skyace65
c380aed394
Document label 3d and text mesh (4.0)
2022-05-27 11:34:00 -04:00
skyace65
37174fdd7e
Add clearcoat comparison image
2022-05-22 13:32:29 -04:00
Clay John
81680e5cd7
Merge pull request #4587 from skyace65/StandardMaterial
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Update Spatial Material 3D page for Godot 4
2022-05-21 11:00:06 -06:00
skyace65
f37cffc8ee
Update Spatial material 3D page for Godot 4
2022-05-19 19:53:40 -04:00
Michael Nischt
3d0e98886f
Update bake configuration from 3 to 4 modes
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4 Modes: Low, Medium, High, and Ultra
2022-05-05 11:53:34 +02:00
Gerry and Aaron Franke
61e9256e4f
Clear up ambiguity in the intial rotation example
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When a user is seeing transform.basis for the first time, it's
very important to label all the inputs. People reading this are
being presented with several values at once and must understand
all of them to understand what is happening in the example. The
reader is likely unfamiliar with what `transform.basis` actually
does. They are also given a Vector3 without explanation that it
is the axis, they are given PI without explanation that that is
the amount of rotation, they are multiplying by the value of the
transform.basis again hinging on them understanding what that is.
Finally, they are creating a Basis object and it's not made clear
that the two values this receives are actually an axis and an
amount.
Rotating by PI makes the rotation direction very unclear.
I'm introducing the changes above to hopefully rectify a lot of
these issues and make things easier for the next person.
Thanks to Aaron Franke for:
- Adds types to the C# code
- Fixes a misnamed variable
- Clearing up some of the code comments
- Changes vectors so they are consistent with the GDScript examples
- fixing float values so they are correct and consistent
Co-authored-by: Aaron Franke <arnfranke@yahoo.com >
2022-04-29 21:26:22 +01:00
Priyansh Rathi and Hugo Locurcio
b94f5dc89d
Move glTF export option under Scene menu in Exporting 3D scenes ( #5715 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2022-04-27 17:45:37 +02:00
Gerry and Hugo Locurcio
ac7c408b83
Define DCCs during its first use in Introduction to 3D ( #5775 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2022-04-26 00:04:10 +02:00
Jonathan Deiss and Hugo Locurcio
616e3f970b
Improve sentence flow in Using 3D transforms ( #5773 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2022-04-23 00:31:23 +02:00
Hugo Locurcio and Clay John
e39311fa79
Link to transparency sorting limitations page in Spatial shaders ( #5740 )
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Co-authored-by: Clay John <claynjohn@gmail.com >
2022-04-06 19:39:47 +02:00
Hugo Locurcio
8b7755304a
Improve tonemapping description in Environment and post-processing
2022-04-04 23:29:54 +02:00
Hugo Locurcio
aadcb08173
Add tips for transparency sorting issues in 3D rendering limitations ( #5727 )
2022-04-04 14:24:45 +02:00
Max Hilbrunner
d94140e877
Merge pull request #5442 from Luk3M/patch-1
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Documents ARRAY_BONES and ARRAY_WEIGHTS
2022-03-21 00:16:01 +01:00
Denis NICOLAS
481fdb3a46
Fix another typo in Using the SurfaceTool ( #5612 )
2022-02-15 19:39:46 +01:00
Denis NICOLAS
95b2fafb71
Fix a typo in Using the MeshDataTool ( #5611 )
2022-02-15 19:39:32 +01:00
Denis NICOLAS
47d3ee2a16
Fix typo in Procedural geometry ( #5608 )
2022-02-14 16:47:37 +01:00
Markus Sauermann
aaf6b3e504
Update tutorials: Rename Transform to Transform3D ( #5603 )
2022-02-14 13:27:37 +01:00
Markus Sauermann
1e6a033a8f
Update tutorials: VisualServer to RenderingServer
2022-02-09 20:20:13 +01:00
skyace65
e6e205a020
Fix normal map description and improve note
2022-01-09 12:09:28 -05:00
nice-shot and Hugo Locurcio
dac5306e21
Add missing property name in Using GIProbe ( #5499 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2022-01-07 18:47:11 +01:00
Hugo Locurcio
ba27f69edf
Clarify the 3D unit scale expected by Godot in Introduction to 3D
2021-12-12 16:33:25 +01:00
Luk3
bee0264fae
Documents ARRAY_BONES and ARRAY_WEIGHTS
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This PR gives a little more details on how ARRAY_BONES and ARRAY_WEIGHTS are used on an ArrayMesh. This is based on @pycbouh 's explanation in #5434 , and fixes that issue.
2021-12-11 22:51:30 -03:00
Hugo Locurcio
0793cbee3b
Document using soft shadows in BakedLightmap
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This is a new feature in Godot 3.4.
2021-12-06 23:49:34 +01:00
Hugo Locurcio
09bad4fb67
Document configuring CPU thread usage in BakedLightmap for responsiveness
2021-12-03 12:39:13 +01:00
Attila Oláh
c21af8c94b
Fix a typo.
