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@@ -63,6 +63,8 @@ further developed for maintenance releases in a Git branch of the same name
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Release support timeline
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------------------------
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.. UPDATE: Table changes every minor version. Support policy may change.
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Stable branches are supported *at least* until the next stable branch is
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released and has received its first patch update. In practice, we support
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stable branches on a *best effort* basis for as long as they have active users
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@@ -202,6 +204,8 @@ features that come with 4.0+.
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When is the next release out?
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-----------------------------
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.. UPDATE: Refers to specific current minor versions 3.6 and 3.7.
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While Godot contributors aren't working under any deadlines, we strive to
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publish minor releases relatively frequently.
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@@ -217,6 +217,8 @@ wouldn't have. Both the clustered and mobile
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:ref:`doc_internal_rendering_architecture_methods` can be used with a Metal
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backend via MoltenVK.
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.. UPDATE: Planned feature. When the native Metal driver is implemented, update this.
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A native Metal driver is planned in the future for better performance and
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compatibility.
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@@ -395,6 +397,9 @@ allows maximizing the performance of bilinear 3D scaling.
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The ``configure()`` function in RenderSceneBuffersRD reallocates the 2D/3D
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buffers when the resolution or scaling changes.
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.. UPDATE: Planned feature. When dynamic resolution scaling is supported,
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.. update this paragraph.
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Dynamic resolution scaling isn't supported yet, but is planned in a future Godot
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release.
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@@ -413,6 +418,9 @@ release.
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2D light rendering is performed in a single pass to allow for better performance
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with large amounts of lights.
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.. UPDATE: Planned feature. When Forward+ and Mobile feature 2D batching,
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.. update this.
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The Forward+ and Mobile rendering methods don't feature 2D batching yet, but
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it's planned for a future release.
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@@ -476,6 +484,9 @@ apart so that each object is only touched by 1 or 2 shadowed lights at a time.
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The maximum number of lights visible at once can be adjusted in the project
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settings.
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.. UPDATE: Planned feature. When static and dynamic shadow rendering are
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.. separated, update this paragraph.
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In all 3 methods, lights without shadows are much cheaper than lights with
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shadows. To improve performance, lights are only updated when the light is
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modified or when objects in its radius are modified. Godot currently doesn't
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@@ -10,6 +10,9 @@ Parallax is an effect used to simulate depth by having textures move at differen
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provides the :ref:`Parallax2D<class_parallax2d>` node to achieve this effect. It can still be easy to get tripped
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up though, so this page provides in-depth descriptions of some properties and how to fix some common mistakes.
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.. UPDATE: Experimental. When Parallax2D is no longer experimental, remove this
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.. note and remove this comment.
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.. note::
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This page only covers how to use :ref:`Parallax2D<class_parallax2d>`. This node is still experimental, so the
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implementation might change in future versions of Godot. However, it is still recommended to use over the
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@@ -13,6 +13,9 @@ and :ref:`class_GPUParticlesAttractorVectorField3D`. You can instantiate them at
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change their properties from gameplay code; you can even animate and combine them for complex
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attraction effects.
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.. UPDATE: Not implemented. When particle attractors are implemented for 2D
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.. particle systems, remove this note and remove this comment.
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.. note::
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Particle attractors are not yet implemented for 2D particle systems.
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@@ -261,6 +261,9 @@ can considerably increase rendering performance.
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Keep in mind that when unshaded rendering is enabled, lights will not affect the
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material at all.
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.. UPDATE: Not implemented. When per-vertex shading is implemented, remove this
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.. note and remove this comment.
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.. note::
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**Per-Vertex** shading is listed as an option in the shading mode property.
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@@ -377,6 +377,9 @@ mipmaps but memory usage will increase.
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Mipmaps > Limit
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^^^^^^^^^^^^^^^
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.. UPDATE: Not implemented. When Mipmaps > Limit is implemented, remove this
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.. warning and remove this comment.
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.. warning::
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**Mipmaps > Limit** is currently not implemented and has no effect when changed.
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@@ -33,6 +33,9 @@ AudioStreamPlayer
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This is the standard, non-positional stream player. It can play to any bus.
