* Fixed the font under Linux appearing crazy thin
* Fixed Material 001 failing to compile under Linux
* Fixed the god ray materials appearing incorrectly in Linux
* Fixed spark FX not displaying as intended on Linux
* Fixed the Red Robots laser displaying incorrectly under Linux
* Fixed the Blast Material from the player weapon displaying as a opaque card under Linux
- Add projector light textures.
- Tweak the flying forklift's dynamic light and particles to be more noticeable.
- Add bullet impact particles with collision against level geometry
(using a generated SDF).
- Don't use fixed FPS and disable interpolation to make particles smoother
(trails aren't used, so fixed FPS isn't strictly needed).
- Add proximity fade to some particles to smooth out the transition
with solid geometry.
- Fix some particles being shaded when they should be unshaded.
- Reduce crosshair size to be more subtle while aiming.
- Fix lights being overly strong due to an excessive range,
which led to clustering artifacts.
- Make VoxelGI and SDFGI brighter to make the scene more readable.
- Tweak spotlight colors to better match their emitter material.
- Make the core light orange-red to make it look more "unique" in the scene.
- Add window mode, V-Sync and FPS limit options.
- Add resolution scale and scale filter options (bilinear, FSR1, FSR2).
The default is to use FSR2 at native resolution to provide high-quality
temporal antialiasing.
- Add volumetric fog (enabled by default), used as a volumetric lighting
solution.
- Add SSIL option (disabled by default), which helps better ground some
objects in the scene.
- Refactor settings code to use ConfigFile instead of manual JSON serialization.
- Reorder settings to feature video settings first, then rendering settings.
- Order settings from least expensive to most expensive.
- Add performance color hints for settings
(green = fast, yellow = average, orange = slow, red = slowest).
- Add volumetric fog and a fake bounce light to the menu.
- Make all setting changes effective in the menu.
- Tweak shadow settings to improve performance and visual consistency.
- Render GI at full-resolution to improve temporal stability when using
FSR2 or TAA. Using upscaling should be preferred instead,
since this demo relies on strong GI effects to look good.
- Improve menu theming using the StyleBoxFlat Skew property.
- Use the `canvas_items` stretch mode to match 3.x demo behavior, which
used the `2d` stretch mode but wasn't ported over by the project converter.
- Only display multiplayer ID in the debug menu if currently online.
- Fix menu not using `experiment.hdr` for reflections as intended.
- Remove unused menu button textures (these were replaced by StyleBoxFlat
in the 4.0 port).
Physics interpolation was disabled on the reactor core as it caused
visual glitches. It was also disabled on the forklight as it's
actually moved in `_process` (the engine was printing warnings
about it).
- Use the new ACES Fitted tonemapping for physically correct behavior
of glowing lights.
- Decrease overall saturation and contrast for a less jarring appearance.
This should improve performance noticeably.
While it's nice to have depth of field when aiming, the performance
impact on most hardware is too high to be worth it.
This incorporates settings from
https://github.com/godotengine/godot/pull/34798 into the TPS demo.
The exposure was increased to make up for the overall darker scene.
Glow settings were also changed to make glow less strong.
The default level is High, which is equivalent to the previous glow
setting used (bicubic upscaling enabled).
Low keeps glow enabled but disables bicubic upscaling.
Disabled disables glow entirely.
The setting is called "bloom" as it's a more common term in gaming,
even though the Environment parameter is called "glow".