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Merge pull request #5709 from Calinou/update-list-of-features-4.0alpha

Update List of features for 4.0alpha4
Max Hilbrunner 3 years ago
parent
commit
706599af7b
2 changed files with 134 additions and 43 deletions
  1. 132 43
      about/list_of_features.rst
  2. 2 0
      community/asset_library/using_assetlib.rst

+ 132 - 43
about/list_of_features.rst

@@ -8,7 +8,7 @@ This page aims to list all features currently supported by Godot.
 .. note::
 .. note::
 
 
     This page lists features supported by the current development version of
     This page lists features supported by the current development version of
-    Godot (4.0.dev). Some of these features may not be available in the
+    Godot (4.0.alpha). Some of these features may not be available in the
     `current stable release series (3.x) <https://docs.godotengine.org/en/stable/about/list_of_features.html>`__.
     `current stable release series (3.x) <https://docs.godotengine.org/en/stable/about/list_of_features.html>`__.
 
 
 Features
 Features
@@ -32,7 +32,6 @@ Platforms
 
 
 - Android 4.4 and later.
 - Android 4.4 and later.
 - iOS 10.0 and later.
 - iOS 10.0 and later.
-- HTML5 via WebAssembly (Firefox, Chrome, Edge, Opera).
 - :ref:`Consoles <doc_consoles>`.
 - :ref:`Consoles <doc_consoles>`.
 
 
 Godot aims to be as platform-independent as possible and can be ported to new
 Godot aims to be as platform-independent as possible and can be ported to new
@@ -44,13 +43,14 @@ Editor
 **Features:**
 **Features:**
 
 
 - Scene tree editor.
 - Scene tree editor.
-- Script editor.
+- Built-in script editor.
 - Support for :ref:`external script editors <doc_external_editor>` such as
 - Support for :ref:`external script editors <doc_external_editor>` such as
   Visual Studio Code or Vim.
   Visual Studio Code or Vim.
 - GDScript :ref:`debugger <doc_debugger_panel>`.
 - GDScript :ref:`debugger <doc_debugger_panel>`.
 
 
    - No support for debugging in threads yet.
    - No support for debugging in threads yet.
-- Visual profiler with CPU and GPU time indications.
+- Visual profiler with CPU and GPU time indications for each step of the
+  rendering pipeline.
 - Performance monitoring tools.
 - Performance monitoring tools.
 - Live script reloading.
 - Live script reloading.
 - Live scene editing.
 - Live scene editing.
@@ -65,14 +65,17 @@ Editor
 
 
    - Move the in-editor camera and see the result in the running project.
    - Move the in-editor camera and see the result in the running project.
 
 
+- Built-in offline class reference documentation.
 - Use the editor in dozens of languages contributed by the community.
 - Use the editor in dozens of languages contributed by the community.
 
 
 **Plugins:**
 **Plugins:**
 
 
 - Editor plugins can be downloaded from the
 - Editor plugins can be downloaded from the
   :ref:`asset library <doc_what_is_assetlib>` to extend editor functionality.
   :ref:`asset library <doc_what_is_assetlib>` to extend editor functionality.
-- Create your own plugins using GDScript to add new features or speed up your workflow.
-- Download projects from the asset library in the project manager and import them directly.
+- :ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new
+  features or speed up your workflow.
+- :ref:`Download projects from the asset library <doc_using_assetlib_editor>`
+  in the project manager and import them directly.
 
 
 2D graphics
 2D graphics
 ^^^^^^^^^^^
 ^^^^^^^^^^^
@@ -86,11 +89,15 @@ Vulkan renderer.
 - AnimatedSprite2D as a helper for creating animated sprites.
 - AnimatedSprite2D as a helper for creating animated sprites.
 - Parallax layers.
 - Parallax layers.
 
 
-   - Pseudo-3D support by automatically duplicating a layer several times.
+   - Pseudo-3D support including preview in the editor.
 
 
 - 2D lighting with normal maps and specular maps.
 - 2D lighting with normal maps and specular maps.
 
 
-   - Hard or soft shadows.
+   - Point (omni/spot) and directional 2D lights.
+   - Hard or soft shadows (adjustable on a per-light basis).
+   - Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)`
+     representation of the 2D scene, which can be used for improved 2D lighting
+     effects including 2D global illumination.
 
