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Merge commit godotengine/godot-docs@da1ef85 #90

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Dec 22, 2024
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aa223c3
Improved style for cross-language examples.
wlsnmrk Oct 8, 2023
d3e8abd
Change misleading comment in 'Your first 3D game'
fmnjose May 15, 2024
b6f8733
Update handling_quit_requests.rst
ztc0611 Aug 15, 2024
06d9bcd
Document sub plugins
HolonProduction Aug 31, 2024
c0f0a58
Update using_transforms.rst to clarify rotate_local() axis usage
furkanCalik7 Oct 6, 2024
b364717
Tweak animation file names to be less confusing in Creating the playe…
Calinou Oct 17, 2024
8765939
Rephrase tutorial items for targeting with a Navigation Agent
austin226 Oct 18, 2024
e7c07d2
Add section on manual style to Writing Guidelines
tetrapod00 Oct 14, 2024
6ef6ad8
Use the newly introduced ``is not`` operator
0stam Aug 17, 2024
bebd5b8
Add color constants reference to BBCode in RichTextLabel
Calinou Oct 10, 2024
6919723
Clarify VERTEX and other shader built-ins
tetrapod00 Nov 13, 2024
f70686c
CI: Integrate `pre-commit` for style checks
Repiteo Nov 14, 2024
e0dc2b1
classref: Sync with current master branch (6c05ec3)
Nov 16, 2024
99a88c6
Merge pull request #10270 from godotengine/classref/sync-6c05ec3
mhilbrunner Nov 16, 2024
94aadc9
Merge pull request #10267 from Repiteo/ci/pre-commit
mhilbrunner Nov 17, 2024
8095573
C# exports: Fix semicolon syntax error
mhilbrunner Nov 17, 2024
d7ba911
Add note about LightmapGI only baking nodes under its parent (#10247)
FlooferLand Nov 17, 2024
f87ae31
Merge pull request #10275 from mhilbrunner/fix-csharp-semicolon
mhilbrunner Nov 17, 2024
dfb8a18
Merge pull request #10169 from tetrapod00/manual-style-guide
mhilbrunner Nov 17, 2024
338c19c
Document converting CSG nodes to MeshInstance3D and related lightmapp…
Calinou Nov 17, 2024
99c5cb6
Merge pull request #10069 from Calinou/bbcode-in-richtextlabel-color-…
mhilbrunner Nov 17, 2024
3a52789
Merge pull request #10054 from furkanCalik7/manual-transform-update
mhilbrunner Nov 17, 2024
0022143
Add info about layer mask exporting to physics_introduction.rst (#10242)
notPelf Nov 17, 2024
ff46ea4
Merge pull request #9777 from 0stam/is-not-conversion
mhilbrunner Nov 17, 2024
9a886ec
Merge pull request #10276 from mhilbrunner/cherry-pick-10242
mhilbrunner Nov 17, 2024
eda6a2d
Compiling for Linux/BSD: Add openKylin
mhilbrunner Nov 17, 2024
9a2fccb
Merge pull request #10277 from mhilbrunner/salvage-9858
mhilbrunner Nov 17, 2024
73f306f
Clarified `--script <script>` expected path values (#9923)
Klaim Nov 17, 2024
acbf957
Merge pull request #10108 from austin226/patch-2
mhilbrunner Nov 17, 2024
723a9a3
Merge pull request #9873 from HolonProduction/sub-plugins
mhilbrunner Nov 17, 2024
b2647dd
Merge pull request #9756 from ztc0611/fix-quit-requests-mobile
mhilbrunner Nov 17, 2024
0a6c134
Merge pull request #9382 from fmnjose/patch-1
mhilbrunner Nov 17, 2024
5e8062d
Update android export page for AAB requirement (#9637)
skyace65 Nov 17, 2024
feeea91
Add ThreadSanitizer usage note under Linux (#8908)
Rubonnek Nov 17, 2024
09156f2
Add UPDATE comments to perishable information
tetrapod00 Nov 10, 2024
991cea2
Add diagram of shader compilation steps to Pipeline Compilations page
tetrapod00 Oct 25, 2024
e766d79
Update vectors_advanced.rst
ntlblpm Nov 17, 2024
bcce532
Update matrices_and_transforms.rst
ntlblpm Nov 17, 2024
41b0e4c
Merge pull request #10279 from ntlblpm/patch-2
mhilbrunner Nov 18, 2024
5fe7cb2
Merge pull request #10280 from ntlblpm/patch-3
mhilbrunner Nov 18, 2024
02f5982
Merge pull request #10243 from tetrapod00/update-comments
mhilbrunner Nov 18, 2024
9233769
Merge pull request #10144 from tetrapod00/pipeline-stutter-diagram
mhilbrunner Nov 18, 2024
bed8076
