whether ``xform``, ``velocity``, ``color`` and ``custom`` are applied depends on the value of ``flags``. See :ref:`EmitFlags<enum_GPUParticles2D_EmitFlags>`.
 
+The default ParticleProcessMaterial will overwrite ``color`` and use the contents of ``custom`` as ``(rotation, age, animation, lifetime)``.
+
 .. rst-class:: classref-item-separator
 
 ----

+ 2 - 0
classes/class_gpuparticles3d.rst

@@ -843,6 +843,8 @@ void **emit_particle** **(** :ref:`Transform3D<class_Transform3D>` xform, :ref:`
 
 Emits a single particle. Whether ``xform``, ``velocity``, ``color`` and ``custom`` are applied depends on the value of ``flags``. See :ref:`EmitFlags<enum_GPUParticles3D_EmitFlags>`.
 
+The default ParticleProcessMaterial will overwrite ``color`` and use the contents of ``custom`` as ``(rotation, age, animation, lifetime)``.
+
 .. rst-class:: classref-item-separator
 
 ----

+ 14 - 0
classes/class_navigationlink2d.rst

@@ -67,6 +67,8 @@ Methods
    +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | :ref:`bool<class_bool>`       | :ref:`get_navigation_layer_value<class_NavigationLink2D_method_get_navigation_layer_value>` **(** :ref:`int<class_int>` layer_number **)** |const|                        |
    +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+   | :ref:`RID<class_RID>`         | :ref:`get_rid<class_NavigationLink2D_method_get_rid>` **(** **)** |const|                                                                                                 |
+   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | void                          | :ref:`set_global_end_position<class_NavigationLink2D_method_set_global_end_position>` **(** :ref:`Vector2<class_Vector2>` position **)**                                  |
    +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | void                          | :ref:`set_global_start_position<class_NavigationLink2D_method_set_global_start_position>` **(** :ref:`Vector2<class_Vector2>` position **)**                              |
@@ -251,6 +253,18 @@ Returns whether or not the specified layer of the :ref:`navigation_layers<class_
 
 ----
 
+.. _class_NavigationLink2D_method_get_rid:
+
+.. rst-class:: classref-method
+
+:ref:`RID<class_RID>` **get_rid** **(** **)** |const|
+
+Returns the :ref:`RID<class_RID>` of this link on the :ref:`NavigationServer2D<class_NavigationServer2D>`.
+
+.. rst-class:: classref-item-separator
+
+----
+
 .. _class_NavigationLink2D_method_set_global_end_position:
 
 .. rst-class:: classref-method

+ 14 - 0
classes/class_navigationlink3d.rst

@@ -67,6 +67,8 @@ Methods
    +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | :ref:`bool<class_bool>`       | :ref:`get_navigation_layer_value<class_NavigationLink3D_method_get_navigation_layer_value>` **(** :ref:`int<class_int>` layer_number **)** |const|                        |
    +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+   | :ref:`RID<class_RID>`         | :ref:`get_rid<class_NavigationLink3D_method_get_rid>` **(** **)** |const|                                                                                                 |
+   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | void                          | :ref:`set_global_end_position<class_NavigationLink3D_method_set_global_end_position>` **(** :ref:`Vector3<class_Vector3>` position **)**                                  |
    +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | void                          | :ref:`set_global_start_position<class_NavigationLink3D_method_set_global_start_position>` **(** :ref:`Vector3<class_Vector3>` position **)**                              |
@@ -251,6 +253,18 @@ Returns whether or not the specified layer of the :ref:`navigation_layers<class_
 
 ----
 
+.. _class_NavigationLink3D_method_get_rid:
+
+.. rst-class:: classref-method
+
+:ref:`RID<class_RID>` **get_rid** **(** **)** |const|
+
+Returns the :ref:`RID<class_RID>` of this link on the :ref:`NavigationServer3D<class_NavigationServer3D>`.
+
+.. rst-class:: classref-item-separator
+
+----
+
 .. _class_NavigationLink3D_method_set_global_end_position:
 
