Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
20 changes: 20 additions & 0 deletions about/docs_changelog.rst
Original file line number Diff line number Diff line change
Expand Up @@ -42,11 +42,15 @@ Scripting
New pages since version 4.3
---------------------------

.. _doc_docs_changelog_new_pages_since_version_4_3_2d:

2D
~~

- :ref:`doc_introduction_to_2d`

.. _doc_docs_changelog_new_pages_since_version_4_3_3d:

3D
~~

Expand Down Expand Up @@ -100,6 +104,8 @@ About

- :ref:`doc_system_requirements`

.. _doc_docs_changelog_new_pages_since_version_4.2_2d:

2D
~~

Expand Down Expand Up @@ -187,11 +193,15 @@ Physics
New pages since version 3.6
---------------------------

.. _doc_docs_changelog_new_pages_since_version_3.6_2d:

2D
~~

- :ref:`doc_2d_antialiasing`

.. _doc_docs_changelog_new_pages_since_version_3.6_3d:

3D
~~

Expand Down Expand Up @@ -260,6 +270,8 @@ None.
New pages since version 3.4
---------------------------

.. _doc_docs_changelog_new_pages_since_version_3.4_3d:

3D
~~

Expand All @@ -286,6 +298,8 @@ GDScript
New pages since version 3.2
---------------------------

.. _doc_docs_changelog_new_pages_since_version_3.2_3d:

3D
~~

Expand Down Expand Up @@ -372,6 +386,8 @@ Project workflow

- :ref:`doc_android_gradle_build`

.. _doc_docs_changelog_new_pages_since_version_3.1_2d:

2D
~~

Expand Down Expand Up @@ -477,12 +493,16 @@ Best Practices:
- :ref:`doc_data_preferences`
- :ref:`doc_logic_preferences`

.. _doc_docs_changelog_new_pages_since_version_3.0_2d:

2D
~~

- :ref:`doc_2d_lights_and_shadows`
- :ref:`doc_2d_meshes`

.. _doc_docs_changelog_new_pages_since_version_3.0_3d:

3D
~~

Expand Down
12 changes: 12 additions & 0 deletions about/list_of_features.rst
Original file line number Diff line number Diff line change
Expand Up @@ -120,6 +120,8 @@ Godot 4 includes three renderers:

See :ref:`doc_renderers` for a detailed comparison of the rendering methods.

.. _doc_list_of_features_2d_graphics:

2D graphics
-----------

Expand Down Expand Up @@ -165,6 +167,8 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
- Optional :ref:`2D HDR rendering <doc_environment_and_post_processing_using_glow_in_2d>`
for better glow capabilities.

.. _doc_list_of_features_2d_tools:

2D tools
--------

Expand All @@ -177,6 +181,8 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.

- :ref:`2D geometry helper class <class_Geometry2D>`.

.. _doc_list_of_features_2d_physics:

2D physics
----------

Expand All @@ -194,6 +200,8 @@ See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
- Built-in shapes: line, box, circle, capsule, world boundary (infinite plane).
- Collision polygons (can be drawn manually or generated from a sprite in the editor).

.. _doc_list_of_features_3d_graphics:

3D graphics
-----------

Expand Down Expand Up @@ -404,6 +412,8 @@ Most effects listed above can be adjusted for better performance or to further
improve quality. This can be helpful when
:ref:`using Godot for offline rendering <doc_creating_movies>`.

.. _doc_list_of_features_3d_tools:

3D tools
--------

Expand All @@ -420,6 +430,8 @@ improve quality. This can be helpful when
- Support for exporting the current scene as a glTF 2.0 file, both from the editor
and at runtime from an exported project.

.. _doc_list_of_features_3d_physics:

3D physics
----------

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -376,6 +376,8 @@ this.

- `drivers/gles3/shaders/ <https://github.com/godotengine/godot/blob/4.2/drivers/gles3/shaders/>`__

.. _doc_internal_rendering_architecture_2d_and_3d_rendering_separation:

2D and 3D rendering separation
------------------------------

Expand Down Expand Up @@ -420,6 +422,8 @@ release.
- `servers/rendering/renderer_rd/effects/fsr.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/fsr.cpp>`__
- `thirdparty/amd-fsr/ <https://github.com/godotengine/godot/tree/master/thirdparty/amd-fsr>`__

.. _doc_internal_rendering_architecture_2d_rendering_techniques:

2D rendering techniques
-----------------------

Expand All @@ -444,6 +448,8 @@ used to calculate particle collisions in 2D.

- `servers/rendering/renderer_rd/shaders/canvas_sdf.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl>`__

.. _doc_internal_rendering_architecture_3d_rendering_techniques:

3D rendering techniques
-----------------------

Expand Down
2 changes: 2 additions & 0 deletions tutorials/2d/2d_movement.rst
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,8 @@ input actions (see :ref:`InputEvent <doc_inputevent>` for details):

.. image:: img/movement_inputs.webp

.. _doc_2d_movement_8_way_movement:

8-way movement
--------------

Expand Down
16 changes: 9 additions & 7 deletions tutorials/2d/introduction_to_2d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,8 @@ This page will show you the 2D workspace and how you can get to know it.

