diff --git a/about/release_policy.rst b/about/release_policy.rst index 97da17a29..5549a771a 100644 --- a/about/release_policy.rst +++ b/about/release_policy.rst @@ -63,6 +63,8 @@ further developed for maintenance releases in a Git branch of the same name Release support timeline ------------------------ +.. UPDATE: Table changes every minor version. Support policy may change. + Stable branches are supported *at least* until the next stable branch is released and has received its first patch update. In practice, we support stable branches on a *best effort* basis for as long as they have active users @@ -202,6 +204,8 @@ features that come with 4.0+. When is the next release out? ----------------------------- +.. UPDATE: Refers to specific current minor versions 3.6 and 3.7. + While Godot contributors aren't working under any deadlines, we strive to publish minor releases relatively frequently. diff --git a/contributing/development/core_and_modules/internal_rendering_architecture.rst b/contributing/development/core_and_modules/internal_rendering_architecture.rst index 8cd990533..0fc5dd06d 100644 --- a/contributing/development/core_and_modules/internal_rendering_architecture.rst +++ b/contributing/development/core_and_modules/internal_rendering_architecture.rst @@ -217,6 +217,8 @@ wouldn't have. Both the clustered and mobile :ref:`doc_internal_rendering_architecture_methods` can be used with a Metal backend via MoltenVK. +.. UPDATE: Planned feature. When the native Metal driver is implemented, update this. + A native Metal driver is planned in the future for better performance and compatibility. @@ -395,6 +397,9 @@ allows maximizing the performance of bilinear 3D scaling. The ``configure()`` function in RenderSceneBuffersRD reallocates the 2D/3D buffers when the resolution or scaling changes. +.. UPDATE: Planned feature. When dynamic resolution scaling is supported, +.. update this paragraph. + Dynamic resolution scaling isn't supported yet, but is planned in a future Godot release. @@ -413,6 +418,9 @@ release. 2D light rendering is performed in a single pass to allow for better performance with large amounts of lights. +.. UPDATE: Planned feature. When Forward+ and Mobile feature 2D batching, +.. update this. + The Forward+ and Mobile rendering methods don't feature 2D batching yet, but it's planned for a future release. @@ -476,6 +484,9 @@ apart so that each object is only touched by 1 or 2 shadowed lights at a time. The maximum number of lights visible at once can be adjusted in the project settings. +.. UPDATE: Planned feature. When static and dynamic shadow rendering are +.. separated, update this paragraph. + In all 3 methods, lights without shadows are much cheaper than lights with shadows. To improve performance, lights are only updated when the light is modified or when objects in its radius are modified. Godot currently doesn't diff --git a/tutorials/2d/2d_parallax.rst b/tutorials/2d/2d_parallax.rst index a5d85a93b..a1dc370ae 100644 --- a/tutorials/2d/2d_parallax.rst +++ b/tutorials/2d/2d_parallax.rst @@ -10,6 +10,9 @@ Parallax is an effect used to simulate depth by having textures move at differen provides the :ref:`Parallax2D` node to achieve this effect. It can still be easy to get tripped up though, so this page provides in-depth descriptions of some properties and how to fix some common mistakes. +.. UPDATE: Experimental. When Parallax2D is no longer experimental, remove this +.. note and remove this comment. + .. note:: This page only covers how to use :ref:`Parallax2D`. This node is still experimental, so the implementation might change in future versions of Godot. However, it is still recommended to use over the diff --git a/tutorials/3d/particles/attractors.rst b/tutorials/3d/particles/attractors.rst index 7b4012875..675a36592 100644 --- a/tutorials/3d/particles/attractors.rst +++ b/tutorials/3d/particles/attractors.rst @@ -13,6 +13,9 @@ and :ref:`class_GPUParticlesAttractorVectorField3D`. You can instantiate them at change their properties from gameplay code; you can even animate and combine them for complex attraction effects. +.. UPDATE: Not implemented. When particle attractors are implemented for 