Add mention of Auto Reload Scripts on External Change option to the e…
ivanskorikov Nov 18, 2024
5bad2a6
Add back information about per-vertex shading (#10281)
tetrapod00 Nov 18, 2024
e402984
Document `rand_weighted()` in Random number generation (#10283)
Calinou Nov 18, 2024
d354f8c
Add hyphens to some adjective phrases
tetrapod00 Nov 18, 2024
93489bb
Use "low-level" and "high-level" instead of "low level" and "high level"
tetrapod00 Nov 18, 2024
1b0e0eb
Merge pull request #10284 from tetrapod00/hyphens
mhilbrunner Nov 18, 2024
9ca59bd
Merge pull request #10285 from tetrapod00/low-level-hyphen
mhilbrunner Nov 18, 2024
7855e17
Update using_multiple_threads.rst (#8752)
i-snyder Nov 19, 2024
128d712
Merge pull request #8195 from wlsnmrk/cross-scripting-style
mhilbrunner Nov 19, 2024
7ad80b3
Fix EOF newlines in using multiple threads
mhilbrunner Nov 19, 2024
a5aac83
Merge pull request #10289 from mhilbrunner/fix-eof
mhilbrunner Nov 19, 2024
07fbf9e
Merge pull request #10259 from tetrapod00/clarify-vertex
mhilbrunner Nov 19, 2024
b29d5ec
Remove link to hxgodot
FlooferLand Nov 19, 2024
417ddf3
Merge pull request #10290 from FlooferLand/broken-hxgodot
mhilbrunner Nov 19, 2024
77f3eb6
Remove performance comparison from C# Basics
tetrapod00 Nov 19, 2024
7cfe4b8
Fix wrong editor setting in Overview of Debugging Tools
tetrapod00 Nov 19, 2024
e081912
Merge pull request #10293 from tetrapod00/debug-shortcut
mhilbrunner Nov 19, 2024
00c34dd
Add examples of individually setting bits in Physics introduction (#9…
D4Devil Nov 20, 2024
1b51bb7
Add documentation for `hint_enum` uniform in shading_language.rst (#9…
ArceusMaxis Nov 20, 2024
892322b
Add C# code to random_number_generation and fix shuffle bag example. …
ssBandit Nov 20, 2024
9057f15
Add dev_build and dev_mode flags to scons compilation instructions fo…
jonathansekela Sep 29, 2024
76a8087
Merge pull request #10286 from tetrapod00/4x-csharp
skyace65 Nov 20, 2024
c10b857
Improve shader function descriptions (#9338)
AshbyGeek Nov 20, 2024
5f3666b
Merge pull request #10019 from jonathansekela/master
mhilbrunner Nov 20, 2024
6feb7b4
Add FAQ entry "Which programming language is fastest?"
tetrapod00 Nov 19, 2024
c1310e6
Add GDScript naming convention summary table
tetrapod00 Nov 20, 2024
f94cdb1
Merge pull request #10287 from tetrapod00/language-compare
skyace65 Nov 20, 2024
b82187d
Clarify Area2D warning behavior (#10173)
Kushal-Dev94 Nov 21, 2024
5b15d19
Merge pull request #10295 from tetrapod00/gdscript-summary
mhilbrunner Nov 21, 2024
c46c219
Add `samplerExternalOES` type to variable types of shading language
Chaosus Nov 21, 2024
0ceba58
Merge pull request #10299 from Chaosus/shader_new_uniform_type
tetrapod00 Nov 21, 2024
26cd9d1
Add Shader functions page to documentation changelog
tetrapod00 Nov 22, 2024
0f8c24b
Update PackedArray explanation to match Godot 4.0 behavior (#10304)
mechalynx Nov 22, 2024
1e9348b
Delete mention of OpenGL ES 2
dustdfg Nov 22, 2024
d3f5dd8
Merge pull request #10307 from dustdfg/patch-4
mhilbrunner Nov 22, 2024
e7d5ab3
Merge pull request #10302 from tetrapod00/changelog-shader-functions
mhilbrunner Nov 22, 2024
1e31d21
Added web export splash color variable documentation
elpozewaunig Nov 22, 2024
fa8c143
classref: Sync with current master branch (0c45ace)
Nov 23, 2024
9eb8552
Merge pull request #10309 from godotengine/classref/sync-0c45ace
mhilbrunner Nov 23, 2024
20d9f0d
CI: Remove EOF fixer from pre-commit hook
mhilbrunner Nov 23, 2024
47cd64c
Merge pull request #10311 from mhilbrunner/fix-ci
mhilbrunner Nov 23, 2024
ef7e5e3
Remove extra paragraph `textureQueryLod` from `shader_functions.rst`
Chaosus Nov 23, 2024
c28b11c
Merge pull request #10312 from Chaosus/shader_funcs_remove_extra_para…
Chaosus Nov 23, 2024
f104326
Document focus StyleBox caveats in Introduction to GUI skinning
Calinou Nov 23, 2024
3d87a07
