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Merge pull request #5722 from Calinou/update-list-of-features-3.5

Update list of features for Godot 3.5
Max Hilbrunner 3 years ago
parent
commit
ba10a47594
2 changed files with 19 additions and 17 deletions
  1. 11 14
      about/list_of_features.rst
  2. 8 3
      getting_started/first_3d_game/08.score_and_replay.rst

+ 11 - 14
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 stable version of
     This page lists features supported by the current stable version of
-    Godot (3.4). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
+    Godot (3.5). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
     are available in the latest development version (4.0).
     are available in the latest development version (4.0).
 
 
 Features
 Features
@@ -65,6 +65,7 @@ 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:**
@@ -72,7 +73,6 @@ Editor
 - 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.
 - :ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new
 - :ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new
-- Download projects from the asset library in the project manager and import them directly.
   features or speed up your workflow.
   features or speed up your workflow.
 - :ref:`Download projects from the asset library <doc_using_assetlib_editor>`
 - :ref:`Download projects from the asset library <doc_using_assetlib_editor>`
   in the project manager and import them directly.
   in the project manager and import them directly.
@@ -109,7 +109,7 @@ Editor
 
 
    - Bitmap fonts can be exported using tools like BMFont.
    - Bitmap fonts can be exported using tools like BMFont.
    - DynamicFont supports monochrome fonts as well as colored fonts (e.g. for emoji).
    - DynamicFont supports monochrome fonts as well as colored fonts (e.g. for emoji).
-     Supported formats are TTF, OTF and WOFF1.
+     Supported formats are TTF, OTF, WOFF1 and WOFF2.
    - DynamicFont supports optional font outlines with adjustable width and color.
    - DynamicFont supports optional font outlines with adjustable width and color.
    - Support for font oversampling to keep fonts sharp at higher resolutions.
    - Support for font oversampling to keep fonts sharp at higher resolutions.
 
 
@@ -241,20 +241,20 @@ Editor
 
 
 **Particles:**
 **Particles:**
 
 
-- *GLES3:* GPU-based particles with support for custom particle shaders.
 - CPU-based particles.
 - CPU-based particles.
+- *GLES3:* GPU-based particles with support for custom particle shaders.
 
 
 **Post-processing:**
 **Post-processing:**
 
 
 - Tonemapping (Linear, Reinhard, Filmic, ACES).
 - Tonemapping (Linear, Reinhard, Filmic, ACES).
-- *GLES3:* Automatic exposure adjustments based on viewport brightness.
-- *GLES3:* Near and far depth of field.
-- *GLES3:* Screen-space ambient occlusion.
-- *GLES3:* Optional debanding to avoid color banding (effective when HDR rendering is enabled).
 - 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.
   Screen, Soft Light, Add, Replace.
 - Color correction using an one-dimensional ramp.
 - Color correction using an one-dimensional ramp.
 - Brightness, contrast and saturation adjustments.
 - Brightness, contrast and saturation adjustments.
+- *GLES3:* Automatic exposure adjustments based on viewport brightness.
+- *GLES3:* Near and far depth of field.
+- *GLES3:* Screen-space ambient occlusion (SSAO).
+- *GLES3:* Optional debanding to avoid color banding (effective when HDR rendering is enabled).
 
 
 **Texture filtering:**
 **Texture filtering:**
 
 
@@ -278,7 +278,7 @@ Editor
 - Occlusion culling with :ref:`rooms and portals <doc_rooms_and_portals>`.
 - Occlusion culling with :ref:`rooms and portals <doc_rooms_and_portals>`.
   Supports gameplay notifications with primary and secondary visibility to
   Supports gameplay notifications with primary and secondary visibility to
   disable AI/physics processing for nodes that don't need it.
   disable AI/physics processing for nodes that don't need it.
-- Real-time occluder spheres. Not as effective as rooms and portals
+- Real-time occluder shapes (sphere and polygon). Not as effective as rooms and portals
   (and doesn't support gameplay notifications), but easier to set up.
   (and doesn't support gameplay notifications), but easier to set up.
 
 
 .. note::
 .. note::
@@ -455,11 +455,8 @@ Navigation
 ^^^^^^^^^^
 ^^^^^^^^^^
 
 
 - A* algorithm in 2D and 3D.
 - A* algorithm in 2D and 3D.
-- Navigation meshes.
-
-   - Support for dynamic obstacle avoidance planned in Godot 4.0.
-
-- Generate navigation meshes from the editor.
+- Navigation meshes with dynamic obstacle avoidance.
+- Generate navigation meshes from the editor or at run-time (including from an exported project).
 
 
 Networking
 Networking
 ^^^^^^^^^^
 ^^^^^^^^^^

+ 8 - 3
getting_started/first_3d_game/08.score_and_replay.rst

@@ -72,10 +72,15 @@ you will see an empty *Font Data* field.
 
 
 |image8|
 |image8|
 
 
-This one expects a font file like the ones you have on your computer. Two common
-font file formats are TrueType Font (TTF) and OpenType Font (OTF).
+This one expects a font file like the ones you have on your computer.
+DynamicFont supports the following formats:
 
 
-In the *FileSystem* dock, Expand the ``fonts`` directory and click and drag the
+- TrueType (``.ttf``)
+- OpenType (``.otf``)
+- Web Open Font Format 1 (``.woff``)
+- Web Open Font Format 2 (``.woff2``, since Godot 3.5)
+
+In the *FileSystem* dock, expand the ``fonts`` directory and click and drag the
 ``Montserrat-Medium.ttf`` file we included in the project onto the *Font Data*.
 ``Montserrat-Medium.ttf`` file we included in the project onto the *Font Data*.
 The text will reappear in the theme preview.
 The text will reappear in the theme preview.