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

@@ -4,4 +4,4 @@ These demos demonstrate various ways to load scenes and other data.
Languages: All are GDScript
Renderers: All are Mobile
Renderers: All are Compatibility

View File

@@ -4,7 +4,7 @@ This demo shows how to use autoloads to change between scenes.
Language: GDScript
Renderer: Mobile
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/529

View File

@@ -30,4 +30,5 @@ window/vsync/vsync_mode=0
[rendering]
renderer/rendering_method="mobile"
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

View File

@@ -18,42 +18,42 @@ size_flags_vertical = 3
texture_filter = 4
layout_mode = 2
size_flags_horizontal = 3
ignore_texture_size = true
expand_mode = 1
stretch_mode = 5
[node name="LasMeninas" type="TextureRect" parent="Paintings"]
texture_filter = 4
layout_mode = 2
size_flags_horizontal = 3
ignore_texture_size = true
expand_mode = 1
stretch_mode = 5
[node name="MonaLisa" type="TextureRect" parent="Paintings"]
texture_filter = 4
layout_mode = 2
size_flags_horizontal = 3
ignore_texture_size = true
expand_mode = 1
stretch_mode = 5
[node name="OldGuitarist" type="TextureRect" parent="Paintings"]
texture_filter = 4
layout_mode = 2
size_flags_horizontal = 3
ignore_texture_size = true
expand_mode = 1
stretch_mode = 5
[node name="Parasol" type="TextureRect" parent="Paintings"]
texture_filter = 4
layout_mode = 2
size_flags_horizontal = 3
ignore_texture_size = true
expand_mode = 1
stretch_mode = 5
[node name="Swing" type="TextureRect" parent="Paintings"]
texture_filter = 4
layout_mode = 2
size_flags_horizontal = 3
ignore_texture_size = true
expand_mode = 1
stretch_mode = 5
[node name="StartLoading" type="Button" parent="."]

View File

@@ -24,4 +24,5 @@ window/vsync/vsync_mode=0
[rendering]
renderer/rendering_method="mobile"
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

View File

@@ -32,5 +32,6 @@ window/vsync/vsync_mode=0
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
lights_and_shadows/directional_shadow/size=8192
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=5

View File

@@ -4,7 +4,7 @@ This uses two functions in SceneTree to switch between two scenes.
Language: GDScript
Renderer: Mobile
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/531

View File

@@ -26,4 +26,5 @@ window/vsync/vsync_mode=0
[rendering]
renderer/rendering_method="mobile"
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

View File

@@ -13,6 +13,7 @@ size_flags_vertical = 2
script = ExtResource("1")
[node name="Label" type="Label" parent="."]
layout_mode = 0
offset_left = 64.0
offset_top = 48.0
offset_right = 104.0
@@ -21,6 +22,7 @@ size_flags_vertical = 0
text = "This is scene A."
[node name="GoToScene" type="Button" parent="."]
layout_mode = 0
offset_left = 64.0
offset_top = 128.0
offset_right = 277.0

View File

@@ -8,8 +8,8 @@ format supported by Godot:
More formats may be added in the future.
For more information, see this documentation article:
https://docs.godotengine.org/en/latest/tutorials/io/saving_games.html
For more information, see [Saving games](https://docs.godotengine.org/en/latest/tutorials/io/saving_games.html)
in the documentation.
See the [Run-time File Saving and Loading](/loading/runtime_save_load/) demo for
an example of loading various file types in an exported project without needing
@@ -17,7 +17,7 @@ to import them.
Language: GDScript
Renderer: Mobile
Renderer: Compatibility
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/891

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@@ -66,5 +66,6 @@ move_right={
[rendering]
renderer/rendering_method="mobile"
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
environment/defaults/default_clear_color=Color(0.24, 0.322667, 0.4, 1)