Browse Source

Ensure most demos have descriptions and screenshots

Aaron Franke 4 years ago
parent
commit
7d64830cfe
84 changed files with 197 additions and 16 deletions
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+ 2 - 0
2d/dodge_the_creeps/README.md

@@ -22,6 +22,8 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
 
 
 ![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)
 ![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)
 
 
+![Screenshot](screenshots/dodge.png)
+
 ## Copying
 ## Copying
 
 
 `art/House In a Forest Loop.ogg` Copyright © 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest
 `art/House In a Forest Loop.ogg` Copyright © 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest

+ 0 - 0
2d/dodge_the_creeps/screenshots/.gdignore


BIN
2d/dodge_the_creeps/screenshots/dodge.png


+ 6 - 0
2d/physics_tests/project.godot

@@ -33,6 +33,12 @@ _global_script_class_icons={
 [application]
 [application]
 
 
 config/name="2D Physics Tests"
 config/name="2D Physics Tests"
+config/description="This demo contains a series of tests for the 2D physics engine.
+
+They can be used for different purpose:
+
+- Functional tests to check for regressions and behavior of the 2D physics engine
+- Performance tests to evaluate performance of the 2D physics engine"
 run/main_scene="res://main.tscn"
 run/main_scene="res://main.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 4 - 0
2d/skeleton/README.md

@@ -13,3 +13,7 @@ Renderer: GLES 2
 GBot character Copyright © circa 2020 Andreas Esau, MIT License.
 GBot character Copyright © circa 2020 Andreas Esau, MIT License.
 
 
 Initial rigging and animating Copyright © 2020 RustyStriker, MIT License.
 Initial rigging and animating Copyright © 2020 RustyStriker, MIT License.
+
+## Screenshots
+
+![Screenshot](screenshots/screenshot.png)

+ 3 - 0
2d/skeleton/project.godot

@@ -21,6 +21,9 @@ _global_script_class_icons={
 [application]
 [application]
 
 
 config/name="Skeleton2D Demo"
 config/name="Skeleton2D Demo"
+config/description="This demo shows how to create a rigged and animated character in 2D using
+Godot's Skeleton2D node. There are several movement-related animations and
+there is a simple character controller that controls the animations."
 run/main_scene="res://level.tscn"
 run/main_scene="res://level.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

BIN
2d/skeleton/screenshots/screenshot.png


BIN
3d/ik/screenshots/cube.png


+ 1 - 1
3d/physics_tests/README.md

@@ -3,7 +3,7 @@
 This demo contains a series of tests for the 3D
 This demo contains a series of tests for the 3D
 physics engine.
 physics engine.
 
 
-They can be used for different purpose:
+They can be used for different purposes:
 
 
 - Functional tests to check for regressions and
 - Functional tests to check for regressions and
   compare the behavior between physics engines
   compare the behavior between physics engines

+ 6 - 0
3d/physics_tests/project.godot

@@ -27,6 +27,12 @@ _global_script_class_icons={
 [application]
 [application]
 
 
 config/name="3D Physics Tests"
 config/name="3D Physics Tests"
+config/description="This demo contains a series of tests for the 3D physics engine.
+
+They can be used for different purposes:
+
+- Functional tests to check for regressions and compare the behavior between physics engines
+- Performance tests to evaluate and compare performance between physics engines"
 run/main_scene="res://main.tscn"
 run/main_scene="res://main.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 5 - 1
3d/voxel/project.godot

@@ -27,7 +27,11 @@ _global_script_class_icons={
 [application]
 [application]
 
 
 config/name="Voxel Game"
 config/name="Voxel Game"
-config/description="This demo is a minimal voxel game, inspired by others such as Minecraft."
+config/description="This demo is a minimal voxel game, inspired by others such as Minecraft.
+
+Sticking to GDScript and the built-in Godot tools, as this demo does, is
+quite limiting. If you are making your own voxel game, you should probably
+use Zylann's voxel module instead: https://github.com/Zylann/godot_voxel"
 run/main_scene="res://menu/main/main_menu.tscn"
 run/main_scene="res://menu/main/main_menu.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 4 - 0
audio/mic_record/README.md

