Commit Graph
92 Commits
Author SHA1 Message Date
Matthew 28958a702c Merge pull request #10756 from Repiteo/style/pragma-once
Style: Integrate new `#pragma once` syntax
2025-04-15 19:09:39 -04:00
skyace65 ac8ea10c88 Update CPU optimization physics interpolation info 2025-04-14 16:25:27 -04:00
Hugo Locurcio 146182c1f2 Clarify the behavior of MeshInstance3D automatic instancing 2025-03-13 22:39:38 +01:00
Thaddeus Crews da33f97e63 Style: Integrate new #pragma once syntax 2025-03-10 09:56:48 -05:00
tetrapod00 048bb2775e Update links to C# and GDScript sections
- Change all links to '_doc' anchors instead of 'toc's.
- Move 'doc_c_sharp' and 'doc_gdscript' to the index pages.
- Add 'doc_gdscript_reference' anchor.
- Update all existing links to point to the right place,
updating grammar if needed.
2025-02-09 16:16:43 -08:00
Hugo Locurcio ff84bad138 Reword warning about slow thread creation in Using multiple threads 2025-01-29 10:19:22 +01:00
tetrapod00 c4d3aa134a Standardize RST header syntax 2024-12-29 13:44:09 -08:00
tetrapod00 bd25f5813a Simply remove some words 2024-12-14 20:36:17 -08:00
Yevhen Babiichuk (DustDFG) 1e9348b138 Delete mention of OpenGL ES 2 2024-11-22 18:26:30 +02:00
Max Hilbrunner 7ad80b338b Fix EOF newlines in using multiple threads
CI goes brrrr
2024-11-19 10:43:48 +01:00
Ian SnyderandA Thousand Ships 7855e17267 Update using_multiple_threads.rst (#8752)
* Update using_multiple_threads.rst

Update using_multiple_threads.rst

Adding C++ demos. It doesn't mirror the GDScript exactly, as I found this to be a clearer example of what the thread was doing when testing with multiple threads. All credit to "coder" from this Godot Forum thread: https://forum.godotengine.org/t/gdextension-c-async/36756/7?u=i-snyder

With applied suggestions from AThousandShips code review (many thanks!!)

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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-11-19 10:37:59 +01:00
Max Hilbrunner 9ca59bdc2b Merge pull request #10285 from tetrapod00/low-level-hyphen
Use "low-level" and "high-level" instead of "low level" and "high level"
2024-11-18 23:48:13 +01:00
Max Hilbrunner 1b0e0eb8df Merge pull request #10284 from tetrapod00/hyphens
Add hyphens to some adjective phrases
2024-11-18 23:45:16 +01:00
tetrapod00andJohn Veness 93489bbefb Use "low-level" and "high-level" instead of "low level" and "high level"
Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
2024-11-18 13:47:58 -08:00
tetrapod00andJohn Veness d354f8cbc2 Add hyphens to some adjective phrases
Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
2024-11-18 13:34:22 -08:00
tetrapodandHugo Locurcio 5bad2a6282 Add back information about per-vertex shading (#10281)
* Add back information about per-vertex shading

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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-11-18 20:06:54 +01:00
Max Hilbrunner 92337690df Merge pull request #10144 from tetrapod00/pipeline-stutter-diagram
Add diagram of shader compilation steps to Pipeline Compilations page
2024-11-18 15:53:44 +01:00
tetrapod00 991cea2fef Add diagram of shader compilation steps to Pipeline Compilations page 2024-11-17 14:04:35 -08:00
tetrapod00 09156f2ee9 Add UPDATE comments to perishable information 2024-11-17 13:50:42 -08:00
703d0cdba2 Improve grammar and writing in Pipeline compilations page (#10257)
* Improve grammar and writing in Pipeline compilations page

- Mention example of off-screen rendering using ColorRect to hide
  the root viewport's 3D rendering or a SubViewport node.
- Split into more paragraphs to improve readability.
- Link to class reference pages when relevant.
- Wrap source file to 80 characters like other pages.