2D +.. particle systems, remove this note and remove this comment. + .. note:: Particle attractors are not yet implemented for 2D particle systems. diff --git a/tutorials/3d/standard_material_3d.rst b/tutorials/3d/standard_material_3d.rst index 5d1a2a619..a4c0187b7 100644 --- a/tutorials/3d/standard_material_3d.rst +++ b/tutorials/3d/standard_material_3d.rst @@ -261,6 +261,9 @@ can considerably increase rendering performance. Keep in mind that when unshaded rendering is enabled, lights will not affect the material at all. +.. UPDATE: Not implemented. When per-vertex shading is implemented, remove this +.. note and remove this comment. + .. note:: **Per-Vertex** shading is listed as an option in the shading mode property. diff --git a/tutorials/assets_pipeline/importing_images.rst b/tutorials/assets_pipeline/importing_images.rst index 292e37d60..e67a56fe4 100644 --- a/tutorials/assets_pipeline/importing_images.rst +++ b/tutorials/assets_pipeline/importing_images.rst @@ -377,6 +377,9 @@ mipmaps but memory usage will increase. Mipmaps > Limit ^^^^^^^^^^^^^^^ +.. UPDATE: Not implemented. When Mipmaps > Limit is implemented, remove this +.. warning and remove this comment. + .. warning:: **Mipmaps > Limit** is currently not implemented and has no effect when changed. diff --git a/tutorials/audio/audio_streams.rst b/tutorials/audio/audio_streams.rst index a4b9f8537..268583c17 100644 --- a/tutorials/audio/audio_streams.rst +++ b/tutorials/audio/audio_streams.rst @@ -33,6 +33,9 @@ AudioStreamPlayer This is the standard, non-positional stream player. It can play to any bus. In 5.1 sound setups, it can send audio to stereo mix or front speakers. +.. UPDATE: Experimental. When Playback Type is no longer experimental, update +.. this paragraph. + Playback Type is an experimental setting, and could change in future versions of Godot. It exists so Web exports use Web Audio-API based samples instead of streaming all sounds to the browser, unlike most platforms. This prevents the diff --git a/tutorials/editor/using_the_web_editor.rst b/tutorials/editor/using_the_web_editor.rst index 164bbd317..84bfdbb34 100644 --- a/tutorials/editor/using_the_web_editor.rst +++ b/tutorials/editor/using_the_web_editor.rst @@ -25,6 +25,9 @@ browsers support WebAssembly threading and can therefore run the web editor: - Firefox 79 or later - Edge 79 or later +.. UPDATE: Not supported yet. When Opera, Safari, or mobile browsers are +.. supported, update or remove these paragraphs. + Opera and Safari are not supported yet. Safari may work in the future once proper threading support is added. @@ -116,6 +119,9 @@ Due to browser security limitations, the editor will save the project files to the browser's IndexedDB storage. This storage isn't accessible as a regular folder on your machine, but is abstracted away in a database. +.. UPDATE: Not supported yet. When exporting from the web editor is supported, +.. update this paragraph. + You can download the project files as a ZIP archive by using **Project > Tools > Download Project Source**. This can be used to export the project using a `native Godot editor `__, diff --git a/tutorials/export/exporting_for_web.rst b/tutorials/export/exporting_for_web.rst index 9383c16df..5744d7d4a 100644 --- a/tutorials/export/exporting_for_web.rst +++ b/tutorials/export/exporting_for_web.rst @@ -235,6 +235,9 @@ player to click, tap or press a key/button to enable audio, for instance when di Networking ~~~~~~~~~~ +.. UPDATE: Not implemented. When low level networking is implemented, remove +.. this paragraph. + Low level networking is not implemented due to lacking support in browsers. Currently, only :ref:`HTTP client `, diff --git a/tutorials/io/data_paths.rst b/tutorials/io/data_paths.rst index 6f9db5343..3f5dcc3ea 100644 --- a/tutorials/io/data_paths.rst +++ b/tutorials/io/data_paths.rst @@ -183,6 +183,9 @@ You can use it to create a portable installation of the editor. The `Steam release of Godot `__ uses self-contained mode by default. +.. UPDATE: Not supported yet. When self-contained mode is supported in exported +.. projects, remove or update this note. + .. note:: Self-contained mode is not supported in exported projects