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Merge pull request #44 from Spartan322/merge/9f221dc
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adikhoff authored Oct 26, 2024
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10 changes: 5 additions & 5 deletions about/release_policy.rst
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Expand Up @@ -218,11 +218,11 @@ Maintenance (patch) releases are released as needed with potentially very
short development cycles, to provide users of the current stable branch with
the latest bug fixes for their production needs.

The 3.6 release is still planned and should be the last stable branch of Godot
3.x. It will be a Long-Term Support (LTS) release, which we plan to support for
as long as users still need it (due to missing features in Godot 4.x, or
having published games which they need to keep updating for platform
requirements).
The 3.6 release is out, and may be the last stable branch of Godot 3.x. It is a
Long-Term Support (LTS) release, which we plan to support for as long as users
still need it (due to missing features in Godot 4.x, or having published games
which they need to keep updating for platform requirements). There is a
development branch for 3.x, which may become 3.7, but it has no ETA.

What are the criteria for compatibility across engine versions?
---------------------------------------------------------------
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3 changes: 0 additions & 3 deletions contributing/workflow/pr_workflow.rst
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Expand Up @@ -97,9 +97,6 @@ To clone your fork from GitHub, use the following command:

git clone https://github.com/USERNAME/godot

.. note:: In our examples, the "$" character denotes the command line prompt
on typical UNIX shells. It is not part of the command and should
not be typed.

After a little while, you should have a ``godot`` directory in your current
working directory. Move into it using the ``cd`` command:
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2 changes: 1 addition & 1 deletion tutorials/3d/particles/properties.rst
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Expand Up @@ -98,7 +98,7 @@ property has no effect.
:alt: Particles running at low FPS
:align: right

Interpolation on (left) vs. off (right)
Interpolation off (left) vs. on (right)

The ``Fixed FPS`` property limits how often the particle system is processed. This includes
property updates as well as collision and attractors. This can improve performance a lot,
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5 changes: 1 addition & 4 deletions tutorials/3d/standard_material_3d.rst
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Expand Up @@ -295,13 +295,10 @@ Specifies how the specular blob will be rendered. The specular blob
represents the shape of a light source reflected in the object.

* **SchlickGGX:** The most common blob used by PBR 3D engines nowadays.
* **Blinn:** Common in previous-generation engines.
Not worth using nowadays, but left here for the sake of compatibility.
* **Phong:** Same as above.
* **Toon:** Creates a toon blob, which changes size depending on roughness.
* **Disabled:** Sometimes the blob gets in the way. Begone!

