* Add links to demo projects where relevant
- Warn about poor compute shader support on mobile GPUs (due to driver bugs).
- Update control gallery image for 4.0.
- Fix typo in Internationalizing games.
---------
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
HTML5/Web moved to their own subfolder
Global Illumination moved to their own subfolder
UI, IO, Inputs sections titles adjusted
2D, 3D tutorials grouped to improve navigation
* Update some C# examples
- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double`.
- Ensure parameters match base declaration.
- Other minor code fixes.
---------
Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
- Fix missing word in the beginning of the page.
- Add separate table for exported project data location.
- Fix editor table mentioning `app_userdata`, as it's only relevant
for project data.
- Remove mention of consoles as Godot currently doesn't officially
support consoles.
- Mention that self-contained mode isn't supported for use by projects
yet.
This piece was written back in 2014 before open sourcing Godot, and while its
intent is to be sarcastic, it leaves ample room for misinterpretation.
The intended meaning of this piece was, and always has been, the following:
Exploitative game mechanics suck. Games are a beautiful and artful medium
which can provide players with a wide range of experiences: entertainment,
enlightenment, joy, sadness... Games can be just for fun or they can bear
a message. They can connect people with each other or open the player's mind.
Make games worth your players' time and their money, and do your best to do so
while running a successful and respectful business. Hugs <3
Casting with either `(Godot.Collections.Dictionary<string,
object>)parsedResult` or `parsedResult as
Godot.Collections.Dictionary<string, object>` fails with an
InvalidCastException (or silently returning null with the `as` keyword).
Instead, a typed constructor using `new` should be used.
Many contributors have opened pull requests to remove it,
but the consensus over the years is that most people are actually fine
with the paragraph in question.
When working on the editor itself, using separate configuration
is sometimes desired to avoid conflicts or accidentally losing
settings.
This closes https://github.com/godotengine/godot/issues/21567.