mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2025-12-16 13:30:07 +01:00
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:
@@ -4,4 +4,4 @@ These demos demonstrate various ways to load scenes and other data.
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Languages: All are GDScript
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Renderers: All are Mobile
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Renderers: All are Compatibility
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@@ -4,7 +4,7 @@ This demo shows how to use autoloads to change between scenes.
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Language: GDScript
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Renderer: Mobile
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Renderer: Compatibility
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Check out this demo on the asset library: https://godotengine.org/asset-library/asset/529
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@@ -30,4 +30,5 @@ window/vsync/vsync_mode=0
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[rendering]
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renderer/rendering_method="mobile"
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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@@ -18,42 +18,42 @@ size_flags_vertical = 3
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texture_filter = 4
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layout_mode = 2
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size_flags_horizontal = 3
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ignore_texture_size = true
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expand_mode = 1
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stretch_mode = 5
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[node name="LasMeninas" type="TextureRect" parent="Paintings"]
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texture_filter = 4
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layout_mode = 2
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size_flags_horizontal = 3
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ignore_texture_size = true
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expand_mode = 1
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stretch_mode = 5
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[node name="MonaLisa" type="TextureRect" parent="Paintings"]
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texture_filter = 4
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layout_mode = 2
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size_flags_horizontal = 3
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ignore_texture_size = true
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expand_mode = 1
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stretch_mode = 5
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[node name="OldGuitarist" type="TextureRect" parent="Paintings"]
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texture_filter = 4
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layout_mode = 2
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size_flags_horizontal = 3
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ignore_texture_size = true
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expand_mode = 1
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stretch_mode = 5
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[node name="Parasol" type="TextureRect" parent="Paintings"]
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texture_filter = 4
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layout_mode = 2
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size_flags_horizontal = 3
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ignore_texture_size = true
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expand_mode = 1
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stretch_mode = 5
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[node name="Swing" type="TextureRect" parent="Paintings"]
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texture_filter = 4
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layout_mode = 2
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size_flags_horizontal = 3
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ignore_texture_size = true
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expand_mode = 1
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stretch_mode = 5
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[node name="StartLoading" type="Button" parent="."]
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@@ -24,4 +24,5 @@ window/vsync/vsync_mode=0
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[rendering]
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renderer/rendering_method="mobile"
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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@@ -32,5 +32,6 @@ window/vsync/vsync_mode=0
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[rendering]
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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lights_and_shadows/directional_shadow/size=8192
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lights_and_shadows/directional_shadow/soft_shadow_filter_quality=5
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@@ -4,7 +4,7 @@ This uses two functions in SceneTree to switch between two scenes.
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Language: GDScript
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Renderer: Mobile
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Renderer: Compatibility
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Check out this demo on the asset library: https://godotengine.org/asset-library/asset/531
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@@ -26,4 +26,5 @@ window/vsync/vsync_mode=0
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[rendering]
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renderer/rendering_method="mobile"
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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@@ -13,6 +13,7 @@ size_flags_vertical = 2
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script = ExtResource("1")
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[node name="Label" type="Label" parent="."]
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layout_mode = 0
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offset_left = 64.0
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offset_top = 48.0
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offset_right = 104.0
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@@ -21,6 +22,7 @@ size_flags_vertical = 0
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text = "This is scene A."
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[node name="GoToScene" type="Button" parent="."]
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layout_mode = 0
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offset_left = 64.0
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offset_top = 128.0
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offset_right = 277.0
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@@ -8,8 +8,8 @@ format supported by Godot:
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More formats may be added in the future.
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For more information, see this documentation article:
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https://docs.godotengine.org/en/latest/tutorials/io/saving_games.html
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For more information, see [Saving games](https://docs.godotengine.org/en/latest/tutorials/io/saving_games.html)
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in the documentation.
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See the [Run-time File Saving and Loading](/loading/runtime_save_load/) demo for
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an example of loading various file types in an exported project without needing
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@@ -17,7 +17,7 @@ to import them.
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Language: GDScript
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Renderer: Mobile
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Renderer: Compatibility
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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={
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[rendering]
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renderer/rendering_method="mobile"
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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environment/defaults/default_clear_color=Color(0.24, 0.322667, 0.4, 1)
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