The previously described approach was tailored for Godot 3.x, back
when built-in 3D resolution scaling support didn't exist.
Now that resolution scaling works in all rendering methods, it's better
to use it instead.
This page is usually meant to be read first to give an overview,
while other pages are on more specific subjects.
- Rename to "Overview of renderers" to be more descriptive.
Adds a new page which gives a summary of the three renderers. This page briefly
describes the renderers, gives some guidance on how to choose a renderer. It also
contains a comparison table between the renderers.
Adds an entry in the FAQ which links to this new page.
Adds a note about subsurface scattering limitations to the Standard Material page.
Adjusts some other pages which had incorrect information.
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.
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.
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).