Merge pull request #10313 from Calinou/gui-skinning-focus
mhilbrunner Nov 23, 2024
e488391
Use Stretch Ratio instead of prior Ratio terminology
tgnottingham Nov 23, 2024
9bcc752
Remove link to Reddit list of tutorials
tetrapod00 Nov 24, 2024
198ade3
Merge pull request #10316 from tetrapod00/goodbye-reddit
skyace65 Nov 24, 2024
4ec022f
Merge pull request #10314 from tgnottingham/gui-containers-stretch-ratio
mhilbrunner Nov 24, 2024
d9bd76c
Remove wiki reference in Introduction to 3D
tetrapod00 Nov 24, 2024
7f5c375
Merge pull request #10317 from tetrapod00/not-a-wiki
mhilbrunner Nov 24, 2024
55b0851
Update word counts and translation priorities in Localization contrib…
tetrapod00 Nov 25, 2024
e41a55e
update groups image in saving_games tutorial
syntaxerror247 Nov 25, 2024
14b0433
Merge pull request #10321 from syntaxerror247/patch
mhilbrunner Nov 26, 2024
4fc9e5e
Fix wording of OpenGL ES support on desktop in Internal rendering arc…
danila-zol Nov 26, 2024
b1190d5
Add `SCREEN_UV` shader built-in to spatial light shader
Chaosus Nov 26, 2024
ea08e87
Merge pull request #10324 from Chaosus/shader_add_builtin
Chaosus Nov 26, 2024
109de08
Merge pull request #10319 from tetrapod00/translate-update
mhilbrunner Nov 26, 2024
10842e2
Document shadow caster mask property
tetrapod00 Nov 27, 2024
ba8739a
Merge pull request #10326 from tetrapod00/shadow-cull-mask
mhilbrunner Nov 27, 2024
1a72210
Update C# Rider install steps for now built-in plugin "Godot Support"…
RB35 Nov 27, 2024
d8ec2b1
Update file_access.h location
esainane Nov 28, 2024
3f206fd
Remove references to PoolVector
esainane Nov 28, 2024
a23d914
Fix outdated reference to `godot.tools.html` in Compiling for the Web
Calinou Nov 29, 2024
59d97a7
Remove instructions on setting up Pyston for faster development
Calinou Nov 29, 2024
8263f94
Merge pull request #10335 from Calinou/compiling-remove-pyston
mhilbrunner Nov 29, 2024
613415c
Merge pull request #10334 from Calinou/compiling-for-web-rename-tools
mhilbrunner Nov 29, 2024
fd9c88a
Update saving_games.rst
ntlblpm Nov 29, 2024
40bce84
Merge pull request #10339 from ntlblpm/patch-7
mhilbrunner Nov 29, 2024
6292c86
Replace mentions of Reference with RefCounted
quinnyo Nov 29, 2024
94d266a
Merge pull request #10340 from quinnyo/replace-reference-references-r…
skyace65 Nov 29, 2024
e05cebe
Document GDScript `@export_tool_button` (#10338)
52SW Nov 29, 2024
17c8c22
POT Generator: Document `TRANSLATORS:` and `NO_TRANSLATE` comments
dalexeev Nov 29, 2024
f2ce3ee
Standardize renderer names and terms
tetrapod00 Oct 25, 2024
7c8f6d9
Merge pull request #10183 from tetrapod00/rendering-method-driver-bac…
skyace65 Nov 29, 2024
01f118e
Merge pull request #10328 from esainane/access-denied
skyace65 Nov 29, 2024
e26f77c
Merge pull request #10308 from elpozewaunig/web_splash_color
skyace65 Nov 29, 2024
f40128b
Note that shader function descriptions are modified from OpenGL docs
tetrapod00 Nov 29, 2024
51c4208
Merge pull request #10342 from dalexeev/pot-gen-doc-gdscript-comments
mhilbrunner Nov 30, 2024
bac98a0
Merge pull request #10344 from tetrapod00/shader-function-modified
mhilbrunner Nov 30, 2024
8583311
classref: Sync with current master branch (893bbdf)
Nov 30, 2024
7f2c19c
Merge pull request #10345 from godotengine/classref/sync-893bbdf
mhilbrunner Nov 30, 2024
9a6baf5
a new intro to 2d content, similar to 3d
vgezer Jul 14, 2024
518db5f
Merge pull request #9621 from vgezer/intro2d
tetrapod00 Dec 1, 2024
0647ee7
Update changelog for Introduction to 2D
tetrapod00 Dec 1, 2024
53ce972
Merge pull request #10358 from tetrapod00/intro-2d-changelog
mhilbrunner Dec 1, 2024
23765f9
Fix grammar in Using tilesets (#10360)
ntlblpm Dec 1, 2024
6b4a2c9
Port physics interpolation docs from 3.6
skyace65 Dec 1, 2024
732c6ea
Mark Haxe GDExtension bindings as archived (#10330)
esainane Dec 2, 2024
160b937
