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Change all usages of "run-time" to "runtime"
This commit is contained in:
@@ -567,7 +567,7 @@ resulted in better usability while still being fast enough for most use cases.
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That said, nothing prevents you from making use of composition in your project
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by creating child Nodes with individual scripts. These nodes can then be added and
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removed at run-time to dynamically add and remove behaviors.
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removed at runtime to dynamically add and remove behaviors.
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More information about Godot's design choices can be found in
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`this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__.
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@@ -239,7 +239,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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**Global illumination with indirect lighting:**
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- :ref:`Baked lightmaps <doc_using_lightmap_gi>` (fast, but can't be updated at run-time).
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- :ref:`Baked lightmaps <doc_using_lightmap_gi>` (fast, but can't be updated at runtime).
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- Supports baking indirect light only or baking both direct and indirect lighting.
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The bake mode can be adjusted on a per-light basis to allow for hybrid light
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@@ -256,7 +256,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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- :ref:`Voxel-based GI probes <doc_using_voxel_gi>`. Supports
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dynamic lights *and* dynamic occluders, while also supporting reflections.
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Requires a fast baking step which can be performed in the editor or at
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run-time (including from an exported project).
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runtime (including from an exported project).
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- :ref:`Signed-distance field GI <doc_using_sdfgi>` designed for large open worlds.
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Supports dynamic lights, but not dynamic occluders. Supports reflections.
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No baking required.
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@@ -290,7 +290,7 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
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- Texture channels are smoothly overlaid on top of the underlying material,
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with support for normal/ORM-only decals.
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- Support for normal fade to fade the decal depending on its incidence angle.
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- Does not rely on run-time mesh generation. This means decals can be used on
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- Does not rely on runtime mesh generation. This means decals can be used on
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complex skinned meshes with no performance penalty, even if the decal moves every frame.
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- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
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- Optional distance fade system to fade distant decals, improving performance.
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@@ -407,7 +407,7 @@ improve quality. This can be helpful when
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- :ref:`3D geometry helper class <class_Geometry3D>`.
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- Support for exporting the current scene as a glTF 2.0 file, both from the editor
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and at run-time from an exported project.
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and at runtime from an exported project.
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3D physics
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----------
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@@ -544,7 +544,7 @@ Import
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- Collada (.dae).
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- Wavefront OBJ (static scenes only, can be loaded directly as a mesh or imported as a 3D scene).
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- Support for loading glTF 2.0 scenes at run-time, including from an exported project.
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- Support for loading glTF 2.0 scenes at runtime, including from an exported project.
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- 3D meshes use `Mikktspace <http://www.mikktspace.com/>`__ to generate tangents
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on import, which ensures consistency with other 3D applications such as Blender.
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@@ -576,7 +576,7 @@ Navigation
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- A* algorithm in :ref:`2D <class_AStar2D>` and :ref:`3D <class_AStar3D>`.
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- Navigation meshes with dynamic obstacle avoidance in
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:ref:`2D <doc_navigation_overview_2d>` and :ref:`3D <doc_navigation_overview_3d>`.
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- Generate navigation meshes from the editor or at run-time (including from an exported project).
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- Generate navigation meshes from the editor or at runtime (including from an exported project).
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Networking
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----------
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@@ -85,7 +85,7 @@ There are two types of internationalization in Godot's codebase:
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editor. If a user uses the same text in one of their projects, it won't be
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translated if they provide a translation for it. When contributing to the
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engine, this is generally the macro you should use for localizable strings.
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- ``RTR()``: **Run-time translations** will be automatically localized in
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- ``RTR()``: **Runtime translations** will be automatically localized in
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projects if they provide a translation for the given string. This kind of
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translation shouldn't be used in editor-only code.
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@@ -339,7 +339,7 @@ type registration methods:
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ScriptServer::init_languages();
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Our ``Summator`` class is initialized during the ``register_module_types()``
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call. Imagine that we need to satisfy some common module run-time dependency
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call. Imagine that we need to satisfy some common module runtime dependency
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(like singletons), or allow us to override existing engine method callbacks
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before they can be assigned by the engine itself. In that case, we want to
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ensure that our module classes are registered *before* any other built-in type.
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@@ -161,9 +161,9 @@ games.
