62 Commits

Author SHA1 Message Date
tetrapod00
fb43d4a7d1 Add link from Rendering to 2D and 3D rendering sections 2024-11-30 07:00:21 +01:00
Raymond DiDonato
78b3cbe3ab Update demo code in compositor effect tutorial 2024-10-04 03:52:23 +02:00
Shawn Hardern
bf067871c0 Add C# examples to Using Viewports documentation
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2024-10-04 03:43:35 +02:00
Max Hilbrunner
36630bc7ec Merge pull request #7829 from Calinou/fixing-jitter-stutter-buffer-size
Mention buffer size and Windows 11 mouse polling in Fixing jitter, stutter and input lag
2024-08-14 19:44:36 +02:00
skyace65
11adeb1dde Remove reference to 3.x plugin 2024-06-23 11:42:11 -04:00
Bastiaan Olij
f823ed239b Add documentation about the compositor 2024-06-02 13:22:03 +10:00
melquiadess
dbe3a88377 Fix various minor typos 2024-04-20 16:41:23 +01:00
Max Hilbrunner
836fddb7ec Merge pull request #9049 from skyace65/MultipleResolutions
Update multiple resolutions page
2024-04-08 15:45:40 +02:00
A Thousand Ships
bd6cc665a7 Fix incorrect uses of a/an 2024-03-29 15:14:27 +01:00
Hugo Locurcio
16c34b2971 Mention buffer size and Windows 11 mouse polling in Fixing jitter, stutter and input lag
This also documents command line arguments that may be of interest when
running Godot projects.
2024-03-05 19:04:47 +01:00
skyace65
89f51e3eec Update multiple resolutions page 2024-03-03 12:22:24 -05:00
Hugo Locurcio
dafb890834 Update hiDPI support documentation in Multiple resolutions 2024-03-01 17:06:45 +01:00
Jonathan Paugh
0a503f8a1d Spellcheck: allotted 2024-01-27 15:00:38 -06:00
Jonathan Paugh
af5deac0db multiple_resolutions.rst: Clear up confusing use of terms window and viewport
Clear up a potential misunderstanding for new users.

When I first read this documentation, it left me with the impression that there's a `/root` viewport which lives inside of the window object. This false lesson was reinforced by the existing of both `get_window()` and `get_viewport()` in the API.
2024-01-26 14:28:16 -06:00
Hugo Locurcio
95fb178429 Add support for user-provided comments with Giscus
This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.

GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.

User comments are intended to be used for the following purposes:

- Add a clarification or correct something in the documentation,
  without having to open a pull request. Contributors are encouraged to
  take a look at discussions from time to time, and see if there's information
  worth incorporating in the pages themselves. Don't forget to reply to
  the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
  such as tutorials or add-ons.

User comments should *not* be used for technical support. Other community
platforms should be used for that.

Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.

See https://giscus.app for more information.
2024-01-11 17:51:53 +01:00
Hugo Locurcio
06060434ed Document Fullscreen vs Exclusive Fullscreen window mode for integer scaling 2023-12-09 14:10:12 +01:00
HolonProduction
1bc6c890b6 Update Viewports tutorial for Godot 4 (#8210)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-11-09 13:32:31 +01:00
Hugo Locurcio
c3c5895502 Document integer scaling support in Multiple resolutions
This also adds more recommendations for base viewport sizes in pixel art games.
2023-10-21 23:55:52 +02:00
Hugo Locurcio
6ac2d17ea6 Link to Importing images' Mipmaps section in Multiple resolutions 2023-10-05 00:12:41 +02:00
Hugo Locurcio
c2f2c7c697 Recommend using fullscreen on Linux in Fixing jitter and stutter
Stuttering is more common on Linux when playing in windowed mode,
regardless of how powerful the hardware is. This can occur even if
compositing is disabled in the window manager (as tested on KWin).
2023-09-20 20:11:39 +02:00
Mark Wilson
544d228aa6 Updated 3.x project settings for test window size to 4.x names 2023-07-27 21:14:08 -04:00
Hugo Locurcio
84af32c43d Fix some articles being incorrectly marked as outdated
These articles were updated for 4.0 and the API hasn't changed in 4.1.
2023-07-10 16:57:04 +02:00
atomikf
c0da76caf2 Update multiple_resolutions.rst
Small typo correction.
There is a line "Set the base window width to 720 and window height to 1080." It seems the 1080 should be changed to 1280.
2023-06-14 10:41:53 +02:00
Joseph K
a6dbd57f96 Typo fix 2023-06-04 02:16:42 +02:00
Hugo Locurcio
9056197dde Fix canvas_items stretch mode name in Multiple resolutions 2023-06-02 13:17:26 +02:00
Max Hilbrunner
485116d8a3 Character and typo fixes 2023-05-31 18:07:27 +02:00
br1trs
92d962ab75 delete get_root()
handling quit requests

multiple resolutions

change scenes manually

scene tree
2023-05-29 23:26:04 -06:00
AV77
0886dcd9ee Marked /tutorials/rendering/viewports.rst as outdated
Fixes: #7343
2023-05-14 03:26:54 +00:00
Jcrespo
2ec7eefc81 Update code to 4.0+ for screenshotting the viewport tutorial
The viewport tutorial:
https://docs.godotengine.org/en/latest/tutorials/rendering/viewports.html

did not work for Godot 4- as instead of get_data() from
Texture one should use get_image() from Texture2D.