Merge pull request #10359 from skyace65/PhysicsInterpolation
mhilbrunner Dec 4, 2024
609cbca
Add Nim GDExtension
xix-xeaon Dec 4, 2024
de6879b
Update functions names in example code to match 4.x nomenclature
Takapapatapaka Dec 4, 2024
5589314
Merge pull request #10329 from esainane/pool-closed
tetrapod00 Dec 5, 2024
9b0d9b2
Made a minor change to make this string more fluid to read and faster…
AturAseman Dec 5, 2024
d8be470
Merge pull request #10368 from Takapapatapaka/patch-1
mhilbrunner Dec 5, 2024
de9b5a9
Add AstarGrid2D headline to 2D Navigation Overview (#10135)
tholan2 Dec 5, 2024
55cd872
Improve Shader functions page
tetrapod00 Nov 27, 2024
2cbe848
Update broken link to RTD docs in comment
tetrapod00 Dec 6, 2024
883aa9c
Merge pull request #10377 from tetrapod00/rtd-dead-link
mhilbrunner Dec 6, 2024
a8de34b
Merge pull request #10373 from tetrapod00/shader-func-improve
mhilbrunner Dec 6, 2024
e624658
Merge pull request #10371 from AturAseman/patch-1
mhilbrunner Dec 6, 2024
d2ae3e5
Merge pull request #10366 from xix-xeaon/patch-1
mhilbrunner Dec 6, 2024
406e44b
classref: Sync with current master branch (aa8d9b8)
Dec 7, 2024
fbf6cc1
Use more idiomatic English in How to Contribute
tetrapod00 Dec 7, 2024
0d8944d
Mention that GIFs should be avoided in Docs image guidelines
Calinou Dec 7, 2024
806a4fc
Add a page on the Output bottom panel
Calinou Nov 29, 2024
c6d9969
Merge pull request #10381 from Calinou/docs-image-guidelines-no-gifs
mhilbrunner Dec 7, 2024
1ed0e56
Merge pull request #10380 from godotengine/tetrapod00-contributing-idiom
mhilbrunner Dec 7, 2024
469176a
Merge pull request #10379 from godotengine/classref/sync-aa8d9b8
mhilbrunner Dec 7, 2024
d70fb53
Add introduction to 2D index page
tetrapod00 Dec 8, 2024
7c1eefd
TIME is affected by time_scale
Ryan-000 Dec 8, 2024
eb34d1f
Merge pull request #10385 from tetrapod00/2d-intro
mhilbrunner Dec 8, 2024
b7b215d
Merge pull request #10333 from Calinou/bbcode-in-richtextlabel-print-…
mhilbrunner Dec 8, 2024
7dea53d
Add introduction to Platform-specific index page
tetrapod00 Dec 9, 2024
314d341
Update documentation changelog for new Output Panel page
tetrapod00 Dec 9, 2024
f8f683c
Improve Physics Interpolation pages
tetrapod00 Dec 9, 2024
74b354e
Merge pull request #10386 from Ryan-000/fix_time
mhilbrunner Dec 9, 2024
11ab6c2
Merge pull request #10390 from tetrapod00/add-intros
mhilbrunner Dec 9, 2024
84c73e6
Merge pull request #10391 from tetrapod00/docs-changelog-output-panel
mhilbrunner Dec 9, 2024
fdf7e1a
Merge pull request #10392 from tetrapod00/interpolation-improve
mhilbrunner Dec 9, 2024
f967e9e
Fix C# main screen plugin example and document C# `EditorInterface` s…
easterNday Dec 10, 2024
ccb0a71
Tweak wording in C# differences
tetrapod00 Dec 10, 2024
bdcf0de
Merge pull request #10101 from Calinou/player-scene-animation-tweak-n…
mhilbrunner Dec 10, 2024
19337ad
Tweak wording in Creating the player scene
tetrapod00 Dec 10, 2024
bfee908
Update documentation changelog for Physics Interpolation
tetrapod00 Dec 10, 2024
cb55acf
Merge pull request #10400 from tetrapod00/doc-changelog-interpolation
skyace65 Dec 11, 2024
8c01d66
Merge pull request #10399 from tetrapod00/tweak-animation-names
skyace65 Dec 11, 2024
cb39d01
Update debugger visual profiler screenshot
skyace65 Dec 11, 2024
3fe93df
Merge pull request #10401 from skyace65/VisualProfilerUpdate
mhilbrunner Dec 12, 2024
6582877
Improve "Version Compatibility" section in "What is GDExtension"
dsnopek Dec 12, 2024
19f5643
Merge pull request #10404 from dsnopek/gdextension-version-compatibility
tetrapod00 Dec 13, 2024
c8be849
Text editor documentation
vgezer Aug 4, 2024
cb88777
classref: Sync with current master branch (dc5f1b7)
Dec 14, 2024
6f0e3bc
Fix usage of source_color with hint_depth_texture
tetrapod00 Dec 14, 2024
0da4dbe
Add self links to shader functions page