.. tip:: If you would like to get an introduction to 3D, see :ref:`doc_introduction_to_3d`.

.. _doc_introduction_to_2d_2d_workspace:

2D workspace
------------

Expand Down Expand Up @@ -68,11 +70,11 @@ from left to right:
selected, only movement and rotation are possible. In this mode, rotation and scaling
will not use the snapping options if snapping is enabled.
- **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. See
:ref:`doc_introduction_to_2d_the_viewport` for more details.
:ref:`doc_introduction_to_2d_2d_viewport` for more details.
- **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See
:ref:`doc_introduction_to_2d_the_viewport` for more details.
:ref:`doc_introduction_to_2d_2d_viewport` for more details.
- **Scale Mode** (:kbd:`S`): Enables scaling and displays scaling gizmos in both
axes for the selected node(s). See :ref:`doc_introduction_to_2d_the_viewport` for more details.
axes for the selected node(s). See :ref:`doc_introduction_to_2d_2d_viewport` for more details.
- **Show list of selectable nodes at position clicked**: As the description suggests,
this provides a list of selectable nodes at the clicked position as a context menu, if
there is more than one node in the clicked area.
Expand Down Expand Up @@ -167,7 +169,7 @@ Use the three-dot menu for this:
.. seealso:: To learn more about Skeletons, see :ref:`doc_cutout_animation`.

- **View** menu: Provides options to control the viewport view. Since its options
depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_the_viewport`
depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_2d_viewport`
section.

Next to the View menu, additional buttons may be visible. In the toolbar image
Expand Down Expand Up @@ -199,7 +201,7 @@ In the scale mode, the gizmos will have a square shape. You can hold and drag th
red squares to scale the nodes in the ``y`` or ``x`` axes.
Dragging in a negative direction flips the node horizontally or vertically.

.. _doc_introduction_to_2d_the_viewport:
.. _doc_introduction_to_2d_2d_viewport:

2D Viewport
~~~~~~~~~~~
Expand Down Expand Up @@ -269,9 +271,9 @@ Viewport has a **View** menu which provides several options to change the look o
transform properties (position, scaling, or rotation) if a transform operation has been
initiated. For `Control` nodes, it also shows the sizing parameters. Useful to see the deltas.
- **Show Rulers**: Toggles the visibility of horizontal and vertical rulers. See
:ref:`doc_introduction_to_2d_the_viewport` more on rulers.
:ref:`doc_introduction_to_2d_2d_viewport` more on rulers.
- **Show Guides**: Toggles the visibility of created guides. See
:ref:`doc_introduction_to_2d_the_viewport` for on how to create them.
:ref:`doc_introduction_to_2d_2d_viewport` for on how to create them.
- **Show Origin**: Toggles the display of the green and red origin lines drawn at ``x: 0, y: 0``.
- **Show Viewport**: Toggles the visibility of the game's default
viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop
Expand Down
6 changes: 6 additions & 0 deletions tutorials/3d/introduction_to_3d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,8 @@ In 3D, math is a little more complex than in 2D. For an introduction to the
relevant math written for game developers, not mathemeticians or engineers,
check out :ref:`doc_vector_math` and :ref:`doc_using_transforms`.

.. _doc_introduction_to_3d_3d_workspace:

3D workspace
------------

Expand Down Expand Up @@ -300,6 +302,8 @@ scale.

.. image:: img/tuto_3d2.webp

.. _doc_introduction_to_3d_3d_content:

3D content
----------

Expand Down Expand Up @@ -349,6 +353,8 @@ that can be used in a :ref:`MeshInstance3D <class_MeshInstance3D>` node.
This provides an OpenGL 1.x-style immediate-mode API to create points, lines,
triangles, etc.

.. _doc_introduction_to_3d_2d_in_3d:

2D in 3D
~~~~~~~~

Expand Down
2 changes: 2 additions & 0 deletions tutorials/3d/lights_and_shadows.rst
Original file line number Diff line number Diff line change
Expand Up @@ -473,6 +473,8 @@ make use of the increased sample count.

.. image:: img/lights_and_shadows_filter_quality.webp

.. _doc_lights_and_shadows_16_bits_versus_32_bit:

16-bits versus 32-bit
~~~~~~~~~~~~~~~~~~~~~

Expand Down
2 changes: 2 additions & 0 deletions tutorials/animation/cutout_animation.rst
Original file line number Diff line number Diff line change
Expand Up @@ -370,6 +370,8 @@ To apply the same easing curve to multiple keyframes at once:

.. image:: img/tuto_cutout24.png

.. _doc_cutout_animation_2d_skeletal_deform:

2D Skeletal deform
~~~~~~~~~~~~~~~~~~

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,8 @@ Before exporting a 3D model from a 3D modeling application, such as Blender,
there are some considerations that should be taken into account to ensure that
the model follows the conventions and best practices for Godot.