 
 - Font rendering using bitmaps, rasterization using FreeType or
 - Font rendering using bitmaps, rasterization using FreeType or
   multi-channel signed distance fields (MSDF).
   multi-channel signed distance fields (MSDF).
@@ -99,8 +106,11 @@ Vulkan renderer.
    - Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for emoji).
    - Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for emoji).
      Supported formats are TTF, OTF, WOFF1 and WOFF2.
      Supported formats are TTF, OTF, WOFF1 and WOFF2.
    - Dynamic fonts support optional font outlines with adjustable width and color.
    - Dynamic fonts support optional font outlines with adjustable width and color.
-   - Dynamic fonts support variable fonts and OpenType features.
+   - Dynamic fonts support variable fonts and OpenType features including ligatures.
+   - Dynamic fonts support simulated bold and italic when the font file lacks
+     those styles.
    - Dynamic fonts support oversampling to keep fonts sharp at higher resolutions.
    - Dynamic fonts support oversampling to keep fonts sharp at higher resolutions.
+   - Dynamic fonts support subpixel positioning to make fonts crisper at low sizes.
    - Signed distance field fonts can be scaled at any resolution without
    - Signed distance field fonts can be scaled at any resolution without
      requiring re-rasterization. Multi-channel usage makes SDF fonts scale down
      requiring re-rasterization. Multi-channel usage makes SDF fonts scale down
      to lower sizes better compared to monochrome SDF fonts.
      to lower sizes better compared to monochrome SDF fonts.
@@ -139,23 +149,36 @@ Vulkan renderer.
 3D graphics
 3D graphics
 ^^^^^^^^^^^
 ^^^^^^^^^^^
 
 
-Vulkan renderer.
+Vulkan renderer compatible with desktop and mobile platforms. Requires full support for
+Vulkan 1.0, with Vulkan 1.1 and 1.2 features optionally used.
 
 
 - HDR rendering with sRGB.
 - HDR rendering with sRGB.
 - Perspective, orthographic and frustum-offset cameras.
 - Perspective, orthographic and frustum-offset cameras.
+- When using the Vulkan Clustered backend (default on desktop), a depth prepass
+  is used to improve performance in complex scenes by reducing the cost of overdraw.
 - Support for rendering 3D at a lower resolution while keeping 2D rendering at
 - Support for rendering 3D at a lower resolution while keeping 2D rendering at
-  the original scale. This can be used to improve performance on low-end systems.
+  the original scale. This can be used to improve performance on low-end systems
+  or improve visuals on high-end systems.
+
+  - 3D rendering can be scaled with bilinear filtering or
+    `AMD FidelityFX Super Resolution 1.0 https://www.amd.com/en/technologies/fidelityfx-super-resolution`__.
+
 - `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
 - `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
 
 
   - If you need OpenGL support, use Godot 3.x which remains supported.
   - If you need OpenGL support, use Godot 3.x which remains supported.
 
 
-**Physically-based rendering:**
+**Physically-based rendering (built-in material features):**
 
 
 - Follows the Disney PBR model.
 - Follows the Disney PBR model.
+- Supports Lambert, Lambert Wrap (half-Lambert) and Toon diffuse shading modes.
+- Supports Schlick-GGX, Toon and Disabled specular shading modes.
 - Uses a roughness-metallic workflow with support for ORM textures.
 - Uses a roughness-metallic workflow with support for ORM textures.
+- Uses horizon specular occlusion (Filament model) to improve material appearance.
 - Normal mapping.
 - Normal mapping.
 - Parallax/relief mapping with automatic level of detail based on distance.
 - Parallax/relief mapping with automatic level of detail based on distance.
+- Detail mapping for the albedo and normal maps.
 - Sub-surface scattering and transmittance.
 - Sub-surface scattering and transmittance.
+- Refraction with support for material roughness (resulting in blurry refraction).
 - Proximity fade (soft particles) and distance fade.
 - Proximity fade (soft particles) and distance fade.
 - Distance fade can use alpha blending or dithering to avoid going through
 - Distance fade can use alpha blending or dithering to avoid going through
   the transparent pipeline.
   the transparent pipeline.
@@ -166,9 +189,15 @@ Vulkan renderer.
 - Directional lights (sun/moon). Up to 4 per scene.
 - Directional lights (sun/moon). Up to 4 per scene.
 - Omnidirectional lights.
 - Omnidirectional lights.
 - Spot lights with adjustable cone angle and attenuation.
 - Spot lights with adjustable cone angle and attenuation.
+- Specular energy can be adjusted on a per-light basis.
 - Adjustable light "size" for fake area lights (will also make shadows blurrier).
 - Adjustable light "size" for fake area lights (will also make shadows blurrier).
-- Lights are rendered with clustered forward optimizations to decrease their
-  individual cost.
+- Optional distance fade system to fade distant lights and their shadows, improving performance.
+- When using the Vulkan Clustered backend (default on desktop), lights are
+  rendered with clustered forward optimizations to decrease their individual cost.
+  Clustered rendering also lifts any limits on the number of lights that can be used on a mesh.
+- When using the Vulkan Mobile backend, up to 8 omni lights and 8 spot lights can
+  be displayed per mesh resource. Baked lighting can be used to overcome this limit
+  if needed.
 
