Merge pull request #3897 from Calinou/list-of-features-fix-formatting

Fix nested list formatting in List of features
This commit is contained in:
Rémi Verschelde
2020-08-13 23:27:37 +02:00
committed by GitHub
+67 -3
View File
@@ -22,6 +22,7 @@ Platforms
- Windows 7 and later (64-bit and 32-bit).
- macOS 10.12 and later (64-bit, x86 and ARM).
- Linux (64-bit, x86 and ARM).
- Binaries are statically linked and can run on any distribution if compiled
on an old enough base distribution.
- Official binaries are compiled on Ubuntu 14.04.
@@ -47,16 +48,23 @@ Editor
- Support for :ref:`external script editors <doc_external_editor>` such as
Visual Studio Code or Vim.
- GDScript :ref:`debugger <doc_debugger_panel>`.
- No support for debugging in threads yet.
- Visual profiler with CPU and GPU time indications.
- Performance monitoring tools.
- Live script reloading.
- Live scene editing.
- Changes will reflect in the editor and will be kept after closing the running project.
- Remote inspector.
- Changes won't reflect in the editor and won't be kept after closing the running project.
- Live camera replication.
- Move the in-editor camera and see the result in the running project.
- Use the editor in dozens of languages contributed by the community.
**Plugins:**
@@ -72,18 +80,26 @@ Editor
Vulkan renderer.
- Sprite, polygon and line rendering.
- High-level tools to draw lines and polygons such as Polygon2D and Line2D.
- AnimatedSprite as a helper for creating animated sprites.
- Parallax layers.
- Pseudo-3D support by automatically duplicating a layer several times.
- 2D lighting with normal maps and specular maps.
- Hard or soft shadows.
- Font rendering using bitmaps (BitmapFont) or rasterization using FreeType (DynamicFont).
- Bitmap fonts can be exported using tools like BMFont.
- DynamicFont supports monochrome fonts as well as colored fonts.
Supported formats are TTF and OTF.
- DynamicFont supports optional font outlines with adjustable width and color.
- Support for font oversampling to keep fonts sharp at higher resolutions.
- GPU-based particles with support for custom particle shaders.
- CPU-based particles.
@@ -92,8 +108,10 @@ Vulkan renderer.
- 2D camera with built-in smoothing and drag margins.
- Path2D node to represent a path in 2D space.
- Can be drawn in the editor or generated procedurally.
- PathFollow2D node to make nodes follow a Path2D.
- 2D geometry helper class.
- Line2D node to draw textured 2D lines.
@@ -157,7 +175,9 @@ Vulkan renderer.
**Global illumination with indirect lighting:**
- Baked lightmaps (fast, but can't be updated at run-time).
- Lightmaps are baked on the GPU using compute shaders.
- GI probes (slower, fully real-time). Supports reflections.
- Signed distance field GI (intermediate, supports dynamic lights but not
dynamic occluders). Supports reflections.
@@ -230,8 +250,10 @@ improve quality. This can be helpful when using Godot for offline rendering.
- Tools for :ref:`procedural geometry generation <doc_procedural_geometry>`.
- :ref:`Constructive solid geometry <doc_csg_tools>` (intended for prototyping).
- Path3D node to represent a path in 3D space.
- Can be drawn in the editor or generated procedurally.
- PathFollow3D node to make nodes follow a Path3D.
- 3D geometry helper class.
3D physics
@@ -261,6 +283,7 @@ Shaders
- *3D:* Custom vertex, fragment, light, and sky shaders.
- Text-based shaders using a `shader language inspired by GLSL <doc_shading_language>`.
- Visual shader editor.
- Support for visual shader plugins.
Scripting
@@ -286,7 +309,9 @@ Scripting
- Packaged in a separate binary to keep file sizes and dependencies down.
- Uses Mono 6.x.
- Full support for the C# 8.0 syntax and features.
- Supports all platforms.
- Using an external editor is recommended to benefit from IDE functionality.
@@ -299,10 +324,14 @@ Scripting
**GDNative (C, C++, Rust, D, ...):**
- When you need it, link to native libraries for higher performance and third-party integrations.
- For scripting game logic, GDScript or C# are recommended if their
performance is suitable.
- Official bindings for C and C++.
- Use any build system and language features you wish.
- Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community.
Audio
@@ -312,12 +341,15 @@ Audio
- Mono, stereo, 5.1 and 7.1 output.
- Non-positional and positional playback in 2D and 3D.
- Optional Doppler effect in 2D and 3D.
- Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects.
- Dozens of effects included.
- Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects
with dozens of effects included.
- Listener3D node to listen from a position different than the camera in 3D.
