Remove 3.2.x notes not needed in the 3.3 branch

This commit is contained in:
Rémi Verschelde
2021-03-19 14:11:10 +01:00
parent 82d5e444ed
commit c52286a42a
9 changed files with 27 additions and 32 deletions

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@@ -8,7 +8,7 @@ This page aims to list all features currently supported by Godot.
.. note::
This page lists features supported by the current stable version of
Godot (3.2). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
Godot (3.3). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
are available in the latest development version (4.0).
Features
@@ -370,7 +370,7 @@ Import
- WAV with optional IMA-ADPCM compression.
- Ogg Vorbis.
- MP3 (only in Godot 3.2.4 and later).
- MP3.
- *3D scenes:*

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@@ -36,7 +36,7 @@ To compile for Intel (x86-64) powered Macs, use::
scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
To compile for Apple Silicon (ARM64) powered Macs, use (only for Godot 3.2.3+)::
To compile for Apple Silicon (ARM64) powered Macs, use::
scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)

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@@ -3,7 +3,7 @@
Using the Web editor
====================
Since Godot 3.2.4, there is a `Web editor <https://editor.godotengine.org/>`__
Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__
you can use to work on new or existing projects.
.. note::

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@@ -45,7 +45,7 @@ Install the latest stable version of
`.NET Core SDK <https://dotnet.microsoft.com/download/dotnet-core>`__
(3.1 as of writing).
As of Godot 3.2.3, installing Mono SDK is not a requirement anymore,
From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore,
except it is required if you are building the engine from source.
Godot bundles the parts of Mono needed to run already compiled games,
@@ -254,9 +254,8 @@ take a look over the official
can use any custom properties or methods without this limitation.
As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms
(Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not
supported yet is UWP.
Exporting Mono projects is supported for desktop platforms (Linux, Windows and
macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP.
Performance of C# in Godot
--------------------------

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@@ -25,10 +25,6 @@ Each has different advantages.
when playing multiple compressed sounds at the same time (such as long
ambient sounds).
.. note::
MP3 support is only available in Godot 3.2.4 and later.
Here is a comparative chart.
+-----------------------------+-------------------+

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@@ -31,7 +31,7 @@ prepass* and is enabled by default in Godot when using the GLES3 renderer.
However, unneeded objects are still reducing performance.
One way we can potentially reduce the amount to be rendered is to take advantage
of occlusion. As of Godot 3.2.2, there is no built in support for occlusion in
of occlusion. As of Godot 3.3, there is no built in support for occlusion in
Godot. However, with careful design you can still get many of the advantages.
For instance, in our city street scenario, you may be able to work out in advance

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@@ -53,7 +53,7 @@ singleton and start the connection:
func _ready():
if Engine.has_singleton("GodotGooglePlayBilling"):
payment = Engine.get_singleton("GodotGooglePlayBilling")
# These are all signals supported by the API
# You can drop some of these based on your needs
payment.connect("connected", self, "_on_connected") # No params
@@ -67,7 +67,7 @@ singleton and start the connection:
payment.connect("purchase_acknowledgement_error", self, "_on_purchase_acknowledgement_error") # Response ID (int), Debug message (string), Purchase token (string)
payment.connect("purchase_consumed", self, "_on_purchase_consumed") # Purchase token (string)
payment.connect("purchase_consumption_error", self, "_on_purchase_consumption_error") # Response ID (int), Debug message (string), Purchase token (string)
payment.startConnection()
else:
print("Android IAP support is not enabled. Make sure you have enabled 'Custom Build' and the GodotGooglePlayBilling plugin in your Android export settings! IAP will not work.")

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@@ -1,7 +1,7 @@
.. _doc_android_plugin:
Creating Android plugins (Godot 3.2.2+)
=======================================
Creating Android plugins
========================
Introduction
------------
@@ -59,7 +59,7 @@ The instructions below assumes that you're using Android Studio.
- Download the Godot engine library (``godot-lib.<version>.<status>.aar``) from the `Godot download page <https://godotengine.org/download>`_ (e.g: ``godot-lib.3.2.2.stable.aar``).
- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
the Godot engine library as a dependency for your plugin.
- In the plugin module's ``build.gradle`` file, replace ``implementation`` with ``compileOnly`` for the dependency line for the Godot engine library.
@@ -82,7 +82,7 @@ The instructions below assumes that you're using Android Studio.
Where ``PluginName`` is the name of the plugin, and ``plugin.init.ClassFullName`` is the full name (package + class name) of the plugin loading class.
5. Add the remaining logic for your plugin and run the ``gradlew build`` command to generate the plugin's ``aar`` file.
The build will likely generate both a ``debug`` and ``release`` ``aar`` files.
The build will likely generate both a ``debug`` and ``release`` ``aar`` files.
Depending on your need, pick only one version (usually the ``release`` one) which to provide your users with.
It's recommended that the ``aar`` filename matches the following pattern: ``[PluginName]*.aar`` where ``PluginName`` is the name of the plugin in PascalCase (e.g.: ``GodotPayment.release.aar``).
@@ -90,39 +90,39 @@ The instructions below assumes that you're using Android Studio.
6. Create a Godot Android Plugin configuration file to help the system detect and load your plugin:
- The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``).
- The configuration file format is as follow::
[config]
name="MyPlugin"
binary_type="local"
binary="MyPlugin.aar"
[dependencies]
local=["local_dep1.aar", "local_dep2.aar"]
remote=["example.plugin.android:remote-dep1:0.0.1", "example.plugin.android:remote-dep2:0.0.1"]
custom_maven_repos=["http://repo.mycompany.com/maven2"]
The ``config`` section and fields are required and defined as follow:
- **name**: name of the plugin
- **binary_type**: can be either ``local`` or ``remote``. The type affects the **binary** field
- **binary**:
- if **binary_type** is ``local``, then this should be the filepath of the plugin ``aar`` file.
- The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's relative to the ``res://android/plugins`` directory.
- The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
- if **binary_type** is ``remote``, then this should be a declaration for a `remote gradle binary <https://developer.android.com/studio/build/dependencies#dependency-types>`_ (e.g.: ``org.godot.example:my-plugin:0.0.0``).
The ``dependencies`` section and fields are optional and defined as follow:
- **local**: contains a list of filepaths to the local ``.aar`` binary files the plugin depends on. Similarly to the ``binary`` field (when the ``binary_type`` is ``local``), the local binaries' filepaths can be relative or absolute.
- **remote**: contains a list of remote binary gradle dependencies for the plugin.

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@@ -70,7 +70,7 @@ fragment shader, rename ``main`` to ``fragment``.
Constants
^^^^^^^^^
Global array constants are not supported in Godot 3.2.x. You can fake the functionality by using a uniform
Global array constants are not supported in Godot 3.x. You can fake the functionality by using a uniform
initialized to the value, but you will not benefit from the increased speed from using a constant.
Macros