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

@@ -16,5 +16,5 @@ A custom node type:
The way it works in this plugin is using the `add_custom_type` and `remove_custom_type` in the plugin script file.
Using this method you can specify any name, base type, script, and icon for your custom node.
There is also another way to add custom node types, which is using the `class_name` keyword in a script. However,
the `class_name` system is newer, may change in the future, and it is not available for C# or VisualScript.
There is also another way to add custom node types, which is using the `class_name` keyword in a script,
or [using the `[GlobalClass]` attribute above a class declaration in C#](https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_global_classes.html).