Merge pull request #11352 from Calinou/remove-old-version-references

Remove old Godot version references to simplify documentation
This commit is contained in:
Max Hilbrunner
2025-10-11 12:45:38 +02:00
committed by GitHub
24 changed files with 63 additions and 81 deletions

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@@ -114,10 +114,9 @@ transparent white, and move its starting location to be in the center.
Directional light
-----------------
New in Godot 4.0 is the ability to have directional lighting in 2D. Directional
lighting is used to represent sunlight or moonlight. Light rays are casted
parallel to each other, as if the sun or moon was infinitely far away from the
surface that is receiving the light.
Directional lighting is used to represent sunlight or moonlight. Light rays are
casted parallel to each other, as if the sun or moon was infinitely far away
from the surface that is receiving the light.
DirectionalLight2D offers the following properties:
@@ -265,8 +264,8 @@ the surface receiving light (on a per-pixel basis). Specular maps further help
improve visuals by making some of the light reflect back to the viewer.
Both PointLight2D and DirectionalLight2D support normal mapping and specular
mapping. Since Godot 4.0, normal and specular maps can be assigned to any 2D
element, including nodes that inherit from Node2D or Control.
mapping. Normal and specular maps can be assigned to any 2D element,
including nodes that inherit from Node2D or Control.
A normal map represents the direction in which each pixel is "pointing" towards.
This information is then used by the engine to correctly apply lighting to 2D

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@@ -157,7 +157,7 @@ three vertical dots menu button at the top of the TileSet editor and choose
Using a collection of scenes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Since Godot 4.0, you can place actual *scenes* as tiles. This allows you to use
You can also place actual *scenes* as tiles. This allows you to use
any collection of nodes as a tile. For example, you could use scene tiles to
place gameplay elements, such as shops the player may be able to interact with.
You could also use scene tiles to place AudioStreamPlayer2Ds (for ambient

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@@ -20,9 +20,9 @@ light bleeding, and indirect light will often look better. The downside is that
baking lightmaps takes longer compared to baking VoxelGI. While baking VoxelGI
can be done in a matter of seconds, baking lightmaps can take several minutes if
not more. This can slow down iteration speed significantly, so it is recommended
to bake lightmaps only when you actually need to see changes in lighting. Since
Godot 4.0, lightmaps are baked on the GPU, making light baking faster if you
have a mid-range or high-end dedicated GPU.
to bake lightmaps only when you actually need to see changes in lighting.
Lightmaps are baked on the GPU, making light baking faster if you have a
mid-range or high-end dedicated GPU.
Baking lightmaps will also reserve baked materials' UV2 slot, which means you can
no longer use it for other purposes in materials (either in the built-in

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@@ -4,7 +4,7 @@ Signed distance field global illumination (SDFGI)
=================================================
Signed distance field global illumination (SDFGI) is a novel technique available
in Godot 4.0. It provides semi-real-time global illumination that scales to any
in Godot. It provides semi-real-time global illumination that scales to any
world size and works with procedurally generated levels.
SDFGI supports dynamic lights, but *not* dynamic occluders or dynamic emissive surfaces.

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@@ -73,12 +73,6 @@ on each system's :ref:`visibility layers <class_VisualInstance3D>`. A particle s
affected by an attractor if at least one of the system's visibility layers is enabled in the
attractor's cull mask.
.. warning::
There is a `known issue <https://github.com/godotengine/godot/issues/61014>`_ with
GPU particle attractors that prevent the cull mask from working properly in Godot 4.0. We will
update the documentation as soon as it is fixed.
Box attractors
~~~~~~~~~~~~~~

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@@ -28,12 +28,6 @@ on each system's :ref:`visibility layers <class_VisualInstance3D>`. A particle s
collision node only if at least one of the system's visibility layers is enabled in the
collider's cull mask.
.. warning::
There is a `known issue <https://github.com/godotengine/godot/issues/61014>`_ with
GPU particle collision that prevent the cull mask from working properly in Godot 4.0. We will
update the documentation as soon as it is fixed.
Box collision
~~~~~~~~~~~~~

