This demo showcases a custom logger implementation, which runs in parallel
to the built-in logging facilities (including file logging). The custom logger
displays all messages printed by the engine in an in-game console.
- 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.
The 3D demos aren't very demanding and Godot has been optimized
a bit since 4.0's release, so we can afford using higher quality
shadow settings for less noisy shadow filtering.
This also tweaks shadow bias to reduce shadow acne in the Voxel demo.
The time slider in the Physical Light and Camera units demo now
allows for more precise adjustments.
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"...)`
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).
Just following the rules! Moved up the icon statements above the other includes. This got rid of errors preventing plugin from loading.
There's still a race condition when the plugin starts up. It's looking for an editor interface child that hasn't been loaded yet. May want to use _ready to define some behavior before _enter_tree is used.