1520 Commits

Author SHA1 Message Date
Hugo Locurcio
fdb2f50a20 Add a graphics tablet input demo (#1162) 2025-02-10 18:17:34 +01:00
Jason Yundt
0d46333c4e Update Platformer 2D to Godot 4.3 (#1145)
* Update Platformer 2D to Godot v4.3

Before this change, if you tries to import the Platformer 2D project
using Godot v4.3 (the latest stable version of Godot, at the moment),
you would get the following warning:

> Warning: This project was last edited in Godot 4.2.
> Opening will change it to Godot 4.3.
>
> Open anyway? Project will be modified.

This change updates the project to Godot 4.3 so that that warning no
longer appears. When you upgrade to a newer version of Godot, sometimes
certain files will automatically be updated by the Godot Editor after
the upgrade has been completed. Specifically, the files won’t get
updated until after they’re opened in the Godot Editor. When creating
this commit, I tried to open every single file for Platformer 2D in the
Godot Editor to make sure that all of those automatic changes are
included in this commit.

* Replace Platformer2D’s TileMap with a TileMapLayer

Before this change, the Platformer 2D used a TileMap Node. TileMaps are
deprecated. TileMapLayers should be used instead [1].

[1]: <https://docs.godotengine.org/en/4.3/classes/class_tilemap.html#tilemap>
2025-02-06 15:23:15 +01:00
Hugo Locurcio
c3b0331d8a Fix invalid icon reference in C# Android IAP demo (#1159) 2025-01-21 02:39:47 +01:00
Wayne Mwashuma
0e24c8eb2e Update to TileMapLayer in Multiplayer Bomber demo (#1155) 2025-01-10 22:39:38 +01:00
Mohamed Koubaa
be77353917 Move position setting code to be before direction in Dodge the Creeps (#1151) 2025-01-10 19:52:54 +01:00
Fabio Alessandrelli
d3c71ddb20 Fix typo in WebSocketServer class name (#1154) 2025-01-10 19:51:29 +01:00
David Briscoe
c49e134e13 Explain how to setup GUI in 3D (#1149)
Make it more obvious to newcomers how this demo works so they can
replicate it in their projects.

Change the text to point to how this is working.

Add Editor Descriptions to make it clearer how this is setup.

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-12-23 18:55:20 +01:00
Jorrit Rouwe
81249b3f4a Increase Jolt Physics limit settings so performance tests run without errors (#1146) 2024-12-13 16:39:29 +01:00
Aaron Franke
51a7d389af Merge pull request #1138 from Calinou/truck-town-add-moods
Add moods (times of day) to Truck Town demo
2024-11-25 12:05:53 -08:00
Hugo Locurcio
5f0e0ce205 Improve GUI in 3D demo (#1140)
- Increase physics ticks per second to 120, so that UI interactions feel
  smoother and have lower input lag. This happens since input is governed
  by the physics tick due to the use of physics picking.
- Add a placeholder to the LineEdit and select a default option in the OptionButton.
2024-11-25 12:04:29 -08:00
Markus Sauermann
6f44371df1 Fix physics picking in Gui in 3D Demo (#1139)
Physics picking requires that the SubViewport has a consistent state
of the mouse-enter/exit notifications.

Godot V4.3 was changed in comparison to V4.2, so that it now requires
this additional step.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-11-25 18:38:26 +01:00
Hugo Locurcio
15bcb941de Add moods (times of day) to Truck Town demo
Four moods are available: sunrise, day, sunset, night. Sunset and night
also feature artificial point lights placed in the town scene.

The mood can be set on the main menu before playing. It can also be cycled
during gameplay by pressing M or D-Pad Down.
2024-11-25 18:35:05 +01:00
Aaron Franke
5d9542113a Improve Truck Town model, fix issues, use OMI glTF Physics (#1110) 2024-11-25 06:56:02 -08:00
smix8
0fb1b4e09c Update 2D navigation demo NavigationPolygon for 4.3+ (#1135)
Updates NavigationPolygon with data that has compatibility with newer 2D navigation mesh baking.
2024-11-17 00:32:38 +01:00
Yaxian
1e02914267 Use TileMapLayer in Dynamic TileMap Layers (#1133)
TileMap is deprecated in 4.3 as TileMapLayer supersedes it.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-11-15 19:04:15 +01:00
Bastiaan Olij
6db1062768 Fix recenter code in OpenXR Character Centric Movement (#1131)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-11-15 19:03:19 +01:00
Hugo Locurcio
adf6d7e08d Disable non-functional XR demos in web exports (#1130)
These demos could work if they are redesigned to account for WebXR's
limitations when running on the web platform.
2024-11-08 11:33:19 +01:00
Danil Alexeev
c492e5fd73 Update some GDScript files for Godot 4.3 (#1129) 2024-11-04 12:00:59 +01:00
Hugo Locurcio
7ed5b1c116 Update web demo exports for Godot 4.3 (#1127)
This comes with other improvements:

- Demos now work on desktop and mobile browsers, as ETC2 import is now
  automatically enabled before exporting each demo.
- Progressive web app is available for each project.
  - Can be added to the home screen on a device for a closer-to-native experience.
  - Cross-origin isolation headers are automatically added, so that the export
    works with threads enabled despite being hosted on GitHub Pages
    (which doesn't send these headers).

Several demos will need further tweaks to look better when using
the Compatibility rendering method. Currently, many 3D demos appear
too bright due to lights with shadows enabled using sRGB blending.

