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https://github.com/godotengine/godot-demo-projects.git
synced 2025-12-31 09:49:06 +03:00
Remove old and unused project settings, update various demos for 4.2 (#1024)
- Move all demo projects that don't require Forward+/Mobile-only features to the Compatibility rendering method. This improves performance significantly on low-end devices and ensures visuals are identical to a web export of the demo. - Set deadzone on all inputs to 0.2 for better gamepad usability. - Remove reliance on `default_env.tres` to use built-in Environment resources in the main scene instead (which follows the preview environment workflow). - Remove notices pointing to GDNative or VisualScript, since both were removed in 4.0. - Various bug fixes and usability tweaks to 10+ demos.
This commit is contained in:
@@ -2,14 +2,15 @@
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This contains multiple plugin demos, all placed in a project for convenience.
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Due to bug 36713 you need to open the project to import the assets once, then close, then open.
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Due to [issue #36713](https://github.com/godotengine/godot/issues/36713),
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you need to open the project to import the assets once, then close, then open.
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Please see the documentation for editor plugins:
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https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html
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See the [documentation on editor plugins](https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html)
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for more information.
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Language: GDScript
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Renderer: GLES 2
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Renderer: Compatibility
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Check out this demo on the asset library: https://godotengine.org/asset-library/asset/585
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@@ -36,7 +37,7 @@ enable them in the project settings menu.
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For example, the path would look like: `addons/custom_node`
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Plugins can be distributed and installed from the UI.
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If you make a zip that contains the folder, Godot will recognize
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If you make a ZIP archive that contains the folder, Godot will recognize
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it as a plugin and will allow you to install it.
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This can be done via the terminal: `zip -r custom_node.zip custom_node/*`
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@@ -16,5 +16,5 @@ A custom node type:
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The way it works in this plugin is using the `add_custom_type` and `remove_custom_type` in the plugin script file.
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Using this method you can specify any name, base type, script, and icon for your custom node.
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There is also another way to add custom node types, which is using the `class_name` keyword in a script. However,
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the `class_name` system is newer, may change in the future, and it is not available for C# or VisualScript.
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There is also another way to add custom node types, which is using the `class_name` keyword in a script,
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or [using the `[GlobalClass]` attribute above a class declaration in C#](https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_global_classes.html).
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@@ -16,27 +16,27 @@ func _ready():
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func save_pressed():
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get_node(^"SaveMaterialDialog").popup_centered()
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get_node(^"SaveMaterialDialog").popup_centered_ratio()
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func load_pressed():
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get_node(^"LoadMaterialDialog").popup_centered()
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get_node(^"LoadMaterialDialog").popup_centered_ratio()
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func apply_pressed():
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# Using the passed in editor interface, get the selected nodes in the editor.
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var editor_selection = editor_interface.get_selection()
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var selected_nodes = editor_selection.get_selected_nodes()
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if selected_nodes.size() == 0:
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printerr("Material Creator: Can't apply the material, because there are no nodes selected!")
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if selected_nodes.is_empty():
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push_error("Material Creator: Can't apply the material, because there are no nodes selected!")
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var material = _silly_resource_from_values().make_material()
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# Go through the selected nodes and see if they have the "set_surface_material"
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# Go through the selected nodes and see if they have the "set_surface_override_material"
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# function (which only MeshInstance3D has by default). If they do, then set the material
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# to the silly material.
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for node in selected_nodes:
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if node.has_method("set_surface_material"):
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node.set_surface_material(0, material)
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if node.has_method("set_surface_override_material"):
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node.set_surface_override_material(0, material)
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func save_file_selected(path):
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@@ -2,13 +2,13 @@
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[ext_resource type="Script" path="res://addons/material_creator/material_creator.gd" id="1"]
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[node name="Material Creator Plugin" type="Panel"]
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[node name="Material Creator" type="Panel"]
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offset_right = 220.0
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offset_bottom = 340.0
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script = ExtResource("1")
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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anchors_preset = 13
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layout_mode = 0
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anchor_left = 0.5
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anchor_right = 0.5
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anchor_bottom = 1.0
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@@ -17,77 +17,53 @@ offset_right = 100.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="DockName" type="Label" parent="VBoxContainer"]
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offset_right = 200.0
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offset_bottom = 26.0
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text = "Material creator"
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[node name="AlbedoLabel" type="Label" parent="VBoxContainer"]
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offset_top = 30.0
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offset_right = 200.0
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offset_bottom = 56.0
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text = "Albedo color"
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layout_mode = 2
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text = "Albedo Color:"
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[node name="AlbedoColorPicker" type="ColorPickerButton" parent="VBoxContainer"]
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offset_top = 60.0
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offset_right = 200.0
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offset_bottom = 68.0
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custom_minimum_size = Vector2(0, 32)
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layout_mode = 2
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color = Color(1, 1, 1, 1)
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[node name="MetallicLabel" type="Label" parent="VBoxContainer"]
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offset_top = 72.0
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offset_right = 200.0
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offset_bottom = 98.0
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text = "Metallic strength"
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layout_mode = 2
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text = "Metallic Strength:"
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[node name="MetallicSlider" type="HSlider" parent="VBoxContainer"]
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offset_top = 102.0
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offset_right = 200.0
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offset_bottom = 118.0
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layout_mode = 2
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max_value = 1.0
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step = 0.05
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[node name="RoughnessLabel" type="Label" parent="VBoxContainer"]
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offset_top = 122.0
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offset_right = 200.0
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offset_bottom = 148.0
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text = "Roughness strength"
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layout_mode = 2
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text = "Roughness Strength:"
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[node name="RoughnessSlider" type="HSlider" parent="VBoxContainer"]
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offset_top = 152.0
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offset_right = 200.0
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offset_bottom = 168.0
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layout_mode = 2
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max_value = 1.0
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step = 0.05
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ticks_on_borders = true
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[node name="HSeparator" type="HSeparator" parent="VBoxContainer"]
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offset_top = 172.0
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offset_right = 200.0
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offset_bottom = 176.0
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layout_mode = 2
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[node name="ApplyButton" type="Button" parent="VBoxContainer"]
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offset_top = 180.0
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offset_right = 200.0
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offset_bottom = 211.0
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text = "Apply material"
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layout_mode = 2
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text = "Apply Material"
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[node name="SaveButton" type="Button" parent="VBoxContainer"]
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offset_top = 215.0
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offset_right = 200.0
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offset_bottom = 246.0
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text = "Save material"
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layout_mode = 2
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text = "Save Material"
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[node name="LoadButton" type="Button" parent="VBoxContainer"]
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offset_top = 250.0
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offset_right = 200.0
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offset_bottom = 281.0
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text = "Load material"
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layout_mode = 2
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text = "Load Material"
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clip_text = true
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[node name="Label" type="Label" parent="VBoxContainer/LoadButton"]
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visible = false
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anchors_preset = 15
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layout_mode = 0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_bottom = -10.0
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@@ -31,7 +31,5 @@ enabled=PackedStringArray("res://addons/main_screen/plugin.cfg", "res://addons/m
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[rendering]
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quality/driver/driver_name="GLES2"
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vram_compression/import_etc=true
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vram_compression/import_etc2=false
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environment/default_environment="res://default_env.tres"
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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