.. _doc_model_export_considerations_3D_asset_direction_conventions:

3D asset direction conventions
------------------------------

Expand Down
2 changes: 2 additions & 0 deletions tutorials/editor/default_key_mapping.rst
Original file line number Diff line number Diff line change
Expand Up @@ -116,6 +116,8 @@ Others must be manually bound in the Editor Settings if desired.
| Toggle Shader Editor Bottom Panel | :kbd:`Alt + S` | :kbd:`Alt + S` | ``bottom_panels/toggle_shader_editor_bottom_panel`` |
+-----------------------------------+-----------------+-----------------+-----------------------------------------------------+

.. _doc_default_key_mapping_2d_canvasitem_editor:

2D / CanvasItem editor
----------------------

Expand Down
4 changes: 4 additions & 0 deletions tutorials/migrating/upgrading_to_godot_4.1.rst
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,8 @@ Method ``blend_node`` adds a new ``test_only`` optional parameter
Method ``get_travel_path`` changes return type from ``PackedStringArray`` to ``Array[StringName]`` |✔️| |❌| |❌| `GH-76418`_
======================================================================================================================== =================== ==================== ==================== ===========

.. _doc_upgrading_to_godot_4_1_2d_nodes:

2D nodes
~~~~~~~~

Expand All @@ -69,6 +71,8 @@ Change
Property ``lookahead`` removed |❌| |❌| |❌| `GH-72842`_
======================================================================================================================== =================== ==================== ==================== ===========

.. _doc_upgrading_to_godot_4_1_3d_nodes:

3D nodes
~~~~~~~~

Expand Down
2 changes: 2 additions & 0 deletions tutorials/migrating/upgrading_to_godot_4.5.rst
Original file line number Diff line number Diff line change
Expand Up @@ -202,6 +202,8 @@ versions, you need to set
:ref:`TileMapLayer.physics_quadrant_size <class_TileMapLayer_property_physics_quadrant_size>`
to ``1``, which disables physics chunking.

.. _doc_upgrading_to_godot_4_5_3d_model_import:

3D Model Import
~~~~~~~~~~~~~~~

Expand Down
4 changes: 4 additions & 0 deletions tutorials/migrating/upgrading_to_godot_4.6.rst
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,8 @@ Method ``get_queue`` changes return type from ``PackedStringArray`` to ``StringN
Signal ``current_animation_changed`` changes ``name`` parameter type from ``String`` to ``StringName`` |✔️| |❌| |❌| `GH-110767`_
======================================================================================================================== =================== ==================== ==================== ============

.. _doc_upgrading_to_godot_4_6_breaking_changes_3d:

3D
~~

Expand Down Expand Up @@ -263,6 +265,8 @@ you may need to explicitly set them to the old values.
The default 3D physics engine for **newly created** projects is now Jolt Physics (`GH-105737`_).
This can be changed in Project Settings under ``physics/3d/physics_engine``.

.. _doc_upgrading_to_godot_4_6_behaviour_changes_3d:

3D
~~

Expand Down
2 changes: 2 additions & 0 deletions tutorials/navigation/navigation_using_navigationservers.rst
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,8 @@ Synchronization for the NavigationServer happens in the middle of the physics fr
.. note::
All setters and delete functions require synchronization.

.. _doc_navigation_using_navigationservers_2d_and_3d_navigationserver_differences:

2D and 3D NavigationServer differences
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Expand Down
4 changes: 4 additions & 0 deletions tutorials/performance/gpu_optimization.rst
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,8 @@ reduce these instructions to a bare minimum and group together similar objects
as much as possible so they can be rendered together, or with the minimum number
of these expensive state changes.

.. _doc_gpu_optimization_2d_batching:

2D batching
~~~~~~~~~~~

Expand All @@ -51,6 +53,8 @@ together and rendered in a batch, via a single draw call, rather than making a
separate draw call for each item. In addition, this means state changes,
material and texture changes can be kept to a minimum.

.. _doc_gpu_optimization_3d_batching:

3D batching
~~~~~~~~~~~

Expand Down
2 changes: 2 additions & 0 deletions tutorials/performance/index.rst
Original file line number Diff line number Diff line change
Expand Up @@ -71,6 +71,8 @@ GPU
using_multimesh
pipeline_compilations

.. _doc_perfomance_3d:

3D
--

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -50,6 +50,8 @@ an existing project working.
.. note:: If you move objects *after* adding to the scene tree, you will still need
to call ``reset_physics_interpolation()`` as with 3D.

.. _doc_2d_and_3d_physics_interpolation_2d_particles:

2D Particles
------------

Expand Down
2 changes: 2 additions & 0 deletions tutorials/physics/ray-casting.rst
Original file line number Diff line number Diff line change
Expand Up @@ -272,6 +272,8 @@ member variable. The array of exceptions can be supplied as the last argument as

See :ref:`doc_physics_introduction_collision_layer_code_example` for details on how to set the collision mask.

.. _doc_ray_casting_3d_ray_casting_from_screen:

3D ray casting from screen
--------------------------

Expand Down
Loading
Loading