29 Commits

Author SHA1 Message Date
Aaron Franke
520b4a7870 Improve style in many demos (#1263) 2025-10-11 05:03:59 -07:00
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
Hugo Locurcio
6424e02ebf Add fallbacks and mention non-working features when using Compatibility or the Web platform (#1132)
- 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.
2025-10-02 10:31:42 -07:00
Hugo Locurcio
5f4a9e409f Use InputEventMouseMotion.screen_relative where relevant in all demos (#1232)
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.
2025-10-01 18:54:19 -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
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
Hugo Locurcio
1d5184e235 Update most demos for Godot 4.0.beta10 (#782) 2023-01-05 16:50:17 +01:00
Aaron Franke
bbe50fc9da Convert demos to Godot 4 using regular expressions in a script 2022-03-26 16:09:10 -05:00
Aaron Franke
7e129db12e Use "not" instead of the exclamation mark in GDScript files
Also add String casts
2021-07-04 03:46:21 -04:00
Aaron Franke
918a289ee2 Format files using updated file_format.sh 2020-10-01 14:23:54 -04:00
Aaron Franke
5f1905e0d6 Replace _input with _unhandled_input 2020-06-08 22:43:19 -04:00
Hugo Locurcio
da374bccda Tweak 3D settings in various demos
- Use 4× MSAA for a better visual appearance.
- Use "3D Without Effects" framebuffer allocation when possible
  for better performance.
- Disable Glow in the 3D Kinematic Character demo for better
  performance. Increase the DirectionalLight strength to compensate.
- Use a non-linear attenuation for the OmniLight in the
  Window Management demo (and increase its range to compensate).
2020-02-15 23:32:00 +01:00
Aaron Franke
f07c7091fc Improve window management demo 2020-02-02 04:53:12 -05:00
Rémi Verschelde
cfcc0f3964 Port misc and plugin demos to Godot 3.1 2019-02-26 15:13:08 +01:00
Rémi Verschelde
77f7afaba4 Fix window management demo for 3.0+ 2018-12-14 23:59:16 +01:00
Hugo Locurcio
86bf5060b3 Use an higher FOV value in demos
A vertical FOV of 74 degrees is roughly equivalent to a 90 degree
horizontal FOV on a 4:3 display (~106.26 degrees on 16:9), which
is the typical default FOV used in PC games.
2018-05-18 23:16:27 +02:00
Paul Von Zimmerman
893348428e Fix observer yaw and pitch 2018-01-13 19:28:19 +01:00
Rémi Verschelde
f8ca6d0a4d Sync all demos with current master format 2017-10-30 12:38:39 +01:00
santouits
9038725eb8 fixed anchors and renamed move function 2017-10-26 10:35:11 +03:00
Scott Beca
96ae223e21 Fixes for rename from fixed to physics 2017-10-04 22:12:41 +11:00
Rémi Verschelde
8919981a59 Port remaining misc demos to 3.0
android_iap, threads, tween, window_management
2017-06-30 22:29:13 +02:00
Juan Linietsky
6ef185c192 begun porting demos, platformer is working (mostly) 2017-06-23 07:44:27 -03:00
Mario Schlack
ee75abef10 Added Input.set_mouse_mode(...) test cases. 2017-01-21 14:38:04 +01:00
Juan Linietsky
d9c91b93d9 Added a simple multiplayer test 2016-08-19 16:47:48 -03:00
Rémi Verschelde
f76b29f30d Use upper-cased first letter at the start of comment sentences 2015-12-09 08:39:12 +01:00
Rémi Verschelde
708a0caf4a Improve code formatting and update to 2.0
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
2015-12-09 08:38:23 +01:00
hurikhan
8321e833a3 * Cleanup for PR
* Demo shows a Dialog with not implemented methods at startup
2015-01-22 05:35:39 +09:00
hurikhan
916e0ff6ea * observer scene for the demo 2015-01-22 01:54:17 +09:00