 
 **Shadow mapping:**
 **Shadow mapping:**
 
 
@@ -177,10 +206,11 @@ Vulkan renderer.
 - *OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate).
 - *OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate).
   Supports colored projector textures in the form of panoramas.
   Supports colored projector textures in the form of panoramas.
 - *SpotLight:* Single texture. Supports colored projector textures.
 - *SpotLight:* Single texture. Supports colored projector textures.
-- Shadow pancaking to decrease the amount of visible shadow acne and peter-panning.
+- Shadow normal offset bias and shadow pancaking to decrease the amount of
+  visible shadow acne and peter-panning.
 - PCSS-like shadow blur based on the light size and distance from the surface
 - PCSS-like shadow blur based on the light size and distance from the surface
   the shadow is cast on.
   the shadow is cast on.
-- Adjustable blur on a per-light basis.
+- Adjustable shadow blur on a per-light basis.
 
 
 **Global illumination with indirect lighting:**
 **Global illumination with indirect lighting:**
 
 
@@ -190,32 +220,60 @@ Vulkan renderer.
      The bake mode can be adjusted on a per-light basis to allow for hybrid light
      The bake mode can be adjusted on a per-light basis to allow for hybrid light
      baking setups.
      baking setups.
    - Supports lighting dynamic objects using automatic and manually placed probes.
    - Supports lighting dynamic objects using automatic and manually placed probes.
-   - Optionally supports directional lighting and reflections based on spherical
+   - Optionally supports directional lighting and rough reflections based on spherical
      harmonics.
      harmonics.
    - Lightmaps are baked on the GPU using compute shaders (much faster compared
    - Lightmaps are baked on the GPU using compute shaders (much faster compared
-     to CPU lightmapping).
-
-- GI probes (slower, fully real-time). Supports reflections.
-- Signed-distance field GI (intermediate, supports dynamic lights but not
-  dynamic occluders). Supports reflections.
-- Global illumination uses a deferred pass to allow for rendering GI at half
-  resolution to improve performance.
+     to CPU lightmapping). Baking can only be performed from the editor,
+     not in exported projects.
+
+- Voxel-based GI probes. Supports dynamic lights *and* dynamic occluders, while
+  also supporting reflections. Requires a fast baking step which can be
+  performed in the editor or at run-time (including from an exported project).
+- Signed-distance field GI designed for large open worlds.
+  Supports dynamic lights, but not dynamic occluders. Supports reflections.
+  No baking required.
+- Screen-space indirect lighting (SSIL) at half or full resolution.
+  Fully real-time and supports any kind of emissive light source (including decals).
+- VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half
+  resolution to improve performance (while still having working MSAA support).
 
