Remove old and unused project settings, update various demos for 4.2 (#1024)

- Move all demo projects that don't require Forward+/Mobile-only features
  to the Compatibility rendering method. This improves performance significantly
  on low-end devices and ensures visuals are identical to a web export
  of the demo.
- Set deadzone on all inputs to 0.2 for better gamepad usability.
- Remove reliance on `default_env.tres` to use built-in Environment
  resources in the main scene instead (which follows the preview environment
  workflow).
- Remove notices pointing to GDNative or VisualScript, since both were
  removed in 4.0.
- Various bug fixes and usability tweaks to 10+ demos.
This commit is contained in:
Hugo Locurcio
2024-03-26 18:01:58 +01:00
committed by GitHub
parent 82913393a8
commit 31d1c0c112
266 changed files with 1619 additions and 1829 deletions

View File

@@ -3,9 +3,9 @@
This is a sample consisting of different shaders applied to some sprites.
Effects include outlines, blurs, distorts, shadows, glows, and more.
Language: [GDSL](https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/shading_language.html)
Language: [Godot shader language](https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/shading_language.html)
Renderer: GLES 2
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/522

View File

@@ -25,6 +25,5 @@ window/stretch/aspect="expand"
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

View File

@@ -13,20 +13,20 @@
[sub_resource type="ShaderMaterial" id="1"]
shader = ExtResource("1")
shader_parameter/outline_width = 2.0
shader_parameter/outline_color = null
shader_parameter/outline_width = null
[sub_resource type="ShaderMaterial" id="2"]
[sub_resource type="ShaderMaterial" id="3"]
shader = ExtResource("1")
shader_parameter/outline_width = 2.0
shader_parameter/outline_color = null
shader_parameter/outline_width = null
[sub_resource type="ShaderMaterial" id="4"]
shader = ExtResource("3")
shader_parameter/aura_width = 2.0
shader_parameter/aura_color = Color(0, 1, 0.486275, 1)
shader_parameter/aura_width = null
[sub_resource type="ShaderMaterial" id="5"]
shader = ExtResource("4")
@@ -38,13 +38,13 @@ shader_parameter/fattyness = 3.0
[sub_resource type="ShaderMaterial" id="7"]
shader = ExtResource("6")
shader_parameter/radius = 5.0
shader_parameter/modulate = null
shader_parameter/radius = null
[sub_resource type="ShaderMaterial" id="8"]
shader = ExtResource("7")
shader_parameter/offset = Vector2(8, 8)
shader_parameter/modulate = null
shader_parameter/offset = null
[sub_resource type="ShaderMaterial" id="9"]
shader = ExtResource("8")
@@ -52,8 +52,8 @@ shader_parameter/modulate = Color(0.858824, 0.317647, 0.701961, 1)
[sub_resource type="ShaderMaterial" id="10"]
shader = ExtResource("9")
shader_parameter/amount = 0.25
shader_parameter/radius = 5.0
shader_parameter/amount = 0.25
[sub_resource type="ShaderMaterial" id="11"]
shader = ExtResource("10")
@@ -127,4 +127,3 @@ region_rect = Rect2(141, 115, 39, 6)
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2(248, 120)
current = true