355 Commits

Author SHA1 Message Date
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
shahriarlabib000
b05fb07d77 updated meshes to obj instead of res (#1107) 2024-08-27 05:06:22 -07:00
Mikael Hermansson
7e60538469 Change semi-truck in Truck Town demo to use 6DOF joint (#1102) 2024-08-27 04:31:10 -07:00
Zi Fan
6d5ded3c7d Fix incorrect asset library link in 3D Lights and Shadows README (#1100) 2024-08-11 02:15:38 +02:00
smix8
cbb68060c6 Add navigation mesh chunks demos (#1099)
Adds 2D and 3D demo project for how to bake navigation meshes for large world chunk systems.
2024-08-08 17:22:47 +02:00
Hugo Locurcio
16d8ba09fb Replace instances of KinematicBody with CharacteBody in READMEs
KinematicBody was replaced by CharacterBody in Godot 4.0.

This also adds the 3D suffix to 3D physics classes.
2024-07-12 23:06:00 +02:00
ShatteredReality
b4c73f4888 Fix README links to asset library (#1078)
This updates all links to point to the 4.2 demos instead of the 3.5 ones.

Co-authored-by: A Thousand Ships (she/her) <96648715+AThousandShips@users.noreply.github.com>
2024-06-24 19:29:58 +02:00
Hugo Locurcio
785e3213d5 Use higher shadow filtering quality settings in 3D demos (#1067)
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.
2024-06-06 22:11:18 +02:00
Hugo Locurcio
fad6cc2e1b Add turbulence example to 3D Particles demo (#1066)
- Make the attractor in the example dynamic to better showcase its functionality,
  and add a visual representation to it.
- Tweak the appearance of attracted particles.
- Fix force field particle display (it wasn't using Local Coords as intended).
- Lower the sun angle to make the background darker (and particles easier to see).
2024-06-06 22:07:00 +02:00
Hugo Locurcio
9a0c857131 Fix incorrect class_name declarations being swapped with extends
This was caused by an automatic text replacement issue.
2024-06-03 20:13:55 +02:00
Hugo Locurcio
bac1e69164 Use static typing in all demos (#1063)
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).
2024-06-01 12:12:18 +02:00
Christen Lofland
3859c66f0e Remove modulate/albedo mix changes from Distance Fade example in Decals (#1054) 2024-05-13 19:50:07 +02:00
谢天
95cfb076d1 Add missing tags to several demos (#1048) 2024-04-18 22:24:47 +02:00
Hugo Locurcio
4f866f2a9a Add doors as an example of dynamic occluders in the Occlusion culling demo (#807)
The occluders don't actually move, but are toggled when the door starts
opening and finishes closing to avoid unnecessary BVH rebuilds.
2024-04-11 21:07:55 -07:00
Muller-Castro
af93126e05 Fix missing baked_exposure (#1043) 2024-04-11 20:57:52 -07:00
Christen Lofland
f70868ce22 Use @onready to init previous_position to prevent errors (#1042) 2024-04-11 20:36:15 -07:00
谢天
c181965682 Fix incorrect toggle_mouse_capture key in Global Illumination (#1029) 2024-04-02 01:21:01 +02:00
Hugo Locurcio
31d1c0c112 Remove old and unused project settings, update various demos for 4.2 (#1024)
- 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.
2024-03-26 18:01:58 +01:00
A Thousand Ships
82913393a8 Improve code style (#1021)
* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
2024-03-25 17:06:52 +01:00
Hugo Locurcio
71eea49eba Fix player and mob animations not looping in Squash the Creeps (#1020)
This was missed in the upgrade to 4.0, which reset loop mode properties
in Animation.
2024-03-06 23:08:05 +01:00
Nazarwadim
b8a8670301 Fix hitboxes not matching physical appearance in Squash the Creeps (#1019) 2024-03-06 19:31:21 +01:00
Hugo Locurcio
c423f3bfc6 Improve volumetric fog demo (#1014)
- Add fog shader example courtesy of alghost
  (https://godotshaders.com/shader/moving-gradient-noise-fog-mist-for-godot-4/).
- Add textured floor to make volumetric fog easier to see.
- Add keys to adjust volumetric fog quality (higher values are sharper).
- Increase volumetric fog energy on one of the SpotLights to show
  the difference.
2024-02-01 17:30:35 +01:00
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
Rémi Verschelde
62db0c91de Merge pull request #994 from Calinou/3d-antialiasing-add-alpha-antialiasing
Add alpha antialiasing example to 3D Antialiasing demo
2024-01-19 09:58:18 +01:00
Hugo Locurcio
cdbdbac1e7 Add mobile controls and optimized settings to Truck Town
On mobile platforms, the vehicle automatically accelerates.
Touch the left and right edges of the screen to steer.
Touch the middle of the screen to brake/reverse
(this also temporarily stops acceleration).