yet. diff --git a/tutorials/math/matrices_and_transforms.rst b/tutorials/math/matrices_and_transforms.rst index 05f4c0dd8..7d6badf92 100644 --- a/tutorials/math/matrices_and_transforms.rst +++ b/tutorials/math/matrices_and_transforms.rst @@ -607,6 +607,9 @@ this project which has colored lines and cubes to help visualize the :ref:`class_Basis` vectors and the origin in both 2D and 3D: https://github.com/godotengine/godot-demo-projects/tree/master/misc/matrix_transform +.. UPDATE: May change in future. When you can edit a Node2D's transform matrix +.. directly, remove or update this note. + .. note:: You cannot edit Node2D's transform matrix directly in Godot 4.0's inspector. This may be changed in a future release of Godot. diff --git a/tutorials/migrating/upgrading_to_godot_4.rst b/tutorials/migrating/upgrading_to_godot_4.rst index b19af6eb3..fe51cb84c 100644 --- a/tutorials/migrating/upgrading_to_godot_4.rst +++ b/tutorials/migrating/upgrading_to_godot_4.rst @@ -63,6 +63,10 @@ Godot 3.x for the following reasons: Caveats of upgrading ^^^^^^^^^^^^^^^^^^^^ +.. UPDATE: Planned feature. There are several planned or missing features that +.. may be added back in the future. Check this section for accuracy and update +.. it if things have changed! + **Since Godot 4 is a complete rewrite in many aspects, some features have unfortunately been lost in the process.** Some of these features may be restored in future Godot releases: diff --git a/tutorials/performance/gpu_optimization.rst b/tutorials/performance/gpu_optimization.rst index f516bacef..a592a0c8e 100644 --- a/tutorials/performance/gpu_optimization.rst +++ b/tutorials/performance/gpu_optimization.rst @@ -155,7 +155,7 @@ Pay attention to the additional vertex processing required when using: - Skinning (skeletal animation) - Morphs (shape keys) -.. Not implemented in Godot 4.x yet. Uncomment when this is implemented. +.. UPDATE: Not implemented in Godot 4.x yet. Uncomment when this is implemented. - Vertex-lit objects (common on mobile) Pixel/fragment shaders and fill rate diff --git a/tutorials/performance/pipeline_compilations.rst b/tutorials/performance/pipeline_compilations.rst index 54bbd9dee..79af79520 100644 --- a/tutorials/performance/pipeline_compilations.rst +++ b/tutorials/performance/pipeline_compilations.rst @@ -59,6 +59,8 @@ pipeline recompilations. Pipeline precompilation monitors -------------------------------- +.. UPDATE: Future versions mentioned. + Compiling pipelines ahead of time is the main mechanism Godot uses to mitigate shader stutters, but it's not a perfect solution. Being aware of the situations that can lead to pipeline stutters can be very helpful, and the workarounds are diff --git a/tutorials/platform/android/android_plugin.rst b/tutorials/platform/android/android_plugin.rst index 0674ebdad..316fa7f53 100644 --- a/tutorials/platform/android/android_plugin.rst +++ b/tutorials/platform/android/android_plugin.rst @@ -369,6 +369,9 @@ github template for reference on how to do so. Godot crashes upon load ^^^^^^^^^^^^^^^^^^^^^^^ +.. UPDATE: Not supported yet. When more complex datatypes are supported, +.. update this section. + Check ``adb logcat`` for possible problems, then: - 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[]``. diff --git a/tutorials/rendering/compositor.rst b/tutorials/rendering/compositor.rst index 42dc228ad..aea9db5b9 100644 --- a/tutorials/rendering/compositor.rst +++ b/tutorials/rendering/compositor.rst @@ -311,6 +311,9 @@ post processes have run. From our internal size we calculate our group size, see our local size in our template shader. +.. UPDATE: Not supported yet. When structs are supported here, update this +.. paragraph. + We also populate our push constant so our shader knows our size. Godot does not support structs here **yet** so we use a ``PackedFloat32Array`` to store this data into. Note that we have diff --git a/tutorials/rendering/multiple_resolutions.rst b/tutorials/rendering/multiple_resolutions.rst index 34b393abf..60a7e1448 100644 --- a/tutorials/rendering/multiple_resolutions.rst +++ b/tutorials/rendering/multiple_resolutions.rst @@ -467,6 +467,9 @@ Non-game application script's ``_ready()`` function. This prevents the user from resizing the application below a certain size, which could break the UI layout. +.. UPDATE: Planned feature. When manually override the 2D scale factor is supported, +.. update this note. + .. note:: Godot doesn't support manually overriding the 2D scale factor yet, so it is diff --git a/tutorials/scripting/gdscript/gdscript_exports.rst b/tutorials/scripting/gdscript/gdscript_exports.rst index e08cb4937..4dbd688c7 100644 --- a/tutorials/scripting/gdscript/gdscript_exports.rst +++ b/tutorials/scripting/gdscript/gdscript_exports.rst @@ -389,6 +389,9 @@ The default value **must** be a constant expression. @export var a = [1, 2, 3] +.. UPDATE: Not supported yet. When nested typed arrays are supported, update +.. the example. + Exported arrays can specify type (using the same hints as before). :: diff --git a/tutorials/scripting/gdscript/static_typing.rst b/tutorials/scripting/gdscript/static_typing.rst index 5f3b16828..b7065ddd0 100644 --- a/tutorials/scripting/gdscript/static_typing.rst +++ b/tutorials/scripting/gdscript/static_typing.rst @@ -59,6 +59,8 @@ methods, properties, constants, etc. from the value: **Text Editor > Completion > Add Type Hints** editor setting. Also consider enabling `some warnings `_ that are disabled by default. +.. UPDATE: Planned feature. If JIT/AOT are implemented, update this paragraph. + Also, typed GDScript improves performance by using optimized opcodes when operand/argument types are known at compile time. More GDScript optimizations are planned in the future, such as JIT/AOT compilation. @@ -481,6 +483,8 @@ finally declare a statically typed variable with the object:: Cases where you can't specify types ----------------------------------- +.. UPDATE: Not supported. If nested types are supported, update this section. + To wrap up this introduction, let's mention cases where you can't use type hints. This will trigger a **syntax error**. @@ -497,13 +501,12 @@ This will trigger a **syntax error**. var teams: Array[Array[Character]] = [] -3. Typed dictionaries are not currently supported:: - - var map: Dictionary[Vector2i, Item] = {} - Summary ------- +.. UPDATE: Planned feature. If more optimizations (possibly JIT/AOT?) are +.. implemented, update this paragraph. + Typed GDScript is a powerful tool. It helps you write more structured code, avoid common errors, and create scalable and reliable systems. Static types improve GDScript performance and more optimizations are planned for the future. diff --git a/tutorials/troubleshooting.rst b/tutorials/troubleshooting.rst index 125f8fa1a..b609df4f4 100644 --- a/tutorials/troubleshooting.rst +++ b/tutorials/troubleshooting.rst @@ -211,6 +211,9 @@ tonemapping (as opposed to :abbr:`DTM (Dynamic Tone Mapping)`), then It is also strongly recommended to use Windows 11 instead of Windows 10 when using HDR. The end result will still likely be inferior to disabling HDR on the display, though. +.. UPDATE: Planned feature. When HDR output is implemented, remove or update +.. this paragraph. + Support for HDR *output* is planned in a future release. The editor/project freezes or displays glitched visuals after resuming the PC from suspend diff --git a/tutorials/xr/setting_up_xr.rst b/tutorials/xr/setting_up_xr.rst index c3a41f3ef..1c53e12bb 100644 --- a/tutorials/xr/setting_up_xr.rst +++ b/tutorials/xr/setting_up_xr.rst @@ -35,9 +35,15 @@ While in Godot 3 most things worked out of the box, Godot 4 needs a little more .. image:: img/xr_shaders.png +.. UPDATE: Not supported yet. When all or most post process effects work in +.. stereoscopic rendering, remove or update this note. + .. warning:: 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. +.. UPDATE: Recommended renderer may change. If the Mobile renderer (or any other +.. renderer) is recommended for all XR projects, update this note. + .. note:: Godot 4 has 3 renderer options, Compatibility, Mobile, and Forward+. In the future XR desktop projects should use Forward+, and projects for standalone headsets should use Mobile. Currently Compatibility is the recommended renderer for standalone headsets, and ironically Mobile is the recommended renderer for desktop.