Bastiaan Olij
80585a2ca5
Add additional information about the Godot XR Vendor Plugin
2025-12-07 15:23:45 +11:00
Max Hilbrunner
8de3e5af59
Merge pull request #11512 from bruvzg/split_val
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Update docs for GDExtensions validation.
2025-12-04 15:53:41 +01:00
Max Hilbrunner
999daecb3f
Merge pull request #11508 from Calinou/localization-spreadsheets-load-csv-project-settings
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Add a reminder to load the CSV as a source in Localization using spreadsheets
2025-12-04 15:51:57 +01:00
Max Hilbrunner
88ff50bb18
Merge pull request #11510 from Aurora-Bee/advanced_postprocessing_optimization_code_fix
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Fixed code example in Shaders > Advanced post-processing > An optimization
2025-12-04 15:51:18 +01:00
Pāvels Nadtočajevs
67f9442b9c
Update docs for GDExtensions validation.
2025-12-03 16:23:21 +02:00
unknown
8db87be8b9
fixed face orientation, by changing the vertex ordering to counter-clockwise
2025-12-02 19:02:11 +01:00
Hugo Locurcio
2beb86d7fa
Add a reminder to load the CSV as a source in Localization using spreadsheets
2025-12-02 18:26:44 +01:00
Max Hilbrunner
0fce3e79c7
Merge pull request #11503 from Calinou/faq-libgodot
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Mention LibGodot in Frequently asked questions
2025-11-28 22:23:48 +01:00
Hugo Locurcio
589df34b0f
Mention LibGodot in Frequently asked questions
2025-11-28 17:11:31 +01:00
Max Hilbrunner
80407de117
Merge pull request #11502 from Calinou/compiling-for-windows-d3d12-default
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Update Compiling for Windows following Direct3D 12 being enabled by default
2025-11-28 11:10:50 +01:00
HEMMOUDA Aymane
abe420bdd6
Add macOS shortcut for running the scene ( #11277 )
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* Add macOS shortcut for running the scene
Updated instructions for running the scene on macOS.
2025-11-27 22:15:41 -05:00
Matthew
37b34f09f5
Merge pull request #11278 from hemmouda/patch-2
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Add macOS shortcut for running the scene
2025-11-27 22:12:49 -05:00
Matthew
4f98796655
Merge pull request #11300 from magicdude4eva/patch-1
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Fixed shortcut Mac for Distraction Free Mode
2025-11-27 22:00:57 -05:00
Nadav
21f4fb2b64
Add exclamation point to example ( #11183 )
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* add exclamation point to example
2025-11-27 21:27:17 -05:00
Matthew
170ac63bb1
Merge pull request #11460 from bruvzg/ac_build
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Add AccessKit build instructions.
2025-11-27 21:02:13 -05:00
Hugo Locurcio
856f241cfb
Update Compiling for Windows following Direct3D 12 being enabled by default
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The recommendation is now to leave `d3d12` to its default `yes` value,
which means installing Direct3D 12 dependencies is considered required
by default.
You can still skip the dependencies by compiling with `d3d12=no`, which matches
the behavior of self-compiled builds prior to Godot 4.6.
This also removes an outdated FAQ question, since a lot of time has passed
since that question was written (Godot only had Vulkan and OpenGL support
back then).
2025-11-28 00:02:33 +01:00
Matthew
40ec4bd1a0
Merge pull request #11333 from mihe/jolt/drop-experimental
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Drop the experimental label for the Jolt Physics integration
2025-11-27 17:05:41 -05:00
Matthew
105d52e603
Merge pull request #11491 from alkemann/patch-1
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Fix indentation causing render issue on code sample
2025-11-27 17:03:27 -05:00
Matthew
3248f5e032
Merge pull request #11471 from jamonholmgren/patch-1
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Logic Preferences: Clarifications and grammatical improvements
2025-11-27 17:02:32 -05:00
Matthew
512c9b1133
Merge pull request #11457 from Calinou/volumetric-fog-lighting-tweak-energy
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Tweak suggested energy values to simulate volumetric lighting in Volumetric fog
2025-11-27 17:00:19 -05:00
Max Hilbrunner
1d24b20d7d
Merge pull request #11493 from Calinou/upgrading-to-godot-4.5-deep-duplicate
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Fix typo in `DEEP_DUPLICATE_ALL` flag in Upgrading to Godot 4.5
2025-11-25 16:17:52 +01:00
Hugo Locurcio
c46068a132
Fix typo in DEEP_DUPLICATE_ALL flag in Upgrading to Godot 4.5
2025-11-25 02:14:57 +01:00
Alexander Morland
b5965dddcd
fixed indentation causing render issue on code sample
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bad indentation causing render error if this code sample
2025-11-24 16:31:37 +01:00
Max Hilbrunner
0e4add404c
Merge pull request #11489 from Ivorforce/trivially-relocatable
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Add some information about relocation safety.
2025-11-24 15:33:47 +01:00
Lukas Tenbrink
d03fcc844f
Add some information about relocation safety.
2025-11-22 22:45:56 +01:00
Max Hilbrunner
0380fe550c
Merge pull request #11456 from Ivorforce/multithreading-core-types
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Add a section for multithreading primitives to Core types.