2021-11-11 12:45:06 +01:00
Max Hilbrunner
64ddea7e9d
Merge pull request #5241 from nsrCodes/patch-1
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Use only right-click to remove tile from gridmap
2021-09-16 00:28:32 +02:00
Aaron Franke
5c7f653347
Optimize PNG and SVG images using oxipng and svgcleaner ( #5254 )
2021-09-14 17:50:17 +02:00
Navdeep Singh Rathore
63d2c527d8
Improve GridMaps tutorial and correct editor shortcuts
2021-09-13 00:47:53 +05:30
Matthew and Hugo Locurcio
449ba3b790
Fix incorrect default blend mode in Environment and post-processing ( #5210 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2021-08-29 17:38:36 +02:00
Max Hilbrunner
a32aa64120
Merge pull request #5136 from Dathide/patch-2
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Add extra info from SurfaceTool class page
2021-08-01 20:30:29 +02:00
Dathide
54ddd6b506
Fix 3 typos in index.rst ( #5135 )
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* Fix typos in index.rst
2021-08-01 20:27:39 +02:00
Dathide
42d2ae5e7e
Add extra info from SurfaceTool class page
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Added a few sentences about generate_normals() and generate_tangents() taken from the SurfaceTool class page in the docs.
2021-07-30 14:51:33 -07:00
Hugo Locurcio
7ba9e3674d
Add notes about Blender backface culling when exporting to glTF
2021-07-19 08:22:15 +02:00
Max Hilbrunner
9f719885a9
Merge pull request #5059 from Calinou/update-baked-lightmaps
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Improve and update Baked lightmaps for 3.3's CPU lightmapper
2021-07-12 14:39:29 +02:00
bd19917ea0
Draft: Remove "simple", "simply", "easy", and "just" from the docs ( #4496 )
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* Various style edits
* Edit out "simple" when possible
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com >
Co-authored-by: Clay John <claynjohn@gmail.com >
2021-07-11 14:38:53 +02:00
Hugo Locurcio
b4e4fbae18
Improve and update Baked lightmaps for 3.3's CPU lightmapper
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- Mention new behavior of the CPU lightmapper, such as lights with the
All bake mode not affecting baked objects anymore.
- List common usage scenarios for bake modes (Disabled, Indirect, All).
- Add a section on balancing bake times with quality.
- Update list of properties to match the new CPU lightmapper.
- Remove references to cone tracing since this is no longer available
in the new CPU lightmapper.
2021-06-29 20:25:29 +02:00
Rémi Verschelde
044b6a74f8
Cleanup uses of double spaces between words or after punctuation
2021-06-07 10:44:02 +02:00
Hugo Locurcio
6babc68649
Rename documentation pages that have the same name as classref pages
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This prevents confusion in search engine results.
2021-05-26 16:59:08 +02:00
obviousscholar and Hugo Locurcio
1efd7d7539
Add note about shadow casting and light cull masks in 3D lights and shadows ( #4925 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2021-05-17 23:49:41 +02:00
Hugo Locurcio
f5c656f43f
Fix "SurfaceTool" link pointing to itself in Using the SurfaceTool ( #4832 )
2021-04-11 22:18:49 +02:00
Hugo Locurcio
8c3d714b13
Document how to avoid light leaks in GI Probes ( #4784 )
2021-03-28 14:43:28 +02:00
Hugo Locurcio
db60a7e046
Update 3D rendering limitations to mention Use Debanding project setting ( #4646 )
2021-02-14 22:18:35 +01:00
jp.owo.Manda
47b900e8b4
Fix "SchlickGGX" typo in Standard Material 3D ( #4515 )
2021-01-04 20:39:56 +01:00
Hugo Locurcio
282218d08a
Fix property names in the Baked lightmaps documentation
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This closes #4455 .
2020-12-13 17:35:29 +01:00
Matthew and Hugo Locurcio
55a0aad2c4
Fix proximity and distance fade alpha blend warning, move a GIF ( #4383 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2020-11-18 15:39:39 +01:00
Alexander Pruss
aaea6280e7
Clarify "source" mesh in Using MultiMeshInstance ( #4334 )
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I found the original sentence confusing because the word "mesh" is used twice, referring to different nodes.
> One node is used as the target, the mesh that you want to place multiple meshes
on.
This target mesh is referred to in the tools and later on in the docs as the surface mesh, so I figure we might as well call it that right away -
> One node is used as the target, the **surface** mesh that you want to place multiple meshes
on.
2020-11-02 14:42:42 +01:00
Nathan Lovato
f19083670a
Move pages out of the tutorials/content section
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Remove the section
2020-10-10 22:20:46 -06:00
Nathan Lovato
0e0c3f4382
Move vertex animation files to performance
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Closes #4123
2020-10-08 14:08:19 -06:00
Nathan Lovato
4f876754bc
Edit GLES2 Environment glow limitations
2020-09-30 11:19:21 -06:00
Hugo Locurcio
f8efe480fd
Clarify the GLES2 Environment glow limitations
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This closes #4091 .
2020-09-28 21:37:01 +02:00