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).
- 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.
* 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"...)`
- 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.
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).
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.
- Add colored planes below some examples to make antialiasing
differences easier to see.
- Change various textures to make antialiasing differences easier to see.
- 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.
- 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.
This is a 3D version of Dodge the Creeps, originally made by GDQuest
and updated to 4.0 by myself.
Some changes are included for more polish:
- Invisible walls were added so that you can't exit the playable area anymore.
- Pillars have a different color to be more visible.
- Physical keys are now used, so that you can use WASD movement
on any keyboard layout.
- The right mouse button can now be used to jump.
- Visual settings were tweaked to match other 3D demos.
- Project icon was upscaled to 128×128 using Waifu2x, so that it
looks better on hiDPI displays.
- `.blend` files were resaved with compression enabled.
Co-authored-by: Nathan Lovato <nathan@gdquest.com>
Also converted the PNG files to lossless WebP and removed an unused .import file while I was at it.
The rest of the changes were done automatically by the editor when I opened the files.
- Readd LightmapGI example.
- Allow toggling between the Once and Always update modes for the
ReflectionProbe.
- Add a Decal node to act as a blob shadow for dynamic objects.
- Halve SSAO intensity for a better apperance in the demo's flat,
bright surfaces.
- Halve ambient light sky contribution when using the disabled
or lightmap-based GI modes. This prevents the level's shaded areas
from looking too bright and blue (with lightmaps, this change only
affects dynamic objects.)
- Enable FXAA and debanding for a better appearance.