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If the target platform doesn't support running Vulkan, Direct3D 12, OpenGL 3.3,
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or OpenGL ES 3.0, you have two options:
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- Use a library at run-time to translate Vulkan or OpenGL calls to another graphics API.
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- Use a library at runtime to translate Vulkan or OpenGL calls to another graphics API.
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For example, `MoltenVK <https://moltengl.com/moltenvk/>`__ is used on macOS
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to translate Vulkan to Metal at run-time.
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to translate Vulkan to Metal at runtime.
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- Create a new renderer from scratch. This is a large undertaking, especially if
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you want to support both 2D and 3D rendering with advanced features.
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@@ -744,7 +744,7 @@ This is done by rasterizing a low-resolution buffer on the CPU using
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`Embree <https://github.com/embree/embree>`__. The buffer's resolution depends
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on the number of CPU threads on the system, as this is done in parallel.
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This buffer includes occluder shapes that were baked in the editor or created at
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run-time.
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runtime.
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As complex occluders can introduce a lot of strain on the CPU, baked occluders
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can be simplified automatically when generated in the editor.
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@@ -752,7 +752,7 @@ can be simplified automatically when generated in the editor.
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Godot's occlusion culling doesn't support dynamic occluders yet, but
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OccluderInstance3D nodes can still have their visibility toggled or be moved.
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However, this will be slow when updating complex occluders this way. Therefore,
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updating occluders at run-time is best done only on simple occluder shapes such
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updating occluders at runtime is best done only on simple occluder shapes such
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as quads or cuboids.
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This CPU-based approach has a few advantages over other solutions, such as
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@@ -147,7 +147,7 @@ writing test cases themselves.
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Test cases are created using ``TEST_CASE`` function-like macro. Each test case
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must have a brief description written in parentheses, optionally including
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custom tags which allow to filter the tests at run-time, such as ``[String]``,
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custom tags which allow to filter the tests at runtime, such as ``[String]``,
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``[Stress]`` etc.
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Test cases are written in a dedicated namespace. This is not required, but
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@@ -227,7 +227,7 @@ macros which allow to log test output in a format written by doctest.
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| ``FAIL`` | Fails the test immediately. Can be wrapped in conditionals for complex checks. |
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+----------------+-----------------------------------------------------------------------------------------------------------+
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Different reporters can be chosen at run-time. For instance, here's how the
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Different reporters can be chosen at runtime. For instance, here's how the
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output can be redirected to an XML file:
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.. code-block:: shell
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@@ -24,7 +24,7 @@ You will learn to:
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- Use physics layers and a group to detect interactions with specific entities.
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- Code basic procedural gameplay by instancing monsters at regular time
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intervals.
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- Design a movement animation and change its speed at run-time.
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- Design a movement animation and change its speed at runtime.
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- Draw a user interface on a 3D game.
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And more.
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@@ -272,7 +272,7 @@ Real-time ability
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- **LightmapGI:** |bad| Baked, and therefore not real-time.
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- Both indirect lighting and SH reflections are baked and can't be changed at
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run-time. Real-time GI must be
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runtime. Real-time GI must be
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:ref:`simulated via other means <doc_faking_global_illumination>`,
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such as real-time positional lights. Dynamic objects receive indirect lighting
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via light probes, which can be placed automatically or manually by the user
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@@ -286,7 +286,7 @@ Real-time ability
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is set to **Always** (which is expensive).
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- Indirect lighting must be configured manually by the user, but can be changed
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at run-time without causing an expensive computation to happen behind the scenes.
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at runtime without causing an expensive computation to happen behind the scenes.
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This makes ReflectionProbes viable for procedurally generated levels.
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User work needed
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@@ -6,7 +6,7 @@ Using Lightmap global illumination
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Baked lightmaps are a workflow for adding indirect (or fully baked)
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lighting to a scene. Unlike the :ref:`VoxelGI <doc_using_voxel_gi>` and
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:ref:`SDFGI <doc_using_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
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and mobile devices, as they consume almost no resources at run-time. Also unlike
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and mobile devices, as they consume almost no resources at runtime. Also unlike
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VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct
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lighting, which provides even further performance gains.
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@@ -81,7 +81,7 @@ contained within a VoxelGI node after it has been baked:
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If in doubt, leave this unchanged.
