mirror of
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Add UPDATE comments to perishable information
This commit is contained in:
@@ -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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Release support timeline
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||||||
------------------------
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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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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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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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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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When is the next release out?
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-----------------------------
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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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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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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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:ref:`doc_internal_rendering_architecture_methods` can be used with a Metal
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backend via MoltenVK.
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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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A native Metal driver is planned in the future for better performance and
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compatibility.
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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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The ``configure()`` function in RenderSceneBuffersRD reallocates the 2D/3D
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buffers when the resolution or scaling changes.
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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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Dynamic resolution scaling isn't supported yet, but is planned in a future Godot
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release.
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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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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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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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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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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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The maximum number of lights visible at once can be adjusted in the project
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settings.
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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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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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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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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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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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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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.. note::
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This page only covers how to use :ref:`Parallax2D<class_parallax2d>`. This node is still experimental, so the
|
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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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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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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attraction effects.
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||||||
|
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||||||
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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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.. note::
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||||||
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Particle attractors are not yet implemented for 2D particle systems.
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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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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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material at all.
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||||||
|
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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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||||||
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.. note::
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.. note::
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||||||
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**Per-Vertex** shading is listed as an option in the shading mode property.
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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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Mipmaps > Limit
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^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^
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||||||
|
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||||||
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.. UPDATE: Not implemented. When Mipmaps > Limit is implemented, remove this
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||||||
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.. warning and remove this comment.
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||||||
|
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.. warning::
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.. warning::
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||||||
|
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||||||
**Mipmaps > Limit** is currently not implemented and has no effect when changed.
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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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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.
|
In 5.1 sound setups, it can send audio to stereo mix or front speakers.
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||||||
|
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||||||
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.. UPDATE: Experimental. When Playback Type is no longer experimental, update
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||||||
|
.. this paragraph.
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||||||
|
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||||||
Playback Type is an experimental setting, and could change in future versions
|
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
|
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
|
streaming all sounds to the browser, unlike most platforms. This prevents the
|
||||||
|
|||||||
@@ -25,6 +25,9 @@ browsers support WebAssembly threading and can therefore run the web editor:
|
|||||||
- Firefox 79 or later
|
- Firefox 79 or later
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||||||
- Edge 79 or later
|
- Edge 79 or later
|
||||||
|
|
||||||
|
.. UPDATE: Not supported yet. When Opera, Safari, or mobile browsers are
|
||||||
|
.. supported, update or remove these paragraphs.
|
||||||
|
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||||||
Opera and Safari are not supported yet. Safari may work in the future once
|
Opera and Safari are not supported yet. Safari may work in the future once
|
||||||
proper threading support is added.
|
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
|
|||||||
the browser's IndexedDB storage. This storage isn't accessible as a regular folder
|
the browser's IndexedDB storage. This storage isn't accessible as a regular folder
|
||||||
on your machine, but is abstracted away in a database.
|
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
|
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 > Tools > Download Project Source**. This can be used to export the
|
||||||
project using a `native Godot editor <https://godotengine.org/download>`__,
|
project using a `native Godot editor <https://godotengine.org/download>`__,
|
||||||
|
|||||||
@@ -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
|
Networking
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||||||
~~~~~~~~~~
|
~~~~~~~~~~
|
||||||
|
|
||||||
|
.. UPDATE: Not implemented. When low level networking is implemented, remove
|
||||||
|
.. this paragraph.
|
||||||
|
|
||||||
Low level networking is not implemented due to lacking support in browsers.
|
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>`,
|
Currently, only :ref:`HTTP client <doc_http_client_class>`,
|
||||||
|
|||||||
@@ -183,6 +183,9 @@ You can use it to create a portable installation of the editor.
|
|||||||
The `Steam release of Godot <https://store.steampowered.com/app/404790/>`__ uses
|
The `Steam release of Godot <https://store.steampowered.com/app/404790/>`__ uses
|
||||||
self-contained mode by default.
|
self-contained mode by default.
|
||||||
|
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||||||
|
.. UPDATE: Not supported yet. When self-contained mode is supported in exported
|
||||||
|
.. projects, remove or update this note.
|
||||||
|
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||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
Self-contained mode is not supported in exported projects yet.
|
Self-contained mode is not supported in exported projects yet.
|
||||||
|
|||||||
@@ -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:
|
:ref:`class_Basis` vectors and the origin in both 2D and 3D:
|
||||||
https://github.com/godotengine/godot-demo-projects/tree/master/misc/matrix_transform
|
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
|
.. 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.