 .. rst-class:: classref-method

+ 16 - 0
classes/class_navigationregion2d.rst

@@ -85,6 +85,8 @@ Methods
    +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | :ref:`RID<class_RID>`   | :ref:`get_region_rid<class_NavigationRegion2D_method_get_region_rid>` **(** **)** |const|                                                                                   |
    +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+   | :ref:`RID<class_RID>`   | :ref:`get_rid<class_NavigationRegion2D_method_get_rid>` **(** **)** |const|                                                                                                 |
+   +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | void                    | :ref:`set_avoidance_layer_value<class_NavigationRegion2D_method_set_avoidance_layer_value>` **(** :ref:`int<class_int>` layer_number, :ref:`bool<class_bool>` value **)**   |
    +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | void                    | :ref:`set_navigation_layer_value<class_NavigationRegion2D_method_set_navigation_layer_value>` **(** :ref:`int<class_int>` layer_number, :ref:`bool<class_bool>` value **)** |
@@ -327,6 +329,20 @@ Returns the current navigation map :ref:`RID<class_RID>` used by this region.
 
 :ref:`RID<class_RID>` **get_region_rid** **(** **)** |const|
 
+Returns the :ref:`RID<class_RID>` of this region on the :ref:`NavigationServer2D<class_NavigationServer2D>`.
+
+\ *Deprecated.* Use :ref:`get_rid<class_NavigationRegion2D_method_get_rid>` instead.
+
+.. rst-class:: classref-item-separator
+
+----
+
+.. _class_NavigationRegion2D_method_get_rid:
+
+.. rst-class:: classref-method
+
+:ref:`RID<class_RID>` **get_rid** **(** **)** |const|
+
 Returns the :ref:`RID<class_RID>` of this region on the :ref:`NavigationServer2D<class_NavigationServer2D>`. Combined with :ref:`NavigationServer2D.map_get_closest_point_owner<class_NavigationServer2D_method_map_get_closest_point_owner>` can be used to identify the **NavigationRegion2D** closest to a point on the merged navigation map.
 
 .. rst-class:: classref-item-separator

+ 16 - 0
classes/class_navigationregion3d.rst

@@ -79,6 +79,8 @@ Methods
    +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | :ref:`RID<class_RID>`   | :ref:`get_region_rid<class_NavigationRegion3D_method_get_region_rid>` **(** **)** |const|                                                                                   |
    +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
+   | :ref:`RID<class_RID>`   | :ref:`get_rid<class_NavigationRegion3D_method_get_rid>` **(** **)** |const|                                                                                                 |
+   +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | void                    | :ref:`set_navigation_layer_value<class_NavigationRegion3D_method_set_navigation_layer_value>` **(** :ref:`int<class_int>` layer_number, :ref:`bool<class_bool>` value **)** |
    +-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
    | void                    | :ref:`set_navigation_map<class_NavigationRegion3D_method_set_navigation_map>` **(** :ref:`RID<class_RID>` navigation_map **)**                                              |
@@ -271,6 +273,20 @@ Returns the current navigation map :ref:`RID<class_RID>` used by this region.
 
 :ref:`RID<class_RID>` **get_region_rid** **(** **)** |const|
 
+Returns the :ref:`RID<class_RID>` of this region on the :ref:`NavigationServer3D<class_NavigationServer3D>`.
+
+\ *Deprecated.* Use :ref:`get_rid<class_NavigationRegion3D_method_get_rid>` instead.
+
+.. rst-class:: classref-item-separator
+
+----
+
+.. _class_NavigationRegion3D_method_get_rid:
+
+.. rst-class:: classref-method
+
+:ref:`RID<class_RID>` **get_rid** **(** **)** |const|
+
 Returns the :ref:`RID<class_RID>` of this region on the :ref:`NavigationServer3D<class_NavigationServer3D>`. Combined with :ref:`NavigationServer3D.map_get_closest_point_owner<class_NavigationServer3D_method_map_get_closest_point_owner>` can be used to identify the **NavigationRegion3D** closest to a point on the merged navigation map.
 
