* add a 2D version of the dynamic split screen demo
* refactor the dynamic split screen demo
- both 2D and 3D scenes have the exact same hierarchy
- a single camera_controller.gd script instead of one per mode
- the third viewport for 2D mode has been removed
This also improves visuals in the Voxel and Dynamic Split Screen demos,
and fixes splitscreen mode in the Platformer 2D demo.
Most demos (other than physics tests) have also had their physics FPS
increased to 120. This is done consistency with 4.x, but also for the
benefits it still provides when interpolation are enabled
(lower input lag, more stable simulation).
- Enable anisotropic filtering in 3D demos, and set the quality to
16× on desktop and 4× on mobile.
- Enable 4× MSAA on some 3D demos that didn't use it beforehand.
- On GLES3 demos, disable MSAA on mobile as these demos are often
more demanding.
- Use more conservative framebuffer allocation settings for better
performance.
- Use PCF13 shadow filtering in GLES2 demos on desktop to benefit
from soft shadows in Godot 3.2.4 and later.
In Godot 3.2.3, this will make shadows smoother but still "blocky".
- Use Lossless compression instead of VRAM compression for
small textures such as the voxel demo texture atlas.
Answering PR reviews
Removeing class_name
_get_split_state documentation
Mentioning Voronoi split screen in README
Fixing comments
Use the same script for both players
The input map is configured to work with AZERTY and QWERTY keyboards
Use spaces for comments alignment + code style
Fix empty line and incorrect comment
Add arrow keys to control player 2
Removing most static typing as suggested for demo projects
Removing broken split origin feature
Removing the floor texture to avoid copyright issues
Changing game icon
Make Walls.gd a tool script + randomize
Fixing style
Handle joysticks for player movement