|
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:
|
|||||||
Caveats of upgrading
|
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
|
**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
|
unfortunately been lost in the process.** Some of these features may be restored
|
||||||
in future Godot releases:
|
in future Godot releases:
|
||||||
|
|||||||
@@ -155,7 +155,7 @@ Pay attention to the additional vertex processing required when using:
|
|||||||
- Skinning (skeletal animation)
|
- Skinning (skeletal animation)
|
||||||
- Morphs (shape keys)
|
- 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)
|
- Vertex-lit objects (common on mobile)
|
||||||
|
|
||||||
Pixel/fragment shaders and fill rate
|
Pixel/fragment shaders and fill rate
|
||||||
|
|||||||
@@ -59,6 +59,8 @@ pipeline recompilations.
|
|||||||
Pipeline precompilation monitors
|
Pipeline precompilation monitors
|
||||||
--------------------------------
|
--------------------------------
|
||||||
|
|
||||||
|
.. UPDATE: Future versions mentioned.
|
||||||
|
|
||||||
Compiling pipelines ahead of time is the main mechanism Godot uses to mitigate
|
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
|
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
|
that can lead to pipeline stutters can be very helpful, and the workarounds are
|
||||||
|
|||||||
@@ -369,6 +369,9 @@ github template for reference on how to do so.
|
|||||||
Godot crashes upon load
|
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 ``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[]``.
|
- 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[]``.
|
||||||
|
|||||||
@@ -311,6 +311,9 @@ post processes have run.
|
|||||||
From our internal size we calculate our group size, see our local size in our
|
From our internal size we calculate our group size, see our local size in our
|
||||||
template shader.
|
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.
|
We also populate our push constant so our shader knows our size.
|
||||||
Godot does not support structs here **yet** so we use a
|
Godot does not support structs here **yet** so we use a
|
||||||
``PackedFloat32Array`` to store this data into. Note that we have
|
``PackedFloat32Array`` to store this data into. Note that we have
|
||||||
|
|||||||
@@ -467,6 +467,9 @@ Non-game application
|
|||||||
script's ``_ready()`` function. This prevents the user from resizing the application
|
script's ``_ready()`` function. This prevents the user from resizing the application
|
||||||
below a certain size, which could break the UI layout.
|
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::
|
.. note::
|
||||||
|
|
||||||
Godot doesn't support manually overriding the 2D scale factor yet, so it is
|
Godot doesn't support manually overriding the 2D scale factor yet, so it is
|
||||||
|
|||||||
@@ -389,6 +389,9 @@ The default value **must** be a constant expression.
|
|||||||
|
|
||||||
@export var a = [1, 2, 3]
|
@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).
|
Exported arrays can specify type (using the same hints as before).
|
||||||
|
|
||||||
::
|
::
|
||||||
|
|||||||
@@ -59,6 +59,8 @@ methods, properties, constants, etc. from the value:
|
|||||||
**Text Editor > Completion > Add Type Hints** editor setting. Also consider
|
**Text Editor > Completion > Add Type Hints** editor setting. Also consider
|
||||||
enabling `some warnings <Warning system_>`_ that are disabled by default.
|
enabling `some warnings <Warning system_>`_ 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
|
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,
|
types are known at compile time. More GDScript optimizations are planned in the future,
|
||||||
such as JIT/AOT compilation.
|
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
|
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.
|
To wrap up this introduction, let's mention cases where you can't use type hints.
|
||||||
This will trigger a **syntax error**.
|
This will trigger a **syntax error**.
|
||||||
|
|
||||||
@@ -497,13 +501,12 @@ This will trigger a **syntax error**.
|
|||||||
|
|
||||||
var teams: Array[Array[Character]] = []
|
var teams: Array[Array[Character]] = []
|
||||||
|
|
||||||
3. Typed dictionaries are not currently supported::
|
|
||||||
|
|
||||||
var map: Dictionary[Vector2i, Item] = {}
|
|
||||||
|
|
||||||
Summary
|
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,
|
Typed GDScript is a powerful tool. It helps you write more structured code,
|
||||||
avoid common errors, and create scalable and reliable systems. Static types
|
avoid common errors, and create scalable and reliable systems. Static types
|
||||||
improve GDScript performance and more optimizations are planned for the future.
|
improve GDScript performance and more optimizations are planned for the future.
|
||||||
|
|||||||
@@ -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.
|
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.
|
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.
|
Support for HDR *output* is planned in a future release.
|
||||||
|
|
||||||
The editor/project freezes or displays glitched visuals after resuming the PC from suspend
|
The editor/project freezes or displays glitched visuals after resuming the PC from suspend
|
||||||
|
|||||||
@@ -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
|
.. 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::
|
.. 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.
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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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.. 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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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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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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Reference in New Issue
Block a user