Merge pull request #607 from aaronfranke/3.2-readme
Update README for the new 3.2 branch
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@ -2,10 +2,15 @@
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root = true
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# Unix-style newlines with a newline ending every file.
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[*.cs]
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[*]
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charset = utf-8
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end_of_line = lf
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insert_final_newline = true
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[*.cs]
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csharp_space_after_cast = false
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indent_size = 4
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[*.csproj]
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insert_final_newline = false
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indent_size = 2
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@ -1,9 +1,9 @@
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---
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name: Bug Report
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about: Report a bug with one of the demo projects.
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title: ''
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title: ""
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labels: bug
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assignees: ''
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assignees: ""
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---
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@ -1,9 +1,9 @@
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---
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name: Feature / Enhancement Request
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about: Adding new features or improving existing ones.
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title: ''
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title: ""
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labels: enhancement
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assignees: ''
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assignees: ""
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---
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@ -4,6 +4,7 @@ This demo contains a series of tests for the 2D
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physics engine.
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They can be used for different purpose:
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- Functional tests to check for regressions and
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behavior of the 2D physics engine
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- Performance tests to evaluate performance
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@ -4,6 +4,7 @@ This demo contains a series of tests for the 3D
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physics engine.
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They can be used for different purpose:
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- Functional tests to check for regressions and
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compare the behavior between physics engines
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- Performance tests to evaluate and compare
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17
README.md
17
README.md
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@ -6,15 +6,17 @@ be used with [Godot Engine](https://godotengine.org), the open source
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## Godot versions
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- The [`master`](https://github.com/godotengine/godot-demo-projects) branch is compatible with the latest stable Godot version (currently 3.2).
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- The [`master`](https://github.com/godotengine/godot-demo-projects) branch is compatible with the latest stable Godot version (currently 3.3.x).
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- If you are using an older version of Godot, use the appropriate branch for your Godot version:
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- [`3.1`](https://github.com/godotengine/godot-demo-projects/tree/3.1) branch
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for Godot 3.1.x.
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- [`3.0`](https://github.com/godotengine/godot-demo-projects/tree/3.0) branch
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for Godot 3.0.x.
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- [`2.1`](https://github.com/godotengine/godot-demo-projects/tree/2.1) branch
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for Godot 2.1.x.
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- [`3.2`](https://github.com/godotengine/godot-demo-projects/tree/3.2)
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branch for Godot 3.2.x.
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- [`3.1`](https://github.com/godotengine/godot-demo-projects/tree/3.1)
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branch for Godot 3.1.x.
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- [`3.0`](https://github.com/godotengine/godot-demo-projects/tree/3.0)
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branch for Godot 3.0.x.
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- [`2.1`](https://github.com/godotengine/godot-demo-projects/tree/2.1)
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branch for Godot 2.1.x.
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## Importing all demos
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@ -40,6 +42,7 @@ desktop. For the best performance, consider downloading the demos.
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- [Source code](https://github.com/godotengine/godot)
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- [Documentation](http://docs.godotengine.org)
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- [Community hub](https://godotengine.org/community)
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- [TPS demo](https://github.com/godotengine/tps-demo)
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## License
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@ -17,6 +17,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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The protocol is text based, and composed by a command and possibly multiple payload arguments, each separated by a new line.
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Messages without payload must still end with a newline and are the following:
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- `J: ` (or `J: <ROOM>`), must be sent by client immediately after connection to get a lobby assigned or join a known one.
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This messages is also sent by server back to the client to notify assigned lobby, or simply a successful join.
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- `I: <ID>`, sent by server to identify the client when it joins a room.
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@ -27,6 +28,7 @@ Messages without payload must still end with a newline and are the following:
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When a lobby is sealed, no new client will be able to join, and the lobby will be destroyed (and clients disconnected) after 10 seconds.
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Messages with payload (used to transfer WebRTC parameters) are:
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- `O: <ID>`, used to send an offer.
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- `A: <ID>`, used to send an answer.
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- `C: <ID>`, used to send a candidate.
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