@@ -8,3 +8,7 @@ Language: GDScript
 Renderer: GLES 2
 Renderer: GLES 2
 
 
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/527
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/527
+
+## Screenshots
+
+![Screenshot](screenshots/mic_record.png)

+ 0 - 0
audio/mic_record/screenshots/.gdignore


BIN
audio/mic_record/screenshots/mic_record.png


+ 4 - 0
loading/autoload/README.md

@@ -7,3 +7,7 @@ Language: GDScript
 Renderer: GLES 2
 Renderer: GLES 2
 
 
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/529
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/529
+
+## Screenshots
+
+![Screenshot](screenshots/autoload.png)

+ 0 - 0
loading/autoload/screenshots/.gdignore


BIN
loading/autoload/screenshots/autoload.png


+ 4 - 0
loading/scene_changer/README.md

@@ -7,3 +7,7 @@ Language: GDScript
 Renderer: GLES 2
 Renderer: GLES 2
 
 
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/531
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/531
+
+## Screenshots
+
+![Screenshot](screenshots/scene_changer.png)

+ 0 - 0
loading/scene_changer/screenshots/.gdignore


BIN
loading/scene_changer/screenshots/scene_changer.png


+ 5 - 0
loading/serialization/project.godot

@@ -11,6 +11,11 @@ config_version=4
 [application]
 [application]
 
 
 config/name="Saving and Loading (Serialization)"
 config/name="Saving and Loading (Serialization)"
+config/description="This demo showcases how to save a simple game with each serialization
+format supported by Godot: ConfigFile and JSON.
+
+For more information, see this documentation article:
+https://docs.godotengine.org/en/latest/tutorials/io/saving_games.html"
 run/main_scene="res://save_load.tscn"
 run/main_scene="res://save_load.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 6 - 0
misc/os_test/project.godot

@@ -11,6 +11,12 @@ config_version=4
 [application]
 [application]
 
 
 config/name="Operating System Testing"
 config/name="Operating System Testing"
+config/description="This demo showcases various OS-specific features in Godot.
+It can be used to test Godot while porting it to a
+new platform or to check for regressions.
+
+In a nutshell, this demo shows how you can get information from the
+operating system, or interact with the operating system."
 run/main_scene="res://os_test.tscn"
 run/main_scene="res://os_test.tscn"
 run/low_processor_mode=true
 run/low_processor_mode=true
 config/icon="res://icon.png"
 config/icon="res://icon.png"

+ 5 - 1
misc/pause/README.md

@@ -1,9 +1,13 @@
 # Pause Demo
 # Pause Demo
 
 
-A demo showing how the game can be paused.
+A demo showing how a game made in Godot can be paused.
 
 
 Language: GDScript
 Language: GDScript
 
 
 Renderer: GLES 2
 Renderer: GLES 2
 
 
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/147
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/147
+
+## Screenshots
+
+![Screenshot](screenshots/pause.png)

+ 1 - 1
misc/pause/project.godot

@@ -11,7 +11,7 @@ config_version=4
 [application]
 [application]
 
 
 config/name="Pause"
 config/name="Pause"
-config/description="A demo showing how the game can be paused."
+config/description="A demo showing how a game made in Godot can be paused."
 run/main_scene="res://spinpause.tscn"
 run/main_scene="res://spinpause.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 0 - 0
misc/pause/screenshots/.gdignore


BIN
misc/pause/screenshots/pause.png


+ 2 - 0
mobile/android_iap/README.md

@@ -10,3 +10,5 @@ Renderer: GLES 2
 
 
 Note: There is a C# version available
 Note: There is a C# version available
 [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/android_iap).
 [here](https://github.com/godotengine/godot-demo-projects/tree/master/mono/android_iap).
+
+Check out this demo on the asset library: https://godotengine.org/asset-library/asset/532

+ 3 - 0
mobile/android_iap/project.godot

@@ -15,6 +15,9 @@ modules="org/godotengine/godot/GodotPaymentV3"
 [application]
 [application]
 
 
 config/name="Android In-App Purchases"
 config/name="Android In-App Purchases"
+config/description="This demo shows how to make in-app payments in Android.
+
+Note: Running the demo requires exporting and uploading the game to Google Play."
 run/main_scene="res://main.tscn"
 run/main_scene="res://main.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 3 - 3
mobile/multitouch_cubes/CubeScene.tscn