- Fix braking not working correctly (and make breaking stronger
  to make vehicles easier to control at high speeds).
- Allow using the D-Pad for steering and X/Square for braking.
- Tweak exhaust particles to be more subtle and fade more smoothly.
- Change spawn position to a location that's more straightforward
  to drive.
2023-11-17 20:11:31 +01:00
Hugo Locurcio
c76c4e8a5c Add alpha antialiasing example to 3D Antialiasing demo
- Add colored planes below some examples to make antialiasing
  differences easier to see.
- Change various textures to make antialiasing differences easier to see.
2023-11-15 20:17:01 +01:00
David Briscoe
1b61bc4bb0 Use NavigationAgent3D in 3D Navigation demo (#975)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-10-18 03:23:57 +02:00
Alex
1c169add0d Add FPS counter, V-Sync and Limit FPS to 3D Anti-Aliasing demo (#968) 2023-10-18 01:36:39 +02:00
Alex
ce4600350e Add Limit FPS option to the 3D Graphics Settings demo (#970) 2023-10-18 01:30:06 +02:00
Hugo Locurcio
fc7ff91882 Add glass material to Procedural materials demo (#980) 2023-10-11 22:35:23 +02:00
Alex
0dfb54ff7f Fix HSlider and test_collision_pairs in 3D Physics Tests (#971)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-10-01 03:55:10 +02:00
Hugo Locurcio
65b34f8192 Update Voxel demo for Godot 4.1.1 (#965) 2023-09-24 23:41:35 +02:00
A Thousand Ships
0938a48563 [Squash The Creeps] Use Basis.looking_at to control facing
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2023-09-07 19:36:17 +02:00
Hugo Locurcio
f7e3ceb31e Add camera controls to the Physical Light and Camera units demo (#931) 2023-07-18 09:03:43 +02:00
Aaron Franke
a5d736f624 Merge pull request #926 from Calinou/add-project-tags
Add tags to all demo projects
2023-06-28 15:58:40 -05:00
MotH
0a84347d11 Sorted tags 2023-06-28 21:27:10 +02:00
Aaron Franke
b032b75c07 Merge pull request #919 from Calinou/add-procedural-materials-demo
Add a 3D procedural materials demo
2023-06-27 22:18:57 -05:00
Aaron Franke
c27056da58 Merge pull request #884 from Calinou/add-squash-the-creeps-demo
Add Squash the Creeps (3D) demo
2023-06-27 22:18:19 -05:00
Aaron Franke
302e8727e1 Merge pull request #888 from Calinou/add-physical-light-camera-units-demo
Add a 3D physical light and camera units demo
2023-06-27 22:14:16 -05:00
Hugo Locurcio
18c76b6dae Add tags to all demo projects
This makes sorting them in the project manager easier, as you can
click tags in the project manager to filter to a specific tag.
2023-06-26 18:03:50 +02:00
Hugo Locurcio
6860a1e814 Add a 3D procedural materials demo 2023-05-26 17:42:00 +02:00
Hugo Locurcio
b47178faac Use a different color for moving platforms in platformer demos (#907)
This highlights the fact that these platforms are intended to be moving,
as they can be paused for a few seconds when you reach them.
2023-05-05 15:47:17 +02:00
Hugo Locurcio
7cd99ae192 Fix particles in Platformer 3D demo, add coin glow (#908)
- Add a visible coin glow around coins to make them more noticeable
  at a distance.
- Enable Billboard Keep Scale material property on particle draw
  materials that required it.
- Use transparent additive shading as intended for the bullet trail.
- Tweak blob shadow texture and decal to be slightly more subtle.
2023-05-05 15:47:10 +02:00
Hugo Locurcio
81a16597b9 Remove unused texture from Material Testers demo (#869)
This also resaves resource files to use the new VRAM compression options
in 4.0.
2023-05-05 15:46:41 +02:00
Hugo Locurcio
79edc17b70 Add AMD FidelityFX Super Resolution 1.0 toggle to the 3D antialiasing demo (#871)
- 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.
2023-05-05 15:46:27 +02:00
Hugo Locurcio
2aff1c69a3 Update 3D Graphics Settings demo for 4.0 (#883)
- Fix scripts for Godot 4.0.stable.
- Tweak Low preset (enable FXAA, disable MSAA to improve performance).
- Colorize FPS counter depending on framerate
  (red = bad, yellow = OK, green = good, cyan = great).
- Use first-class Signal syntax to reduce reliance on strings.
2023-05-05 15:46:00 +02:00
Hugo Locurcio
f6ac674864 Add icons for several projects (#886) 2023-04-13 16:51:05 +02:00
Hugo Locurcio
199e4bed4c Add a variable rate shading demo (#852) 2023-03-30 19:13:50 +02:00
Hugo Locurcio
63d1cd9a60 Use 128×128 WebP icons for all demos (#885) 2023-03-29 18:59:57 +02:00
Hugo Locurcio
d4496aada8 Add a 3D physical light and camera units demo 2023-03-17 00:32:56 +01:00