.. image:: img/spatial_material7.png
.. image:: img/spatial_material7.webp

Disable Ambient Light
~~~~~~~~~~~~~~~~~~~~~
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3 changes: 1 addition & 2 deletions tutorials/animation/2d_skeletons.rst
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Expand Up @@ -13,8 +13,7 @@ and most 3D modeling applications support it. For 2D, as this function is not
used as often, it's difficult to find mainstream software aimed for this.

One option is to create animations in third-party software such as Spine or
Dragonbones. From Godot 3.1 onwards, though, this functionality is supported
built-in.
Dragonbones. This functionality is also supported built-in.

Why would you want to do skeletal animations directly in Godot? The answer is
that there are many advantages to it:
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3 changes: 0 additions & 3 deletions tutorials/animation/animation_tree.rst
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Expand Up @@ -12,9 +12,6 @@ function calling, audio and sub-animation tracks, is pretty much unique.

However, the support for blending those animations via ``AnimationPlayer`` is relatively limited, as only a fixed cross-fade transition time can be set.

:ref:`AnimationTree <class_AnimationTree>` is a new node introduced in Godot 3.1 to deal with advanced transitions.
It supersedes the ancient ``AnimationTreePlayer``, while adding a huge amount of features and flexibility.

Creating an AnimationTree
-------------------------

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4 changes: 3 additions & 1 deletion tutorials/audio/sync_with_audio.rst
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Expand Up @@ -23,7 +23,9 @@ The most common way to reduce latency is to shrink the audio buffers (again, by

This is a common tradeoff, so Godot ships with sensible defaults that should not need to be altered.

The problem, in the end, is not this slight delay but synchronizing graphics and audio for games that require it. Beginning with Godot 3.2, some helpers were added to obtain more precise playback timing.
The problem, in the end, is not this slight delay but synchronizing graphics and
audio for games that require it. Some helpers are available to obtain more
precise playback timing.

Using the system clock to sync
------------------------------
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2 changes: 0 additions & 2 deletions tutorials/best_practices/scenes_versus_scripts.rst
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Expand Up @@ -118,8 +118,6 @@ There are two systems for registering types:
- Engine developers must add support for languages manually (both name exposure and
runtime accessibility).

- Godot 3.1+ only.

- The Editor scans project folders and registers any exposed names for all
scripting languages. Each scripting language must implement its own
support for exposing this information.
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4 changes: 2 additions & 2 deletions tutorials/editor/using_the_web_editor.rst
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Expand Up @@ -5,8 +5,8 @@
Using the Web editor
====================

Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__
you can use to work on new or existing projects.
There is a `Web editor <https://editor.godotengine.org/>`__ you can use to work
on new or existing projects.

.. note::

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2 changes: 1 addition & 1 deletion tutorials/export/exporting_for_windows.rst
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Expand Up @@ -24,7 +24,7 @@ Code signing
Godot is capable of automatic code signing on export. To do this you must have the
``Windows SDK`` (on Windows) or `osslsigncode <https://github.com/mtrojnar/osslsigncode>`__
(on any other OS) installed. You will also need a package signing certificate,
information on creating one can be found `here <https://docs.microsoft.com/en-us/windows/win32/appxpkg/how-to-create-a-package-signing-certificate?redirectedfrom=MSDN>`__.
information on creating one can be found `here <https://learn.microsoft.com/en-us/windows/msix/package/create-certificate-package-signing>`__.

.. warning::

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4 changes: 0 additions & 4 deletions tutorials/inputs/controllers_gamepads_joysticks.rst
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Expand Up @@ -136,10 +136,6 @@ use ``Input.is_action_pressed()``:
held, ``Input.is_action_just_pressed()`` will only return ``true`` for one
frame after the button has been pressed.

In Godot versions before 3.4, such as 3.3, ``Input.get_vector()`` and
``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
and ``Input.is_action_pressed()`` are available in Godot 3.3.

Vibration
---------

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7 changes: 4 additions & 3 deletions tutorials/migrating/upgrading_to_godot_4.rst
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Expand Up @@ -71,9 +71,10 @@ in future Godot releases:
manually change it to GodotPhysics. There are no plans to re-add Bullet physics
in core, but a third-party add-on could be created for it thanks to
GDExtension.
- Rendering in 2D is no longer performed in HDR, which means "overbright"
modulate values have no visible effect. This is planned to be restored at some
point in the future.
- By default, rendering in 2D is no longer performed in HDR, which means
"overbright" modulate values have no visible effect. Since Godot 4.2, you can
enable the project setting :ref:`HDR 2D<class_ProjectSettings_property_rendering/viewport/hdr_2d>`
to perform 2D rendering in HDR. See also :ref:`doc_environment_and_post_processing_using_glow_in_2d`.
- While rendering still happens in HDR in 3D when using the Forward Plus or
Forward Mobile backends, Viewports cannot return HDR data anymore. This is
planned to be restored at some point in the future.
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4 changes: 2 additions & 2 deletions tutorials/scripting/gdscript/gdscript_styleguide.rst
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Expand Up @@ -744,7 +744,7 @@ We suggest to organize GDScript code this way:
01. @tool
02. class_name
03. extends
04. # docstring
04. ## docstring

05. signals
06. enums
Expand Down Expand Up @@ -917,7 +917,7 @@ in that order.
Static typing
-------------

Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.

Declared types
~~~~~~~~~~~~~~
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6 changes: 3 additions & 3 deletions tutorials/scripting/gdscript/static_typing.rst
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Expand Up @@ -384,9 +384,9 @@ Warning system
Detailed documentation about the GDScript warning system has been moved to
:ref:`doc_gdscript_warning_system`.