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Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
2024-11-15 16:05:02 +01:00
tetrapod00 5994348764 Change all usages of "run-time" to "runtime" 2024-11-06 23:36:58 -08:00
tetrapod00 a8667ffddf Add links to project setting mentions 2024-11-05 11:55:14 -08:00
tetrapod00 9cbe1084bd Update documentation changelog for 4.4 2024-11-02 11:52:21 -07:00
Darío 275dc116ae Add tutorial for reducing pipeline compilation stutters.
Tutorial for the new functionality added by https://github.com/godotengine/godot/pull/90400
2024-10-03 14:57:57 -03:00
Hugo Locurcio c504fc34d1 Fix sprite position in code sample in Optimization using servers 2024-09-05 03:43:31 +02:00
Jade f195efe208 Add Arm Performance Tools to suggested performance tools list. 2024-09-02 14:48:08 +01:00
e09439a4e0 Add missing C# code examples to documentation
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2024-08-27 11:14:49 +01:00
A Thousand Ships b685a63a8d Merge pull request #9810 from ShawnHardern/update-CPU-optimization-csharp
Add C# example to CPU optimization
2024-08-23 19:02:54 +02:00
Shawn HardernandA Thousand Ships 0edbe34b89 Add C# examples to CPU optimization
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-08-23 18:02:15 +01:00
Kongfa Waroros f27d12979d Update certain example code snippets to use the new syntax 2024-08-23 14:16:54 +07:00
aGuyWhoMadeGames e80dbb09fb Fix typo in "Optimizing 3D performance" 2024-06-18 15:16:12 -05:00
c6abcbae94 Update thread_safe_apis.rst to mention don't call certain rendering functions on other threads (#8749)
* Update thread_safe_apis.rst to mention don't call certain rendering functions on other threads

---------

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-01-24 11:25:36 +01:00
Hugo Locurcio 95fb178429 Add support for user-provided comments with Giscus
This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.

GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.

User comments are intended to be used for the following purposes:

- Add a clarification or correct something in the documentation,
  without having to open a pull request. Contributors are encouraged to
  take a look at discussions from time to time, and see if there's information
  worth incorporating in the pages themselves. Don't forget to reply to
  the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
  such as tutorials or add-ons.

User comments should *not* be used for technical support. Other community
platforms should be used for that.

Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.

See https://giscus.app for more information.
2024-01-11 17:51:53 +01:00
VercingetorixChief 6fe8390710 Update OS to Time on pages containing OS.get_ticks_usec() 2023-12-26 14:03:45 -07:00
Hugo Locurcio f9817954c7 Remove unused images
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
c9cafeab59 Added some C#-snippets to tutorials/using_servers.rst (#8241)
* Update using_servers.rst Added C# for 3D-Mesh

with limited C# knowledge there is a problem when not using "Basis.Identity" but trying to use "new Basis()" instead of GDScript's "Basis()"

---------

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-10-17 23:08:42 +02:00
skyace65 1ae0eff971 Fix Build issue 2023-10-02 21:19:42 -04:00
imnachos 706393d285 Fixed URL underscore in general_optimization.rst
Added double underscore to fix
2023-09-17 13:21:48 +02:00
Max Hilbrunner 005213b3c6 Merge pull request #7278 from Calinou/gdscript-debugger-mention-thread-support 2023-07-27 01:03:08 +02:00
Max Hilbrunner 073725b4fc Merge pull request #7647 from Calinou/update-performance 2023-07-18 15:37:30 +02:00
Max Hilbrunner cd5eec3f7a Merge pull request #7599 from OverloadedOrama/patch-1 2023-07-18 13:41:52 +02:00
Hugo Locurcio df9bf74ca1 Update performance optimization pages for Godot 4.x 2023-07-12 00:43:12 +02:00
Emmanouil Papadeas 6a2cb1b688 Update multi-threaded rendering setting path
Changes from "Rendering > Threads > Thread Model", which used to be the old path for Godot 3.x, to "Rendering > Driver > Thread Model", which is the current one for Godot 4.x.
2023-07-02 17:21:51 +03:00
Hugo Locurcio b3607959be Link to Using C++ profilers page in CPU optimization
This page was created after CPU optimization, so it wasn't linked beforehand.
2023-07-01 20:30:38 +02:00
bitsawer 43f94066b8 Update threading code examples to use new syntax 2023-06-07 21:59:03 +03:00
Lunarmagpie 760cb085d1 Update cpu_optimization.rst 2023-05-14 23:54:03 -04:00
Hugo Locurcio b9268e8ee4 Remove outdated notices about GDScript debugger not supporting threads
This is now supported in Godot.
2023-05-04 12:57:05 +02:00
Jcrespo 6865811c81 Update usages of obsolete rad2deg() and deg2rad() in docs
There were 4 pages documentation pages still using deg2rad(),
which have been substituted by deg_to_rad() and the examples
tested against 4.0.X.

There was 1 usage of C# Deg2Rad(), now DegToRad().

Some dependent comments and output have been updated accordingly:
(deg_to_rad() is implemented in the Math core functions, not in
the Expressions class), plus some float precission fixes, at
least on my architecture.

Only one mention of rad2deg() was found in all docs.

Fixes #7247
2023-05-01 12:24:15 +02:00
Max Hilbrunner 64a3b465c2 Update SFC to Godot Foundation, old URLs 2023-04-17 23:53:52 +02:00
Mateus Elias 2aa7d47821 fix(tutorials/performance/using_multimesh.rst): removed out of date code 2023-04-08 10:07:33 -03:00