 
 **Reflections:**
 **Reflections:**
 
 
 - Voxel-based reflections (when using GI probes) and SDF-based reflections
 - Voxel-based reflections (when using GI probes) and SDF-based reflections
   (when using signed distance field GI).
   (when using signed distance field GI).
 - Fast baked reflections or slow real-time reflections using ReflectionProbe.
 - Fast baked reflections or slow real-time reflections using ReflectionProbe.
-  Parallax correction can optionally be enabled.
-- Screen-space reflections.
+  Parallax box correction can optionally be enabled.
+- Screen-space reflections with support for material roughness.
 - Reflection techniques can be mixed together for greater accuracy or scalability.
 - Reflection techniques can be mixed together for greater accuracy or scalability.
+- When using the Vulkan Clustered backend (default on desktop), reflection probes are
+  rendered with clustered forward optimizations to decrease their individual cost.
+  Clustered rendering also lifts any limits on the number of reflection probes that can be used on a mesh.
+- When using the Vulkan Mobile backend, up to 8 reflection probes can be displayed per mesh
+  resource.
+
+**Decals:**
+
+- Supports albedo, emissive, :abbr:`ORM (Occlusion Roughness Metallic)` and normal mapping.
+- Texture channels are smoothly overlaid on top of the underlying material,
+  with support for normal/ORM-only decals.
+- Support for normal fade to fade the decal depending on its incidence angle.
+- Does not rely on run-time mesh generation. This means decals can be used on
+  complex skinned meshes with no performance penalty, even if the decal moves every frame.
+- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
+- Optional distance fade system to fade distant lights and their shadows, improving performance.
+- When using the Vulkan Clustered backend (default on desktop), decals are
+  rendered with clustered forward optimizations to decrease their individual cost.
+  Clustered rendering also lifts any limits on the number of decals that can be used on a mesh.
+- When using the Vulkan Mobile backend, up to 8 decals can be displayed per mesh
+  resource.
 
 
 **Sky:**
 **Sky:**
 
 
 - Panorama sky (using an HDRI).
 - Panorama sky (using an HDRI).
 - Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene.
 - Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene.
 - Support for custom sky shaders, which can be animated.
 - Support for custom sky shaders, which can be animated.
-- Radiance can be updated in real-time depending on the quality settings chosen.
+- The radiance map used for ambient and specular light can be updated in
+  real-time depending on the quality settings chosen.
 
 
 **Fog:**
 **Fog:**
 
 
@@ -224,6 +282,14 @@ Vulkan renderer.
 - Support for automatic fog color depending on the sky color (aerial perspective).
 - Support for automatic fog color depending on the sky color (aerial perspective).
 - Support for sun scattering in the fog.
 - Support for sun scattering in the fog.
 
 
+**Volumetric fog:**
+
+- Global volumetric fog that reacts to lights and shadows.
+- Volumetric fog can take indirect light into account when using VoxelGI or SDFGI.
+- Fog volume nodes that can be placed to add fog to specific areas (or remove fog from specific areas).
+- Each fog volume can have its own custom shader.
+- Can be used together with traditional fog.
+
 **Particles:**
 **Particles:**
 
 
 - GPU-based particles with support for subemitters (2D + 3D), trails (2D + 3D),
 - GPU-based particles with support for subemitters (2D + 3D), trails (2D + 3D),
@@ -241,12 +307,13 @@ Vulkan renderer.
 **Post-processing:**
 **Post-processing:**
 
 
 - Tonemapping (Linear, Reinhard, Filmic, ACES).
 - Tonemapping (Linear, Reinhard, Filmic, ACES).
-- Automatic exposure adjustments based on viewport brightness.
-- Near and far depth of field with adjustable bokeh simulation.
-- Screen-space ambient occlusion at half or full resolution.
+- Automatic exposure adjustments based on viewport brightness (and manual exposure override).
+- Near and far depth of field with adjustable bokeh simulation (box, hexagon, circle).
+- Screen-space ambient occlusion (SSAO) at half or full resolution.
 - Glow/bloom with optional bicubic upscaling and several blend modes available:
 - Glow/bloom with optional bicubic upscaling and several blend modes available:
   Screen, Soft Light, Add, Replace, Mix.
   Screen, Soft Light, Add, Replace, Mix.
-- Color correction using a one-dimensional ramp.
+- Glow can have a colored dirt map texture, acting as a lens dirt effect.
+- Color correction using a one-dimensional ramp or a 3D LUT texture.
 - Roughness limiter to reduce the impact of specular aliasing.
 - Roughness limiter to reduce the impact of specular aliasing.
 - Brightness, contrast and saturation adjustments.
 - Brightness, contrast and saturation adjustments.
 
 
@@ -266,6 +333,8 @@ Vulkan renderer.
 
 
 - Fast approximate antialiasing (FXAA).
 - Fast approximate antialiasing (FXAA).
 - Multi-sample antialiasing (MSAA).
 - Multi-sample antialiasing (MSAA).
+- Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D resolution scale above 1.0.
+- Alpha antialiasing, alpha to coverage and alpha hashing on a per-material basis.
 
