The clipping happened because the panel was see-through.
The saving is also fixed by changing some of the project settings.
Update 2d/gd_paint/paint_root.tscn
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
changeback to get_node
Going through the demo's mentioned at: #697
to fix and prepare them for 4.0.
It was mentioned that there were minor bugs (errors printing in console), found non of that, only some logs about awaits not being needed (they were needed). Everything works again now and stretch_mode set to canvas_items.
change vulkan
Part of #697
Demo is working now in 4.0.
There is only one slight issue, but that has to do with the engine viewport system I think. When saving the picture, the framing isn't always correct, really depends how you scaled the window. This could also be a me issue as I use i3 on linux (Tiling window manager).
But otherwise, it's working perfectly.
There is a problem with the automatically exported HTML5 demos. When they use json files for dialogue by example, as in the JRPG demo, the game gets errors as it can't load those specific *.json files.
Update export_presets.cfg
- New graphics settings:
- Field of view.
- Volumetric fog.
- Use Godot's built-in 3D viewport facilities instead of using a SubViewport.
- This also allows for choosing AMD FidelityFX Super Resolution
for resolution scaling, but it's not working yet due to a Godot bug.
- Nearest-neighbor scaling is no longer available. It can be
reimplemented in Godot core and then exposed in the future.
- Separate MSAA from FXAA settings, as both can be used at the same time.
- Add more quality settings for various effect settings.
- Rename sections and setting names to be more "player-oriented"
(even if this results in the actual Godot terminology not being
presented).
- Add performance hints to setting values.
- Add FPS counter and viewport resolution display
(taking the resolution scale into account).
- Add more objects to the test scene and tweak environment settings.
- ACES tonemapping is now used.
- Debanding is now enabled, as this scene requires it to avoid visible
banding.
- Make the emissive box less bright to prevent MSAA and FXAA from
being ineffective on it (due to Godot not supporting correct
HDR antialiasing).
- Remove unnecessary DirectionalLight3D, VoxelGI and ReflectionProbe.
Fixes some of the icons mentioned in #722.
Not sure if they are good enough or not, I'm not an artist in any way.
Changed Icons:
- 2D physics;
- 3D physics;
- Audio device changer;
- Audio mic record;
- GUI Control gallery;
- GUI Pseudo-localization.
Update
Port of the 3.x global illumination demo, with SDFGI support added
and screen-space lighting effect options added (SSAO, SSIL, or both).
Lightmap options were removed as I couldn't get both indirect-only
and fully baked lightmaps to work for now. They can be readded in the
future.
Could possible fix#600.
This demo has some of the basic graphical settings that game devs would want. I tried to keep it minimal because it's just a demo. I hope this is sufficient and that there are enough comments explaining everything. Everything works without any bugs or errors.
Small fix
Small script format fix
Small fix
Small fix
Changed readme
Update 3d/3d_settings_menu/project.godot
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Fixing many mistakes
Changed folder name
Deleted git files
changed the default size with the project settings variant
Removed some debug info
Added extra features
Changed the layout into sections,
Added some extra settings and features.
Waiting for Calinou to see what he would like to change/add.
Small fixes
Getting the start viewport in ready
Fixed some issues of things which changed in Godot 4 and I also tried replicating this issue #599 but I guess that is not longer an issue in Godot 4.0? Tested and fixed everything on Godot 4.0alpha5.
Small fix