@@ -18,11 +18,11 @@ mesh = SubResource( 2 )
 material/0 = null
 material/0 = null
 
 
 [node name="DirectionalLight" type="DirectionalLight" parent="."]
 [node name="DirectionalLight" type="DirectionalLight" parent="."]
-transform = Transform( 0.926535, 0.11439, -0.358396, 0.199614, 0.658013, 0.726067, 0.318884, -0.744267, 0.586839, 0, 4.14991, 0 )
+transform = Transform( 0.926535, 0.11439, -0.358396, 0.199614, 0.658013, 0.726067, 0.318884, -0.744267, 0.586839, 0, 0, 0 )
 
 
 [node name="Camera" type="Camera" parent="."]
 [node name="Camera" type="Camera" parent="."]
-transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 7.09558 )
-fov = 74.0
+transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 5 )
+fov = 60.0
 near = 0.1
 near = 0.1
 
 
 [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
 [node name="WorldEnvironment" type="WorldEnvironment" parent="."]

+ 3 - 0
mobile/multitouch_cubes/Main.tscn

@@ -8,6 +8,9 @@ anchor_right = 1.0
 anchor_bottom = 1.0
 anchor_bottom = 1.0
 size_flags_horizontal = 0
 size_flags_horizontal = 0
 size_flags_vertical = 0
 size_flags_vertical = 0
+__meta__ = {
+"_edit_use_anchors_": false
+}
 
 
 [node name="HBoxContainer" type="HBoxContainer" parent="."]
 [node name="HBoxContainer" type="HBoxContainer" parent="."]
 margin_right = 1024.0
 margin_right = 1024.0

+ 13 - 0
mobile/multitouch_cubes/README.md

@@ -0,0 +1,13 @@
+# Multitouch Cubes Demo
+
+Demo of multitouch input and different gestures using the touch API. This demo is meant to be used with a touch-enabled device such as a phone or tablet.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+Check out this demo on the asset library: https://godotengine.org/asset-library/asset/141
+
+## Screenshots
+
+![Screenshot](screenshots/multitouch_cubes.png)

+ 6 - 1
mobile/multitouch_cubes/project.godot

@@ -10,7 +10,8 @@ config_version=4
 
 
 [application]
 [application]
 
 
-config/name="Interactive Cubes"
+config/name="Multitouch Cubes Demo "
+config/description="Demo of multitouch input and different gestures using the touch API. This demo is meant to be used with a touch-enabled device such as a phone or tablet."
 run/main_scene="res://Main.tscn"
 run/main_scene="res://Main.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 
@@ -18,6 +19,10 @@ config/icon="res://icon.png"
 
 
 singletons=[  ]
 singletons=[  ]
 
 
+[input_devices]
+
+pointing/emulate_touch_from_mouse=true
+
 [rendering]
 [rendering]
 
 
 quality/driver/driver_name="GLES2"
 quality/driver/driver_name="GLES2"

+ 0 - 0
mobile/multitouch_cubes/screenshots/.gdignore


BIN
mobile/multitouch_cubes/screenshots/multitouch_cubes.png


+ 14 - 0
mobile/sensors/README.md

@@ -0,0 +1,14 @@
+# Mobile Sensors Demo
+
+A demo showing the use of various sensors: an accelerometer, a gyroscope, and a magnetometer.
+These sensors are typically found on mobile devices, so don't expect this to work on a desktop.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+Check out this demo on the asset library: https://godotengine.org/asset-library/asset/143
+
+## Screenshots
+
+![Screenshot](screenshots/sensors.png)

+ 3 - 2
mobile/sensors/project.godot

@@ -10,12 +10,13 @@ config_version=4
 
 
 _global_script_classes=[  ]
 _global_script_classes=[  ]
 _global_script_class_icons={
 _global_script_class_icons={
-
 }
 }
 
 
 [application]
 [application]
 
 
-config/name="Accelerometer, Magnetometer and Gyro Demo"
+config/name="Mobile Sensors Demo"
+config/description="A demo showing the use of various sensors: an accelerometer, a gyroscope, and a magnetometer.
+These sensors are typically found on mobile devices, so don't expect this to work on a desktop."
 run/main_scene="res://main.tscn"
 run/main_scene="res://main.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 0 - 0
mobile/sensors/screenshots/.gdignore


BIN
mobile/sensors/screenshots/sensors.png


+ 0 - 0
mono/2.5d/screenshots/.gdignore


BIN
mono/2.5d/screenshots/cube.png


BIN
mono/2.5d/screenshots/forty_five.png


BIN
mono/2.5d/screenshots/front_side.png


BIN
mono/2.5d/screenshots/isometric.png


BIN
mono/2.5d/screenshots/oblique_y.png


BIN
mono/2.5d/screenshots/oblique_z.png


+ 3 - 0
mono/android_iap/project.godot

@@ -11,6 +11,9 @@ config_version=4
 [application]
 [application]
 
 
 config/name="Android in-app purchases with C#"
 config/name="Android in-app purchases with C#"
+config/description="This demo shows how to make in-app payments in Android in C#.
+
+Note: Running the demo requires exporting and uploading the game to Google Play."
 run/main_scene="res://main.tscn"
 run/main_scene="res://main.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 2 - 0
mono/dodge_the_creeps/README.md

@@ -22,6 +22,8 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
 
 
 ![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)
 ![GIF from the documentation](https://docs.godotengine.org/en/latest/_images/dodge_preview.gif)
 
 
+![Screenshot](screenshots/dodge.png)
+
 ## Copying
 ## Copying
 
 
 `art/House In a Forest Loop.ogg` Copyright © 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest
 `art/House In a Forest Loop.ogg` Copyright © 2012 [HorrorPen](https://opengameart.org/users/horrorpen), [CC-BY 3.0: Attribution](http://creativecommons.org/licenses/by/3.0/). Source: https://opengameart.org/content/loop-house-in-a-forest

+ 0 - 0
mono/dodge_the_creeps/screenshots/.gdignore


BIN
mono/dodge_the_creeps/screenshots/dodge.png


+ 1 - 1
mono/multiplayer_pong/README.md

@@ -13,4 +13,4 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
 
 
 ## Screenshots
 ## Screenshots
 
 
-![Screenshot](../../2d/pong/screenshots/pong.png)
+![Screenshot](screenshots/pong_multiplayer.png)

+ 2 - 1
mono/multiplayer_pong/project.godot

@@ -48,6 +48,7 @@ move_up={
 [rendering]
 [rendering]
 
 
 quality/driver/driver_name="GLES2"
 quality/driver/driver_name="GLES2"
-quality/2d/use_pixel_snap=true
+2d/snapping/use_gpu_pixel_snap=true
 vram_compression/import_etc=true
 vram_compression/import_etc=true
 vram_compression/import_etc2=false
 vram_compression/import_etc2=false
+quality/2d/use_pixel_snap=true

+ 0 - 0
mono/multiplayer_pong/screenshots/.gdignore


BIN
mono/multiplayer_pong/screenshots/pong_multiplayer.png


+ 1 - 1
mono/pong/README.md

@@ -25,4 +25,4 @@ they emit signals and modify the ball.
 
 
 ## Screenshots
 ## Screenshots
 
 
-![Screenshot](../../2d/pong/screenshots/pong.png)
+![Screenshot](screenshots/pong.png)

+ 0 - 0
mono/pong/screenshots/.gdignore


BIN
mono/pong/screenshots/pong.png


+ 9 - 0
networking/webrtc_minimal/README.md

@@ -0,0 +1,9 @@
+# WebRTC Minimal
+
+This is a minimal sample of using WebRTC connections to connect two peers to each other.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+Check out this demo on the asset library: https://godotengine.org/asset-library/asset/536

+ 1 - 0
networking/webrtc_minimal/project.godot

@@ -11,6 +11,7 @@ config_version=4
 [application]
 [application]
 
 
 config/name="WebRTC Minimal Connection"
 config/name="WebRTC Minimal Connection"
+config/description="This is a minimal sample of using WebRTC connections to connect two peers to each other."
 run/main_scene="res://main.tscn"
 run/main_scene="res://main.tscn"
 
 
 [autoload]
 [autoload]

+ 8 - 0
networking/webrtc_signaling/README.md

@@ -10,6 +10,10 @@ This demo is devided in 4 parts:
 
 
 **NOTE**: You must extract the [latest version](https://github.com/godotengine/webrtc-native/releases) of the WebRTC GDNative plugin in the project folder to run from desktop.
 **NOTE**: You must extract the [latest version](https://github.com/godotengine/webrtc-native/releases) of the WebRTC GDNative plugin in the project folder to run from desktop.
 
 
+Language: GDScript
+
+Renderer: GLES 2
+
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/537
 Check out this demo on the asset library: https://godotengine.org/asset-library/asset/537
 
 
 ## Protocol
 ## Protocol
@@ -34,3 +38,7 @@ Messages with payload (used to transfer WebRTC parameters) are:
 - `C: <ID>`, used to send a candidate.
 - `C: <ID>`, used to send a candidate.
 
 
 When sending the parameter, a client will set `<ID>` as the destination peer, the server will replace it with the id of the sending peer, and rely it to the proper destination.
 When sending the parameter, a client will set `<ID>` as the destination peer, the server will replace it with the id of the sending peer, and rely it to the proper destination.
+
+## Screenshots
+
+![Screenshot](screenshots/screenshot.png)

+ 0 - 0
networking/webrtc_signaling/screenshots/.gdignore


BIN
networking/webrtc_signaling/screenshots/screenshot.png


+ 13 - 0
networking/websocket_chat/README.md

@@ -0,0 +1,13 @@
+# WebSocket Chat
+
+This is a demo of a simple chat implemented using WebSockets, showing both how to host a websocket server from Godot and how to connect to it.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+Check out this demo on the asset library: https://godotengine.org/asset-library/asset/538
+
+## Screenshots
+
+![Screenshot](screenshots/screenshot.png)

+ 1 - 0
networking/websocket_chat/project.godot

@@ -11,6 +11,7 @@ config_version=4
 [application]
 [application]
 
 
 config/name="WebSocket Chat Demo"
 config/name="WebSocket Chat Demo"
+config/description="This is a demo of a simple chat implemented using WebSockets, showing both how to host a websocket server from Godot and how to connect to it."
 run/main_scene="res://combo/combo.tscn"
 run/main_scene="res://combo/combo.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 0 - 0
networking/websocket_chat/screenshots/.gdignore


BIN
networking/websocket_chat/screenshots/screenshot.png


+ 9 - 0
networking/websocket_minimal/README.md

@@ -0,0 +1,9 @@
+# WebSocket Minimal
+
+This is a minimal sample of connecting two peers to each other using websockets.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+Check out this demo on the asset library: https://godotengine.org/asset-library/asset/539

+ 1 - 0
networking/websocket_minimal/project.godot

@@ -11,6 +11,7 @@ config_version=4
 [application]
 [application]
 
 
 config/name="WebSocket Minimal Demo"
 config/name="WebSocket Minimal Demo"
+config/description="This is a minimal sample of connecting two peers to each other using websockets."
 run/main_scene="res://Main.tscn"
 run/main_scene="res://Main.tscn"
 
 
 [rendering]
 [rendering]

+ 13 - 0
networking/websocket_multiplayer/README.md

@@ -0,0 +1,13 @@
+# WebSocket Multiplayer
+
+This is a sample showing how the use WebSockets along with the Multiplayer API in Godot.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+Check out this demo on the asset library: https://godotengine.org/asset-library/asset/540
+
+## Screenshots
+
+![Screenshot](screenshots/screenshot.png)

+ 1 - 0
networking/websocket_multiplayer/project.godot

@@ -11,6 +11,7 @@ config_version=4
 [application]
 [application]
 
 
 config/name="WebSocket Multiplayer Demo"
 config/name="WebSocket Multiplayer Demo"
+config/description="This is a sample showing how the use WebSockets along with the Multiplayer API in Godot."
 run/main_scene="res://scene/main.tscn"
 run/main_scene="res://scene/main.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 0 - 0
networking/websocket_multiplayer/screenshots/.gdignore


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networking/websocket_multiplayer/screenshots/screenshot.png


+ 14 - 0
plugins/README.md

@@ -2,6 +2,8 @@
 
 
 This contains multiple plugin demos, all placed in a project for convenience.
 This contains multiple plugin demos, all placed in a project for convenience.
 
 
+Due to bug 36713 you need to open the project to import the assets once, then close, then open.
+
 Please see the documentation for editor plugins:
 Please see the documentation for editor plugins:
 https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html
 https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html
 
 
@@ -38,3 +40,15 @@ If you make a zip that contains the folder, Godot will recognize
 it as a plugin and will allow you to install it.
 it as a plugin and will allow you to install it.
 
 
 This can be done via the terminal: `zip -r custom_node.zip custom_node/*`
 This can be done via the terminal: `zip -r custom_node.zip custom_node/*`
+
+## Screenshots
+
+![Heart Plugin](screenshots/heart_plugin.png)
+
+![Main Screen Plugin](screenshots/main_screen_plugin.png)
+
+![Material Import Plugin](screenshots/material_import_plugin.png)
+
+![Material Creator Plugin 1](screenshots/material_creator_plugin_1.png)
+
+![Material Creator Plugin 2](screenshots/material_creator_plugin_2.png)

+ 9 - 1
plugins/project.godot

@@ -11,7 +11,15 @@ config_version=4
 [application]
 [application]
 
 
 config/name="Plugin Demos"
 config/name="Plugin Demos"
-config/description="This contains multiple plugin demos, all placed in a project for convenience."
+config/description="This contains multiple plugin demos, all placed in a project for convenience.
+Due to bug 36713 you need to open the project to import the assets once, then close, then open.
+
+This project contains 4 plugins:
+
+* The custom node plugin shows how to create a custom node type using `add_custom_type`.
+* The material import plugin shows how to make a plugin handle importing a custom file type (mtxt).
+* The material creator plugin shows how to add a custom dock with some simple functionality.
+* The main screen plugin is a minimal example of how to create a plugin with a main screen."
 run/main_scene="res://test_scene.tscn"
 run/main_scene="res://test_scene.tscn"
 config/icon="res://icon.png"
 config/icon="res://icon.png"
 
 

+ 0 - 0
plugins/screenshots/.gdignore


BIN
plugins/screenshots/heart_plugin.png


BIN
plugins/screenshots/main_screen_plugin.png


BIN
plugins/screenshots/material_creator_plugin_1.png


BIN
plugins/screenshots/material_creator_plugin_2.png


BIN
plugins/screenshots/material_import_plugin.png


+ 3 - 0
plugins/test_scene.tscn

@@ -17,3 +17,6 @@ material/0 = null
 
 
 [node name="HandledByMainScreen" type="Node" parent="."]
 [node name="HandledByMainScreen" type="Node" parent="."]
 script = ExtResource( 1 )
 script = ExtResource( 1 )
+
+[node name="DirectionalLight" type="DirectionalLight" parent="."]
+transform = Transform( 0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, -0.75, 0.433013, 0, 0, 0 )

+ 1 - 1
visual_script/pong/README.md

@@ -23,4 +23,4 @@ they emit signals and modify the ball.
 
 
 ## Screenshots
 ## Screenshots
 
 
-![Screenshot](../../2d/pong/screenshots/pong.png)
+![Screenshot](screenshots/pong.png)

+ 2 - 1
visual_script/pong/project.godot

@@ -65,7 +65,8 @@ right_move_up={
 [rendering]
 [rendering]
 
 
 quality/driver/driver_name="GLES2"
 quality/driver/driver_name="GLES2"
-quality/2d/use_pixel_snap=true
+2d/snapping/use_gpu_pixel_snap=true
 vram_compression/import_etc=true
 vram_compression/import_etc=true
 vram_compression/import_etc2=false
 vram_compression/import_etc2=false
+quality/2d/use_pixel_snap=true
 viewport/default_clear_color=Color( 0, 0, 0, 1 )
 viewport/default_clear_color=Color( 0, 0, 0, 1 )

+ 0 - 0
visual_script/pong/screenshots/.gdignore


BIN
visual_script/pong/screenshots/pong.png