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@@ -12,14 +12,13 @@ function calling, audio, and sub-animation tracks.
However, the support for blending those animations via ``AnimationPlayer`` is limited, as you can only set a fixed cross-fade transition time.
:ref:`AnimationTree <class_AnimationTree>` is a new node introduced in Godot 3.1 to deal with advanced transitions.
It replaces the ancient ``AnimationTreePlayer``, while adding a huge amount of features and flexibility.
:ref:`AnimationTree <class_AnimationTree>` is a node designed to deal with advanced transitions.
AnimationTree and AnimationPlayer
---------------------------------
Before starting, know that an ``AnimationTree`` node does not contain its own animations.
Instead, it uses animations contained in an ``AnimationPlayer`` node. You create, edit, or import your animations in an ``AnimationPlayer``
Instead, it uses animations contained in an ``AnimationPlayer`` node. You create, edit, or import your animations in an ``AnimationPlayer``
and then use an ``AnimationTree`` to control the playback.
``AnimationPlayer`` and ``AnimationTree`` can be used in both 2D and 3D scenes. When importing 3D scenes and their animations, you can use
@@ -38,8 +37,8 @@ and an ``AnimationTree`` node was created.
Creating a tree
---------------
To use an ``AnimationTree``, you have to set a root node. An animation root node is a class that contains and evaluates sub-nodes and outputs an animation.
There are 3 types of sub-nodes:
To use an ``AnimationTree``, you have to set a root node. An animation root node is a class that contains and evaluates sub-nodes and outputs an animation.
There are 3 types of sub-nodes:
1. Animation nodes, which reference an animation from the linked ``AnimationPlayer``.
2. Animation Root nodes, which are used to blend sub-nodes and can be nested.
@@ -59,7 +58,7 @@ Blend tree
----------
When you make an ``AnimationNodeBlendTree``, you get an empty 2d graph in the bottom panel, under the AnimationTree tab. It contains only an ``Output``
node by default.
node by default.
.. image:: img/animtree_emptyblendtree.webp
@@ -202,11 +201,11 @@ StateMachine
~~~~~~~~~~~~
When you make an ``AnimationNodeStateMachine``, you get an empty 2d graph in the bottom panel, under the AnimationTree tab. It contains a ``Start`` and ``End``
state by default.
state by default.
.. image:: img/animtree_emptystatemachine.webp
To add states, right click or use the **create new nodes** button, whose icon is a plus in a box. You can add animations, blendspaces, blendtrees, or even
To add states, right click or use the **create new nodes** button, whose icon is a plus in a box. You can add animations, blendspaces, blendtrees, or even
another StateMachine. To edit one of these more complex sub-nodes, click on the pencil icon on the right of the state. To return to the original StateMachine,
click **Root** on the top left of the panel.
@@ -219,7 +218,7 @@ There are 3 types of transitions:
.. image:: img/animtree_transitiontypes.png
* *Immediate*: Will switch to the next state immediately.
* *Immediate*: Will switch to the next state immediately.
* *Sync*: Will switch to the next state immediately, but will seek the new state to the playback position of the old state.
* *At End*: Will wait for the current state playback to end, then switch to the beginning of the next state animation.
@@ -240,12 +239,12 @@ Advance Condition and Advance Expression
The last 2 properties in a StateMachine transition are ``Advance Condition`` and ``Advance Expression.`` When the Advance Mode is set to *Auto*, these
determine if the transition will advance or not.
Advance Condition is a true/false check. You may put a custom variable name in the text field, and when the StateMachine reaches this transition,
it will check if your variable is *true*. If so, the transition continues. Note that the advance condition **only** checks if a variable is *true*,
Advance Condition is a true/false check. You may put a custom variable name in the text field, and when the StateMachine reaches this transition,
it will check if your variable is *true*. If so, the transition continues. Note that the advance condition **only** checks if a variable is *true*,
and it cannot check for falseness.
This gives the Advance Condition a very limited capability. If you wanted to make a transition back and forth based on one property, you would need to make
2 variables that have opposite values, and check if either of them are true. This is why, in Godot 4, the Advance Expression was added.
This gives the Advance Condition a very limited capability. If you wanted to make a transition back and forth based on one property, you would need to make
2 variables that have opposite values, and check if either of them are true. This is why, in Godot 4, the Advance Expression was added.
