Commit Graph

59 Commits

Author SHA1 Message Date
Aaron Franke
918a289ee2 Format files using updated file_format.sh 2020-10-01 14:23:54 -04:00
Hugo Locurcio
fe6103256a Allow hiDPI in all demos that support multiple resolutions
This is required to benefit from crisp display on hiDPI monitors.
This also fixes issues related to fullscreen and input handling
when using an hiDPI display on Windows.
2020-10-01 00:56:12 +02:00
Aaron Franke
d4bf89d364 Link to the asset library from the README of each demo 2020-09-10 15:37:10 -04:00
Aaron Franke
fcc7d5c723 Optimize PNG images using oxipng 2020-08-16 17:48:38 -05:00
Aaron Franke
8dff86d370 Add README files to categories 2020-07-03 20:45:51 -04:00
Aaron Franke
189d6ac9b4 Misc fixes and tweaks to many demos 2020-06-27 21:07:49 -04:00
Aaron Franke
c13e56662f Clean up unused and outdated environment files 2020-06-27 20:58:19 -04:00
Aaron Franke
35d44b5d85 Remove trailing space characters in the formatting script 2020-06-21 23:00:13 -04:00
Aaron Franke
5f1905e0d6 Replace _input with _unhandled_input 2020-06-08 22:43:19 -04:00
Amara M. Angel
7a9b45f156 Update Viewports tutorial to use "frame_post_draw" 2020-04-03 19:42:51 +02:00
Aaron Franke
f9e7456b70 Add descriptions to all projects with README files
These show up in the project manager when hovering over projects.
2020-03-16 20:50:53 -04:00
Aaron Franke
f2a18910aa Add README files to Viewport demos 2020-03-09 03:54:32 -04:00
Aaron Franke
aea4010bc8 Convert most demos to GLES 2
Also fix Viewport error in 3D scaling demo, add an icon to Multiplayer Bomber, and rename BPM sync files.
2020-03-04 20:59:12 -05:00
Aaron Franke
001e51d2d3 Merge pull request #413 from Calinou/add-viewport-3d-scaling-demo
Add a viewport 3D scaling demo
2020-02-19 15:22:11 -05:00
Hugo Locurcio
b927ea3c63 Add a viewport 3D scaling demo
This demo shows how to scale the 3D viewport rendering without
affecting 2D elements such as the HUD. It also demonstrates how to
toggle filtering on a viewport by using TextureRect to display the
ViewportTexture delivered by the Viewport node.
2020-02-19 21:13:20 +01:00
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
cb5906aea3 Slightly improve the GUI in 3D demo 2020-02-01 03:18:53 -05:00
Aaron Franke
237a8654b0 Improve the screen capture demo 2020-02-01 03:18:53 -05:00
Aaron Franke
e3fd4c662c Update 3D in 2D demo to Godot 3.1.2 2020-01-31 15:15:57 -05:00
Aaron Franke
43dcf5c1e7 Clean up editor/display_folded 2020-01-28 13:47:21 -05:00
Aaron Franke
d19c746231 Merge pull request #371 from BenjaminNavarro/master
Add dynamic split screen demo
2020-01-28 13:38:26 -05:00
Hugo Locurcio
a45b84a5ad Handle multiple resolutions in most demos
This makes demos render correctly on hiDPI displays,
while also demonstrating how to handle multiple resolutions.

The 3D in 2D demo now uses "3D No-Effects" for the 3D viewport,
which is faster to render. Thanks to this, 4× MSAA is now enabled
for a better result.

The background loading demo now uses mipmaps for better-looking images.

The material testers demo now samples mouse input in a
resolution-independent manner when panning.

Default clear colors were also changed in some projects for visual
consistency with the project's theme.
2020-01-28 19:08:03 +01:00
Benjamin Navarro
5bdd178d85 Embed WorldEnvironement scene into the main one 2020-01-28 13:32:45 +01:00
Benjamin Navarro
b93d9028a9 Coding style 2020-01-28 13:32:18 +01:00
Benjamin Navarro
566c7e15f8 Use second controller's left stick for player2 2020-01-28 13:27:55 +01:00
Benjamin Navarro
f922bcb8c7 Add dynamic split screen demo
Answering PR reviews

