Commit Graph

1160 Commits

Author SHA1 Message Date
Fabio Alessandrelli
f47f25180c [WebSocket] Fix peers handling in multiplayer example.
Disconnected peers were not properly removed from the local peers list.
2022-11-24 17:17:50 +01:00
Fabio Alessandrelli
c71e401b08 Merge pull request #789 from Faless/rtc/4.0-beta4
[WebRTC] Update demos to beta4.
2022-11-22 17:43:41 +01:00
Fabio Alessandrelli
364e8cbfb8 Update WebRTC signaling demo to Godot beta4.
The signaling server protocol has been rewritten to use JSON format to
be more readable.

Lobbies now support both mesh and client/server modes (selected during
creation).

The client/server mode uses the SceneMultiplayer relay mode as
implemented in beta4.

The demo now uses an RPC for pinging, and connects to the MultiplayerAPI
instead of using the raw MultiplayerPeer.
2022-11-21 17:59:40 +01:00
Fabio Alessandrelli
93509019a9 Update WebRTC minimal to 4.0-beta4. 2022-11-19 18:49:36 +01:00
Fabio Alessandrelli
6ca863ffb0 Merge pull request #784 from dsnopek/fix-bomber-demo
Update the multiplayer_bomber demo to work with Godot 4.0-beta3
2022-11-14 22:41:53 +01:00
David Snopek
a425dccaa5 Update the multiplayer_bomber demo to work with Godot 4.0-beta3 2022-10-17 15:21:50 -05:00
Rémi Verschelde
2eb14690fc Merge pull request #781 from Faless/update/ws 2022-10-14 13:41:01 +02:00
Fabio Alessandrelli
da12c09942 [Net] Update WebSocket multiplayer demo.
Updated to Godot 4.

Added combo (default) scene showing dedicated multiplayer branches
(i.e. running both server and clients in the same SceneTree).
2022-09-29 21:13:55 +02:00
Fabio Alessandrelli
dd2ba9a5ba [Net] Update & refactor WebSocket Chat demo.
Uses new unified StreamPeer, dropped the multiplayer part (in favor of
the dedicated WebSocket demo), add reference WebSocketClient and
WebSocketServer signal-based implementations that can be used as drop-in
nodes in any project. Might be worth maintaning it as a separate addon.
2022-09-29 19:16:41 +02:00
Aaron Franke
ea65d7f896 Merge pull request #778 from jtnicholl/remove-vs
Remove VisualScript demos from the 4.0 branch
2022-09-19 21:30:38 -05:00
Jonathan Nicholl
3d16659046 Remove VisualScript demos 2022-09-18 12:29:08 -04:00
Aaron Franke
8d726b52a9 Merge pull request #768 from aaronfranke/truck_town
[4.0] Reorganize Truck Town
2022-08-30 14:39:30 -05:00
Aaron Franke
6cf53c39bf Reorganize Truck Town 2022-08-30 12:52:58 -05:00
Aaron Franke
cd586acd33 Merge pull request #767 from jtnicholl/truck_town
[4.0] Clean up and fix Truck Town
2022-08-30 12:52:49 -05:00
Jonathan Nicholl
3d4947bcb5 Clean up and fix Truck Town 2022-08-30 13:21:30 -04:00
Aaron Franke
044afe7976 Merge pull request #743 from Calinou/add-3d-antialiasing-demo
Add a 3D antialiasing demo
2022-07-10 21:14:34 -05:00
Hugo Locurcio
9dbd05a8a8 Add a 3D antialiasing demo 2022-07-10 20:34:30 -05:00
Aaron Franke
5efee6741f Merge pull request #748 from jtnicholl/3d_navigation
Update 3D navigation demo for 4.0
2022-07-10 20:09:09 -05:00
Jonathan Nicholl
3d7c24ef1b Update 3D navigation demo 2022-07-10 21:03:55 -04:00
Aaron Franke
de27fa1d5a Merge pull request #747 from jtnicholl/loading_threads
Update loading in a thread demo for 4.0
2022-07-10 17:49:02 -05:00
Jonathan Nicholl
02c6a268c3 Update loading in a thread demo 2022-06-23 11:50:59 -04:00
Aaron Franke
ae57eb2080 Merge pull request #742 from aaronfranke/2d-to-control
Convert some 2D nodes to Control nodes in GDPaint and Pseudolocalization demos
2022-05-09 16:33:16 -05:00
Aaron Franke
4af38765af Merge pull request #740 from voylin/FixWindowManagement4.0
Fix window management demo for 4.0
2022-05-09 16:32:27 -05:00
Voylin
f3f0ac4827 Fix for Window Management script + UI for 4.0-dev
UI Fix + fixing script to display correct information

Adding padding to the UI
2022-05-10 06:30:15 +09:00
Aaron Franke
5f1776bdf4 Convert some 2D nodes to Control nodes in GDPaint and Pseudolocal demos 2022-05-08 17:16:45 -05:00
Aaron Franke
c9193d1035 Merge pull request #741 from voylin/FixGDPaintDemo
Fixing GD Paint Issues in 4.0-dev
2022-05-07 20:19:27 -05:00
Voylin
948db2893b Fixing GD Paint Issues
The clipping happened because the panel was see-through.
The saving is also fixed by changing some of the project settings.

