- Add options for physics ticks per second, time scale, max physics steps per frame
and physics interpolation to the 2D and 3D physics tests demos.
- Physics ticks per second are always multiplied by time scale so that
time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
the debug collision fill make these unnecessary.
- Switch to the Mobile rendering method in the 2D physics tests demo
to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
for better visibility. Each PhysicsBody type now has its own collision
shape color.
This was most common at low physics tick rates like 20 TPS.
This also fixes an issue with the RigidBody character demo having
movement speed depending on the physics tick rate.
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.
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).