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.
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but have been replaced by remade images with different names since.
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.
This also documents using glow as a blurring solution
(e.g. for menu background blur), which is a common question
on support platforms.
The reference to an outdated quality setting in the depth of field
properties was also updated.
In some cases, it may be better to use specially configured QuadMeshes
as an alternative to volumetric fog.
- Quads work with any rendering method, including Forward Mobile and Compatibility.
- Quads do not require temporal reprojection to look smooth, which makes
them suited to fast-moving dynamic effects such as lasers. They can also
represent small details which volumetric fog cannot do efficiently.
- Quads generally have a lower performance cost than volumetric fog
(with some exceptions).