tetrapod00 Dec 14, 2024
590de7e
Link to foveation settings from VRS page
tetrapod00 Dec 14, 2024
36af1ba
Merge pull request #10407 from tetrapod00/shader-func-self-links
mhilbrunner Dec 14, 2024
1ec3e45
Merge pull request #10405 from godotengine/classref/sync-dc5f1b7
mhilbrunner Dec 14, 2024
4e8160d
Merge pull request #10398 from tetrapod00/tweak-csharp-diff
mhilbrunner Dec 14, 2024
bd25f58
Simply remove some words
tetrapod00 Dec 15, 2024
0dfae02
Fix article outdated status for spring arm page
tetrapod00 Dec 15, 2024
874b279
Add example of GDExtension written pure C
vnen Jan 11, 2024
0d9e3ac
Merge pull request #10408 from tetrapod00/vrs-xr
mhilbrunner Dec 15, 2024
8c18786
Merge pull request #10409 from tetrapod00/no-simply
mhilbrunner Dec 15, 2024
0b67f02
Merge pull request #10410 from tetrapod00/remove-outdated
mhilbrunner Dec 15, 2024
273f9a7
Merge pull request #10403 from dsnopek/redo-vnen-8751
mhilbrunner Dec 15, 2024
e5a51fb
[System requirements] Add information about different requirements fo…
bruvzg Nov 27, 2024
fdfa3ea
Rephrase dictionary description in Advanced GDScript
tetrapod00 Dec 15, 2024
a79a41c
Clarify MeshLibrary format and constraints
tetrapod00 Dec 16, 2024
8b36717
Merge pull request #10406 from tetrapod00/fix-source-color
mhilbrunner Dec 16, 2024
47d39d9
Merge pull request #10413 from tetrapod00/be-nice-to-c
mhilbrunner Dec 16, 2024
ca738a5
Merge pull request #10414 from tetrapod00/meshlibrary-clarify
mhilbrunner Dec 16, 2024
c14d206
Merge pull request #10325 from bruvzg/renderer_req
mhilbrunner Dec 16, 2024
f47af1f
Only show warning box if page is outdated
tetrapod00 Dec 15, 2024
b3baf82
Remove default labels from issue templates
tetrapod00 Dec 17, 2024
51a9199
Mention exception to setting values before adding to tree
tetrapod00 Dec 18, 2024
d5b8afb
Clarify creating a global in Singletons (Autoload) (#10416)
The-oldone Dec 18, 2024
c7baa13
Merge pull request #10421 from tetrapod00/global_position_set
mhilbrunner Dec 18, 2024
bdb4983
Tweak wording in Contributing to the class reference
tetrapod00 Dec 18, 2024
591f973
Document example code label in docs repo
tetrapod00 Dec 18, 2024
a64084d
Merge pull request #9743 from vgezer/scripteditor
tetrapod00 Dec 18, 2024
d6b95c8
Update gui_using_fonts.rst
The-oldone Dec 19, 2024
5fbb141
Merge pull request #10424 from tetrapod00/bug-triage-example-code
mhilbrunner Dec 19, 2024
1e6f52a
Merge pull request #10423 from tetrapod00/tweak-class-ref
mhilbrunner Dec 19, 2024
e79bbd5
Update introduction_to_2d.rst
lulange Dec 19, 2024
62b342b
C#: Update platform support for 4.4 and new minimum required TFM
raulsntos Sep 19, 2024
dedc5e8
Merge pull request #10428 from The-oldone/master
tetrapod00 Dec 19, 2024
408e097
Merge pull request #10429 from lulange/master
mhilbrunner Dec 20, 2024
6d5fd9a
Merge pull request #10427 from raulsntos/dotnet/changes-in-4.4
mhilbrunner Dec 20, 2024
c1577c5
classref: Sync with current master branch (a7a2a12)
Dec 21, 2024
c04d6f8
Merge pull request #10434 from godotengine/classref/sync-a7a2a12
mhilbrunner Dec 21, 2024
f01f0df
Remove trailing double quote from link in GLTFState documentation
spoxii Dec 21, 2024
1d1c4cd
Merge pull request #10435 from spoxii/patch/gltfstate-link-typo
mhilbrunner Dec 21, 2024
873c452
Merge pull request #10418 from tetrapod00/no-label
mhilbrunner Dec 21, 2024
da1ef85
Merge pull request #10411 from tetrapod00/color-code-up-to-date
mhilbrunner Dec 21, 2024
c9aae51
Merge commit godotengine/godot-docs@da1ef85e015202ae666cd0c100cd90007…
Spartan322 Dec 22, 2024
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2 changes: 1 addition & 1 deletion .github/ISSUE_TEMPLATE/bug_report.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
name: Bug report
about: Report incorrect or outdated documentation
title: ''
labels: bug
labels: ''
assignees: ''
---