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In 5.1 sound setups, it can send audio to stereo mix or front speakers.
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.. UPDATE: Experimental. When Playback Type is no longer experimental, update
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.. this paragraph.
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Playback Type is an experimental setting, and could change in future versions
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of Godot. It exists so Web exports use Web Audio-API based samples instead of
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streaming all sounds to the browser, unlike most platforms. This prevents the
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@@ -25,6 +25,9 @@ browsers support WebAssembly threading and can therefore run the web editor:
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- Firefox 79 or later
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- Edge 79 or later
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.. UPDATE: Not supported yet. When Opera, Safari, or mobile browsers are
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.. supported, update or remove these paragraphs.
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Opera and Safari are not supported yet. Safari may work in the future once
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proper threading support is added.
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@@ -116,6 +119,9 @@ Due to browser security limitations, the editor will save the project files to
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the browser's IndexedDB storage. This storage isn't accessible as a regular folder
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on your machine, but is abstracted away in a database.
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.. UPDATE: Not supported yet. When exporting from the web editor is supported,
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.. update this paragraph.
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You can download the project files as a ZIP archive by using
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**Project > Tools > Download Project Source**. This can be used to export the
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project using a `native Godot editor <https://godotengine.org/download>`__,
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@@ -235,6 +235,9 @@ player to click, tap or press a key/button to enable audio, for instance when di
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Networking
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~~~~~~~~~~
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.. UPDATE: Not implemented. When low level networking is implemented, remove
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.. this paragraph.
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Low level networking is not implemented due to lacking support in browsers.
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Currently, only :ref:`HTTP client <doc_http_client_class>`,
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@@ -183,6 +183,9 @@ You can use it to create a portable installation of the editor.
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The `Steam release of Godot <https://store.steampowered.com/app/404790/>`__ uses
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self-contained mode by default.
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.. UPDATE: Not supported yet. When self-contained mode is supported in exported
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.. projects, remove or update this note.
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.. note::
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Self-contained mode is not supported in exported projects yet.
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@@ -607,6 +607,9 @@ this project which has colored lines and cubes to help visualize the
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:ref:`class_Basis` vectors and the origin in both 2D and 3D:
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https://github.com/godotengine/godot-demo-projects/tree/master/misc/matrix_transform
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.. UPDATE: May change in future. When you can edit a Node2D's transform matrix
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.. directly, remove or update this note.
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.. note:: You cannot edit Node2D's transform matrix directly in Godot 4.0's
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inspector. This may be changed in a future release of Godot.
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@@ -63,6 +63,10 @@ Godot 3.x for the following reasons:
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Caveats of upgrading
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^^^^^^^^^^^^^^^^^^^^
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.. UPDATE: Planned feature. There are several planned or missing features that
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.. may be added back in the future. Check this section for accuracy and update
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.. it if things have changed!
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**Since Godot 4 is a complete rewrite in many aspects, some features have
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unfortunately been lost in the process.** Some of these features may be restored
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in future Godot releases:
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@@ -155,7 +155,7 @@ Pay attention to the additional vertex processing required when using:
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- Skinning (skeletal animation)
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- Morphs (shape keys)
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.. Not implemented in Godot 4.x yet. Uncomment when this is implemented.
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.. UPDATE: Not implemented in Godot 4.x yet. Uncomment when this is implemented.
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- Vertex-lit objects (common on mobile)
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Pixel/fragment shaders and fill rate
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@@ -59,6 +59,8 @@ pipeline recompilations.
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Pipeline precompilation monitors
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--------------------------------
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.. UPDATE: Future versions mentioned.
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Compiling pipelines ahead of time is the main mechanism Godot uses to mitigate
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shader stutters, but it's not a perfect solution. Being aware of the situations
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that can lead to pipeline stutters can be very helpful, and the workarounds are
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@@ -369,6 +369,9 @@ github template for reference on how to do so.
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Godot crashes upon load
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^^^^^^^^^^^^^^^^^^^^^^^
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.. UPDATE: Not supported yet. When more complex datatypes are supported,
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.. update this section.
