Hugo Locurcio
8373007666
Document AMD FidelityFX Super Resolution 2.2 support
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This documents its use both as an upscaling method and an antialiasing
method.
2023-11-24 21:55:31 +01:00
Hugo Locurcio
d07baf3836
Document alpha antialiasing in Standard Material 3D
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- Fix a typo in 3D rendering limitations.
2023-11-15 20:16:03 +01:00
Hugo Locurcio
f9817954c7
Remove unused images
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This reduces the size of ZIP downloads for offline reading.
Unused images were found by running `_tools/list-unused-images.sh`.
These images were used in Godot 2.x and 3.x documentation,
but have been replaced by remade images with different names since.
2023-11-13 21:57:19 +01:00
Hugo Locurcio
071d49a489
Fix various cases of unused images
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Some of these images were duplicates or not relevant anymore,
so they have been removed entirely. Others have had their links fixed
or added where relevant.
2023-11-07 18:04:26 +01:00
skyace65
617026ac70
Update 3D particles pages for 4.2
2023-11-04 16:09:52 -04:00
Hugo Locurcio
2b3c3c3ef4
Document source_color shader hint being relevant for 2D HDR
2023-11-01 19:25:04 +01:00
Paul Joannon
a60ab49aac
Fix some forgotten lowercase x/y/z
2023-10-21 21:23:01 +02:00
Max Hilbrunner
c3550c951b
Merge pull request #8285 from Calinou/environment-glow-2d
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Document glow in 2D in Environment and post-processing
2023-10-21 18:35:49 +02:00
Max Hilbrunner
8e327b11c4
Merge pull request #8272 from clayjohn/ImmediateMesh
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Update references to the ImmediateMesh in the Procedural Geometry tutorial
2023-10-21 12:00:46 +02:00
Hugo Locurcio
9d313cfb8d
Document new denoisers and properties in Using Lightmap global illumination
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This also updates List of features to be up-to-date with Godot 4.2's
3D rendering features.
2023-10-20 22:51:29 +02:00
Hugo Locurcio
02ee80a0c8
Document glow in 2D in Environment and post-processing
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This also documents using glow as a blurring solution
(e.g. for menu background blur), which is a common question
on support platforms.
The reference to an outdated quality setting in the depth of field
properties was also updated.
2023-10-19 23:47:37 +02:00
clayjohn
f23d6b0e71
Update references to the ImmediateMesh in the Procedural Geometry tutorial
2023-10-19 01:04:50 +02:00
Max Hilbrunner
9e0c1b23f1
Merge pull request #8233 from Calinou/visibility-ranges-visibility-parent
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Document Visibility Parent functionality in Visibility Ranges
2023-10-15 01:44:49 +02:00
Hugo Locurcio
1f2e51f556
Document Visibility Parent functionality in Visibility Ranges
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This is an easier (and more flexible) way of creating HLOD setups
with less manual work required.
2023-10-13 00:10:17 +02:00
Hugo Locurcio
15303f5141
Document setting up Blender-style transform shortcuts in Introduction to 3D
2023-10-12 23:44:39 +02:00
Matthew
5d47cecebb
Merge pull request #7830 from aaronfranke/split-importing-3d-scenes
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Split the "Importing 3D scenes" article into multiple pages
2023-10-05 23:02:19 -04:00
Hugo Locurcio
663dfe0d65
Clarify hiding lights doesn't disable baking in Using LightmapGI
2023-10-05 22:31:10 +02:00
skyace65
1ae0eff971
Fix Build issue
2023-10-02 21:19:42 -04:00
Matthew
2edd9014a3
Merge pull request #8101 from jwd83/patch-1
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Update trails.rst
2023-10-02 10:52:07 +02:00
Aaron Franke
7d9ab84ac1
Split the "Importing 3D scenes" article into multiple pages
2023-10-01 13:11:36 -05:00
Aaron Franke
3407328860
Fix typos: "modelling" -> "modeling"
2023-10-01 12:52:25 -05:00
Hugo Locurcio
72e6c2943f
Document Forward+ limitations with decal and reflection probe rendering
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This is already present in the 3D lights and shadows documentation.
2023-09-27 03:05:39 +02:00
Hugo Locurcio
b68b12ebaa
Document particle flipbook animation in 2D, improve existing 3D flipbook docs
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- Fix FPS formula which was inverted (it calculated the time per frame).
2023-09-21 00:02:19 +02:00
Milan Gruner
ed7b0374cc
Add documentation for render mode fog_disabled and Disable Fog in BaseMaterial3D
2023-09-05 21:44:20 +02:00
Clay John
0ee95aa57d
Document more array formats that can be used in vertex arrays
2023-08-11 11:45:18 +02:00
Alexander Black
0b65822dcf
Fix typo
2023-07-25 19:47:36 +01:00
Andrew Jakubowicz
ac79471242
Fix typo in resolution_scaling.rst
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Fixes typo by removing erroneous letter `y`. `cany` -> `can`.
