- Update all images.
- Replace GIFs with videos.
- Document stopping a ragdoll simulation and collision exceptions.
- Add TranquilMarmot's advice from the user notes on improving
visibility, multiple collision shapes per bone, joint descriptions,
and recommended joint types.
If we were redirected to `/en/4.x/` as a result of the RTD language selector,
redirect to `/en/stable/` instead, as English does not have a `4.x` branch.
For maintenance reasons, non-English languages have a single `4.x` branch
that is the counterpart of `4.3`, `4.4`, `4.5` and so on.).
This follows the documentation writing guidelines, specifically
the "When to refer to a specific Godot version" section.
This also removes warning blocks for a known issue that was resolved in Godot 4.5.
Read the Docs redirects don't reliably apply when there is a
large amount of redirects defined. While this JavaScript-based
solution is not as seamless, it has no limit on how many redirects
can be defined.
Once the issue is resolved, it could support Compatibility but not
Forward+/Mobile due to these renderers requiring a feature the iOS
simulator doesn't support (image cube arrays).
- Replace Mono example with GridMap in the introduction, as Mono/.NET is
not enabled by default in non-C# builds.
- Recommend GDExtension in the beginning, as it's more suited for most
use cases that involve C++ as of September 2025.
This also covers how to create custom loggers.
- Remove notice on Windows 10 requirement for `print_rich()` in Output panel,
since Godot requires Windows 10 as of 4.5.
- Mention SDL 3 is now used for input on desktop platforms.
- Mention that mobile/web platforms may have less reliable controller
support as they don't use SDL yet, but it's planned.
The previously described approach was tailored for Godot 3.x, back
when built-in 3D resolution scaling support didn't exist.
Now that resolution scaling works in all rendering methods, it's better
to use it instead.
This page is usually meant to be read first to give an overview,
while other pages are on more specific subjects.
- Rename to "Overview of renderers" to be more descriptive.
Since the instructions are basically identical to iOS, this links
to the respective iOS exporting/compiling pages (with a reminder
that visionOS support is still limited for now).
Intel Broadwell IGPs can run Forward+/Mobile on Linux thanks
to Mesa drivers, but the Windows driver has never supported
Vulkan nor Direct3D 12 with a sufficient feature level
(and shader model).
This increases the listed requirement to use Forward+/Mobile
to Skylake (released in 2015).
Intel's Graphics Performance Analyzer has been deprecated and
no longer receives support. Microsoft's PIX can generally supersede
it nowadays, although it's exclusive to Direct3D 12.
This also adds links to more tools like Xcode and Special K
(the latter of which works with Direct3D 12 at least in Godot).
- List recommended types at the top.
- Link references directly in the table.
- Remove References headings in the rest of the page.
- Update Core types for Godot 4.5.
- Remove OAHashMap as it's no longer present in 4.5.
- Document disabling physics engines (and 2D/3D physics altogether).
- Mention disabling 2D navigation separately from 3D.
- Improve LTO minimum RAM notice and remove reference to Godot 3.x.
- Update list of modules that can be disabled in a minimal 2D game.
- Update list of nodes that are disabled with `disable_advanced_gui=yes`.
Previously, many paragraphs in the documentation used `::` at the end of a line
as a replacement for a single colon (and `::` on the following line).
Due to this, the `::` was part of the extracted string for localization.
Weblate also showed a warning about the trailing `::`, as it's not
normally expected to be there.
This change requires translators to revalidate all modified strings.
However, considering many of those have broken code blocks due to translators
replacing `::` with `:`, it can be a good idea.
This also adds documentation writing guidelines for code blocks and admonitions.
This commit does not modify existing admonitions in any way (as this would
lead to a much larger diff, and require more localizable text to be revalidated
by translators).
- Mention that the pack must be loaded early enough to have an effect.
- Mention load order being important.
- Mention ZIP format throughout the page, as it can be used in the same
way as PCK files.
- Link to Run-time resource loading and saving tutorial as an alternative.
Each page provides a list of all export options for the given platform,
which can be searched through using Ctrl + F. While this information
is also available in the editor by hovering export option names, it can't
be quickly searched through.
Links occasionally fail due to network issues or other transient problems.
This should not cause pull requests to fail checks.
The check is now performed weekly at a random-looking time on Fridays
(when server load isn't too high).