Commit Graph
1496 Commits
Author SHA1 Message Date
Beuc 77f13f16a5 Normalize texture coordinates in [0,1] to avoid seam mark (#3936) 2020-08-28 11:51:43 +02:00
Beuc f54e18fef0 Fix double scaling (#3934) 2020-08-27 01:24:33 +02:00
Beuc ab7c0a62fc Clarify what UV means in CanvasItem shaders (#3933) 2020-08-26 23:02:00 +02:00
MatthewandHugo Locurcio 87f90b8d89 Document direction and flatness properties in Particle systems (2D) (#3932)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-08-25 17:59:50 +02:00
Nicholas LoomansandNicholas Loomans 85f96530cf Fix incorrect state machine parameter in example (#3926)
Co-authored-by: Nicholas Loomans <beaverusiv@gmail.com>
2020-08-24 14:49:37 +02:00
Clay John ff9d67f7e8 Add disable_fog to Sky shaders documentation (#3906) 2020-08-20 15:02:11 +02:00
BiRD4 894f13fe71 Fix first snippet in Change scenes manually (#3905) 2020-08-18 14:59:03 +02:00
Raul Santos ff845ef7f0 Add C# examples to running_code_in_the_editor.rst 2020-08-16 12:26:47 +02:00
Zach Ruffin b8c26c2bad Typo in C# example change velocity to _velocity
There's a typo in the C# example code:

MoveAndCollide(velocity * delta);

should be 

MoveAndCollide(_velocity * delta);
2020-08-14 07:52:07 -04:00
Rémi Verschelde 2c4db3ba10 Merge branch 'master' into 3.2 2020-08-11 13:30:27 +02:00
Tooniis ed3d3492ba Update jitter_stutter.rst
The human eye can see more than 60F/s. It's monitors that are usually 60 Hz.
2020-08-10 08:14:19 +04:00
Anilforextra 9252df6dfd Fix missing indentation in State design pattern (#3878)
Added missing indent for Input Code in persistance_state.gd
2020-08-07 12:26:50 +02:00
Hugo Locurcio b879bfb872 Rename the Lights and shadows page to 3D lights and shadows (#3875)
This distinguishes it better from its 2D counterpart.

The filename has been left unchanged as to avoid breaking URLs.
2020-08-05 16:55:15 -07:00
Hugo Locurcio f3e24e46b7 Fix code block formatting and reference in Physics introduction 2020-08-03 13:54:08 +02:00
c40d74e19b Added examples for collision layer masks (#3863)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Balloonpopper <balloonpopper@git.com>
2020-08-03 13:47:40 +02:00
Clay John 1b523c77c3 Fix wrongly formated list in common optimizations (#3849) 2020-07-31 09:57:25 +02:00
Rémi Verschelde e74e37d65f Fix toctree levels in Optimization section 2020-07-30 19:13:41 +02:00
Rémi Verschelde c7d18873d5 Merge pull request #3720 from Meriipu/master_highlevel
high-level networking: remove bad practice; bomber demo more explicit
2020-07-30 17:16:51 +02:00
Rémi Verschelde 76cf11c890 Merge branch 'master' into 3.2 2020-07-30 17:14:54 +02:00
Rémi Verschelde 6943362923 Merge pull request #3830 from PoqXert/master
iOS GameCenter: Add authenticate method
2020-07-30 15:25:42 +02:00
Rémi Verschelde 693d2586cd Merge pull request #3777 from clayjohn/3.2-optimizations
Overhaul optimization tutorials
2020-07-30 15:21:45 +02:00
Johannes Witt f8a40dd763 Fix GUI Skinning typo in code (#3846) 2020-07-30 14:53:46 +02:00
Johannes Witt f20dbc52b2 Update GUI Skinning Code and warn about custom theme (#3825) 2020-07-30 10:58:06 +02:00
towaiandHugo Locurcio 14cee05e6c Update running_code_in_the_editor.rst (#3831)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-07-28 22:31:26 +02:00
34f246d6dc Typo fix: "comprsing" -> "comprising" (#3819)
* Typo fix: "comprsing" -> "comprising"

