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[3.x] GUI Input Mapping Demo Persistent Key Mapping- Fixes #629 #731
[3.x] GUI Input Mapping Demo Persistent Key Mapping- Fixes #629 #731
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This is an example of Godot's volumetric fog capabilities with the Vulkan renderer. Showcased features are: - Positive/negative density volumes that affect albedo (incoming light) and emission. - Box/ellipsoid shapes, height falloff, and density modulation using a 3D texture. - Temporal reprojection for greater stability and avoiding flickering. - The difference is demonstrated with a moving fog volume. - Global density adjustment. With FogVolume nodes that have a positive density, it's possible to apply volumetric fog only in specific areas.
Convert physics test projects to 4.0
Update the networking/websocket-minimal project to use gdscript 2.0.
[Complex Text Layouts] Add BiDi and UI mirroring demos.
Add pseudolocalization demo
feat: update websocket-minimal to gdscript2.0
Add a volumetric fog demo
Merge the `master` branch into the `4.0-dev` branch
Convert demos to Godot 4 using regular expressions in a script
Update Viewport demos to Godot 4
Update Audio demos to Godot 4
Update Voxel demo to Godot 4
Rename RigidBody -> RigidDynamicBody and use StringName literals
Update several 3D demos to Godot 4
A lot of nodes have changed which made this demo not work properly anymore, nor display everything properly anymore. Everything is looking like it did before and all buttons are working again. There is however this slight bug in the engine right now which makes it not possible to press menu buttons or option buttons if the window is not the same as the content_scale_size of the main window. (By example when you resize the window) This is because the hitboxes for those buttons don't get notified of the change in screen size which makes them stay in the same place where they would be when resizing the window. For the rest everything is working perfectly now, everything also has the new Godot 4 default theme style. Fixes Control Gallery Demo for 4.0-dev small edit Forgot to center one of the labels + updated screenshot Changing Vulkan to Vulkan Mobile
Fixes layout, nodes and theming for Control Gallery Demo - 4.0 dev
Made the usual changes to the project settings and tested to see if everything works. Everything works fine! Small fixes Changed to Vulkan Mobile. Changed viewport size.
Port Multiplayer bomber to replication system.
Could possible fix #600. This demo has some of the basic graphical settings that game devs would want. I tried to keep it minimal because it's just a demo. I hope this is sufficient and that there are enough comments explaining everything. Everything works without any bugs or errors. Small fix Small script format fix Small fix Small fix Changed readme Update 3d/3d_settings_menu/project.godot Co-authored-by: Aaron Franke <[email protected]> Fixing many mistakes Changed folder name Deleted git files changed the default size with the project settings variant Removed some debug info Added extra features Changed the layout into sections, Added some extra settings and features. Waiting for Calinou to see what he would like to change/add. Small fixes Getting the start viewport in ready
Add a 3D settings demo (Graphical settings) for 4.0-dev
Port of the 3.x global illumination demo, with SDFGI support added and screen-space lighting effect options added (SSAO, SSIL, or both). Lightmap options were removed as I couldn't get both indirect-only and fully baked lightmaps to work for now. They can be readded in the future.
Fixes some of the icons mentioned in #722. Not sure if they are good enough or not, I'm not an artist in any way. Changed Icons: - 2D physics; - 3D physics; - Audio device changer; - Audio mic record; - GUI Control gallery; - GUI Pseudo-localization. Update
New Icons for some of the 4.0-dev demos
Add a global illumination demo (4.0-dev)
Update Dodge the Creeps to 4.0
Updated Kinematic Character 2D Demo to Godot 4
This also tweaks the font shadow appearance for better visibility.
…-script Revert accidental change in camera script in Global illumination demo
- New graphics settings: - Field of view. - Volumetric fog. - Use Godot's built-in 3D viewport facilities instead of using a SubViewport. - This also allows for choosing AMD FidelityFX Super Resolution for resolution scaling, but it's not working yet due to a Godot bug. - Nearest-neighbor scaling is no longer available. It can be reimplemented in Godot core and then exposed in the future. - Separate MSAA from FXAA settings, as both can be used at the same time. - Add more quality settings for various effect settings. - Rename sections and setting names to be more "player-oriented" (even if this results in the actual Godot terminology not being presented). - Add performance hints to setting values. - Add FPS counter and viewport resolution display (taking the resolution scale into account). - Add more objects to the test scene and tweak environment settings. - ACES tonemapping is now used. - Debanding is now enabled, as this scene requires it to avoid visible banding. - Make the emissive box less bright to prevent MSAA and FXAA from being ineffective on it (due to Godot not supporting correct HDR antialiasing). - Remove unnecessary DirectionalLight3D, VoxelGI and ReflectionProbe.
Improve the 3D graphics settings demo
Merge recent changes from master into the 4.0-dev branch
This pull request fixes #629 . Now this demo saves the input keys through saving a dictionary. I hope the comments which I made make sense and that they are helpful.
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@voylin You have 3.x in the title, but this branch is based on 4.0-dev
. It's not possible to review this as-is.
Apparently I rebased it onto the wrong branch, sorry about that, trying to fix it right now! |
I can't find a way to re-base everything so I created a new pull request and will close this one. Sorry about that. |
This pull request fixes #629 . Now this demo saves the input keys through saving a dictionary. I hope the comments which I made make sense and that they are helpful.