Typo is located here: https://docs.godotengine.org/en/latest/tutorials/3d/resolution_scaling.html#:~:text=3D%20section%2C%20you-,cany,-find%20several%20options
Thank you for such a great game engine!
2023-06-11 21:46:54 -07:00
Max Hilbrunner
485116d8a3
Character and typo fixes
2023-05-31 18:07:27 +02:00
hakro
5f75ad7712
Update standard_material_3d.rst
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No Depth Test, is below, not above.
2023-05-21 02:43:07 +02:00
Max Hilbrunner
3fb3f67b86
Merge pull request #7340 from Calinou/volumetric-fog-noisetexture3d
2023-05-18 13:34:08 +02:00
Max Hilbrunner and Doug Thompson
72c0af46b2
Snake-case .tscn, .gd and _on_* callbacks
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Co-authored-by: Doug Thompson <s-git@dougthompson.co.uk >
2023-05-18 12:46:58 +02:00
yashm
8a09a24999
Fix typo in lights_and_shadows.rst ( #7363 )
2023-05-18 02:19:37 +02:00
Max Hilbrunner and Clay John
a6b2a75cba
Update tutorials/3d/volumetric_fog.rst
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Co-authored-by: Clay John <claynjohn@gmail.com >
2023-05-16 01:13:58 +02:00
James Czekaj
5cd0f2aa31
Add section mentioning "export as glTF" to CSG docs page ( #7324 )
2023-05-15 01:42:06 +02:00
Max Hilbrunner
2ecaa55726
Merge pull request #7341 from Calinou/volumetric-fog-quadmesh
2023-05-13 22:17:45 +02:00
Hugo Locurcio
c9f04ae816
Document faking volumetric fog using QuadMeshes
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In some cases, it may be better to use specially configured QuadMeshes
as an alternative to volumetric fog.
- Quads work with any rendering method, including Forward Mobile and Compatibility.
- Quads do not require temporal reprojection to look smooth, which makes
them suited to fast-moving dynamic effects such as lasers. They can also
represent small details which volumetric fog cannot do efficiently.
- Quads generally have a lower performance cost than volumetric fog
(with some exceptions).
2023-05-12 20:40:34 +02:00
Hugo Locurcio
4356a7f8dc
Document using NoiseTexture3D with FogMaterial in Volumetric fog
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This also adds a tip about using a NoiseTexture3D as particle attractor
vector field texture.
2023-05-12 19:54:51 +02:00
Patrick
60da673ced
Mention Spatial -> Node3D rename in Introduction docs
2023-05-11 23:31:43 +02:00
Hugo Locurcio
5534016ac1
Document UV2 generation for primitive meshes and VRAM caveats in Using LightmapGI
2023-05-08 20:10:34 +02:00
34350f8a12
Document StandardMaterial3D refraction limitations ( #7301 )
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Co-authored-by: Clay John <claynjohn@gmail.com >
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com >
2023-05-08 16:03:43 +02:00
skyace65
5a93a4cd9c
Update image on standard material page
2023-04-30 19:41:12 -04:00
and-rad and Hugo Locurcio
332399538b
Add 3D particles documentation ( #5535 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2023-04-30 14:25:13 +02:00
Yuri Sizov
0606a8ed38
Move tutorial ZIPs to a dedicated repository
2023-04-26 10:42:20 +02:00
Max Hilbrunner
64a3b465c2
Update SFC to Godot Foundation, old URLs
2023-04-17 23:53:52 +02:00
Mateus Elias
8e7ed802b0
fix(tutorials/3d/procedural_geometry): ImmediateMesh tutorial adjusted
2023-04-08 09:34:53 -03:00
Hugo Locurcio
99aac88083
Fix incorrect :abbr: usage for abbreviation display
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Previously, some abbreviations would display their full form in the text
and the abbreviation in the tooltip. It should be the other way around.
2023-04-07 22:47:30 +02:00
Tom McLean and Clay John
78b978c9bd
Fix references to DEPTH_TEXTURE and SCREEN_TEXTURE ( #7119 )
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* Fix references to DEPTH_TEXTURE
---------
Co-authored-by: Clay John <claynjohn@gmail.com >
2023-04-07 18:32:25 +02:00
devSomethingSomething and Clay John
32efbe064f
Fix typo in introduction_to_3d.rst ( #7122 )
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* Fix typo in introduction_to_3d.rst
* Update number of hyphens in tutorials/3d/introduction_to_3d.rst
Co-authored-by: Clay John <claynjohn@gmail.com >
---------
Co-authored-by: Clay John <claynjohn@gmail.com >
2023-04-06 09:27:56 -07:00
Hugo Locurcio
96137165b3
Add comparison images to 3D rendering limitations ( #7120 )
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This helps readers understand issues if they can notice them
in their project, but don't know by name what issue it is.
2023-04-05 14:17:07 -07:00
Hugo Locurcio
96eb7d05ff
Document SDFGI sharp reflections only working on opaque materials
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Transparent materials only use rough reflections, likely for
performance reasons.
2023-03-24 21:08:25 +01:00