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@@ -8,7 +8,7 @@ This page aims to list all features currently supported by Godot.
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.. note::
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This page lists features supported by the current stable version of
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- Godot (3.4). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
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+ Godot (3.5). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
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are available in the latest development version (4.0).
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Features
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@@ -65,6 +65,7 @@ Editor
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- Move the in-editor camera and see the result in the running project.
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+- Built-in offline class reference documentation.
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- Use the editor in dozens of languages contributed by the community.
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**Plugins:**
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@@ -72,7 +73,6 @@ Editor
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- Editor plugins can be downloaded from the
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:ref:`asset library <doc_what_is_assetlib>` to extend editor functionality.
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- :ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new
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-- Download projects from the asset library in the project manager and import them directly.
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features or speed up your workflow.
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- :ref:`Download projects from the asset library <doc_using_assetlib_editor>`
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in the project manager and import them directly.
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@@ -109,7 +109,7 @@ Editor
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- Bitmap fonts can be exported using tools like BMFont.
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- DynamicFont supports monochrome fonts as well as colored fonts (e.g. for emoji).
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- Supported formats are TTF, OTF and WOFF1.
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+ Supported formats are TTF, OTF, WOFF1 and WOFF2.
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- DynamicFont supports optional font outlines with adjustable width and color.
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- Support for font oversampling to keep fonts sharp at higher resolutions.
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@@ -241,20 +241,20 @@ Editor
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**Particles:**
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-- *GLES3:* GPU-based particles with support for custom particle shaders.
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- CPU-based particles.
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+- *GLES3:* GPU-based particles with support for custom particle shaders.
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**Post-processing:**
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- Tonemapping (Linear, Reinhard, Filmic, ACES).
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-- *GLES3:* Automatic exposure adjustments based on viewport brightness.
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-- *GLES3:* Near and far depth of field.
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-- *GLES3:* Screen-space ambient occlusion.
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-- *GLES3:* Optional debanding to avoid color banding (effective when HDR rendering is enabled).
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- Glow/bloom with optional bicubic upscaling and several blend modes available:
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Screen, Soft Light, Add, Replace.
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- Color correction using an one-dimensional ramp.
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- Brightness, contrast and saturation adjustments.
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+- *GLES3:* Automatic exposure adjustments based on viewport brightness.
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+- *GLES3:* Near and far depth of field.
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+- *GLES3:* Screen-space ambient occlusion (SSAO).
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+- *GLES3:* Optional debanding to avoid color banding (effective when HDR rendering is enabled).
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**Texture filtering:**
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@@ -278,7 +278,7 @@ Editor
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- Occlusion culling with :ref:`rooms and portals <doc_rooms_and_portals>`.
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Supports gameplay notifications with primary and secondary visibility to
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disable AI/physics processing for nodes that don't need it.
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-- Real-time occluder spheres. Not as effective as rooms and portals
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+- Real-time occluder shapes (sphere and polygon). Not as effective as rooms and portals
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(and doesn't support gameplay notifications), but easier to set up.
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.. note::
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@@ -455,11 +455,8 @@ Navigation
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^^^^^^^^^^
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- A* algorithm in 2D and 3D.
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-- Navigation meshes.
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-
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- - Support for dynamic obstacle avoidance planned in Godot 4.0.
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-
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-- Generate navigation meshes from the editor.
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+- Navigation meshes with dynamic obstacle avoidance.
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+- Generate navigation meshes from the editor or at run-time (including from an exported project).
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Networking
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^^^^^^^^^^
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