* Update tutorials/content/procedural_geometry/meshdatatool.rst

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-07-27 01:30:04 -04:00
Poq Xert 19cb5ec6a2 iOS GameCenter: Add authenticate method
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-07-24 23:51:08 +10:00
Hugo Locurcio 4866c6082d Add a page listing all features supported by Godot 3.2 2020-07-24 15:44:48 +02:00
Hugo Locurcio 58a2757d37 Add a page listing all features supported by Godot
This closes #3727.
2020-07-24 10:34:21 +02:00
Aaron FrankeandHugo Locurcio 6d8c808a13 Add note for how to deal with screenshots in an asset (#3826)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-07-23 22:18:35 +02:00
Ryan Roden-Corrent bb017ba445 Add link to MeshDataTool API in tutorial (#3817) 2020-07-21 14:01:52 +02:00
Rémi Verschelde f556bfb12f Merge pull request #3807 from Calinou/binary-serialization-color-overbright
Mention that colors can be overbright in Binary serialization API
2020-07-21 13:41:41 +02:00
Ricardo Alcantara 2d7f79cd3f Android plugin: Fix link to demo project (#3813) 2020-07-20 09:42:55 +02:00
Per Malmberg 8d48933e91 Fix return value for float-version of mix() in shading reference (#3812) 2020-07-19 17:16:43 +02:00
Hugo Locurcio cbb5f8c1ef Mention that colors can be overbright in Binary serialization API
This also tweaks capitalization for consistency with the rest of the
documentation.
2020-07-17 11:48:50 +02:00
Rémi Verschelde 7d5f2f8a0f Merge pull request #3780 from Calinou/multiple-resolutions-2d-3d-scaling
Document how to use Viewports for 2D/3D scaling in Multiple resolutions
2020-07-15 12:07:58 +02:00
Rémi Verschelde 7b743b7d8e CI: Split setup, linter and build in separate steps
Make sphinx-build treat warnings as errors.

(And fix last remaining warning missed in #3795.)
2020-07-15 11:57:07 +02:00
Rémi Verschelde 79113672ff Fix C# code in Input examples
And work around two other warnings, making the build warning free.
2020-07-15 10:34:38 +02:00
Rémi Verschelde c58ed951a1 Drop LaTeX dependency via usage of sphinx.ext.imgmath in Vector Math tutorial
It's the only tutorial where we used the extension for *3* formulas which anyway
ended up as fairly low res static images generated by sphinx.ext.imgmath, so
requiring ~1 GB of LaTeX setup for it is overkill.

The replacement pictures are the ones generated by sphinx.ext.imgmath, we could
replace them by higher resolution ones.
2020-07-15 09:58:21 +02:00
clayjohnandlawnjelly 8c02d179a5 Overhaul optimization tutorials
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-07-13 13:40:59 -07:00
Hugo Locurcio 6bfcbe0d3e Fix C# code sample in Optimization using MultiMeshes
Thanks to @Dr-Primary for providing a fix :)

This closes #3659.
2020-07-13 15:32:50 +02:00
Hugo Locurcio b55931e33f Document how to use Viewports for 2D/3D scaling in Multiple resolutions 2020-07-13 11:27:16 +02:00
Ryan Roden-Corrent e94dc92fb1 Clarify that "them" refers to script classes. (#3779)
I _think_ this block is recommending using script classes instead of Custom Types, but I had to read it a few times to determine whether "these" meant "Script Classes" or "Custom Tyes".
2020-07-12 19:33:20 +02:00
Kurt 8708a56a3d fix typo of 'Cross croduct' to 'Cross product' 2020-07-10 17:36:50 -04:00
Yuri Roubinsky 744d1b2852 Added 'fma' function to shader docs 2020-07-10 21:46:07 +03:00
Michael Alexsander 1f6d3995e4 Apply general code formatting to some pages in the tutorial section 2020-07-08 23:02:14 -03:00
Rémi Verschelde 7cb6857b94 Fix internal links in VR primer 2020-07-06 15:03:54 +02:00
Rémi Verschelde d48ff2b0a1 Merge branch 'master' into 3.2 2020-07-06 14:30:28 +02:00
Robin Gustafsson 8cdd376e00 Update enum usage in "Import plugins"
The examples using the `Presets` enum don't work as-is. The enum key must be referenced with the enum name prefixed. According to [GDScript basics](https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_basics.html) this was changed in 3.1.
2020-07-04 15:59:43 +02:00
bmolyneaux f48162e9cc Add clamp to custom light function example (#3752)
Without this clamp, negative lighting will be applied to the back side of the object.
2020-07-03 22:15:48 +02:00
Matthew a062af3da0 Add OpenXR plugin to list of VR plugins (#3755) 2020-07-03 22:14:33 +02:00