31 Commits

Author SHA1 Message Date
Hugo Locurcio
52a8e988c6 Document baking lightmaps on Android in Using Lightmap global illumination
This is supported since 4.5.
2025-09-11 16:35:26 +02:00
Hugo Locurcio
a26b51f306 Fix outdated notice about reflection probes not being supported in Compatibility 2025-04-03 01:07:05 +02:00
Max Hilbrunner
1683f6a2c4 Merge pull request #10634 from skyace65/Supersampling
Document supersampling for lightmaps
2025-02-08 20:01:03 +01:00
skyace65
5cf03b89ea Update UV preivew screenshot 2025-02-08 11:18:40 -05:00
skyace65
8decfe764c Document supersampling for lightmaps 2025-02-07 14:17:20 -05:00
Hugo Locurcio
28a7a0bb76 Document shadowmasks in Using LightmapGI 2025-01-07 17:11:00 +01:00
tetrapod00
c4d3aa134a Standardize RST header syntax 2024-12-29 13:44:09 -08:00
tetrapod00
f2ce3eee91 Standardize renderer names and terms 2024-11-29 13:26:48 -08:00
Hugo Locurcio
338c19ca9d Document converting CSG nodes to MeshInstance3D and related lightmapping workflow (#10229)
* Document converting CSG nodes to MeshInstance3D and related lightmapping workflow

---------

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
2024-11-17 11:15:16 +01:00
FlooferLand!
d7ba911c0c Add note about LightmapGI only baking nodes under its parent (#10247)
* Add note about LightmapGI only baking nodes under its parent

`LightmapGI`'s documentation currently doesn't mention the fact it only bakes nodes under its parent.
This can make the user think there is something wrong with their scene setup or 3D models, as it refuses to bake when the user's models / world isn't under the same parent as the `LightmapGI`.

---------

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-11-17 11:05:26 +01:00
tetrapod00
5994348764 Change all usages of "run-time" to "runtime" 2024-11-06 23:36:58 -08:00
tetrapod00
a8667ffddf Add links to project setting mentions 2024-11-05 11:55:14 -08:00
tetrapod00
04a986db73 Add new Renderers page
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.
2024-10-27 18:51:36 -07:00
skyace65
2bf43bd982 Document reflection probe limitations in compatability renderer 2024-09-08 15:52:42 -04:00
Hugo Locurcio
4e0bc31f58 Document baking lightmaps on Android/web editor is not supported
This also removes a duplicated heading.
2024-07-15 00:44:06 +02:00
Hugo Locurcio
06bd5b3ccb Fix false positives in codespell CI and fix reported typos
- Don't install codespell when building offline docs
  as it's not needed in that workflow.
2024-05-31 10:58:12 +02:00
A Thousand Ships
bd6cc665a7 Fix incorrect uses of a/an 2024-03-29 15:14:27 +01:00
skyace65
b7dc0575c2 Update images for lightmap page 2024-02-10 11:17:24 -05:00
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
09078cffb5 Document limit of VoxelGI and LightmapGI instances that can be rendered 2023-12-17 23:06:07 +01:00
Hugo Locurcio
f9817954c7 Remove unused images
This reduces the size of ZIP downloads for offline reading.

Unused images were found by running `_tools/list-unused-images.sh`.
These images were used in Godot 2.x and 3.x documentation,
but have been replaced by remade images with different names since.
2023-11-13 21:57:19 +01:00
Hugo Locurcio
071d49a489 Fix various cases of unused images
Some of these images were duplicates or not relevant anymore,
so they have been removed entirely. Others have had their links fixed
or added where relevant.
2023-11-07 18:04:26 +01:00
Hugo Locurcio
9d313cfb8d Document new denoisers and properties in Using Lightmap global illumination
This also updates List of features to be up-to-date with Godot 4.2's
3D rendering features.
2023-10-20 22:51:29 +02:00
Hugo Locurcio
663dfe0d65 Clarify hiding lights doesn't disable baking in Using LightmapGI 2023-10-05 22:31:10 +02:00
Hugo Locurcio
72e6c2943f Document Forward+ limitations with decal and reflection probe rendering
This is already present in the 3D lights and shadows documentation.
2023-09-27 03:05:39 +02:00
Hugo Locurcio
5534016ac1 Document UV2 generation for primitive meshes and VRAM caveats in Using LightmapGI 2023-05-08 20:10:34 +02:00
Hugo Locurcio
96eb7d05ff Document SDFGI sharp reflections only working on opaque materials
Transparent materials only use rough reflections, likely for
performance reasons.
2023-03-24 21:08:25 +01:00
Hugo Locurcio
6bcd2cbd1b Document hiding dynamic probe editor gizmos in Using LightmapGI
- Clarify that lightmaps must be baked again after adding LightmapProbe
  nodes.
2023-03-12 17:54:51 +01:00
Hugo Locurcio
3dfbfbf381 Add links to demo projects where relevant (#6874)
* Add links to demo projects where relevant

- Warn about poor compute shader support on mobile GPUs (due to driver bugs).
- Update control gallery image for 4.0.
- Fix typo in Internationalizing games.

---------

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-03-09 06:09:56 +01:00
Hugo Locurcio
c799afdfa2 Update Importing 3D scenes documentation for Godot 4.0 (#6800)
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2023-03-04 23:00:30 +01:00
Yuri Sizov
d524544e07 Improve naming and organization of some manual articles
HTML5/Web moved to their own subfolder
Global Illumination moved to their own subfolder
UI, IO, Inputs sections titles adjusted
2D, 3D tutorials grouped to improve navigation
2023-02-26 22:50:18 +01:00