From version 3.1, Godot gives you warnings about your code as you write it:
the engine identifies sections of your code that may lead to issues at runtime,
but lets you decide whether or not you want to leave the code as it is.
Godot gives you warnings about your code as you write it. The engine identifies
sections of your code that may lead to issues at runtime, but lets you decide
whether or not you want to leave the code as it is.

We have a number of warnings aimed specifically at users of typed GDScript.
By default, these warnings are disabled, you can enable them in Project Settings
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3 changes: 2 additions & 1 deletion tutorials/shaders/shader_reference/canvas_item_shader.rst
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Expand Up @@ -335,7 +335,8 @@ SDF functions

There are a few additional functions implemented to sample an automatically
generated Signed Distance Field texture. These functions available for the ``fragment()``
and ``light()`` functions of CanvasItem shaders.
and ``light()`` functions of CanvasItem shaders. Custom functions may also use them as long
as they called from supported functions.

The signed distance field is generated from :ref:`class_LightOccluder2D` nodes
present in the scene with the **SDF Collision** property enabled (which is the
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18 changes: 18 additions & 0 deletions tutorials/shaders/shader_reference/shader_preprocessor.rst
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Expand Up @@ -355,6 +355,24 @@ Defines the optional block which is included when the previously defined ``#if``

Used as terminator for the ``#if``, ``#ifdef``, ``#ifndef`` or subsequent ``#else`` directives.

#error
^^^^^^

**Syntax:** ``#error <message>``

The ``#error`` directive forces the preprocessor to emit an error with optional message.
For example, it's useful when used within ``#if`` block to provide a strict limitation of the
defined value.

.. code-block:: glsl
#define MAX_LOD 3
#define LOD 4
#if LOD > MAX_LOD
#error LOD exceeds MAX_LOD
#endif
#include
^^^^^^^^

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10 changes: 5 additions & 5 deletions tutorials/shaders/shader_reference/shading_language.rst
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Expand Up @@ -163,8 +163,8 @@ Individual scalar members of vector types are accessed via the "x", "y", "z" and
equivalent. Use whatever fits best for your needs.

For matrices, use the ``m[column][row]`` indexing syntax to access each scalar,
or ``m[idx]`` to access a vector by row index. For example, for accessing the y
position of an object in a mat4 you use ``m[3][1]``.
or ``m[column]`` to access a vector by column index. For example, for accessing the
y-component of the translation from a mat4 transform matrix (4th column, 2nd line) you use ``m[3][1]`` or ``m[3].y``.

Constructing
~~~~~~~~~~~~
Expand All @@ -182,7 +182,7 @@ Construction of vector types must always pass:
vec4 a = vec4(0.0);
Construction of matrix types requires vectors of the same dimension as the
matrix. You can also build a diagonal matrix using ``matx(float)`` syntax.
matrix, interpreted as columns. You can also build a diagonal matrix using ``matx(float)`` syntax.
Accordingly, ``mat4(1.0)`` is an identity matrix.

.. code-block:: glsl
Expand Down Expand Up @@ -597,8 +597,8 @@ information.
Discarding
----------

Fragment and light functions can use the ``discard`` keyword. If used, the
fragment is discarded and nothing is written.
Fragment, light, and custom functions (called from fragment or light) can use the
``discard`` keyword. If used, the fragment is discarded and nothing is written.

Beware that ``discard`` has a performance cost when used, as it will prevent the
depth prepass from being effective on any surfaces using the shader. Also, a
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2 changes: 1 addition & 1 deletion tutorials/xr/a_better_xr_start_script.rst
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Expand Up @@ -20,7 +20,7 @@ Signals for our script
We are introducing 3 signals to our script so that our game can add further logic:

- ``focus_lost`` is emitted when the player takes off their headset or when the player enters the menu system of the headset.
- ``focus_gained`` is emitted when the player puts their headset back on or exists the menu system and returns to the game.
- ``focus_gained`` is emitted when the player puts their headset back on or exits the menu system and returns to the game.
- ``pose_recentered`` is emitted when the headset requests the players position to be reset.

Our game should react accordingly to these signals.
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