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2 changes: 1 addition & 1 deletion .github/ISSUE_TEMPLATE/enhancement_request.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
name: Enhancement request
about: Suggest new documentation or improving existing documentation
title: ''
labels: enhancement
labels: ''
assignees: ''
---

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16 changes: 4 additions & 12 deletions .github/workflows/ci.yml
Original file line number Diff line number Diff line change
Expand Up @@ -15,19 +15,11 @@ jobs:
- name: Checkout
uses: actions/checkout@v4

- name: Install dependencies
run: |
# Install tools used by `_tools/format.sh`.
sudo apt-get -qq update
sudo apt-get -qq install dos2unix recode
sudo pip3 install -r requirements.txt
sudo pip3 install codespell
- name: Style checks via pre-commit
uses: pre-commit/[email protected]

- name: Linter checks
run: |
bash _tools/format.sh

codespell -D- -D _tools/codespell-dict.txt -I _tools/codespell-ignore.txt -x _tools/codespell-ignore-lines.txt -S tutorials/i18n/locales.rst {about,community,contributing,getting_started,tutorials}/{*.rst,**/*.rst,**/**/*.rst,**/**/**/*.rst}
- name: Install dependencies
run: sudo pip3 install -r requirements.txt

- name: Migrate to Redot
run: |
Expand Down
17 changes: 17 additions & 0 deletions .pre-commit-config.yaml
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
default_language_version:
python: python3

repos:
- repo: https://github.com/codespell-project/codespell
rev: v2.3.0
hooks:
- id: codespell
files: ^(about|community|contributing|getting_started|tutorials)/.*\.rst$
additional_dependencies: [tomli]

- repo: https://github.com/pre-commit/pre-commit-hooks
rev: v5.0.0
hooks:
- id: fix-byte-order-marker
- id: mixed-line-ending
args: ['--fix=lf']
28 changes: 28 additions & 0 deletions _static/css/custom.css
Original file line number Diff line number Diff line change
Expand Up @@ -398,6 +398,7 @@ a.btn:hover {

/* Style self-links to make them appear only on hover. */
.classref-method > a[href*="-method-"].reference,
.classref-method > a[href*="-func-"].reference,
.classref-property > a[href*="-property-"].reference,
.classref-signal > a[href*="-signal-"].reference,
.classref-annotation > a[href*="-annotation-"].reference,
Expand All @@ -412,6 +413,7 @@ a.btn:hover {
padding-right: 20px;
}
.classref-method:hover > a[href*="-method-"].reference,
.classref-method:hover > a[href*="-func-"].reference,
.classref-property:hover > a[href*="-property-"].reference,
.classref-signal:hover > a[href*="-signal-"].reference,
.classref-annotation:hover > a[href*="-annotation-"].reference,
Expand Down Expand Up @@ -810,6 +812,31 @@ html.writer-html5 .rst-content table.docutils th {
.wy-table-responsive table.wrap-normal th {
white-space: normal;
}
/* Turn nowrap on per-column */
.wy-table-responsive table.nowrap-col1 td:nth-child(1),
.wy-table-responsive table.nowrap-col1 th:nth-child(1) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col2 td:nth-child(2),
.wy-table-responsive table.nowrap-col2 th:nth-child(2) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col3 td:nth-child(3),
.wy-table-responsive table.nowrap-col3 th:nth-child(3) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col4 td:nth-child(4),
.wy-table-responsive table.nowrap-col4 th:nth-child(4) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col5 td:nth-child(5),
.wy-table-responsive table.nowrap-col5 th:nth-child(5) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col6 td:nth-child(6),
.wy-table-responsive table.nowrap-col6 th:nth-child(6) {
white-space: nowrap;
}

/* Make sure line blocks don't stretch tables */
.wy-table-responsive table .line-block {
Expand Down Expand Up @@ -1136,6 +1163,7 @@ kbd.compound > .kbd,
.classref-descriptions-group > p.classref-annotation,
.classref-descriptions-group > p.classref-themeproperty,
.classref-descriptions-group > p.classref-method,
.classref-descriptions-group > div.classref-method.line-block,
.classref-descriptions-group > p.classref-constructor,
.classref-descriptions-group > p.classref-operator,
.classref-descriptions-group > p.classref-constant,
Expand Down
12 changes: 2 additions & 10 deletions _templates/layout.html
Original file line number Diff line number Diff line change
Expand Up @@ -34,23 +34,15 @@
</div>
{% endif %}