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- **Energy:** The indirect lighting's overall energy. This also effects the energy
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of direct lighting emitted by meshes with emissive materials.
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- **Bias:** Optional bias added to lookups into the voxel buffer at run time.
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- **Bias:** Optional bias added to lookups into the voxel buffer at runtime.
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This helps avoid self-occlusion artifacts.
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- **Normal Bias:** Similar to **Bias**, but offsets the lookup into the voxel buffer
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by the surface normal. This also helps avoid self-occlusion artifacts. Higher
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@@ -431,10 +431,10 @@ Balancing performance and quality
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Shadow rendering is a critical topic in 3D rendering performance. It's important
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to make the right choices here to avoid creating bottlenecks.
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Directional shadow quality settings can be changed at run-time by calling the
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Directional shadow quality settings can be changed at runtime by calling the
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appropriate :ref:`class_RenderingServer` methods.
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Positional (omni/spot) shadow quality settings can be changed at run-time on the
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Positional (omni/spot) shadow quality settings can be changed at runtime on the
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root :ref:`class_Viewport`.
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Shadow map size
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@@ -135,7 +135,7 @@ Configuring mesh LOD performance and quality
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You can adjust how aggressive mesh LOD transitions should be in the root viewport
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by changing the **Rendering > Mesh LOD > LOD Change > Threshold Pixels** project
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setting. To change this value at run-time, set ``mesh_lod_threshold`` on the
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setting. To change this value at runtime, set ``mesh_lod_threshold`` on the
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root viewport as follows:
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.. tabs::
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@@ -192,7 +192,7 @@ your scene. Note that the performance benefit highly depends on the 3D editor
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camera's view angle, as occlusion culling is only effective if there are
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occluders in front of the camera.
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To toggle occlusion culling at run-time, set ``use_occlusion_culling`` on the
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To toggle occlusion culling at runtime, set ``use_occlusion_culling`` on the
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root viewport as follows:
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.. tabs::
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@@ -205,7 +205,7 @@ root viewport as follows:
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GetTree().Root.UseOcclusionCulling = true;
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Toggling occlusion culling at run-time is useful to compare performance on a
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Toggling occlusion culling at runtime is useful to compare performance on a
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running project.
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Performance considerations
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@@ -93,7 +93,7 @@ The **Rendering > Scaling 3D > Scale** setting adjusts the resolution scale.
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matching the 2D rendering resolution. Resolution scales *below* ``1.0`` can be
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used to speed up rendering, at the cost of a blurrier final image and more aliasing.
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The rendering scale can be adjusted at run-time by changing the ``scaling_3d_scale``
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The rendering scale can be adjusted at runtime by changing the ``scaling_3d_scale``
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property on a :ref:`class_Viewport` node.
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Resolution scales *above* ``1.0`` can be used for supersample antialiasing
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@@ -234,7 +234,7 @@ not change depending on resolution scale.
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The texture LOD bias can manually be changed by adjusting the **Rendering >
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Textures > Default Filters > Texture Mipmap Bias** advanced project setting. It
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can also be changed at run-time on :ref:`Viewports <class_Viewport>` by
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can also be changed at runtime on :ref:`Viewports <class_Viewport>` by
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adjusting the ``texture_mipmap_bias`` property.
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.. warning::
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@@ -286,7 +286,7 @@ sample rate and number of channels for your audio:
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- There's no *audible* benefit to using 24-bit audio, especially in a game
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where several sounds are often playing at the same time (which makes it
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harder to appreciate individual sounds).
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- Unless you are slowing down the audio at run-time, there's no *audible*
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- Unless you are slowing down the audio at runtime, there's no *audible*
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benefit to using a sample rate greater than 48 kHz. If you wish to keep a
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source with a higher sample rate for editing, use the **Force > Max Rate**
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import option to limit the sample rate of the imported sound (only available
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@@ -17,7 +17,7 @@ Each *feature* is represented as a string, which can refer to many of the follow
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* Whether the project is running from the editor or a "standalone" binary.
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* Many more things.
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Features can be queried at run-time from the singleton API by calling:
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Features can be queried at runtime from the singleton API by calling:
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.. tabs::
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.. code-tab:: gdscript
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@@ -127,7 +127,7 @@ Here is a list of most feature tags in Godot. Keep in mind they are **case-sensi
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With the exception of texture compression, ``web_<platform>`` and
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``movie`` feature tags, default feature tags are **immutable**.
