- Update all images.
- Replace GIFs with videos.
- Document stopping a ragdoll simulation and collision exceptions.
- Add TranquilMarmot's advice from the user notes on improving
visibility, multiple collision shapes per bone, joint descriptions,
and recommended joint types.
Since https://github.com/godotengine/godot/pull/108704, the sentence
about Flatpak is fully obsolete:
1. All standard Flatpak runtimes contain libdbus;
2. With the addition of support for the XDG Inhibit portal, Godot is
able to inhibit idle without any sandboxing adjustments.
More generally, I don't think we need to mention that D-Bus is required
to inhibit idle, even outside Flatpak: practically speaking, all desktop
Linux systems have had libdbus available for 20+ years.
Remove the whole paragraph.
* Update recording_with_microphone.rst for iOS audio settings
Added information about setting the correct 'Session Category' for audio input on iOS and iPadOS.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Blend mode names were spelled differently from the actual godot's interface (v4.5). Updated for clarity:
"Subtract" blend mode was spelled "Sub"
"Multiply" blend mode was spelled "Mul"
* Added note letting users know they should reset physics interpolation on first frame object is created
* Removed (RID) from function name
* Apply suggestions from code review
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This follows the documentation writing guidelines, specifically
the "When to refer to a specific Godot version" section.
This also removes warning blocks for a known issue that was resolved in Godot 4.5.
Once the issue is resolved, it could support Compatibility but not
Forward+/Mobile due to these renderers requiring a feature the iOS
simulator doesn't support (image cube arrays).
Changed descriptions for CAMERA_POSITION_WORLD and EYE_OFFSET to benefit XR developers.
I decided to make this pull request because my dad spent a while trying to get the eye positions correct, eventually finding that CAMERA_POSITION_WORLD is the same for both eyes, and later that the EYE_OFFSET is not in world space.
My dad and I were almost led to believe that the perspective artifacts we saw with our custom shader were due to an optimization in the headset, and that we would have to work around it in our game, but it has since been fixed.
When you follow the "Editor > Editor Settings" route an Editor Settings panel opens - without any Editor Docks sub-panel.
This had me stumped at first while following the documentation.
A menu path that actually triggers the Show Inspector function is:
"Editor > Editor Docks > Inspector"
I propose updating the menu path for clarity.