{% if godot_show_article_status and not godot_is_latest %}
<div class="admonition tip article-status">
{% if meta and meta.get('article_outdated') == 'True' %}
{% if godot_show_article_status and not godot_is_latest and meta and meta.get('article_outdated') == 'True' %}
<div class="admonition attention article-status">
<p class="first admonition-title">Work in progress</p>
<p>
The content of this page was not yet updated for Godot
<code class="docutils literal notranslate">{{ godot_version }}</code>
and may be <strong>outdated</strong>. If you know how to improve this page or you can confirm
that it's up to date, feel free to <a href="https://github.com/godotengine/godot-docs">open a pull request</a>.
</p>
{% else %}
<p class="first admonition-title">Up to date</p>
<p>
This page is <strong>up to date</strong> for Godot <code class="docutils literal notranslate">{{ godot_version }}</code>.
If you still find outdated information, please <a href="https://github.com/godotengine/godot-docs">open an issue</a>.
</p>
{% endif %}
</div>
{% endif %}
</div>
Expand Down
42 changes: 0 additions & 42 deletions _tools/format.sh

This file was deleted.

25 changes: 25 additions & 0 deletions about/docs_changelog.rst
Original file line number Diff line number Diff line change
Expand Up @@ -16,11 +16,21 @@ added since version 3.0.
New pages since version 4.3
---------------------------

2D
^^

- :ref:`doc_introduction_to_2d`

3D
^^

- :ref:`doc_spring_arm`

Debug
^^^^^

- :ref:`doc_output_panel`

Editor
^^^^^^

Expand All @@ -31,11 +41,26 @@ Performance

- :ref:`doc_pipeline_compilations`

Physics
^^^^^^^

- :ref:`doc_physics_interpolation`
- :ref:`doc_physics_interpolation_quick_start_guide`
- :ref:`doc_physics_interpolation_introduction`
- :ref:`doc_using_physics_interpolation`
- :ref:`doc_advanced_physics_interpolation`
- :ref:`doc_2d_and_3d_physics_interpolation`

Rendering
^^^^^^^^^

- :ref:`doc_renderers`

Shaders
^^^^^^^

- :ref:`doc_shader_functions`

New pages since version 4.2
---------------------------

Expand Down
34 changes: 33 additions & 1 deletion about/faq.rst
Original file line number Diff line number Diff line change
Expand Up @@ -167,6 +167,38 @@ The main reasons for creating a custom scripting language for Godot were:

GDScript was designed to curtail the issues above, and more.

.. _doc_faq_which_programming_language_is_fastest:

Which programming language is fastest?
--------------------------------------

In most games, the *scripting language* itself is not the cause of performance
problems. Instead, performance is slowed by inefficient algorithms (which are
slow in all languages), by GPU performance, or by the common C++ engine code
like physics or navigation. All languages supported by Godot are fast enough for
general-purpose scripting. You should choose a language based on other factors,
like ease-of-use, familiarity, platform support, or language features.

In general, the performance of C# and GDScript is within the same order of
magnitude, and C++ is faster than both.

Comparing GDScript performance to C# is tricky, since C# can be faster in some
specific cases. The C# *language* itself tends to be faster than GDScript, which
means that C# can be faster in situations with few calls to Godot engine code.
However, C# can be slower than GDScript when making many Godot API calls, due
to the cost of *marshalling*. C#'s performance can also be brought down by garbage
collection which occurs at random and unpredictable moments. This can result in
stuttering issues in complex projects, and is not exclusive to Godot.

C++, using :ref:`GDExtension <doc_what_is_gdextension>`, will almost always be
faster than either C# or GDScript. However, C++ is less easy to use than C# or
GDScript, and is slower to develop with.

You can also use multiple languages within a single project, with
:ref:`cross-language scripting <doc_cross_language_scripting>`, or by using
GDExtension and scripting languages together. Be aware that doing so comes with
its own complications.

What 3D model formats does Godot support?
-----------------------------------------

Expand Down Expand Up @@ -290,7 +322,7 @@ While Vulkan and OpenGL remain our primary focus for their open standard and
cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12.
This addition aims to enhance performance and compatibility on platforms where
Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL
will continue as the default rendering backends on all platforms, including Windows.
will continue as the default rendering drivers on all platforms, including Windows.

Why does Godot aim to keep its core feature set small?
------------------------------------------------------
Expand Down
51 changes: 25 additions & 26 deletions about/list_of_features.rst
Original file line number Diff line number Diff line change
Expand Up @@ -95,17 +95,18 @@ Editor
Rendering
---------

3 rendering *methods* (running over 2 rendering *drivers*) are available:

- **Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2
features). The most advanced graphics backend, suited for desktop platforms
only. Used by default on desktop platforms.
- **Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2
features). Less features, but renders simple scenes faster. Suited for mobile
and desktop platforms. Used by default on mobile platforms.
- **Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The least
advanced graphics backend, suited for low-end desktop and mobile platforms.
Used by default on the web platform.
Godot 4 includes three renderers:

- **Forward+**. The most advanced renderer, suited for desktop platforms only.
Used by default on desktop platforms. This renderer uses **Vulkan**, **Direct3D 12**,
or **Metal** as the rendering driver, and it uses the **RenderingDevice** backend.
- **Mobile**. Fewer features, but renders simple scenes faster. Suited for mobile
and desktop platforms. Used by default on mobile platforms. This renderer uses
**Vulkan**, **Direct3D 12**, or **Metal** as the rendering driver, and it uses
the **RenderingDevice** backend.
- **Compatibility**, sometimes called **GL Compatibility**. The least advanced
renderer, suited for low-end desktop and mobile platforms. Used by default on
the web platform. This renderer uses **OpenGL** as the rendering driver.