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This means that they will *not* change depending on run-time conditions.
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This means that they will *not* change depending on runtime conditions.
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For example, ``OS.has_feature("mobile")`` will return ``false``
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when running a project exported to Web on a mobile device.
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@@ -233,8 +233,8 @@ TranslationServer
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Godot has a server handling low-level translation management
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called the :ref:`TranslationServer <class_TranslationServer>`.
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Translations can be added or removed during run-time;
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the current language can also be changed at run-time.
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Translations can be added or removed during runtime;
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the current language can also be changed at runtime.
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.. _doc_internationalizing_games_bidi:
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@@ -206,8 +206,8 @@ This allows for:
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- The same code to work on different devices with different inputs (e.g.,
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keyboard on PC, Joypad on console).
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- Input to be reconfigured at run-time.
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- Actions to be triggered programmatically at run-time.
|
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- Input to be reconfigured at runtime.
|
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- Actions to be triggered programmatically at runtime.
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Actions can be created from the Project Settings menu in the **Input Map**
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tab and assigned input events.
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@@ -250,7 +250,7 @@ InputMap
|
||||
|
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Customizing and re-mapping input from code is often desired. If your
|
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whole workflow depends on actions, the :ref:`InputMap <class_InputMap>` singleton is
|
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ideal for reassigning or creating different actions at run-time. This
|
||||
ideal for reassigning or creating different actions at runtime. This
|
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singleton is not saved (must be modified manually) and its state is run
|
||||
from the project settings (project.godot). So any dynamic system of this
|
||||
type needs to store settings in the way the programmer best sees fit.
|
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@@ -23,7 +23,7 @@ This article indicates whether each breaking change affects GDScript and whether
|
||||
the C# breaking change is *binary compatible* or *source compatible*:
|
||||
|
||||
- **Binary compatible** - Existing binaries will load and execute successfully without
|
||||
recompilation, and the run-time behavior won't change.
|
||||
recompilation, and the runtime behavior won't change.
|
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- **Source compatible** - Source code will compile successfully without changes when
|
||||
upgrading Godot.
|
||||
|
||||
|
||||
@@ -44,7 +44,7 @@ This article indicates whether each breaking change affects GDScript and whether
|
||||
the C# breaking change is *binary compatible* or *source compatible*:
|
||||
|
||||
- **Binary compatible** - Existing binaries will load and execute successfully without
|
||||
recompilation, and the run-time behavior won't change.
|
||||
recompilation, and the runtime behavior won't change.
|
||||
- **Source compatible** - Source code will compile successfully without changes when
|
||||
upgrading Godot.
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ This article indicates whether each breaking change affects GDScript and whether
|
||||
the C# breaking change is *binary compatible* or *source compatible*:
|
||||
|
||||
- **Binary compatible** - Existing binaries will load and execute successfully without
|
||||
recompilation, and the run-time behavior won't change.
|
||||
recompilation, and the runtime behavior won't change.
|
||||
- **Source compatible** - Source code will compile successfully without changes when
|
||||
upgrading Godot.
|
||||
|
||||
|
||||
@@ -494,7 +494,7 @@ Checking Environment settings
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Graphics quality settings were moved from Environment properties to project
|
||||
settings. This was done to make run-time quality adjustments easier, without
|
||||
settings. This was done to make runtime quality adjustments easier, without
|
||||
having to access the currently active Environment resource then modify its
|
||||
properties.
|
||||
|
||||
@@ -569,7 +569,7 @@ The most notable examples of this are:
|
||||
The conversion tool will use the string-based syntax which is still present in
|
||||
Godot 4, but it's recommended to switch to the :ref:`class_Signal`-based syntax
|
||||
described on the linked page. This way, strings are no longer involved,
|
||||
which avoids issues with signal name errors that can only be discovered at run-time.
|
||||
which avoids issues with signal name errors that can only be discovered at runtime.
|
||||
- Built-in scripts that are :ref:`tool scripts <doc_running_code_in_the_editor>`
|
||||
do not get the ``tool`` keyword converted to the ``@tool`` annotation.
