Commit Graph

48 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
a531235db3 Use Jolt Physics in all 3D demos that use physics, improve physics tests demos (#1195)
- 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.
2025-04-21 21:59:31 +02:00
Hugo Locurcio
b06917acaa Fix incorrect class_name declaration in 2D physics tests demo (#1188) 2025-04-14 22:51:18 +02:00
Mikael Hermansson
9db52662cb Change physics joint tests to freeze bodies as kinematic in the Physics tests demos (#1177) 2025-04-14 18:58:55 +02:00
Hugo Locurcio
7befd7c718 Enable physics interpolation in all 2D demos (#1070)
This makes uses of the new built-in 2D physics interpolation
added in 4.3.

For 3D demos, a separate PR requiring `master` will be made later.
2025-04-14 18:58:38 +02:00
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
Danil Alexeev
c492e5fd73 Update some GDScript files for Godot 4.3 (#1129) 2024-11-04 12:00:59 +01:00
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
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
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
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
Alex
7e9d31bb04 Fix one-way collision script error in 2D Physics Tests (#962) 2023-10-18 03:24:59 +02:00
MotH
0a84347d11 Sorted tags 2023-06-28 21:27:10 +02:00
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
63d1cd9a60 Use 128×128 WebP icons for all demos (#885) 2023-03-29 18:59:57 +02:00
Danil Alexeev
285139fc4e Fix GDScript code style regarding colon (demos) 2023-03-06 08:44:13 +03:00
Hugo Locurcio
1d5184e235 Update most demos for Godot 4.0.beta10 (#782) 2023-01-05 16:50:17 +01:00
Voylin
86be54ae49 New Icons for 4.0-dev demos:
Fixes some of the icons mentioned in #722.
Not sure if they are good enough or not, I'm not an artist in any way.

Changed Icons:
- 2D physics;
- 3D physics;
- Audio device changer;
- Audio mic record;
- GUI Control gallery;
- GUI Pseudo-localization.
Update
2022-04-20 10:31:44 +09:00
Aaron Franke
cb52878006 Use StringName literals with Input methods 2022-03-27 19:19:09 -05:00
Aaron Franke
ab0816a44e Rename RigidBody -> RigidDynamicBody 2022-03-27 19:06:05 -05:00
Aaron Franke
bbe50fc9da Convert demos to Godot 4 using regular expressions in a script 2022-03-26 16:09:10 -05:00
PouleyKetchoupp
52f5b2e5d2 Convert physics test projects to 4.0 2021-12-07 09:19:28 -07:00
Aaron Franke
b7e0a470c7 Update demos to Godot 3.4 2021-11-05 11:48:47 -05:00
Aaron Franke
7d64830cfe Ensure most demos have descriptions and screenshots 2021-08-16 21:13:06 -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
PouleyKetchoupp
7f025e000e Update contact tests in physics tests for 2D & 3D
- Create bodies by duplicating the ones from the scene to allow custom
settings on them for testing purpose
- Rename 3D test with multiple groups of bodies "Contact Islands"
instead of "Contacts Extended" for clarity
- Added "Contact Islands" test for 2D
- Fixed log spamming with "Contact Islands" tests due to printing log
messages for each group of bodies
- Added parameter to randomize spawn positions in order to make
contact separation more balanced (avoids artifacts like a huge column
for circles in 2D test)
- Using smaller shapes and larger amount of objects by default to test
more extreme case
2021-04-21 18:25:35 -07:00
PouleyKetchoupp
ef265cca0a Physics Tests 3.3 update
Fix custom collision shape drawing in physics tests:
CollisionShape debug draw has changed in 3.3 and now requires a body
to be rendered, so the trick to display custom physics shapes in the
physics tests had to be updated.

Cylinder support:
Now cylinders are supported in Godot Physics, so the exception to avoid
spamming errors when cylinders are used can be removed.