- Audio input to record microphones.
- MIDI input.
- No support for MIDI output yet.
**APIs used:**
@@ -335,9 +367,12 @@ Import
- *Images:* See :ref:`doc_importing_images_supported_formats`.
- *Audio:*
- WAV with optional IMA-ADPCM compression.
- Ogg Vorbis.
- *3D scenes:*
- glTF 2.0 *(recommended)*.
- `ESCN <https://github.com/godotengine/godot-blender-exporter>`__
(direct export from Blender).
@@ -349,14 +384,20 @@ Input
^^^^^
- Input mapping system using hardcoded input events or remappable input actions.
- Axis values can be mapped to two different actions with a configurable deadzone.
- Use the same code to support both keyboards and gamepads.
- Keyboard input.
- Keys can be mapped in "physical" mode to be independent of the keyboard layout.
- Mouse input.
- The mouse cursor can be visible, hidden, captured or confined within the window.
- When captured, raw input will be used on Windows and Linux to
sidestep the OS' mouse acceleration settings.
- Gamepad input (up to 8 simulatenous controllers).
- Pen/tablet input with pressure support.
@@ -374,10 +415,14 @@ Networking
- Low-level UDP networking using PacketPeer and UDPServer.
- Low-level HTTP requests using HTTPClient.
- High-level HTTP requests using HTTPRequest.
- Supports HTTPS out of the box using bundled certificates.
- High-level multiplayer API using UDP and ENet.
- Automatic replication using remote procedure calls (RPCs).
- Supports unreliable, reliable and ordered transfers.
- WebSocket client and server, available on all platforms.
- WebRTC client and server, available on all platforms.
- Support for UPnP to sidestep the requirement to forward ports when hosting
@@ -400,8 +445,10 @@ Windowing and OS integration
- Change the window title and icon.
- Request attention (will cause the title bar to blink on most platforms).
- Fullscreen mode.
- Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way.
Use a Viewport with a different resolution instead.
- Borderless windows (fullscreen or non-fullscreen).
- Ability to keep a window always on top.
- Transparent windows with per-pixel transparency.
@@ -446,20 +493,26 @@ The editor UI can easily be extended in many ways using add-ons.
- Anchors to keep GUI elements in a specific corner, edge or centered.
- Containers to place GUI elements automatically following certain rules.
- :ref:`Stack <class_BoxContainer>` layouts.
- :ref:`Grid <class_GridContainer>` layouts.
- :ref:`Margin <class_MarginContainer>` and :ref:`centered <class_CenterContainer>`
layouts.
- :ref:`Draggable splitter <class_SplitContainer>` layouts.
- Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes.
- Support any aspect ratio using anchors and the ``expand`` stretch aspect.
**Theming:**
- Built-in theme editor.
- Generate a theme based on the current editor theme settings.
- Procedural vector-based theming using :ref:`class_StyleBoxFlat`.
- Supports rounded/beveled corners, drop shadows and per-border widths.
- Texture-based theming using :ref:`class_StyleBoxTexture`.
Godot's small distribution size can make it a suitable alternative to frameworks
@@ -478,13 +531,19 @@ Formats
^^^^^^^
- Scenes and resources can be saved in :ref:`text-based <doc_tscn_file_format>` or binary formats.
- Text-based formats are human-readable and more friendly to version control.
- Binary formats are faster to save/load for large scenes/resources.
- Read and write text or binary files using :ref:`class_File`.
- Can optionally be compressed or encrypted.
- Read and write :ref:`class_JSON` files.
- Read and write INI-style configuration files using :ref:`class_ConfigFile`.
- Can (de)serialize any Godot datatype, including Vector, Color, ...
- Read XML files using :ref:`class_XMLParser`.
- Pack game data into a PCK file (custom format optimized for fast seeking),
into a ZIP archive, or directly into the executable for single-file distribution.
@@ -497,18 +556,23 @@ Miscellaneous
- :ref:`Low-level access to servers <doc_using_servers>` which allows bypassing
the scene tree's overhead when needed.
- Command line interface for automation.
- Export and deploy projects using continuous integration platforms.
- `Completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__
are available for Bash, zsh and fish.
- Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked
into the engine binary.
- Engine and editor written in C++17.
- Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC,
Clang and MSVC. MinGW is also supported.
- Friendly towards packagers: in most cases, system libraries can be used
- Friendly towards packagers. In most cases, system libraries can be used
instead of the ones provided by Godot. The build system doesn't download anything.
Builds can be fully reproducible.
- Licensed under the permissive MIT license.
- Open developement process with :ref:`contributions welcome <doc_ways_to_contribute>`.
.. seealso::