 .. rst-class:: classref-item-separator

+ 4 - 0
classes/class_openxrinterface.rst

@@ -557,6 +557,8 @@ The display refresh rate for the current HMD. Only functional if this feature is
 
 Enable dynamic foveation adjustment, the interface must be initialized before this is accessible. If enabled foveation will automatically adjusted between low and :ref:`foveation_level<class_OpenXRInterface_property_foveation_level>`.
 
+\ **Note:** Only works on compatibility renderer.
+
 .. rst-class:: classref-item-separator
 
 ----
@@ -574,6 +576,8 @@ Enable dynamic foveation adjustment, the interface must be initialized before th
 
 Set foveation level from 0 (off) to 3 (high), the interface must be initialized before this is accessible.
 
+\ **Note:** Only works on compatibility renderer.
+
 .. rst-class:: classref-item-separator
 
 ----

+ 4 - 0
classes/class_projectsettings.rst

@@ -11273,6 +11273,8 @@ Specify whether OpenXR should be configured for an HMD or a hand held device.
 
 If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on :ref:`xr/openxr/foveation_level<class_ProjectSettings_property_xr/openxr/foveation_level>`.
 
+\ **Note:** Only works on compatibility renderer.
+
 .. rst-class:: classref-item-separator
 
 ----
@@ -11285,6 +11287,8 @@ If true and foveation is supported, will automatically adjust foveation level ba
 
 Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high.
 
+\ **Note:** Only works on compatibility renderer.
+
 .. rst-class:: classref-item-separator
 
 ----

+ 15 - 7
classes/class_renderingserver.rst

@@ -4630,7 +4630,7 @@ Uses the default filter mode for this :ref:`Viewport<class_Viewport>`.
 
 :ref:`CanvasItemTextureFilter<enum_RenderingServer_CanvasItemTextureFilter>` **CANVAS_ITEM_TEXTURE_FILTER_NEAREST** = ``1``
 
-The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
+The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_LINEAR:
 
@@ -4638,7 +4638,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m
 
 :ref:`CanvasItemTextureFilter<enum_RenderingServer_CanvasItemTextureFilter>` **CANVAS_ITEM_TEXTURE_FILTER_LINEAR** = ``2``
 
-The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.
+The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
 
@@ -4646,7 +4646,9 @@ The texture filter blends between the nearest 4 pixels. Use this when you want t
 
 :ref:`CanvasItemTextureFilter<enum_RenderingServer_CanvasItemTextureFilter>` **CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS** = ``3``
 
-The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.
+The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance.
+
+Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
 
 .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
 
@@ -4654,7 +4656,9 @@ The texture filter reads from the nearest pixel in the nearest mipmap. The faste
 
 :ref:`CanvasItemTextureFilter<enum_RenderingServer_CanvasItemTextureFilter>` **CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS** = ``4``
 
-The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps.
+The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look smooth from up close, and smooth from a distance.
+
+Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
 
 .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
 
@@ -4662,7 +4666,9 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2
 
 :ref:`CanvasItemTextureFilter<enum_RenderingServer_CanvasItemTextureFilter>` **CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC** = ``5``
 
-The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera.
+The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
+
+\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS<class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS>` is usually more appropriate in this case.
 
 .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
 
@@ -4670,7 +4676,9 @@ The texture filter reads from the nearest pixel, but selects a mipmap based on t
 
 :ref:`CanvasItemTextureFilter<enum_RenderingServer_CanvasItemTextureFilter>` **CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC** = ``6``
 
-The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing.
+The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
+
+\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS<class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS>` is usually more appropriate in this case.
 
 .. _class_RenderingServer_constant_CANVAS_ITEM_TEXTURE_FILTER_MAX:
 
@@ -7238,7 +7246,7 @@ Sets the size of the fog volume when shape is :ref:`FOG_VOLUME_SHAPE_ELLIPSOID<c
 
 void **force_draw** **(** :ref:`bool<class_bool>` swap_buffers=true, :ref:`float<class_float>` frame_step=0.0 **)**
 
-Forces redrawing of all viewports at once.
+Forces redrawing of all viewports at once. Must be called from the main thread.
 