|
||||
- The Tween node was removed in favor of Tweeners, which are also available in
|
||||
|
||||
@@ -54,7 +54,7 @@ wait until the thread is done (if not done yet), then properly dispose of it.
|
||||
|
||||
.. warning::
|
||||
|
||||
Creating threads at run-time is slow on Windows and should be avoided to
|
||||
Creating threads at runtime is slow on Windows and should be avoided to
|
||||
prevent stuttering. Semaphores, explained later on this page, should be used
|
||||
instead.
|
||||
|
||||
|
||||
@@ -174,7 +174,7 @@ Increasing the number of physics iterations per second can also reduce
|
||||
physics-induced input latency. This is especially noticeable when using physics
|
||||
interpolation (which improves smoothness but increases latency). To do so, set
|
||||
**Physics > Common > Physics Ticks Per Second** to a value higher than the
|
||||
default ``60``, or set ``Engine.physics_ticks_per_second`` at run-time in a
|
||||
default ``60``, or set ``Engine.physics_ticks_per_second`` at runtime in a
|
||||
script. Values that are a multiple of the monitor refresh rate (typically
|
||||
``60``) work best when physics interpolation is disabled, as they will avoid
|
||||
jitter. This means values such as ``120``, ``180`` and ``240`` are good starting
|
||||
@@ -220,7 +220,7 @@ the same framerate cap (usually less than 1 ms greater), but without any
|
||||
tearing.
|
||||
|
||||
This can be done by changing the **Application > Run > Max FPS** project
|
||||
setting or assigning ``Engine.max_fps`` at run-time in a script.
|
||||
setting or assigning ``Engine.max_fps`` at runtime in a script.
|
||||
|
||||
On some platforms, you can also opt into a low-latency mode in the graphics
|
||||
driver options (such as the NVIDIA Control Panel on Windows). The **Ultra**
|
||||
|
||||
@@ -247,7 +247,7 @@ to the region outside the blue frame you see in the 2D editor.
|
||||
landscape mode, use 720×720 as the project's base window size in the
|
||||
Project Settings.
|
||||
|
||||
To allow the user to choose their preferred screen orientation at run-time,
|
||||
To allow the user to choose their preferred screen orientation at runtime,
|
||||
remember to set **Display > Window > Handheld > Orientation** to ``sensor``.
|
||||
|
||||
To configure the stretch aspect at runtime from a script, use the
|
||||
|
||||
@@ -8,7 +8,7 @@ Introduction
|
||||
|
||||
**GDExtension** is a Godot-specific technology that lets the engine interact with
|
||||
native `shared libraries <https://en.wikipedia.org/wiki/Library_(computing)#Shared_libraries>`__
|
||||
at run-time. You can use it to run native code without compiling it with the engine.
|
||||
at runtime. You can use it to run native code without compiling it with the engine.
|
||||
|
||||
.. note:: GDExtension is *not* a scripting language and has no relation to
|
||||
:ref:`GDScript <doc_gdscript>`.
|
||||
@@ -50,7 +50,7 @@ Also:
|
||||
languages.
|
||||
- You can use the same compiled GDExtension library in the editor and exported
|
||||
project. With C++ modules, you have to recompile all the export templates you
|
||||
plan to use if you require its functionality at run-time.
|
||||
plan to use if you require its functionality at runtime.
|
||||
- GDExtension only requires you to compile your library, not the whole engine.
|
||||
That's unlike C++ modules, which are statically compiled into the engine.
|
||||
Every time you change a module, you need to recompile the engine. Even with
|
||||
|
||||
@@ -38,7 +38,7 @@ While the main disadvantages are:
|
||||
statically typed languages only appear while running the code
|
||||
(because expression parsing is more strict).
|
||||
- Less flexibility for code-completion (some variable types are only
|
||||
known at run-time).
|
||||
known at runtime).
|
||||
|
||||
This, translated to reality, means that Godot used with GDScript is a combination
|
||||
designed to create games quickly and efficiently. For games that are very
|
||||
|
||||
@@ -191,11 +191,11 @@ Be careful, as ``defined()`` must only wrap a single identifier within parenthes
|
||||
|
||||
In the shader editor, preprocessor branches that evaluate to ``false`` (and
|
||||
are therefore excluded from the final compiled shader) will appear grayed
|
||||
out. This does not apply to run-time ``if`` statements.