Update 2d/gd_paint/paint_root.tscn

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
changeback to get_node
2022-05-08 09:09:36 +09:00
Aaron Franke
92e24ceb99 Merge pull request #733 from Calinou/multiple-resolutions-update-to-4.0
Update Multiple Resolutions demo for Godot 4.0
2022-05-07 18:48:06 -05:00
Hugo Locurcio
e591ceece9 Update Multiple Resolutions demo for Godot 4.0 2022-05-08 01:35:25 +02:00
Aaron Franke
7ef60c2874 Merge pull request #738 from voylin/GuiInputMappingPersistentKeyMapping4.0
[4.0-dev] GUI Input Mapping Demo Persistent Key Mapping- Fixes #629
2022-05-07 16:50:15 -05:00
Voylin
471243f38e Adding persistence InputMapping
Update gui/input_mapping/KeyPersistence.gd

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2022-05-08 06:33:49 +09:00
Aaron Franke
bde67b4c5e Merge pull request #737 from voylin/WindowManagement4.0Update
Window Management Update 4.0
2022-05-07 15:56:15 -05:00
Aaron Franke
666d1cbf99 Merge pull request #736 from voylin/FixPseudolocalizationDemo4.0
Fixed some issues in Pseudo localization Demo 4.0-dev
2022-05-07 15:51:39 -05:00
Aaron Franke
2831e16798 Merge pull request #732 from voylin/DodgeTheCreeps4.0Update
Making Demo Dodge the Creeps ready for 4.0-dev
2022-05-07 15:48:07 -05:00
Aaron Franke
521fc2d755 Merge pull request #735 from voylin/2DScreenSpaceShaders4.0Update
Screen Space Shader Update to 4.0
2022-05-07 15:45:25 -05:00
Voylin
d103e7aec2 Making Demo Dodge the Creeps ready for 4.0-dev
Going through the demo's mentioned at: #697
to fix and prepare them for 4.0.
It was mentioned that there were minor bugs (errors printing in console), found non of that, only some logs about awaits not being needed (they were needed). Everything works again now and stretch_mode set to canvas_items.
change vulkan
2022-05-08 05:45:19 +09:00
Aaron Franke
7349ccc6a0 Merge pull request #734 from voylin/GDPaint4.0Update
GD Paint Demo Update to 4.0
2022-05-07 15:41:39 -05:00
Voylin
cd32f64f80 Window Management Update 4.0
Updated to 4.0 everything should work.
2022-05-05 06:39:00 +09:00
Voylin
983c1361dd Fixed some issues in Pseudo localization Demo 4.0-dev
There were some UI issues + pressed became button_pressed.
2022-05-04 19:30:06 +09:00
Voylin
3657f91c0c Screen Space Shader Update to 4.0
Everything okay.
Part of #697
2022-05-04 18:55:07 +09:00
Voylin
7edfc9b29e GD Paint update to 4.0
Part of #697
Demo is working now in 4.0.
There is only one slight issue, but that has to do with the engine viewport system I think. When saving the picture, the framing isn't always correct, really depends how you scaled the window. This could also be a me issue as I use i3 on linux (Tiling window manager).

But otherwise, it's working perfectly.
2022-05-03 08:09:39 +09:00
Aaron Franke
e77b85fba3 Merge pull request #730 from godotengine/master
Merge recent changes from master into the 4.0-dev branch
2022-05-02 09:19:08 -05:00
Aaron Franke
0f848370fe Merge pull request #729 from voylin/master
Including *.json files to fix #725
2022-05-01 19:13:15 -05:00
Voylin
4618c9b04e Including *.json files to fix #725
There is a problem with the automatically exported HTML5 demos. When they use json files for dialogue by example, as in the JRPG demo, the game gets errors as it can't load those specific *.json files.
Update export_presets.cfg
2022-05-02 09:07:14 +09:00
Aaron Franke
5c40412e34 Merge pull request #719 from Calinou/improve-3d-graphics-settings-demo
Improve the 3D graphics settings demo
2022-04-25 15:08:12 -04:00
Hugo Locurcio
48d2ec90fc Improve the 3D graphics settings demo
- New graphics settings:
  - Field of view.
  - Volumetric fog.
- Use Godot's built-in 3D viewport facilities instead of using a SubViewport.
  - This also allows for choosing AMD FidelityFX Super Resolution
    for resolution scaling, but it's not working yet due to a Godot bug.
  - Nearest-neighbor scaling is no longer available. It can be
    reimplemented in Godot core and then exposed in the future.
- Separate MSAA from FXAA settings, as both can be used at the same time.
- Add more quality settings for various effect settings.
- Rename sections and setting names to be more "player-oriented"
  (even if this results in the actual Godot terminology not being
  presented).
- Add performance hints to setting values.
- Add FPS counter and viewport resolution display
  (taking the resolution scale into account).
- Add more objects to the test scene and tweak environment settings.
  - ACES tonemapping is now used.
  - Debanding is now enabled, as this scene requires it to avoid visible
    banding.
  - Make the emissive box less bright to prevent MSAA and FXAA from
    being ineffective on it (due to Godot not supporting correct
    HDR antialiasing).
  - Remove unnecessary DirectionalLight3D, VoxelGI and ReflectionProbe.
2022-04-25 20:06:31 +02:00
Aaron Franke
06af3f0c2c Merge pull request #728 from Calinou/global-illumination-tweak-camera-script
Revert accidental change in camera script in Global illumination demo
2022-04-25 12:44:31 -04:00
Hugo Locurcio
2c244014df Revert accidental change in camera script in Global illumination demo
This also tweaks the font shadow appearance for better visibility.
2022-04-25 18:40:49 +02:00
Aaron Franke
5766a55115 Merge pull request #727 from RedstoneMCPC/kinematic-character-2d
Updated Kinematic Character 2D Demo to Godot 4
2022-04-25 01:35:50 -04:00
RedstoneMCPC / MCPCStudios
ce2bd76d80 Updated Kinematic Character 2D Demo to Godot 4 2022-04-25 15:27:26 +10:00