Rigid body picking:
Added mouse-picking to Test Shapes in both 2D and 3D.
2021-04-21 16:50:33 -07:00
Aaron Franke
814909538f Update projects to Godot 3.3 2021-04-21 19:17:12 -04:00
Aaron Franke
40aec7c068 Update README for the new 3.2 branch 2021-04-14 13:46:19 -04:00
Aaron Franke
ead2777f48 Merge pull request #606 from nekomatata/physics-tests-contacts-update
Updated 2d/3d physics contact performance tests
2021-04-14 12:34:24 -05:00
PouleyKetchoupp
0a0d44d4f1 Updated 2d/3d physics contact performance tests 2021-04-14 08:19:10 -07:00
Aaron Franke
2ee9b47f6c Use ETC instead of ETC2 for all GLES2 demos 2021-03-29 18:30:14 -04:00
Aaron Franke
8a0824a948 Add links to the Asset Library after release 3.2-5c154da
Also expand the CODEOWNERS file
2021-03-12 00:32:11 -05:00
PouleyKetchoupp
7f095a6092 Physics test cases, cancel previous running test properly
Allows canceling running test cases (including all tests cases) properly and without error.
2021-03-08 12:27:13 -07:00
Aaron Franke
4913cd868a Misc fixes and tweaks 2021-03-03 02:59:17 -05:00
PouleyKetchoupp
fa83ee0277 Updated 2D character controller physics tests
Added new test for 2D character controller:
Character - Pixels
Functional test for pixel art related issues around KinematicBody and
RigidBody character controllers.

Adjusted existing tests and added more test cases to cover most use
cases from recent fixed issues and regressions for KinematicBody.

Added a more automated way to run all tests with checks to see which
ones failed in character controller tests.

Also fixed some minor issues with the log scrollbar.
2021-02-22 20:09:43 -07:00
Aaron Franke
0b3e046953 Merge pull request #577 from nekomatata/physics-test-controllers
Add physics tests for 2D character controller
2021-01-22 20:01:39 -05:00
PouleyKetchoupp
fe54ebbb3a Changed key bindings in physics tests 2D/3D
Changed debug collision shortcut from 'D' to 'C' to keep WASD available
for other functions in some tests.

Unbound arrows from UI shortcuts for the same reason.
2021-01-22 17:33:48 -07:00
PouleyKetchoupp
cdf0ed3be9 Add physics tests for 2D character controller
Two tests for character controller, with options to use RigidBody2D,
KinematicBody2D or KinematicBody2D with RayShape2D.

Tilemap: Tests for moving and jumping within tilemap blocks, with a
specific one-way collision test case scenario based on Block Climb Test
from https://github.com/madmiraal/godot-gym.

Slopes: Tests for moving and jumping in slopes, with different cases
based on snap and stop-on-slope parameters for kinematic bodies.
2021-01-22 17:24:28 -07:00
PouleyKetchoupp
1c1ad17b43 Update broadphase performance test in physics tests
Start logging physics tick one frame earlier for each operation
Disable debug collision to avoid rendering bottleneck
Fixes in adding/removing bodies to avoid bottlenecks outside of physics
2D: Increase message queue size to allow adding more objects at once
3D: Remove camera to disable rendering altogether
3D: Fix error with create_rigidbody_box missing default value
2021-01-20 10:04:50 -07:00
PouleyKetchoupp
3878948300 Support for pause in 2D/3D physics tests
New controls for all tests:
P to toggle pause on/off

Affects the running tests but not menus.
2021-01-06 21:25:34 -07:00
PouleyKetchoupp
6a738c1ede Add One Way Collision for 2D Physics tests 2021-01-06 20:25:27 -07:00
PouleyKetchoupp
7a437d1d23 Add joints test to 2D/3D physics tests 2020-12-30 20:15:08 -07:00
PouleyKetchoupp
9ad473c633 Add collision pairs test to 2D/3D physics tests
Functional test used for checking/debugging different collision cases for all possible pairs of shape types.
2020-12-18 20:51:54 -07:00
PouleyKetchoupp
8241be5817 Add demo: Physics Tests 2D
Similar to its 3D counterpart, with tests using 2D physics.
2020-12-16 09:11:35 -07:00