 
 Most of these effects can be adjusted for better performance or to further
 Most of these effects can be adjusted for better performance or to further
 improve quality. This can be helpful when using Godot for offline rendering.
 improve quality. This can be helpful when using Godot for offline rendering.
@@ -273,7 +342,7 @@ improve quality. This can be helpful when using Godot for offline rendering.
 3D tools
 3D tools
 ^^^^^^^^
 ^^^^^^^^
 
 
-- Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad.
+- Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, ribbon, tube.
 - Tools for :ref:`procedural geometry generation <doc_procedural_geometry>`.
 - Tools for :ref:`procedural geometry generation <doc_procedural_geometry>`.
 - :ref:`Constructive solid geometry <doc_csg_tools>` (intended for prototyping).
 - :ref:`Constructive solid geometry <doc_csg_tools>` (intended for prototyping).
 - Path3D node to represent a path in 3D space.
 - Path3D node to represent a path in 3D space.
@@ -282,6 +351,8 @@ improve quality. This can be helpful when using Godot for offline rendering.
    - PathFollow3D node to make nodes follow a Path3D.
    - PathFollow3D node to make nodes follow a Path3D.
 
 
 - 3D geometry helper class.
 - 3D geometry helper class.
+- Support for exporting the current scene as a glTF 2.0 file, both from the editor
+  and at run-time from an exported project.
 
 
 3D physics
 3D physics
 ^^^^^^^^^^
 ^^^^^^^^^^
@@ -373,7 +444,11 @@ Audio
 
 
 - Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects
 - Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects
   with dozens of effects included.
   with dozens of effects included.
-- Listener3D node to listen from a position different than the camera in 3D.
+- Support for polyphony (playing several sounds from a single AudioStreamPlayer node).
+- Support for real-time pitch scaling and random pitch.
+- Support for sequential/random sample selection, including repetition prevention
+  when using random sample selection.
+- Listener2D and Listener3D nodes to listen from a position different than the camera.
 - Audio input to record microphones.
 - Audio input to record microphones.
 - MIDI input.
 - MIDI input.
 
 
@@ -408,6 +483,8 @@ Import
    - Collada (.dae).
    - Collada (.dae).
    - Wavefront OBJ (static scenes only, can be loaded directly as a mesh).
    - Wavefront OBJ (static scenes only, can be loaded directly as a mesh).
 
 
+- Support for loading glTF 2.0 scenes at run-time, including from an exported project.
+
 Input
 Input
 ^^^^^
 ^^^^^
 
 
@@ -434,7 +511,7 @@ Navigation
 
 
 - A* algorithm in 2D and 3D.
 - A* algorithm in 2D and 3D.
 - Navigation meshes with dynamic obstacle avoidance.
 - Navigation meshes with dynamic obstacle avoidance.
-- Generate navigation meshes from the editor.
+- Generate navigation meshes from the editor or at run-time (including from an exported project).
 
 
 Networking
 Networking
 ^^^^^^^^^^
 ^^^^^^^^^^
@@ -462,10 +539,15 @@ Internationalization
 - Full support for Unicode including emoji.
 - Full support for Unicode including emoji.
 - Store localization strings using :ref:`CSV <doc_internationalizing_games>`
 - Store localization strings using :ref:`CSV <doc_internationalizing_games>`
   or :ref:`gettext <doc_localization_using_gettext>`.
   or :ref:`gettext <doc_localization_using_gettext>`.
+
+  - Support for generating gettext POT and PO files from the editor.
+
 - Use localized strings in your project automatically in GUI elements or by
 - Use localized strings in your project automatically in GUI elements or by
   using the ``tr()`` function.
   using the ``tr()`` function.
-- Support for bidirectional typesetting and text shaping and OpenType localized forms.
+- Support for pluralization and translation contexts when using gettext translations.
+- Support for bidirectional typesetting, text shaping and OpenType localized forms.
 - Automatic UI mirroring for right-to-left locales.
 - Automatic UI mirroring for right-to-left locales.
+- Support for pseudolocalization to test your project for i18n-friendliness.
 
 
 Windowing and OS integration
 Windowing and OS integration
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -475,16 +557,22 @@ Windowing and OS integration
 - Request attention (will cause the title bar to blink on most platforms).
 - Request attention (will cause the title bar to blink on most platforms).
 - Fullscreen mode.
 - Fullscreen mode.
 
 
-   - Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way.
-     Use a Viewport with a different resolution instead.
+   - Doesn't use exclusive fullscreen, which allows for fast alt-tabbing. The
+     downside is that the screen resolution can't be changed this way. For 3D
+     resolution scaling, use the appropriatee project settings or the equivalent
+     Viewport property. For 2D resolution scaling, use a second Viewport node
+     to render the game world with a different size.
 
 
 - Borderless windows (fullscreen or non-fullscreen).
 - Borderless windows (fullscreen or non-fullscreen).
 - Ability to keep a window always on top.
 - Ability to keep a window always on top.
-- Transparent windows with per-pixel transparency.
 - Global menu integration on macOS.
 - Global menu integration on macOS.
 - Execute commands in a blocking or non-blocking manner.
 - Execute commands in a blocking or non-blocking manner.
 - Open file paths and URLs using default or custom protocol handlers (if registered on the system).
 - Open file paths and URLs using default or custom protocol handlers (if registered on the system).
 - Parse custom command line arguments.
 - Parse custom command line arguments.
+- Any Godot binary (editor or exported project) can be
+  :ref:`used as a headless server <doc_exporting_for_dedicated_servers>`
+  by starting it with the ``--headless`` command line argument.
+  This allows running the engine without a GPU or display server.
 
 
 Mobile
 Mobile
 ^^^^^^
 ^^^^^^
@@ -518,7 +606,8 @@ The editor UI can easily be extended in many ways using add-ons.
 - Labels.
 - Labels.
 - RichTextLabel for :ref:`text formatted using BBCode <doc_bbcode_in_richtextlabel>`.
 - RichTextLabel for :ref:`text formatted using BBCode <doc_bbcode_in_richtextlabel>`.
 - Trees (can also be used to represent tables).
 - Trees (can also be used to represent tables).
-- Containers (horizontal, vertical, grid, center, margin, draggable splitter, ...).
+- Color picker with RGB and HSV modes.
+- Containers (horizontal, vertical, grid, flow, center, margin, aspect ratio, draggable splitter, ...).
 - Controls can be rotated and scaled.
 - Controls can be rotated and scaled.
 
 
 **Sizing:**
 **Sizing:**
@@ -543,7 +632,7 @@ The editor UI can easily be extended in many ways using add-ons.
 
 
 - Procedural vector-based theming using :ref:`class_StyleBoxFlat`.
 - Procedural vector-based theming using :ref:`class_StyleBoxFlat`.
 
 
-   - Supports rounded/beveled corners, drop shadows and per-border widths.
+   - Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing.
 
 
 - Texture-based theming using :ref:`class_StyleBoxTexture`.
 - Texture-based theming using :ref:`class_StyleBoxTexture`.
 
 
@@ -574,7 +663,7 @@ File formats
 - Read and write :ref:`class_JSON` files.
 - Read and write :ref:`class_JSON` files.
 - Read and write INI-style configuration files using :ref:`class_ConfigFile`.
 - Read and write INI-style configuration files using :ref:`class_ConfigFile`.
 
 
-   - Can (de)serialize any Godot datatype, including Vector, Color, ...
+   - Can (de)serialize any Godot datatype, including Vector2/3, Color, ...
 
 
 - Read XML files using :ref:`class_XMLParser`.
 - Read XML files using :ref:`class_XMLParser`.
 - Pack game data into a PCK file (custom format optimized for fast seeking),
 - Pack game data into a PCK file (custom format optimized for fast seeking),
@@ -587,10 +676,10 @@ Miscellaneous
 
 
 - :ref:`Low-level access to servers <doc_using_servers>` which allows bypassing
 - :ref:`Low-level access to servers <doc_using_servers>` which allows bypassing
   the scene tree's overhead when needed.
   the scene tree's overhead when needed.
-- Command line interface for automation.
+- :ref:`Command line interface <doc_command_line_tutorial>` for automation.
 
 
    - Export and deploy projects using continuous integration platforms.
    - Export and deploy projects using continuous integration platforms.
-   - `Completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__
+   - `Shell completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__
      are available for Bash, zsh and fish.
      are available for Bash, zsh and fish.
 
 
 - Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked
 - Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked

+ 2 - 0
community/asset_library/using_assetlib.rst

@@ -101,6 +101,8 @@ new functions:
 You can learn how to submit assets to the Library, and what the asset submission
 You can learn how to submit assets to the Library, and what the asset submission
 guidelines are, in the next part of this tutorial, :ref:`doc_submitting_to_assetlib`.
 guidelines are, in the next part of this tutorial, :ref:`doc_submitting_to_assetlib`.
 
 
+.. _doc_using_assetlib_editor:
+
 In the editor
 In the editor
 -------------
 -------------