The 3D demos aren't very demanding and Godot has been optimized
a bit since 4.0's release, so we can afford using higher quality
shadow settings for less noisy shadow filtering.
This also tweaks shadow bias to reduce shadow acne in the Voxel demo.
The time slider in the Physical Light and Camera units demo now
allows for more precise adjustments.
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.
The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.
Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
- 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.
- Add colored planes below some examples to make antialiasing
differences easier to see.
- Change various textures to make antialiasing differences easier to see.
- Expose FSR Sharpness when FSR is enabled.
- Allow more granular controls for rendering scale factor.
- Add a FPS limit option when TAA is enabled, as TAA convergence quality depends
on the rendered framerate.
- Display viewport resolution (taking 3D resolution scale into account)
in the top-right corner.
- Decrease directional shadow bias to reduce peter-panning.
- Fix some particles not being scaled over a lifetime curve.