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Merge pull request #4769 from akien-mga/3.3-remove-3.2.x-references
Remove 3.2.x notes not needed in the 3.3 branch
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@@ -8,7 +8,7 @@ This page aims to list all features currently supported by Godot.
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.. note::
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This page lists features supported by the current stable version of
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Godot (3.2). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
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Godot (3.3). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
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are available in the latest development version (4.0).
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Features
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@@ -370,7 +370,7 @@ Import
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- WAV with optional IMA-ADPCM compression.
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- Ogg Vorbis.
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- MP3 (only in Godot 3.2.4 and later).
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- MP3.
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- *3D scenes:*
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@@ -36,7 +36,7 @@ To compile for Intel (x86-64) powered Macs, use::
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scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
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To compile for Apple Silicon (ARM64) powered Macs, use (only for Godot 3.2.3+)::
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To compile for Apple Silicon (ARM64) powered Macs, use::
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scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu)
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@@ -3,7 +3,7 @@
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Using the Web editor
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====================
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Since Godot 3.2.4, there is a `Web editor <https://editor.godotengine.org/>`__
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Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__
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you can use to work on new or existing projects.
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.. note::
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@@ -45,7 +45,7 @@ Install the latest stable version of
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`.NET Core SDK <https://dotnet.microsoft.com/download/dotnet-core>`__
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(3.1 as of writing).
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As of Godot 3.2.3, installing Mono SDK is not a requirement anymore,
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From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore,
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except it is required if you are building the engine from source.
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Godot bundles the parts of Mono needed to run already compiled games,
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@@ -254,9 +254,8 @@ take a look over the official
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can use any custom properties or methods without this limitation.
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As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms
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(Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not
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supported yet is UWP.
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Exporting Mono projects is supported for desktop platforms (Linux, Windows and
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macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP.
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Performance of C# in Godot
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--------------------------
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@@ -25,10 +25,6 @@ Each has different advantages.
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when playing multiple compressed sounds at the same time (such as long
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ambient sounds).
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.. note::
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MP3 support is only available in Godot 3.2.4 and later.
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Here is a comparative chart.
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+-----------------------------+-------------------+
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@@ -31,7 +31,7 @@ prepass* and is enabled by default in Godot when using the GLES3 renderer.
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However, unneeded objects are still reducing performance.
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One way we can potentially reduce the amount to be rendered is to take advantage
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of occlusion. As of Godot 3.2.2, there is no built in support for occlusion in
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of occlusion. As of Godot 3.3, there is no built in support for occlusion in
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Godot. However, with careful design you can still get many of the advantages.
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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:
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func _ready():
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if Engine.has_singleton("GodotGooglePlayBilling"):
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payment = Engine.get_singleton("GodotGooglePlayBilling")
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# These are all signals supported by the API
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# You can drop some of these based on your needs
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payment.connect("connected", self, "_on_connected") # No params
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@@ -67,7 +67,7 @@ singleton and start the connection:
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payment.connect("purchase_acknowledgement_error", self, "_on_purchase_acknowledgement_error") # Response ID (int), Debug message (string), Purchase token (string)
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payment.connect("purchase_consumed", self, "_on_purchase_consumed") # Purchase token (string)
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payment.connect("purchase_consumption_error", self, "_on_purchase_consumption_error") # Response ID (int), Debug message (string), Purchase token (string)
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payment.startConnection()
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else:
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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 @@
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.. _doc_android_plugin:
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Creating Android plugins (Godot 3.2.2+)
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=======================================
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Creating Android plugins
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========================
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Introduction
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------------
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@@ -59,7 +59,7 @@ The instructions below assumes that you're using Android Studio.
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- 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``).
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- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
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- Follow `these instructions <https://developer.android.com/studio/projects/android-library#AddDependency>`__ to add
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the Godot engine library as a dependency for your plugin.
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- In the plugin module's ``build.gradle`` file, replace ``implementation`` with ``compileOnly`` for the dependency line for the Godot engine library.
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@@ -82,7 +82,7 @@ The instructions below assumes that you're using Android Studio.
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Where ``PluginName`` is the name of the plugin, and ``plugin.init.ClassFullName`` is the full name (package + class name) of the plugin loading class.
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5. Add the remaining logic for your plugin and run the ``gradlew build`` command to generate the plugin's ``aar`` file.
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The build will likely generate both a ``debug`` and ``release`` ``aar`` files.
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The build will likely generate both a ``debug`` and ``release`` ``aar`` files.
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Depending on your need, pick only one version (usually the ``release`` one) which to provide your users with.
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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``).
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@@ -90,39 +90,39 @@ The instructions below assumes that you're using Android Studio.
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6. Create a Godot Android Plugin configuration file to help the system detect and load your plugin:
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- The configuration file extension must be ``gdap`` (e.g.: ``MyPlugin.gdap``).
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- The configuration file format is as follow::
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[config]
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name="MyPlugin"
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binary_type="local"
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binary="MyPlugin.aar"
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[dependencies]
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local=["local_dep1.aar", "local_dep2.aar"]
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remote=["example.plugin.android:remote-dep1:0.0.1", "example.plugin.android:remote-dep2:0.0.1"]
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custom_maven_repos=["http://repo.mycompany.com/maven2"]
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The ``config`` section and fields are required and defined as follow:
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- **name**: name of the plugin
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- **binary_type**: can be either ``local`` or ``remote``. The type affects the **binary** field
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- **binary**:
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- if **binary_type** is ``local``, then this should be the filepath of the plugin ``aar`` file.
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- The filepath can be relative (e.g.: ``MyPlugin.aar``) in which case it's relative to the ``res://android/plugins`` directory.
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- The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
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- 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``).
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The ``dependencies`` section and fields are optional and defined as follow:
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- **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.
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- **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``.
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Constants
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^^^^^^^^^
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Global array constants are not supported in Godot 3.2.x. You can fake the functionality by using a uniform
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Global array constants are not supported in Godot 3.x. You can fake the functionality by using a uniform
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initialized to the value, but you will not benefit from the increased speed from using a constant.
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Macros
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