|
||||
out. This does not apply to runtime ``if`` statements.
|
||||
|
||||
**#if preprocessor versus if statement: Performance caveats**
|
||||
|
||||
The :ref:`shading language <doc_shading_language>` supports run-time ``if`` statements:
|
||||
The :ref:`shading language <doc_shading_language>` supports runtime ``if`` statements:
|
||||
|
||||
.. code-block:: glsl
|
||||
|
||||
@@ -221,7 +221,7 @@ of the ``#if`` preprocessor statement:
|
||||
#endif
|
||||
|
||||
However, the ``#if`` variant can be faster in certain scenarios. This is because
|
||||
all run-time branches in a shader are still compiled and variables within
|
||||
all runtime branches in a shader are still compiled and variables within
|
||||
those branches may still take up register space, even if they are never run in
|
||||
practice.
|
||||
|
||||
|
||||
@@ -1059,7 +1059,7 @@ value using ``global uniform vec4 my_color = ...`` in the shader code, it will
|
||||
be ignored as the global uniform must always be defined in the Project Settings
|
||||
anyway.
|
||||
|
||||
To change the value of a global uniform at run-time, use the
|
||||
To change the value of a global uniform at runtime, use the
|
||||
:ref:`RenderingServer.global_shader_parameter_set <class_RenderingServer_method_global_shader_parameter_set>`
|
||||
method in a script:
|
||||
|
||||
@@ -1071,20 +1071,20 @@ Assigning global uniform values can be done as many times as desired without
|
||||
impacting performance, as setting data doesn't require synchronization between
|
||||
the CPU and GPU.
|
||||
|
||||
You can also add or remove global uniforms at run-time:
|
||||
You can also add or remove global uniforms at runtime:
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
RenderingServer.global_shader_parameter_add("my_color", RenderingServer.GLOBAL_VAR_TYPE_COLOR, Color(0.3, 0.6, 1.0))
|
||||
RenderingServer.global_shader_parameter_remove("my_color")
|
||||
|
||||
Adding or removing global uniforms at run-time has a performance cost, although
|
||||
Adding or removing global uniforms at runtime has a performance cost, although
|
||||
it's not as pronounced compared to getting global uniform values from a script
|
||||
(see the warning below).
|
||||
|
||||
.. warning::
|
||||
|
||||
While you *can* query the value of a global uniform at run-time in a script
|
||||
While you *can* query the value of a global uniform at runtime in a script
|
||||
using ``RenderingServer.global_shader_parameter_get("uniform_name")``, this
|
||||
has a large performance penalty as the rendering thread needs to synchronize
|
||||
with the calling thread.
|
||||
@@ -1138,7 +1138,7 @@ the inspector:
|
||||
|
||||
Setting a per-instance uniform's value in the GeometryInstance3D section of the inspector
|
||||
|
||||
Per-instance uniform values can also be set at run-time using
|
||||
Per-instance uniform values can also be set at runtime using
|
||||
:ref:`set_instance_shader_parameter <class_GeometryInstance3D_method_set_instance_shader_parameter>`
|
||||
method on a node that inherits from :ref:`class_GeometryInstance3D`:
|
||||
|
||||
|
||||
@@ -566,7 +566,7 @@ clicked URLs using the user's default web browser::
|
||||
# the function below using the signal connection dialog.
|
||||
func _richtextlabel_on_meta_clicked(meta):
|
||||
# `meta` is not guaranteed to be a String, so convert it to a String
|
||||
# to avoid script errors at run-time.
|
||||
# to avoid script errors at runtime.
|
||||
OS.shell_open(str(meta))
|
||||
|
||||
For more advanced use cases, it's also possible to store JSON in an ``[url]``
|
||||
|
||||
@@ -750,7 +750,7 @@ System fonts
|
||||
in non-functional system font loading.
|
||||
|
||||
System fonts are a different type of resource compared to imported fonts. They
|
||||
are never actually imported into the project, but are loaded at run-time. This
|
||||
are never actually imported into the project, but are loaded at runtime. This
|
||||
has 2 benefits:
|
||||
|
||||
- The fonts are not included within the exported PCK file, leading to a smaller
|
||||
|
||||
Reference in New Issue
Block a user