The Advance Expression works similar to the Advance Condition, but instead of checking if one variable is true, it evaluates any expression. An expression
is anything you could put in an ``if`` statement. These are all examples of expressions that would work in the Advance Expression:
@@ -308,14 +307,14 @@ is controlled to determine the blending:
.. image:: img/animtree_blendspace2d.gif
You may place these points anywhere on the graph by right clicking or using the **add point** button, whose icon is a pen and point.
You may place these points anywhere on the graph by right clicking or using the **add point** button, whose icon is a pen and point.
Wherever you place the points, the triangle between them will be generated automatically using Delaunay.
You may also control and label the ranges in X and Y.
You may also control and label the ranges in X and Y.
.. image:: img/animtree_blendspacepoints.gif
Finally, you may also change the blend mode. By default, blending happens by interpolating points inside the closest triangle. When dealing with 2D
animations (frame by frame), you may want to switch to *Discrete* mode. Alternatively, if you want to keep the current play position when switching
Finally, you may also change the blend mode. By default, blending happens by interpolating points inside the closest triangle. When dealing with 2D
animations (frame by frame), you may want to switch to *Discrete* mode. Alternatively, if you want to keep the current play position when switching
between discrete animations, there is a *Carry* mode. This mode can be changed in the *Blend* menu:
.. image:: img/animtree_blendmode.png
@@ -327,7 +326,7 @@ BlendSpace1D works just like BlendSpace2D, but in one dimension (a line). Triang
For better blending
-------------------
In Godot 4.0+, in order for the blending results to be deterministic (reproducible and always consistent),
For the blending results to be deterministic (reproducible and always consistent),
the blended property values must have a specific initial value.
For example, in the case of two animations to be blended, if one animation has a property track and the other does not,
the blended animation is calculated as if the latter animation had a property track with the initial value.
@@ -354,7 +353,7 @@ This problem can be solved by adding a Property track for Position as an initial
It is assumed to have only one frame and is not expected to be played back using the timeline.
Also keep in mind that the Rotation 3D tracks and the Property tracks for 2D rotation
with Interpolation Type set to Linear Angle or Cubic Angle will prevent rotations greater than 180 degrees
with Interpolation Type set to Linear Angle or Cubic Angle will prevent rotations greater than 180 degrees
from the initial value as blended animation.
This can be useful for Skeleton3Ds to prevent the bones penetrating the body when blending animations.
@@ -447,5 +446,5 @@ Then you can set or read them:
animationTree.Set("parameters/eye_blend/blend_amount", 1.0);
.. note:: Advance Expressions from a StateMachine will not be found under the parameters. This is because they are held in another script rather than the
.. note:: Advance Expressions from a StateMachine will not be found under the parameters. This is because they are held in another script rather than the
AnimationTree itself. Advance `Conditions` will be found under parameters.

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@@ -47,7 +47,7 @@ Setting up VideoStreamPlayer
Handling resizing and different aspect ratios
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By default in Godot 4.0, the VideoStreamPlayer will automatically be resized to match
By default, the VideoStreamPlayer will automatically be resized to match
the video's resolution. You can make it follow usual :ref:`class_Control` sizing
by enabling **Expand** on the VideoStreamPlayer node.

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@@ -168,7 +168,7 @@ configuration may not be suitable for your needs. For example:
- You want to configure material features not supported by your 3D application.
- You want to use a different texture filtering mode, as this option is
configured in the material since Godot 4.0 (and not in the image).
configured in the material (and not in the image).
- You want to replace one of the materials with an entirely different material,
such as a custom shader.

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@@ -288,7 +288,7 @@ To use your script, locate the script in the import tab's "Path" option under th
Using animation libraries
~~~~~~~~~~~~~~~~~~~~~~~~~
As of Godot 4.0, you can choose to import **only** animations from a glTF file and
You can also choose to import **only** animations from a glTF file and
nothing else. This is used in some asset pipelines to distribute animations
separately from models. For example, this allows you to use one set of
animations for several characters, without having to duplicate animation data in

