- Rename various labels for readability.
- Use infinity symbol when FPS limit is set to 0.
- Use lossless compression for ship textures since they are low-resolution,
and applied to a large object (making VRAM compression look bad).
- Restore support for multiple aspect ratios which was inadvertently
removed in a previous PR.
- Fix corner fix preview incorrectly using VRAM compression (it's
low-resolution, and only displayed in the editor anyway).
After opening the isometric dungeon demo, there was a warning about TileMap
having been deprecated so I updated it to use the new TileMapLayer instead.
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
This uses https://github.com/Rytelier/godot-sky-and-volumetric-clouds
as a base, with several changes made:
- Spheres are now used to represent radiance map reflections of varying
roughness and metallic values.
- A day/night cycle is now featured.
- Mipmaps are enabled on the weather texture as an optimization.
- The default radiance map settings are more conservative to account
for the real-time sky shader.
- This makes reflections lower quality, but it's not too noticeable
in most real world scenes (especially if using GI techniques for reflections).
- Debanding is now applied in the project settings, rather than on the sky shader.
This is significantly faster (over 0.1 ms saved on a RX 6900 XT in 3840×2160).
It also has the benefit of working on materials, which can exhibit banding
if not textured.
- The sky shader has debanding commented out in case it's needed.
This debanding also applies to the lower half of the sky as well in this case,
as it was required to get rid of noticeable banding on the lower half.
- Cloud coverage and density uniform hints now allow values as low as 0.001.
Co-authored-by: Rytelier <45795134+Rytelier@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
- Make 3D lights with shadows darker when using Compatibility to better
match the appearance of Forward+/Mobile, due to the use of sRGB blending
for those lights.
- Silence some warnings when running projects with the Compatibility
rendering method, such as the one about 2D MSAA not being supported.
- Rebake lightmaps in Global Illumination to improve quality and reduce
light leaking with improvements from 4.3.
- Increase probe density for dynamic objects, and mark the moving box
as a dynamic object for GI purposes.
This is done to improve the experience with the web-based demos,
which always run with the Compatibility rendering method.
The mob's orientation was previously shifted according to the player's
height, which could lead to collision and movement issues that were
difficult to diagnose.
* Add player_state dictionary to manage player state names for FSM demo
* Use a constant typed Dictionary of StringNames and update to Godot 4.5
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Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Previously, the way in which the spaceship steered depended
on the rendered framerate.
This moves ship movement to the physics step to avoid this, and
enables physics interpolation for smooth motion.
This provides mouse sensitivity that is independent of the viewport
size, without needing to query for project settings.
This also inverts the mouse motion direction in the 3D navigation demo
to better match expectations, and increases mouse sensitivity in the
Window Management demo to be closer to other demos.
This avoids stuttering during world generation due to mutating
compound shapes being slow in Jolt Physics.
This is especially noticeable in the Flat Grass world due to
the higher number of voxels being generated.
Following the switch to Jolt Physics, 3 warnings were printed every
time you selected the tow truck in Truck Town, as custom joint bias is not supported.
This reverts 3 of the joints to use the default bias, which appears to
have no negative impact on behavior on either Jolt Physics or GodotPhysics3D.