Also setting a texture didn't work as documented, fixed too.
Tested by using the code on a simple scene with a sprite.

This should be backported to 4.0 branch, but not previous ones.

Fixes #7162
2023-04-23 00:40:14 +02:00
Hugo Locurcio
bc15bd0e1c Document custom scale factor in Multiple resolutions
- Mention how to change each stretch-related property at runtime
  from a script.
- Link to the Multiple Resolutions and Aspect Ratios demo project.
- Remove outdated Shrink section (this is no longer present in 4.0,
  as it was replaced by Scale).
2023-04-08 19:17:29 +02:00
Yuri Sizov
978a13bb0a Mark potentially outdated pages with a WIP warning 2023-02-26 14:21:15 +01:00
Hugo Locurcio
4d18d520b4 Fix typo in Fixing jitter, stutter and input lag
This also renames the Max FPS setting name to match Godot 4.0.
2023-01-26 23:31:06 +01:00
Markus Sauermann
d2a75723da Update Input Event Tutorial 2022-11-29 16:34:25 +01:00
Hugo Locurcio
3df8454f27 Add aspect ratio recommendations for tablets in Multiple resolutions 2022-10-31 03:01:18 +01:00
Max Hilbrunner
99d3d0be12 Renames / fixes for Godot 4 2022-10-17 00:35:07 +02:00
Max Hilbrunner
5bb50c07b6 Nuke old renderer comparison page 2022-10-16 00:01:21 +02:00
Max Hilbrunner
198393eec7 More Godot 4 rename fixes (#6315)
* Spatial -> 3D, Transform, Quaternion

* File -> FileAccess

* Camera -> Camera3D

* Update references to MeshInstance and MultiMeshInstance

* ImmediateGeometry -> ImmediateMesh, misc renames
2022-10-15 20:54:47 +02:00
Max Hilbrunner
b82cd0690d A bunch of renames for Godot 4.0 2022-10-15 18:19:12 +02:00
Jiri Suchan
3370ef2ef9 fix: rename ViewportContainer to SubViewportContainer 2022-10-09 20:07:25 +09:00
Jiri Suchan
991b576e70 fix: invalid references in viewports file 2022-10-06 00:04:21 +07:00
yed podtrzitko
f4573fd49e fix: replace invalid World references with World3D/ World2D (#6256)
* fix: replace World references with World2D / World3D
2022-10-05 12:38:34 +02:00
Hugo Locurcio
8b330feb43 Update the 2d stretch mode name to canvas_items 2022-09-27 17:18:16 +02:00
Hugo Locurcio
b7fa95ea87 Improve Fixing jitter and stutter documentation
- Add section on input lag, containing project and hardware/OS
  configuration recommendations.
- Remove outdated advice about graphics drivers on Linux.
- Mention that compositing can sometimes be disabled on Linux for
  better performance.
- Wrap to 80 characters.
2022-09-20 15:26:26 +02:00
Hugo Locurcio
991359838b Remove outdated stretch mode recommendations in Multiple resolutions 2022-07-28 17:43:39 +02:00
Hugo Locurcio
74b2ce1982 Document blend shapes being supported in GLES2 2022-07-19 20:47:18 +02:00
Markus Sauermann
1e6a033a8f Update tutorials: VisualServer to RenderingServer 2022-02-09 20:20:13 +01:00
Arpit Srivastava
eafa97b871 Fix references to window size project settings in Multiple resolutions (#5478) 2021-12-30 18:46:35 +01:00
Rémi Verschelde
9a05eef561 4.0: Convert Sprite references to Sprite2D
Some screenshots will need to be updated so that the scene structures shown
in screenshot fit what the code blocks are referring to.
2021-10-06 14:29:55 +02:00
Aaron Franke
5c7f653347 Optimize PNG and SVG images using oxipng and svgcleaner (#5254) 2021-09-14 17:50:17 +02:00
Marcin Sędłak-Jakubowski
bd19917ea0 Draft: Remove "simple", "simply", "easy", and "just" from the docs (#4496)
* Various style edits

* Edit out "simple" when possible

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2021-07-11 14:38:53 +02:00