Removeing class_name

_get_split_state documentation

Mentioning Voronoi split screen in README

Fixing comments

Use the same script for both players

The input map is configured to work with AZERTY and QWERTY keyboards

Use spaces for comments alignment + code style

Fix empty line and incorrect comment

Add arrow keys to control player 2

Removing most static typing as suggested for demo projects

Removing broken split origin feature

Removing the floor texture to avoid copyright issues

Changing game icon

Make Walls.gd a tool script + randomize

Fixing style

 Handle joysticks for player movement
2020-01-27 08:58:50 +01:00
Aaron Franke
f9b9b86949 Update 2D in 3D demo to Godot 3.1.2
Conform to style guide, make positions exact, fix viewport quad
2020-01-26 16:53:20 -05:00
TwistedTwigleg
ee3dac1635 Fixed issue with strange tool script included in the gui in 3D demo 2019-10-20 14:33:02 -04:00
TwistedTwigleg
61ea89e836 Made minor changes to GUI in 3D demo script 2019-08-29 13:26:51 -04:00
TwistedTwigleg
82d9684caf Made changes to the gui in 3D demo based on suggestions by aaronfranke 2019-06-15 11:38:09 -04:00
TwistedTwigleg
a527318768 Updated demo to work with Godot 3.1 with changes in the demo rewrite PR. Changed comments according to discussion in merged PR 2019-06-15 11:38:09 -04:00
Wagner Ferreira
7e37b4162f Renamed to lowercase to follow conventions 2019-06-15 11:38:09 -04:00
Wagner Ferreira
9adc81ce7f Added extra rewriting in the code to improve mouse drag
* Made the whole block a separated scene to demonstrate it can work across multiple instances.
* Dropped the Area.input_event and did everything manually with raycasting.
* Made quad_mesh_size automatically pick the quad size, avoiding the extra setup.
* Changed from PlaneMesh to QuadMesh. Now everyting can start with 0 rotation.
* The function will keep handling input when the mouse is outside of the area to avoid orphan clicks, but stop when the click is released.
* Changed some variable and function names to make sense with the code changes.
* Added an extra function to deal with billboard mode. But is not perfect, specially with scaling and Y-billboard + camera tilting.
2019-06-15 11:38:09 -04:00
TwistedTwigleg
092cf6fc03 Rewrote most of the code in the gui_in_3d demo. Now the demo supports viewports of different sizes, different sized quads, and has comments explaining what the code is doing 2019-06-15 11:38:09 -04:00
Hugo Locurcio
184b0fe5f8 Optimize all images using oxipng -o6 --strip all --zopfli 2019-06-11 16:40:50 +02:00
William Scalf
cc0b002e6e Updated rotation of Quad to be right side up 2019-03-23 18:06:43 -04:00
Rémi Verschelde
a38b315064 Port audio, gui, mono, networking and viewport demos to Godot 3.1 2019-02-26 14:50:18 +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
Chris Bradfield
9d66e8f2ef Code cleanup 2018-03-13 22:35:55 -07:00
Bojidar Marinov
03ba4fc1df Make some demos work again, reimport 2018-01-16 17:46:10 +02:00
Hugo Locurcio
20d2a5861a Fix project names to use consistent casing
This also makes the name of the 2D platformer demo more descriptive.
2018-01-07 14:59:09 +01:00
sambler
abb08c9d1a Automatic .import updates made by opening projects in the godot editor
These import changes allow the projects to be opened with the runtime.
2018-01-06 22:16:13 +01:00
Juan Linietsky
d1dd62140a Clean up demo and fix it, closes #84 2017-12-04 17:35:46 -03:00
x1212
f4bbbe37d9 Update 3d in 2d demo for Godot 3.0 2017-11-19 14:41:50 +01:00
Rémi Verschelde
f8ca6d0a4d Sync all demos with current master format 2017-10-30 12:38:39 +01:00
Michele Valente
bba9227d33 Updated indentations and whitespace usage as well as .import & .tscn files
the changes are made according to the official GDScript style guide
(http://docs.godotengine.org/en/latest/learning/scripting/gdscript/gdscript_styleguide.html).
The changes in the .tscn and .import files were done automatically by
Godot after opening the project with the latest master version.
2017-10-07 17:24:52 +02:00
Michele Valente
5326331666 updated viewport clearing
This change is needed in order to make use of the new introduced
set_clear_mode() function (I think the choosen enum value is ok since
its needed only once).
Updated in the following demos:
- 2D_in_3D
- 3D_in_2D
- screen_capture
2017-10-07 17:24:52 +02:00
TwistedTwigleg
053d035574 Ported viewport demos to Godot 3.0 2017-08-19 13:10:25 -04:00
Juan Linietsky
6ef185c192 begun porting demos, platformer is working (mostly) 2017-06-23 07:44:27 -03:00
Rémi Verschelde
eb167ebcaa Remove systematic "Init(i)alization here" from _ready() 2015-12-09 08:39:12 +01:00