See :ref:`doc_renderers` for a detailed comparison of the rendering methods.

Expand Down Expand Up @@ -188,9 +189,9 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.

- HDR rendering with sRGB.
- Perspective, orthographic and frustum-offset cameras.
- When using the Forward+ backend, a depth prepass is used to improve
- When using the Forward+ renderer, a depth prepass is used to improve
performance in complex scenes by reducing the cost of overdraw.
- :ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward Mobile.
- :ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Mobile.

**Physically-based rendering (built-in material features):**

Expand All @@ -217,10 +218,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
- Specular, indirect light, and volumetric fog energy can be adjusted on a per-light basis.
- Adjustable light "size" for fake area lights (will also make shadows blurrier).
- Optional distance fade system to fade distant lights and their shadows, improving performance.
- When using the Forward+ backend (default on desktop), lights are
- When using the Forward+ renderer (default on desktop), lights are
rendered with clustered forward optimizations to decrease their individual cost.
Clustered rendering also lifts any limits on the number of lights that can be used on a mesh.
- When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights can
- When using the Mobile renderer, up to 8 omni lights and 8 spot lights can
be displayed per mesh resource. Baked lighting can be used to overcome this limit
if needed.

Expand Down Expand Up @@ -276,10 +277,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
Parallax box correction can optionally be enabled.
- Screen-space reflections with support for material roughness.
- Reflection techniques can be mixed together for greater accuracy or scalability.
- When using the Forward+ backend (default on desktop), reflection probes are
- When using the Forward+ renderer (default on desktop), reflection probes are
rendered with clustered forward optimizations to decrease their individual cost.
Clustered rendering also lifts any limits on the number of reflection probes that can be used on a mesh.
- When using the Forward Mobile backend, up to 8 reflection probes can be displayed per mesh
- When using the Mobile renderer, up to 8 reflection probes can be displayed per mesh
resource. When using the Compatibility renderer, up to 2 reflection probes can
be displayed per mesh resource.

Expand All @@ -294,10 +295,10 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
complex skinned meshes with no performance penalty, even if the decal moves every frame.
- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
- Optional distance fade system to fade distant decals, improving performance.
- When using the Forward+ backend (default on desktop), decals are
- When using the Forward+ renderer (default on desktop), decals are
rendered with clustered forward optimizations to decrease their individual cost.
Clustered rendering also lifts any limits on the number of decals that can be used on a mesh.
- When using the Forward Mobile backend, up to 8 decals can be displayed per mesh
- When using the Mobile renderer, up to 8 decals can be displayed per mesh
resource.

**Sky:**
Expand Down Expand Up @@ -462,14 +463,12 @@ Scripting
:ref:`C#: <toc-learn-scripting-C#>`

- Packaged in a separate binary to keep file sizes and dependencies down.
- Supports .NET 6 and higher.
- Supports .NET 8 and higher.

- Full support for the C# 10.0 syntax and features.
- Full support for the C# 12.0 syntax and features.

- Supports Windows, Linux, and macOS. As of 4.2 experimental support for Android
and iOS is also available (requires a .NET 7.0 project for Android and 8.0 for iOS).
- Supports Windows, Linux, and macOS. Since Godot 4.2, experimental support for Android and iOS is also available.

- On the Android platform only some architectures are supported: ``arm64`` and ``x64``.
- On the iOS platform only some architectures are supported: ``arm64``.
- The web platform is currently unsupported. To use C# on that platform,
consider Godot 3 instead.
Expand All @@ -489,7 +488,7 @@ Scripting
- Use any build system and language features you wish.

- Actively developed GDExtension bindings for `D <https://github.com/godot-dlang/godot-dlang>`__,
`Haxe <https://hxgodot.github.io/>`__, `Swift <https://github.com/migueldeicaza/SwiftGodot>`__, and `Rust <https://github.com/godot-rust/gdextension>`__
`Swift <https://github.com/migueldeicaza/SwiftGodot>`__, and `Rust <https://github.com/godot-rust/gdextension>`__
bindings provided by the community. (Some of these bindings may be experimental and not production-ready).

Audio
Expand Down Expand Up @@ -653,7 +652,7 @@ XR support (AR and VR)

- Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link.

- Support for :ref:`Android based headsets <doc_deploying_to_android>` using OpenXR through a plugin.
- Support for :ref:`Android-based headsets <doc_deploying_to_android>` using OpenXR through a plugin.

- Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1.

Expand Down
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