 .. rst-class:: classref-item-separator
 

+ 0 - 2
classes/class_videostreamplayer.rst

@@ -23,8 +23,6 @@ A control used for playback of :ref:`VideoStream<class_VideoStream>` resources.
 
 Supported video formats are `Ogg Theora <https://www.theora.org/>`__ (``.ogv``, :ref:`VideoStreamTheora<class_VideoStreamTheora>`) and any format exposed via a GDExtension plugin.
 
-\ **Note:** Due to a bug, VideoStreamPlayer does not support localization remapping yet.
-
 \ **Warning:** On Web, video playback *will* perform poorly due to missing architecture-specific assembly optimizations.
 
 .. rst-class:: classref-introduction-group

+ 8 - 4
classes/class_viewport.rst

@@ -768,7 +768,7 @@ enum **DefaultCanvasItemTextureFilter**:
 
 :ref:`DefaultCanvasItemTextureFilter<enum_Viewport_DefaultCanvasItemTextureFilter>` **DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST** = ``0``
 
-The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
+The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_Viewport_constant_DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR:
 
@@ -776,7 +776,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m
 
 :ref:`DefaultCanvasItemTextureFilter<enum_Viewport_DefaultCanvasItemTextureFilter>` **DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR** = ``1``
 
-The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.
+The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_Viewport_constant_DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
 
@@ -784,7 +784,9 @@ The texture filter blends between the nearest 4 pixels. Use this when you want t
 
 :ref:`DefaultCanvasItemTextureFilter<enum_Viewport_DefaultCanvasItemTextureFilter>` **DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS** = ``2``
 
-The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.
+The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look smooth from up close, and smooth from a distance.
+
+Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
 
 .. _class_Viewport_constant_DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
 
@@ -792,7 +794,9 @@ The texture filter reads from the nearest pixel in the nearest mipmap. The faste
 
 :ref:`DefaultCanvasItemTextureFilter<enum_Viewport_DefaultCanvasItemTextureFilter>` **DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS** = ``3``
 
-The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps.
+The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance.
+
+Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
 
 .. _class_Viewport_constant_DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX:
 

+ 12 - 8
classes/class_visualshadernodetextureparameter.rst

@@ -164,7 +164,7 @@ Sample the texture using the filter determined by the node this shader is attach
 
 :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_NEAREST** = ``1``
 
-The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
+The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR:
 
@@ -172,7 +172,7 @@ The texture filter reads from the nearest pixel only. The simplest and fastest m
 
 :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_LINEAR** = ``2``
 
-The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.
+The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
 
 .. _class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST_MIPMAP:
 
@@ -180,7 +180,9 @@ The texture filter blends between the nearest four pixels. Use this for most cas
 
 :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_NEAREST_MIPMAP** = ``3``
 
-The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps.
+The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance.
+
+Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
 
 .. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP:
 
@@ -188,7 +190,9 @@ The texture filter reads from the nearest pixel in the nearest mipmap. This is t
 
 :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_LINEAR_MIPMAP** = ``4``
 
-The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
+The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look smooth from up close, and smooth from a distance.
+
+Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
 
 .. _class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST_MIPMAP_ANISOTROPIC:
 
@@ -196,9 +200,9 @@ The texture filter blends between the nearest 4 pixels and between the nearest 2
 
 :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_NEAREST_MIPMAP_ANISOTROPIC** = ``5``
 
-The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
+The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
 
-\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_LINEAR_MIPMAP<class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP>` is usually more appropriate.
+\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_NEAREST_MIPMAP<class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST_MIPMAP>` is usually more appropriate in this case.
 
 .. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP_ANISOTROPIC:
 
@@ -206,9 +210,9 @@ The texture filter reads from the nearest pixel, but selects a mipmap based on t
 
 :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_LINEAR_MIPMAP_ANISOTROPIC** = ``6``
 
-The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
+The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
 
-\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_LINEAR_MIPMAP<class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP>` is usually more appropriate.
+\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_LINEAR_MIPMAP<class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP>` is usually more appropriate in this case.
 
 .. _class_VisualShaderNodeTextureParameter_constant_FILTER_MAX: