Commit Graph

75 Commits

Author SHA1 Message Date
Aaron Franke 81fef6072b
GUI in 3D: Always process GUI even when the scene tree is paused 2022-04-03 04:14:28 -05:00
voylin e6c19ff4a9
Fix scaling not working after resizing the window (#699) 2022-03-29 19:28:58 -05:00
Aaron Franke cb52878006
Use StringName literals with Input methods 2022-03-27 19:19:09 -05:00
Aaron Franke 3e3a9e7b6e
Update Viewport demos to Godot 4 2022-03-26 19:29:53 -05:00
Aaron Franke bbe50fc9da
Convert demos to Godot 4 using regular expressions in a script 2022-03-26 16:09:10 -05:00
Aaron Franke b7e0a470c7
Update demos to Godot 3.4 2021-11-05 11:48:47 -05:00
Hugo Locurcio cbb5c94c6f
Allow 3D demos to fallback to GLES2
A GLES2-specific tweak is now documented for the GUI in 3D demo.

This also tweaks shadow quality and performance to find a better
balance and result in smoother shadows, including when using GLES2
(thanks to the use of PCF13 shadow filter mode).

In demos that allow falling back to GLES2, ETC1 texture import
is enabled to allow exporting to Android or HTML5 without having
to tweak anything.
2021-11-05 09:57:51 -05:00
Aaron Franke 6875a21545
Replace built-in scripts and delete strange "e" scripts 2021-06-21 12:33:42 -04:00
Aaron Franke 19312b2899
Simplify 3D robot in the 3D in 2D demo 2021-06-06 23:28:53 -04:00
Aaron Franke 814909538f
Update projects to Godot 3.3 2021-04-21 19:17:12 -04:00
Aaron Franke 2ee9b47f6c
Use ETC instead of ETC2 for all GLES2 demos 2021-03-29 18:30:14 -04:00
Aaron Franke 4913cd868a
Misc fixes and tweaks 2021-03-03 02:59:17 -05:00
Hugo Locurcio aa65867e43
Improve several demos' configuration
- Enable anisotropic filtering in 3D demos, and set the quality to
  16× on desktop and 4× on mobile.
- Enable 4× MSAA on some 3D demos that didn't use it beforehand.
- On GLES3 demos, disable MSAA on mobile as these demos are often
  more demanding.
- Use more conservative framebuffer allocation settings for better
  performance.
- Use PCF13 shadow filtering in GLES2 demos on desktop to benefit
  from soft shadows in Godot 3.2.4 and later.
  In Godot 3.2.3, this will make shadows smoother but still "blocky".
- Use Lossless compression instead of VRAM compression for
  small textures such as the voxel demo texture atlas.
2021-02-28 22:28:44 +01:00
Hugo Locurcio 4adaaa2eb2
Simplify the 3D scaling demo setup, enable filtering by default
It turns out using a TextureRect node isn't necessary :)

The typical ViewportContainer + Viewport setup can be used just
fine to enable filtering on the ViewportTexture returned by the
Viewport.

The performance of the new method is equivalent to the old one.
2021-02-13 02:56:51 +01:00
Aaron Franke 3d9bcc6d97
Simplify 3D in 2D demo 2020-12-06 22:00:51 -05:00
Aaron Franke fc54dd9c23
Fix README files, especially in Android IAP demos 2020-11-28 22:05:39 -05:00
Aaron Franke 918a289ee2
Format files using updated file_format.sh 2020-10-01 14:23:54 -04:00
Hugo Locurcio fe6103256a
Allow hiDPI in all demos that support multiple resolutions
This is required to benefit from crisp display on hiDPI monitors.
This also fixes issues related to fullscreen and input handling
when using an hiDPI display on Windows.
2020-10-01 00:56:12 +02:00
Aaron Franke d4bf89d364
Link to the asset library from the README of each demo 2020-09-10 15:37:10 -04:00
Aaron Franke fcc7d5c723 Optimize PNG images using oxipng 2020-08-16 17:48:38 -05:00
Aaron Franke 8dff86d370
Add README files to categories 2020-07-03 20:45:51 -04:00
Aaron Franke 189d6ac9b4
Misc fixes and tweaks to many demos 2020-06-27 21:07:49 -04:00
Aaron Franke c13e56662f
Clean up unused and outdated environment files 2020-06-27 20:58:19 -04:00
Aaron Franke 35d44b5d85
Remove trailing space characters in the formatting script 2020-06-21 23:00:13 -04:00
Aaron Franke 5f1905e0d6
Replace _input with _unhandled_input 2020-06-08 22:43:19 -04:00
Amara M. Angel 7a9b45f156 Update Viewports tutorial to use "frame_post_draw" 2020-04-03 19:42:51 +02:00
Aaron Franke f9e7456b70
Add descriptions to all projects with README files
These show up in the project manager when hovering over projects.
2020-03-16 20:50:53 -04:00
Aaron Franke f2a18910aa
Add README files to Viewport demos 2020-03-09 03:54:32 -04:00
Aaron Franke aea4010bc8
Convert most demos to GLES 2
Also fix Viewport error in 3D scaling demo, add an icon to Multiplayer Bomber, and rename BPM sync files.
2020-03-04 20:59:12 -05:00
Aaron Franke 001e51d2d3
Merge pull request #413 from Calinou/add-viewport-3d-scaling-demo
Add a viewport 3D scaling demo
2020-02-19 15:22:11 -05:00
Hugo Locurcio b927ea3c63
Add a viewport 3D scaling demo
This demo shows how to scale the 3D viewport rendering without
affecting 2D elements such as the HUD. It also demonstrates how to
toggle filtering on a viewport by using TextureRect to display the
ViewportTexture delivered by the Viewport node.
2020-02-19 21:13:20 +01:00
Hugo Locurcio da374bccda
Tweak 3D settings in various demos
- Use 4× MSAA for a better visual appearance.
- Use "3D Without Effects" framebuffer allocation when possible
  for better performance.
- Disable Glow in the 3D Kinematic Character demo for better
  performance. Increase the DirectionalLight strength to compensate.
- Use a non-linear attenuation for the OmniLight in the
  Window Management demo (and increase its range to compensate).
2020-02-15 23:32:00 +01:00
Aaron Franke cb5906aea3
Slightly improve the GUI in 3D demo 2020-02-01 03:18:53 -05:00
Aaron Franke 237a8654b0
Improve the screen capture demo 2020-02-01 03:18:53 -05:00
Aaron Franke e3fd4c662c
Update 3D in 2D demo to Godot 3.1.2 2020-01-31 15:15:57 -05:00
Aaron Franke 43dcf5c1e7
Clean up editor/display_folded 2020-01-28 13:47:21 -05:00
Aaron Franke d19c746231
Merge pull request #371 from BenjaminNavarro/master
Add dynamic split screen demo
2020-01-28 13:38:26 -05:00
Hugo Locurcio a45b84a5ad
Handle multiple resolutions in most demos
This makes demos render correctly on hiDPI displays,
while also demonstrating how to handle multiple resolutions.