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@@ -139,10 +139,7 @@ Import options
.. seealso::
In Godot 4.0, changing the texture filter and repeat mode is no longer done
in the import options.
Instead, texture filter and repeat modes are changed in the CanvasItem
Since Godot 4.0, texture filter and repeat modes are set in the CanvasItem
properties in 2D (with a project setting acting as a default), and in a
:ref:`per-material configuration in 3D <doc_standard_material_3d_sampling>`.
In custom shaders, filter and repeat mode is changed on the ``sampler2D``

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@@ -18,9 +18,11 @@ have different Transform values.
The Skeleton stores the Transform values necessary for the default pose as Bone Rest.
If Bone Pose is equal to Bone Rest, it means that the Skeleton is in the default pose.
.. note:: Godot 3.x and Godot 4.0+ have different Bone Pose behaviors.
In Godot 3.x, Bone Pose is relative to Bone Rest, but in Godot 4.0+,
it includes Bone Rest. See this `article <https://godotengine.org/article/animation-data-redesign-40>`__.
.. note:: Godot 3 and Godot 4 have different Bone Pose behaviors.
In Godot 3, Bone Pose is relative to Bone Rest, but in Godot 4,
it includes Bone Rest. See this
`article <https://godotengine.org/article/animation-data-redesign-40>`__
for more information.
Skeletal models have different Bone Rests depending on the environment from
which they were exported. For example, the bones of a glTF model output from Blender
@@ -28,8 +30,7 @@ have "Edit Bone Orientation" as the Bone Rest rotation. However, there are skele
models without any Bone Rest rotations, such as the glTF model output from Maya.
To share animations in Godot, it is necessary to match Bone Rests as well as Bone Names
to remove unwanted tracks in some cases. In Godot 4.0+, you can do that using the scene
importer.
to remove unwanted tracks in some cases. You can do that using the scene importer.
Options for Retargeting
-----------------------
@@ -85,7 +86,7 @@ Unimportant Positions
Removes Position tracks other than ``root_bone`` and ``scale_base_bone``
defined in :ref:`class_skeletonprofile` from the animations. In :ref:`class_skeletonprofilehumanoid`,
this means that to remove Position tracks other than "Root" and "Hips".
Since Godot 4.0+, animations include Bone Rest in the Transform value. If you disable this option,
Since Godot 4, animations include Bone Rest in the Transform value. If you disable this option,
the animation may change the body shape unpredictably.
Unmapped Bones
@@ -150,7 +151,7 @@ Overwrite Axis
Unifies the models' Bone Rests by overwriting it to match the reference poses defined in the :ref:`class_skeletonprofile`.
.. note:: This is the most important option for sharing animations in Godot 4.0+,
.. note:: This is the most important option for sharing animations in Godot 4,
but be aware that this option can produce horrible results **if the original Bone Rest set externally is important**.
If you want to share animations with keeping the original Bone Rest,
consider to use the `Realtime Retarget Module <https://github.com/TokageItLab/realtime_retarget>`__.

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@@ -15,7 +15,7 @@ Godot also supports the use of version control systems in the editor itself.
However, version control in the editor requires a plugin for the specific VCS
you're using.
As of July 2023, there is only a Git plugin available, but the community may
As of October 2025, there is only a Git plugin available, but the community may
create additional VCS plugins.
Official Git plugin
@@ -41,7 +41,7 @@ Files to exclude from VCS
3.x and 4.0 may store sensitive credentials in ``export_presets.cfg`` (unlike Godot
4.1 and later).
If you are using Godot 3, check the ``3.5`` version of this documentation page
If you are using Godot 3, check the ``3.6`` version of this documentation page
instead.
There are some files and folders Godot automatically creates when opening a
@@ -90,11 +90,11 @@ Git LFS (Large File Storage) is a Git extension that allows you to manage large
files in your repository. It replaces large files with text pointers inside Git,
while storing the file contents on a remote server. This is useful for
managing large assets, such as textures, audio files, and 3D models, without
bloating your Git repository.
bloating your Git repository.
.. note::
When using Git LFS you will want to ensure it is setup before you commit any files to your repository.
When using Git LFS you will want to ensure it is setup before you commit any files to your repository.
If you have already committed files to your repository, you will need to
remove them from the repository and re-add them after setting up Git LFS.
@@ -111,13 +111,13 @@ running the following command in your terminal:
::
git lfs install
This will create a ``.gitattributes`` file in your repository that tells Git to
use LFS for the specified file types. You can add more file types by modifying
the ``.gitattributes`` file. For example, to track all GLB files, you can do this by
running the following command in your terminal:
::
git lfs track "*.glb"
When you add or modify files that are tracked by LFS, Git will automatically
@@ -127,7 +127,7 @@ stored separately from the rest of your Git history. This means that you may
need to install Git LFS on any machine that you clone the repository to in
order to access the LFS files.
Below is an example ``.gitattributes`` file that you can use as a starting point for Git LFS.
Below is an example ``.gitattributes`` file that you can use as a starting point for Git LFS.
These file types were chosen because they are commonly used, but you can modify the list to include any binary types you may have in your project.
.. code-block:: unixconfig
@@ -176,4 +176,3 @@ These file types were chosen because they are commonly used, but you can modify
For more information on Git LFS, check the official documentation:
https://git-lfs.github.com/ and https://docs.github.com/en/repositories/working-with-files/managing-large-files.

