- Add CodeEdit, GraphEdit, GraphFrame, and GraphNode examples.
- Add icons (enabled/disabled) to TreeItem example.
- Add placeholder texts to LineEdit, TextEdit, and CodeEdit.
- Allow tab navigation in TextEdit (pressing Tab moves focus).
- Fix sizing of "Basic controls" column so that it completely fits
at the default window size.
- Rebake lightmaps in Global Illumination demo with supersampling
to improve quality.
- Increase SDFGI quality in the Global Illumination demo
(slightly more demanding, but better matches the quality standards
of 2026).
All demos had Project > Tools > Upgrade Project Files ran on them
with 4.6.stable (4.6.stable.mono for demos in the `mono/` folder).
- Rebake lightmaps in Global Illumination demo with supersampling
to improve quality.
- Increase SDFGI quality in the Global Illumination demo
(slightly more demanding, but better matches the quality standards
of 2026).
All demos had Project > Tools > Upgrade Project Files ran on them
with 4.6.stable (4.6.stable.mono for demos in the `mono/` folder).
issue #1288 reported a grey background in web version of rhythm game https://godotengine.github.io/godot-demo-projects/audio/rhythm_game/ upon downloading and running the game the starting scene seemed to be assigned to a scene godot couldn't recognize but once changed to main.tscn it worked
- Rename various labels for readability.
- Use infinity symbol when FPS limit is set to 0.
- Use lossless compression for ship textures since they are low-resolution,
and applied to a large object (making VRAM compression look bad).
- Restore support for multiple aspect ratios which was inadvertently
removed in a previous PR.
- Fix corner fix preview incorrectly using VRAM compression (it's
low-resolution, and only displayed in the editor anyway).
After opening the isometric dungeon demo, there was a warning about TileMap
having been deprecated so I updated it to use the new TileMapLayer instead.
* 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
This uses https://github.com/Rytelier/godot-sky-and-volumetric-clouds
as a base, with several changes made:
- Spheres are now used to represent radiance map reflections of varying
roughness and metallic values.
- A day/night cycle is now featured.
- Mipmaps are enabled on the weather texture as an optimization.
- The default radiance map settings are more conservative to account
for the real-time sky shader.
- This makes reflections lower quality, but it's not too noticeable
in most real world scenes (especially if using GI techniques for reflections).
- Debanding is now applied in the project settings, rather than on the sky shader.
This is significantly faster (over 0.1 ms saved on a RX 6900 XT in 3840×2160).
It also has the benefit of working on materials, which can exhibit banding
if not textured.
- The sky shader has debanding commented out in case it's needed.
This debanding also applies to the lower half of the sky as well in this case,
as it was required to get rid of noticeable banding on the lower half.
- Cloud coverage and density uniform hints now allow values as low as 0.001.
Co-authored-by: Rytelier <45795134+Rytelier@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>