The 3D in 2D demo now uses "3D No-Effects" for the 3D viewport,
which is faster to render. Thanks to this, 4× MSAA is now enabled
for a better result.

The background loading demo now uses mipmaps for better-looking images.

The material testers demo now samples mouse input in a
resolution-independent manner when panning.

Default clear colors were also changed in some projects for visual
consistency with the project's theme.
2020-01-28 19:08:03 +01:00
Benjamin Navarro 5bdd178d85 Embed WorldEnvironement scene into the main one 2020-01-28 13:32:45 +01:00
Benjamin Navarro b93d9028a9 Coding style 2020-01-28 13:32:18 +01:00
Benjamin Navarro 566c7e15f8 Use second controller's left stick for player2 2020-01-28 13:27:55 +01:00
Benjamin Navarro f922bcb8c7 Add dynamic split screen demo
Answering PR reviews

Removeing class_name

_get_split_state documentation

Mentioning Voronoi split screen in README

Fixing comments

Use the same script for both players

The input map is configured to work with AZERTY and QWERTY keyboards

Use spaces for comments alignment + code style

Fix empty line and incorrect comment

Add arrow keys to control player 2

Removing most static typing as suggested for demo projects

Removing broken split origin feature

Removing the floor texture to avoid copyright issues

Changing game icon

Make Walls.gd a tool script + randomize

Fixing style

 Handle joysticks for player movement
2020-01-27 08:58:50 +01:00
Aaron Franke f9b9b86949
Update 2D in 3D demo to Godot 3.1.2
Conform to style guide, make positions exact, fix viewport quad
2020-01-26 16:53:20 -05:00
TwistedTwigleg ee3dac1635 Fixed issue with strange tool script included in the gui in 3D demo 2019-10-20 14:33:02 -04:00
TwistedTwigleg 61ea89e836 Made minor changes to GUI in 3D demo script 2019-08-29 13:26:51 -04:00
TwistedTwigleg 82d9684caf Made changes to the gui in 3D demo based on suggestions by aaronfranke 2019-06-15 11:38:09 -04:00
TwistedTwigleg a527318768 Updated demo to work with Godot 3.1 with changes in the demo rewrite PR. Changed comments according to discussion in merged PR 2019-06-15 11:38:09 -04:00
Wagner Ferreira 7e37b4162f Renamed to lowercase to follow conventions 2019-06-15 11:38:09 -04:00
Wagner Ferreira 9adc81ce7f Added extra rewriting in the code to improve mouse drag
* Made the whole block a separated scene to demonstrate it can work across multiple instances.
* Dropped the Area.input_event and did everything manually with raycasting.
* Made quad_mesh_size automatically pick the quad size, avoiding the extra setup.
* Changed from PlaneMesh to QuadMesh. Now everyting can start with 0 rotation.
* The function will keep handling input when the mouse is outside of the area to avoid orphan clicks, but stop when the click is released.
* Changed some variable and function names to make sense with the code changes.
* Added an extra function to deal with billboard mode. But is not perfect, specially with scaling and Y-billboard + camera tilting.
2019-06-15 11:38:09 -04:00
TwistedTwigleg 092cf6fc03 Rewrote most of the code in the gui_in_3d demo. Now the demo supports viewports of different sizes, different sized quads, and has comments explaining what the code is doing 2019-06-15 11:38:09 -04:00