Remove references to 3.x minor versions

Removes notes about features being introduced in 3.x minor versions. In 4.x, these
details are no longer relevant.
This commit is contained in:
tetrapod00
2024-10-20 15:35:32 -07:00
parent 7061a2aa92
commit 3bc5ea85af
7 changed files with 10 additions and 16 deletions
+1 -2
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@@ -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. 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 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 Dragonbones. This functionality is also supported built-in.
built-in.
Why would you want to do skeletal animations directly in Godot? The answer is Why would you want to do skeletal animations directly in Godot? The answer is
that there are many advantages to it: that there are many advantages to it:
-3
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@@ -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. 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 Creating an AnimationTree
------------------------- -------------------------
+3 -1
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@@ -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. 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 Using the system clock to sync
------------------------------ ------------------------------
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@@ -5,8 +5,8 @@
Using the Web editor Using the Web editor
==================== ====================
Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__ There is a `Web editor <https://editor.godotengine.org/>`__ you can use to work
you can use to work on new or existing projects. on new or existing projects.
.. note:: .. note::
@@ -136,10 +136,6 @@ use ``Input.is_action_pressed()``:
held, ``Input.is_action_just_pressed()`` will only return ``true`` for one held, ``Input.is_action_just_pressed()`` will only return ``true`` for one
frame after the button has been pressed. 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 Vibration
--------- ---------
@@ -917,7 +917,7 @@ in that order.
Static typing 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 Declared types
~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~
@@ -384,9 +384,9 @@ Warning system
Detailed documentation about the GDScript warning system has been moved to Detailed documentation about the GDScript warning system has been moved to
:ref:`doc_gdscript_warning_system`. :ref:`doc_gdscript_warning_system`.
From version 3.1, Godot gives you warnings about your code as you write it: Godot gives you warnings about your code as you write it. The engine identifies
the engine identifies sections of your code that may lead to issues at runtime, sections of your code that may lead to issues at runtime, but lets you decide
but lets you decide whether or not you want to leave the code as it is. 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. 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 By default, these warnings are disabled, you can enable them in Project Settings