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Update stable #10040

Merged
merged 90 commits into from
Oct 4, 2024
Merged

Update stable #10040

merged 90 commits into from
Oct 4, 2024

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mhilbrunner
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paddy-exe and others added 30 commits October 4, 2024 03:40
- The `GODOT_SERVER` preprocessor define is no longer available in Godot 4, since the dedicated server platform was removed.
- Replaced a reference to `GODOT_HTML5` with `GODOT_WEB` since that platform was also renamed in Godot 4.
- Remove note about `<DefineConstants>` that only really applies to Godot 3.
`..` immediately following paragraph text at the same indentation is
interpreted as a continuation of that text, as seen on the website:

https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html#technical-contributions

> Upload your plugins to the Godot Asset Library to make them available to others. .. update to talk about Asset Store later

I feel the intent was still clear, but it does look a bit weird at the moment.

Further information:
 - There must be a blank line between the text block and the comment for the
   comment to be properly interpreted as a comment.
 - There must not be two blank lines between the two list items, once the
   comment is ignored. Otherwise, the generated output produces two separate
   lists. This a perceptibly different amount of padding compared to when they
   were structurally part of the same list in HTML output, since Godot adds
   extra padding around `<ul>` tags.
Co-authored-by: A Thousand Ships <[email protected]>
Co-authored-by: Raul Santos <[email protected]>
Co-authored-by: A Thousand Ships <[email protected]>
Co-authored-by: Raul Santos <[email protected]>
…s.rst autoloads_versus_internal_nodes.rst

remove 'a' from "share a variables"
Fix grammar in one sentence
Add reference to mentioned node
 Add info to turn off preview sunlight before working with 3D shader lighting in 'Your first 3D shader'.
Mono SDK isn't necessary any more for Godot .NET to work properly on Linux. All functionality that was needed from Mono back then is now provided by .NET proper.

I fear Mono SDK might even cause some conflict with up-to-date .NET.
2D movement overview - Click-and-move - use actions
tetrapod00 and others added 27 commits October 4, 2024 03:53
After finishing your first game, you may want to share it for others
to try it out without needing to install Godot.
Adds subsection for TileMap layer reordering.
The new text puts the focus on the most salient reason for using GDScript. The old examples covered almost all cases (every case except for AAA games), which made for awkward wording that was not relevant to most readers. Fixes #6651
- Ensure most pages are reachable through the sidebar, by removing headers on pages that are mostly indexes.
- This also means that some pages now have navigable headers again.
The phrase, "90° degrees", is redundant because the "°" already means "degrees". It should instead be "90 degrees".
Direct member access is now used in Godot 4.
…+ example

This was replaced by the `GDREGISTER_CLASS` macro in Godot 4.0.
…e guide

It's not the first section of the page anymore.
The phrase, "This useful for smoothing camera movement..." appears to be missing a word. It should be, "This is useful for smoothing camera movement..." instead.
There was a space missing, causing inconsistent indentation and making the code not copy pastable.
The space in "some times" is a mistake and should be removed as it should be one word, not two (as can be seen when it is used correctly further down the page at the start of the, "Running one-off scripts using EditorScript" section).
… paths (#10009)

* Fix incorrect notice about XDG paths working on all platforms in Data paths

They are only effective on Linux/*BSD. (For reference, in most other apps,
it's rare for XDG environment variables to have an effect on other platforms.)

---------

Co-authored-by: Max Hilbrunner <[email protected]>
* Added notes on bit depth for ints and floats

Added a small note about the bit depth of integers and floats in Godot's shading language as it is not explicitly stated anywhere.

The bit depth of integer and floats in GDscript and Godot's shading language are different, which can cause problems with lost precision in calculations when integers are set from GDscript as floats/ints in GDscript are 64 bits instead of 32 bits (the standard in GLSL ES 3.0).

While most are unlikely to run into problems due to this difference in bit depth, it can cause mathematical errors in edge cases. As stated by previous contributors, no error will be thrown if types do not match while setting a shader uniform. This includes GDscript floats being set as Godot shader floats (which may not be intuitive).
classref: Sync with current 4.3 branch (6699ae7)
@mhilbrunner mhilbrunner merged commit 5e5f9e9 into stable Oct 4, 2024
2 checks passed
@mhilbrunner mhilbrunner deleted the 4.3 branch October 4, 2024 02:54
@mhilbrunner mhilbrunner restored the 4.3 branch October 4, 2024 02:54
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