* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
- Make 3D lights with shadows darker when using Compatibility to better
match the appearance of Forward+/Mobile, due to the use of sRGB blending
for those lights.
- Silence some warnings when running projects with the Compatibility
rendering method, such as the one about 2D MSAA not being supported.
- Rebake lightmaps in Global Illumination to improve quality and reduce
light leaking with improvements from 4.3.
- Increase probe density for dynamic objects, and mark the moving box
as a dynamic object for GI purposes.
This is done to improve the experience with the web-based demos,
which always run with the Compatibility rendering method.
* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
- New graphics settings:
- Field of view.
- Volumetric fog.
- Use Godot's built-in 3D viewport facilities instead of using a SubViewport.
- This also allows for choosing AMD FidelityFX Super Resolution
for resolution scaling, but it's not working yet due to a Godot bug.
- Nearest-neighbor scaling is no longer available. It can be
reimplemented in Godot core and then exposed in the future.
- Separate MSAA from FXAA settings, as both can be used at the same time.
- Add more quality settings for various effect settings.
- Rename sections and setting names to be more "player-oriented"
(even if this results in the actual Godot terminology not being
presented).
- Add performance hints to setting values.
- Add FPS counter and viewport resolution display
(taking the resolution scale into account).
- Add more objects to the test scene and tweak environment settings.
- ACES tonemapping is now used.
- Debanding is now enabled, as this scene requires it to avoid visible
banding.
- Make the emissive box less bright to prevent MSAA and FXAA from
being ineffective on it (due to Godot not supporting correct
HDR antialiasing).
- Remove unnecessary DirectionalLight3D, VoxelGI and ReflectionProbe.
Could possible fix#600.
This demo has some of the basic graphical settings that game devs would want. I tried to keep it minimal because it's just a demo. I hope this is sufficient and that there are enough comments explaining everything. Everything works without any bugs or errors.
Small fix
Small script format fix
Small fix
Small fix
Changed readme
Update 3d/3d_settings_menu/project.godot
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Fixing many mistakes
Changed folder name
Deleted git files
changed the default size with the project settings variant
Removed some debug info
Added extra features
Changed the layout into sections,
Added some extra settings and features.
Waiting for Calinou to see what he would like to change/add.
Small fixes
Getting the start viewport in ready