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
Matthew and Hugo Locurcio
87f90b8d89
Document direction and flatness properties in Particle systems (2D) ( #3932 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2020-08-25 17:59:50 +02:00
Nicholas Loomans and Nicholas Loomans
85f96530cf
Fix incorrect state machine parameter in example ( #3926 )
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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
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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
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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 )
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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 )
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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 )
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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
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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
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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
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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
towai and Hugo Locurcio
14cee05e6c
Update running_code_in_the_editor.rst ( #3831 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2020-07-28 22:31:26 +02:00
34f246d6dc
Typo fix: "comprsing" -> "comprising" ( #3819 )
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* 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
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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
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This closes #3727 .
2020-07-24 10:34:21 +02:00
Aaron Franke and Hugo Locurcio
6d8c808a13
Add note for how to deal with screenshots in an asset ( #3826 )
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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
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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
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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
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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
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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
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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
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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
clayjohn and lawnjelly
8c02d179a5
Overhaul optimization tutorials
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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
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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 )
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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"
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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 )
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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