31 Commits

Author SHA1 Message Date
A Thousand Ships
0343cedd48 General proofreading (#1262)
* 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
2025-10-11 01:39:59 -07:00
Aaron Franke
14fcc0e133 Update all demo projects for Godot 4.5 and use path-deterministic UIDs (#1258) 2025-10-03 16:22:39 -07:00
Christen Lofland
bf4d1038d6 Minor spelling fixes in strings, comments and non-code files. (#1236)
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2025-08-04 17:19:57 -07:00
Hugo Locurcio
4d49bbd1b8 Update demos for Godot 4.4
- Resave all files with Godot 4.4 to make use of script/shader UIDs.
- Use AgX tonemapping in all demos that used a tonemapper other than Linear.
2025-03-21 02:00:41 +01:00
Aaron Franke
5646c6a7a8 Open and save 3D demos in Godot 4.3 stable (#1109) 2024-08-27 13:40:06 -07:00
Christen Lofland
7e2a55aa07 3D Inverse Kinematics Godot 4 Conversion (Partial) (#1036)
* These changes allow the project to start and run in Godot 4.2

I hit some of the files with my formatter, if whitespace updates are not wanted I can remove those.
The project doesn't entirely work yet, but it runs. I am still working on making it work properly fully, but at least it starts now instead of crashing.

* Center text to match Godot 3 example better.
2024-08-27 05:13:54 -07:00
Hugo Locurcio
2a962929f3 Update demo files for Godot 4.2.1 (#1013)
All demos were opened with Godot 4.2.1, with the mesh format
upgraded for 3D demos.

The 3D antialiasing demo now uses Extra Cull Margin on the last
object to prevent it from disappearing too early when the camera
rotates (due to its use of shader-based animation).
2024-02-01 17:30:08 +01:00
Hugo Locurcio
1d5184e235 Update most demos for Godot 4.0.beta10 (#782) 2023-01-05 16:50:17 +01:00
Aaron Franke
5566c748c2 Update several 3D demos to Godot 4 2022-03-28 01:41:27 -05:00
Aaron Franke
cb52878006 Use StringName literals with Input methods 2022-03-27 19:19:09 -05:00
Aaron Franke
bbe50fc9da Convert demos to Godot 4 using regular expressions in a script 2022-03-26 16:09:10 -05:00
Aaron Franke
b7e0a470c7 Update demos to Godot 3.4 2021-11-05 11:48:47 -05:00
Hugo Locurcio
cbb5c94c6f Allow 3D demos to fallback to GLES2
A GLES2-specific tweak is now documented for the GUI in 3D demo.

This also tweaks shadow quality and performance to find a better
balance and result in smoother shadows, including when using GLES2
(thanks to the use of PCF13 shadow filter mode).

In demos that allow falling back to GLES2, ETC1 texture import
is enabled to allow exporting to Android or HTML5 without having
to tweak anything.
2021-11-05 09:57:51 -05:00
ThomasFederau
fc032119ca Added interpolation functionality to ik_look_at node (#585) 2021-02-26 22:29:47 -05:00
Aaron Franke
918a289ee2 Format files using updated file_format.sh 2020-10-01 14:23:54 -04:00
Aaron Franke
fcc7d5c723 Optimize PNG images using oxipng 2020-08-16 17:48:38 -05:00
Aaron Franke
2ae60f3ac7 Many style fixes for the IK demo 2020-06-27 15:14:16 -04:00
TwistedTwigleg
2136c99672 Fixed up LookAt IK code so it better follows the style guide. Touched up a bunch of the comments 2020-02-17 14:45:02 -05:00
TwistedTwigleg
fdb0d77e88 Fixed style issues in IK Demo. Added a bit of static typing hints to the LookAt IK file to better fit the rest of the scripts 2020-02-17 12:14:36 -05:00
TwistedTwigleg
2e681e132a IK demo: Fixed bug in FABRIK IK that would cause the right arm to freak out by changing the middle joint code. 2020-01-29 17:52:25 -05:00
TwistedTwigleg
59e85689ba IK Demo - Removed code that straightens the FABRIK chain when the target is out of reach because it was not working, and instead just run the FABRIK chain even if the target is out of reach. This straightens the arms like expected and simplifies the code. Moved the camera back in both the look_at_ik and fabrik_ik scenes 2020-01-29 14:13:50 -05:00
TwistedTwigleg
fd6e157596 Minor typo and style fixes for the IK demo 2020-01-29 13:43:54 -05:00
TwistedTwigleg
3dbd79217d Fixed GDScript IK demo so it works with Godot 3.2 2020-01-29 13:19:14 -05:00
Aaron Franke
e5e20a57a1 [IK] Conform to the new GDScript style guide 2020-01-21 21:20:27 -05:00
Aaron Franke
f863ebe52c [IK] Refactor ik_fabrik.gd
Add static typing in many places, cache values to improve performance, use printerr, use Vector3.UP, and use linear_interpolate method
2020-01-21 21:17:09 -05:00
Aaron Franke
6a1fe3b48a [IK] Script fixes
Fix warnings, ensure functions are spaced
2020-01-21 21:15:42 -05:00
Aaron Franke
990042e3c5 [IK] Update to Godot 3.1
Open and save all resources
2020-01-21 21:15:31 -05:00
Hugo Locurcio
184b0fe5f8 Optimize all images using oxipng -o6 --strip all --zopfli 2019-06-11 16:40:50 +02:00
Thomas Karcher
d21936b32d 3D projects converted to and tested with Godot 3.1 2019-05-15 19:26:16 +02:00
TwistedTwigleg
01abbff26d Changed a few things in the IK demo to make it work on Linux.
Renamed the exported variables in the Look At IK to better follow Godot's API.
Removed all of the commented out constraint code for the FABRIK IK.
2018-04-23 11:09:06 -04:00
Noah Beard
14b6f3587b Added a 3D IK demo with the following IK solvers: Look at and FABRIK
Three scenes are included, one of which shows a example use case.
2018-03-17 11:44:06 -04:00