Commit Graph

458 Commits

Author SHA1 Message Date
Max Hilbrunner
1e604f4e4e Merge pull request #8738 from jsjtxietian/patch-3
Mention light appearance difference between with or without shadow in compatibility
2024-01-23 18:19:35 +01:00
Halston Sellentin
06dba85541 improve comma placement 2024-01-20 14:00:03 -08:00
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
David C. Drake
4d68d50be4 Fix typo: 'generated' -> 'generate'
Minor typo fix: "used to generated" -> "used to generate"
2024-01-09 14:57:42 -07:00
谢天
30c3c92194 Update lights_and_shadows.rst to mention difference between light with or without shadow 2024-01-08 15:57:54 +08:00
谢天
3151ea7a0d Update lights_and_shadows.rst to mention the increased drawcall by enabling shadow 2024-01-05 14:37:52 +08:00
Max Hilbrunner
833e2c4afe Merge pull request #8640 from yunusey/dev
Fix UV mapping in ArrayMesh tutorial
2023-12-18 22:01:00 +01:00
Hugo Locurcio
09078cffb5 Document limit of VoxelGI and LightmapGI instances that can be rendered 2023-12-17 23:06:07 +01:00
yunusey
4d3f82e955 Fix UV mapping in ArrayMesh tutorial 2023-12-17 15:36:04 -05:00
Hugo Locurcio
9804b8abed Mention potential banding issues in fog and volumetric fog documentation 2023-12-11 18:08:32 +01:00
yankscally
b1ac7afd7d changed qodot link! 2023-12-06 15:42:00 +00:00
HDLcincDragon
73441678ef Added C# code tabs to SurfaceTool.rst (#8192)
* Added C# code tabs

* Update tutorials/3d/procedural_geometry/surfacetool.rst

---------

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-11-25 19:23:40 +01:00
Hugo Locurcio
8373007666 Document AMD FidelityFX Super Resolution 2.2 support
This documents its use both as an upscaling method and an antialiasing
method.
2023-11-24 21:55:31 +01:00
Hugo Locurcio
d07baf3836 Document alpha antialiasing in Standard Material 3D
- Fix a typo in 3D rendering limitations.
2023-11-15 20:16:03 +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
skyace65
617026ac70 Update 3D particles pages for 4.2 2023-11-04 16:09:52 -04:00
Hugo Locurcio
2b3c3c3ef4 Document source_color shader hint being relevant for 2D HDR 2023-11-01 19:25:04 +01:00
Paul Joannon
a60ab49aac Fix some forgotten lowercase x/y/z 2023-10-21 21:23:01 +02:00
Max Hilbrunner
c3550c951b Merge pull request #8285 from Calinou/environment-glow-2d
Document glow in 2D in Environment and post-processing
2023-10-21 18:35:49 +02:00
Max Hilbrunner
8e327b11c4 Merge pull request #8272 from clayjohn/ImmediateMesh
Update references to the ImmediateMesh in the Procedural Geometry tutorial
2023-10-21 12:00:46 +02:00
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
02ee80a0c8 Document glow in 2D in Environment and post-processing
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.
2023-10-19 23:47:37 +02:00
clayjohn
f23d6b0e71 Update references to the ImmediateMesh in the Procedural Geometry tutorial 2023-10-19 01:04:50 +02:00
Max Hilbrunner
9e0c1b23f1 Merge pull request #8233 from Calinou/visibility-ranges-visibility-parent
Document Visibility Parent functionality in Visibility Ranges
2023-10-15 01:44:49 +02:00
Hugo Locurcio
1f2e51f556 Document Visibility Parent functionality in Visibility Ranges
This is an easier (and more flexible) way of creating HLOD setups
with less manual work required.
2023-10-13 00:10:17 +02:00
Hugo Locurcio
15303f5141 Document setting up Blender-style transform shortcuts in Introduction to 3D 2023-10-12 23:44:39 +02:00
Matthew
5d47cecebb Merge pull request #7830 from aaronfranke/split-importing-3d-scenes
Split the "Importing 3D scenes" article into multiple pages
2023-10-05 23:02:19 -04:00
Hugo Locurcio
663dfe0d65 Clarify hiding lights doesn't disable baking in Using LightmapGI 2023-10-05 22:31:10 +02:00
skyace65
1ae0eff971 Fix Build issue 2023-10-02 21:19:42 -04:00
Matthew
2edd9014a3 Merge pull request #8101 from jwd83/patch-1
Update trails.rst
2023-10-02 10:52:07 +02:00
Aaron Franke
7d9ab84ac1 Split the "Importing 3D scenes" article into multiple pages 2023-10-01 13:11:36 -05:00
Aaron Franke
3407328860 Fix typos: "modelling" -> "modeling" 2023-10-01 12:52:25 -05:00
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
b68b12ebaa Document particle flipbook animation in 2D, improve existing 3D flipbook docs
- Fix FPS formula which was inverted (it calculated the time per frame).
2023-09-21 00:02:19 +02:00
Milan Gruner
ed7b0374cc Add documentation for render mode fog_disabled and Disable Fog in BaseMaterial3D 2023-09-05 21:44:20 +02:00
Clay John
0ee95aa57d Document more array formats that can be used in vertex arrays 2023-08-11 11:45:18 +02:00
Alexander Black
0b65822dcf Fix typo 2023-07-25 19:47:36 +01:00
Andrew Jakubowicz
ac79471242 Fix typo in resolution_scaling.rst
Fixes typo by removing erroneous letter `y`. `cany` -> `can`.

Typo is located here: https://docs.godotengine.org/en/latest/tutorials/3d/resolution_scaling.html#:~:text=3D%20section%2C%20you-,cany,-find%20several%20options

Thank you for such a great game engine!
2023-06-11 21:46:54 -07:00
Max Hilbrunner
485116d8a3 Character and typo fixes 2023-05-31 18:07:27 +02:00
hakro
5f75ad7712 Update standard_material_3d.rst
No Depth Test, is below, not above.
2023-05-21 02:43:07 +02:00
Max Hilbrunner
3fb3f67b86 Merge pull request #7340 from Calinou/volumetric-fog-noisetexture3d 2023-05-18 13:34:08 +02:00
Max Hilbrunner
72c0af46b2 Snake-case .tscn, .gd and _on_* callbacks
Co-authored-by: Doug Thompson <s-git@dougthompson.co.uk>
2023-05-18 12:46:58 +02:00
yashm
8a09a24999 Fix typo in lights_and_shadows.rst (#7363) 2023-05-18 02:19:37 +02:00
Max Hilbrunner
a6b2a75cba Update tutorials/3d/volumetric_fog.rst
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-05-16 01:13:58 +02:00
James Czekaj
5cd0f2aa31 Add section mentioning "export as glTF" to CSG docs page (#7324) 2023-05-15 01:42:06 +02:00
Max Hilbrunner
2ecaa55726 Merge pull request #7341 from Calinou/volumetric-fog-quadmesh 2023-05-13 22:17:45 +02:00
Hugo Locurcio
c9f04ae816 Document faking volumetric fog using QuadMeshes
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).
2023-05-12 20:40:34 +02:00
Hugo Locurcio
4356a7f8dc Document using NoiseTexture3D with FogMaterial in Volumetric fog
This also adds a tip about using a NoiseTexture3D as particle attractor
vector field texture.
2023-05-12 19:54:51 +02:00
Patrick
60da673ced Mention Spatial -> Node3D rename in Introduction docs 2023-05-11 23:31:43 +02:00