2025-11-22 04:59:01 +01:00
Max Hilbrunner
80ed758cca
Merge pull request #11481 from Alex2782/fix_validation_layers_android
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Fix Vulkan validation layers on Android
2025-11-22 04:58:19 +01:00
Max Hilbrunner
2f43fd305d
Merge pull request #11485 from godotengine/classref/sync-235a32a
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classref: Sync with current master branch (235a32a)
2025-11-22 04:57:35 +01:00
Godot Organization
6da2fd7af3
classref: Sync with current master branch (235a32a)
2025-11-22 03:28:38 +00:00
Alexander Hartmann
d64a911391
Fix Vulkan validation layers on Android
2025-11-20 15:13:34 +01:00
Max Hilbrunner
700efb28f7
Merge pull request #11474 from Calinou/csharp-diagnostics-gd0001-fix-typo
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Fix typo in GD0001 C# diagnostic example code
2025-11-18 04:50:31 +01:00
Max Hilbrunner
099307fbbb
Merge pull request #11476 from Calinou/spatial-shader-vertex-color
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Document `COLOR` built-in limitations in Spatial shader
2025-11-18 04:49:28 +01:00
Hugo Locurcio
a34efc8dcc
Document COLOR built-in limitations in Spatial shader
2025-11-17 23:47:55 +01:00
Hugo Locurcio
a4d57d6a14
Fix typo in GD0001 C# diagnostic example code
2025-11-17 21:05:19 +01:00
Max Hilbrunner
d6267eafcf
Add documentation about OpenXR spatial entities ( #11015 )
2025-11-17 09:43:20 +01:00
Jamon Holmgren
0a776471f3
Logic Preferences: Clarifications and grammatical improvements
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The [Logic Preferences](https://docs.godotengine.org/en/4.5/tutorials/best_practices/logic_preferences.html ) doc is useful, but I noticed some grammatical issues and confusing phrasing (possibly from a non-native English speaker author). This is a small improvement to that doc.
2025-11-16 13:00:45 -08:00
Lukas Tenbrink
77a966c622
Fetch redirects based on the current URL. ( #11450 )
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* Fetch redirects based on the current URL.
* Apply suggestions from code review
---------
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2025-11-16 03:21:29 +01:00
Max Hilbrunner
b197efa329
Merge pull request #11463 from wk-y/patch-1
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Change 'subclasses' to 'inner classes' in style guide
2025-11-16 03:10:42 +01:00
Matthew
4f3434e2ed
Merge pull request #11393 from noahlessard/master
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Add Android Gallery Example to JavaClassWrapper Doc
2025-11-15 18:16:09 -05:00
Max Hilbrunner
d38c980d85
Merge pull request #11469 from godotengine/classref/sync-ef34c3d
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classref: Sync with current master branch (ef34c3d)
2025-11-15 17:57:46 +01:00
Godot Organization
7b4ae2ad8c
classref: Sync with current master branch (ef34c3d)
2025-11-15 03:29:31 +00:00
Matthew
e9f98b9124
Merge pull request #11465 from russellsanborn/autoload-casing
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Update casing for autoload in singletons_autoload.rst
2025-11-14 18:14:09 -05:00
Russell Sanborn
bd52d13fe7
Update casing for autoload in singletons_autoload.rst
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Updating this for consistency in the docs since the other references are
"autoload" or "Autoload".
2025-11-14 09:54:07 -06:00
Mohammad Rahhal
83dc343d88
Update exec flag for Visual Studio ( #11455 )
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* Update exec flag for Visual Studio
2025-11-12 22:05:56 -05:00
wk-y
67ce5abf2b
Change 'subclasses' to 'inner classes' in style guide
2025-11-12 15:55:52 -08:00
Pāvels Nadtočajevs
696e62a7df
Add AccessKit build instructions.
2025-11-12 19:04:00 +02:00
Max Hilbrunner
685d2ee038
Fix error in shader_functions abbr popup ( #11458 )
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When hovering over vec_uint_type the popup claims that it can accept a float instead of a uint. This pr fixes this error. The top of the page states correctly that it accepts a uint, uvec2, uvec3, or uvec4.
2025-11-11 20:41:30 +01:00
Anish Kumar
27b49892ab
Merge pull request #11435 from syntaxerror247/debug-symbols
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Add native debug symbols doc for Android
2025-11-11 20:40:03 +01:00
TelePete
f2023307bc
Fix error in shader_functions abbr popup
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When hovering over vec_uint_type the popup claims that it can accept a float instead of a uint. This pr fixes this error. The top of the page states correctly that it accepts a uint, uvec2, uvec3, or uvec4.
2025-11-10 20:13:38 +01:00
Hugo Locurcio
8a8d408c46
Tweak suggested energy values to simulate volumetric lighting in Volumetric fog
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4.6 has fixed the previously incorrect volumetric fog blending behavior.
This has the side-effect of making bright volumetric fog look significantly
brighter than before. To get a result similar to the previous look, the
Volumetric Fog Energy property on Light3D nodes needs to be reduced significantly
(often by a factor of 10, if not more).
2025-11-10 19:05:34 +01:00