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@@ -73,7 +73,7 @@ parent directory, usually hiding the name of that file.
WebGL version
-------------
Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
Godot 4 can only target WebGL 2.0 (using the Compatibility rendering
method). Forward+/Mobile are not supported on the web platform, as these
rendering methods are designed around modern low-level graphics APIs. Godot
currently does not support WebGPU, which is a prerequisite for allowing

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@@ -32,7 +32,7 @@ Compatibility rendering methods. However, unneeded objects are still reducing
performance.
One way we can potentially reduce the amount to be rendered is to **take advantage
of occlusion**. Godot 4.0 and later offers a new approach to occlusion culling
of occlusion**. Godot offers an approach to occlusion culling
using occluder nodes. See :ref:`doc_occlusion_culling` for instructions on
setting up occlusion culling in your scene.

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@@ -59,8 +59,7 @@ This would be a basic setup:
For simple gizmos, inheriting :ref:`EditorNode3DGizmoPlugin <class_EditorNode3DGizmoPlugin>`
is enough. If you want to store some per-gizmo data or you are porting a Godot 3.0 gizmo
to 3.1+, you should go with the second approach.
is enough. If you want to store some per-gizmo data, you should go with the second approach.
Simple approach

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@@ -305,7 +305,7 @@ Color given as red-green-blue value (alpha will always be 1).
Nodes
-----
Since Godot 4.0, nodes can be directly exported without having to use NodePaths.
Nodes can also be directly exported without having to use NodePaths.
.. code-block:: csharp

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@@ -11,8 +11,8 @@ As explained in the :ref:`doc_debugger_panel` documentation, Godot features a
graphs showing their evolution over time. The data for those graphs is sourced
from the engine's :ref:`class_Performance` singleton.
Since Godot 4.0, you can declare custom values to be displayed in the Monitors
tab. Example use cases for custom performance monitors include:
Godot lets you declare custom values to be displayed in the Monitors tab.
Example use cases for custom performance monitors include:
- Displaying performance metrics that are specific to your project. For
instance, in a voxel game, you could create a performance monitor to track the

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@@ -859,7 +859,7 @@ Negative indices count from the end.
Typed arrays
^^^^^^^^^^^^
Godot 4.0 added support for typed arrays. On write operations, Godot checks that
Godot also features support for typed arrays. On write operations, Godot checks that
element values match the specified type, so the array cannot contain invalid values.
The GDScript static analyzer takes typed arrays into account, however array methods like
``front()`` and ``back()`` still have the ``Variant`` return type.

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@@ -253,8 +253,8 @@ Color given as red-green-blue value (alpha will always be 1). See :ref:`@export_
Nodes
-----
Since Godot 4.0, nodes can be directly exported as properties in a script
without having to use NodePaths:
Nodes can also be directly exported as properties in a script without
having to use NodePaths:
::

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@@ -14,9 +14,9 @@ starting with a hash symbol (``#``). It is not a *keyword* of the shader
language (such as ``if`` or ``for``), but a special kind of token within the
language.
From Godot 4.0 onwards, you can use a shader preprocessor within text-based
shaders. The syntax is similar to what most GLSL shader compilers support
(which in turn is similar to the C/C++ preprocessor).
To avoid repetition and improve code reuse, you can use a shader preprocessor
within text-based shaders. The syntax is similar to what most GLSL shader
compilers support (which in turn is similar to the C/C++ preprocessor).
.. note::

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@@ -54,7 +54,7 @@ Godot supports the following dynamic font formats:
- TrueType Font or Collection (``.ttf``, ``.ttc``)
- OpenType Font or Collection (``.otf``, ``.otc``)
- Web Open Font Format 1 (``.woff``)
- Web Open Font Format 2 (``.woff2``, since Godot 3.5)
- Web Open Font Format 2 (``.woff2``)
While ``.woff`` and especially ``.woff2`` tend to result in smaller file sizes,
there is no universally "better" font format. In most situations, it's