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Check ``adb logcat`` for possible problems, then:
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- Check that the methods exposed by the plugin used the following Java types: ``void``, ``boolean``, ``int``, ``float``, ``java.lang.String``, ``org.godotengine.godot.Dictionary``, ``int[]``, ``byte[]``, ``float[]``, ``java.lang.String[]``.
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@@ -311,6 +311,9 @@ post processes have run.
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From our internal size we calculate our group size, see our local size in our
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template shader.
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.. UPDATE: Not supported yet. When structs are supported here, update this
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.. paragraph.
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We also populate our push constant so our shader knows our size.
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Godot does not support structs here **yet** so we use a
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``PackedFloat32Array`` to store this data into. Note that we have
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@@ -467,6 +467,9 @@ Non-game application
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script's ``_ready()`` function. This prevents the user from resizing the application
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below a certain size, which could break the UI layout.
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.. UPDATE: Planned feature. When manually override the 2D scale factor is supported,
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.. update this note.
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.. note::
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Godot doesn't support manually overriding the 2D scale factor yet, so it is
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@@ -389,6 +389,9 @@ The default value **must** be a constant expression.
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@export var a = [1, 2, 3]
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.. UPDATE: Not supported yet. When nested typed arrays are supported, update
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.. the example.
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Exported arrays can specify type (using the same hints as before).
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::
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@@ -59,6 +59,8 @@ methods, properties, constants, etc. from the value:
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**Text Editor > Completion > Add Type Hints** editor setting. Also consider
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enabling `some warnings <Warning system_>`_ that are disabled by default.
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.. UPDATE: Planned feature. If JIT/AOT are implemented, update this paragraph.
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Also, typed GDScript improves performance by using optimized opcodes when operand/argument
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types are known at compile time. More GDScript optimizations are planned in the future,
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such as JIT/AOT compilation.
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@@ -481,6 +483,8 @@ finally declare a statically typed variable with the object::
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Cases where you can't specify types
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-----------------------------------
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.. UPDATE: Not supported. If nested types are supported, update this section.
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To wrap up this introduction, let's mention cases where you can't use type hints.
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This will trigger a **syntax error**.
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@@ -497,13 +501,12 @@ This will trigger a **syntax error**.
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var teams: Array[Array[Character]] = []
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3. Typed dictionaries are not currently supported::
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var map: Dictionary[Vector2i, Item] = {}
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Summary
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-------
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.. UPDATE: Planned feature. If more optimizations (possibly JIT/AOT?) are
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.. implemented, update this paragraph.
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Typed GDScript is a powerful tool. It helps you write more structured code,
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avoid common errors, and create scalable and reliable systems. Static types
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improve GDScript performance and more optimizations are planned for the future.
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@@ -211,6 +211,9 @@ tonemapping (as opposed to :abbr:`DTM (Dynamic Tone Mapping)`), then
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It is also strongly recommended to use Windows 11 instead of Windows 10 when using HDR.
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The end result will still likely be inferior to disabling HDR on the display, though.
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.. UPDATE: Planned feature. When HDR output is implemented, remove or update
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.. this paragraph.
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Support for HDR *output* is planned in a future release.
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The editor/project freezes or displays glitched visuals after resuming the PC from suspend
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@@ -35,9 +35,15 @@ While in Godot 3 most things worked out of the box, Godot 4 needs a little more
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.. image:: img/xr_shaders.png
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.. UPDATE: Not supported yet. When all or most post process effects work in
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.. stereoscopic rendering, remove or update this note.
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.. warning::
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As Godot 4 is still in development, many post process effects have not yet been updated to support stereoscopic rendering. Using these will have adverse effects.
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.. UPDATE: Recommended renderer may change. If the Mobile renderer (or any other
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.. renderer) is recommended for all XR projects, update this note.
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.. note::
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Godot 4 has 3 renderer options, Compatibility, Mobile, and Forward+. In the future XR desktop projects should use Forward+, and projects for standalone headsets
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should use Mobile. Currently Compatibility is the recommended renderer for standalone headsets, and ironically Mobile is the recommended renderer for desktop.
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