Also, many demos will need to be modified to indicate which parts
of them are not supported when running on the web platform, or
when using the Compatibility rendering method.
2024-10-30 17:13:23 +01:00
Hugo Locurcio
53d3f9cdde Improve Operating System Testing demo (#1124)
- Display more return values of Engine/OS methods such as system fonts,
  memory information and security information.
- Add headless support (the generated report is also printed to stdout).
- Improve theming in the generated report.
- Hide video adapter type if this information can't be queried in the
  current rendering method.
- Update C# script for Godot 4.x platform names.
2024-10-23 23:09:23 +02:00
Hugo Locurcio
edccce8563 Fix normal map direction in 2D Lights and Shadows (#1123)
- Group Light2D nodes for easier dragging in the editor.
2024-10-18 23:30:07 +02:00
Raymond DiDonato
a87fded4cf Fix VRAM leak in compositor effect demo (#1115) 2024-09-17 01:36:20 +02:00
Montandalar
fdae025495 Add full license information for Voxel demo textures (#1113) 2024-09-15 15:04:34 +02:00
Tyler Breisacher
fa6061c623 Add static types in 2D Navigation AStar demo (#1008) 2024-08-31 03:48:17 +02:00
Ryhon
8ab921d5b4 Add FSR 2.2, exclusive fullscreen and ultra SSAO/SSIL to 3D Graphics Settings demo 2024-08-31 03:21:22 +02:00
shahriarlabib000
723331f814 updated README and Screenshots (#1111) 2024-08-28 18:09:22 -07:00
JavierStark
71630e80e4 Fix updated Android IAP project in c# (#1105)
* Update project to 4.3

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-08-28 16:58:41 -07:00
Aaron Franke
5646c6a7a8 Open and save 3D demos in Godot 4.3 stable (#1109) 2024-08-27 13:40:06 -07:00
Hugo Locurcio
582229e17c Improve Material Testers demo project (#1068)
- Add reflection probes for each test sphere, which can be toggled using
  a new dropdown with 3 options (no reflection probe, reflection only,
  reflection + ambient). The cull and reflection masks are configured
  on each reflection probe so that spheres don't self-reflect, but other
  spheres still appear in each sphere's reflections. Probe extents are made
  very large to prevent any visible fading, and the test beds don't
  receive the reflection probe's ambient or reflection.
- Improve ice material visuals by giving it some opacity.
- Use lossless compression on all textures, as their relatively low
  resolution and count by today's standards makes them not use much VRAM
  anyway.
2024-08-27 05:32:12 -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
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
shahriarlabib000
9f59648c26 Update robot mesh for Godot 4 in 3D in 2D demo (#1106) 2024-08-26 00:07:36 +02:00
JavierStark
13b2787173 Update Android IAP in C# project to Godot 4.3 (#1104)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-08-23 04:00:10 +02:00
Rémi Verschelde
6c635fe75a Merge pull request #1080 from BastiaanOlij/openxr_composition_layers
OpenXR composition layer example
2024-08-22 07:35:28 +02:00
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
esainane
0fba875c72 Fix theme properties in various demos (#1097)
3.x -> 4.x:
`font_color_shadow` -> `font_shadow_color`
`font_color_selected` -> `font_selected_color`
`hseparation` -> `h_separation`
`vseparation` -> `v_separation`
`shadow_as_outline` -> `shadow_outline_size`

`panelf` and `panelnc` were removed in 3.2, as the options were never used.
See: godotengine/godot#28639

`font_color_shadow` is not a property of ProgressBar's theme, and there
doesn't seem to be an equivalent. The term "shadow" does not appear in any of:
{scene/{gui/{progress_bar,range,control},main/{canvas_item,node}},core/object/object}.{cpp,h}
2024-08-02 03:01:04 -07:00
Bastiaan Olij
98899881e7 OpenXR composition layer example 2024-07-31 15:44:50 +10:00
Fabio Alessandrelli
8fd41702c6 Fix typing errors in webrtc_signaling demo (#1096) 2024-07-28 01:35:33 +02:00
Russell Sanborn
34d174e315 Add JetBrains IDE files to .gitignore (#1094)
For reference, this exists in other godotengine repositories. Examples:

* https://github.com/godotengine/godot/blob/master/.gitignore#L157
* https://github.com/godotengine/godot-docs/blob/master/.gitignore#L52
2024-07-26 17:44:57 +02:00
Rémi Verschelde
3265d3fcd4 Merge pull request #1082 from Calinou/add-2d-polygons-lines-demo-4.x
Add a 2D polygons and lines demo
2024-07-25 13:31:10 +02:00
Russell Sanborn
7d42ae3c9a Rename Dodge The Creeps files to snake case (#1084)
This follows the style guide:

- https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html#style-guide

For reference, a documentation PR exists to update references to the
demo.
2024-07-15 00:36:11 +02:00
Matthew
e6fcf24f89 Merge pull request #973 from BastiaanOlij/openxr_hand_tracking_demo
Add OpenXR hand tracking demo
2024-07-13 15:04:58 -04:00
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
Hugo Locurcio
7223aec001 Fix incorrect static typing in 2.5D demo 2024-07-03 17:18:29 +02:00
Hugo Locurcio
0ec2fff5bf Fix incorrect typed Array assignment in XR demo scripts (#1081) 2024-06-26 17:20:58 +02:00
Hugo Locurcio
78bbd99f0d Add a 2D polygons and lines demo 2024-06-25 18:09:34 +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
Bastiaan Olij
677dc46eeb Add OpenXR hand tracking demo 2024-06-15 14:04:49 +10:00