Open
Description
Note: This issue is only for manual pages. For class reference pages, refer to the automatically updated tracker: https://godotengine.github.io/doc-status/
Help for working on these pages is welcome. If you're going to start writing a new page or rewrite an existing one, please leave a comment to state which page you're going to work on 🙂
New pages
Pages to write for features that were not present in Godot 3.x.
- Large world coordinates (double-precision physics) Add a page on large world coordinates (double-precision floats) #6314
- 3D resolution scaling (FSR) Add a page on 3D resolution scaling #6331
- 3D antialiasing Add documentation pages on 2D and 3D antialiasing #6267
- MSAA, TAA, FXAA, supersampling (resolution scale above 1.0).
- 2D antialiasing Add documentation pages on 2D and 3D antialiasing #6267
- MSAA – mention what it affects and what it doesn't in 2D.
- Variable rate shading (VRS) Add a page on variable rate shading (VRS) #6402
- 3D particle systems Add 3D Particles Documentation #5535
- We don't have a page dedicated to 3D particles yet. This page should mention how to set up attractors, collision and trails. Setting up manual emission in a shader should be done in a dedicated page about particle shaders, since it's an advanced feature.
- Volumetric fog Add a page on volumetric fog and FogVolumes #6162
- Mesh LOD Add pages on mesh LOD and visibility ranges #6161
- Visibility ranges Add pages on mesh LOD and visibility ranges #6161
- Occlusion culling Add a page on occlusion culling #6160
- Using the raster-based approach, different from portals and rooms in
3.x
.
- Using the raster-based approach, different from portals and rooms in
- Introduction to global illumination Revamp global illumination documentation #6216
- Mention faking outdoor GI with a second DirectionalLight as an alternative to Godot's GI methods: Move DirectionalLight3D's shadow mode to a project setting godot-proposals#3353 (comment)
- Faking indoor GI with OmniLights or SpotLights is also an option. It's still done in many AAA games today, but it involves a lot more manual work. It's still viable for dynamic lights when your GI solution of choice does not support real-time GI of moving lights (such as LightmapGI or SDFGI).
- Mention faking outdoor GI with a second DirectionalLight as an alternative to Godot's GI methods: Move DirectionalLight3D's shadow mode to a project setting godot-proposals#3353 (comment)
- Signed distance field global illumination Revamp global illumination documentation #6216
- Tweaking performance figures, avoiding light leaks, etc.
- Decals Add a page on decals #6178
- See https://youtu.be/CrOI5HUAPCg?t=9760 for inspiration.
- GDExtension Addition of GDExtension docs #6212
- See https://godotengine.org/article/introducing-gd-extensions for inspiration.
- Upgrading to Godot 4 Add a Godot 3 to Godot 4 upgrade guide #6393
- Global and per-instance shader uniforms Document global and per-instance uniforms in Shading language #6414
- Also document how to support specifying textures in per-instance uniforms. For portability reasons, you can't actually use textures in instance uniforms, but you can specify a texture array as a standard uniform and specify the layer to sample from as a instance uniform integer.
- Using compute shaders Adding example code for compute shaders #6159
- Documentation about writing and running compute shaders using local RenderingDevices. See also Minimal Compute Shader Example #4834.
- Using low-level GLSL shaders Adding example code for compute shaders #6159
- Documentation about loading custom GLSL shaders (advanced users only).
- See the end of https://godotengine.org/article/vulkan-progress-report-7 for inspiration.
- Custom performance monitors Add a page on custom performance monitors #6409
- Documentation about creating and viewing the output of custom performance monitors.
- Animation retargeting Add tutorials for blend animation and retargeting #6322
- See https://godotengine.org/article/animation-retargeting-in-godot-4-0 for inspiration.
- Physical light units Add a page on physical light units #6390
- Documentation about enabling, meaning of various units, pitfalls to watch out for.
- Run-time model loading
- CanvasItem clipping (masking) and grouping
- 2D lights and shadows page should refer to this page in place of the former Mask blend mode.
Pages to rewrite
These pages need rewrites from scratch with new screenshots.
- Engine's compilation guides at https://docs.godotengine.org/en/latest/development/compiling/index.html needs to be updated after the merge of SCons: Unify tools/target build type configuration godot#66242. Document the Unification of tools/target build type configuration #6316 Change build flags in Godot 4 docs to current variants #6375
- Environment and post-processing Update Environment and post-processing documentation for 4.0 #6273
- Using Fonts Update Using Fonts page for 4.0 #6373
- Mention font fallbacks, variable fonts, OpenType variants, subpixel positioning and LCD subpixel optimization. Also mention that ligatures and emoji are fully supported since 4.0.
- Import process Update resource importing documentation for Godot 4.0 #6782
- Importing images Update resource importing documentation for Godot 4.0 #6782
- Importing audio samples Update resource importing documentation for Godot 4.0 #6782
- Importing 3D scenes Update Importing 3D scenes documentation for Godot 4.0 #6603 + Update Importing 3D scenes documentation for Godot 4.0 #6800
- Size and anchors (UI)
- 2D tilemaps and tilesets Update TileSets and TileMaps documentation for Godot 4.0 #6760
- 2D skeletal animation
- 2D lights and shadows Update the 2D lights and shadows page for Godot 4.0 #6424
- Mention directional 2D lights, specular mapping and the new shadow smoothing options (different from the ones in 3.x).
- 3D lights and shadows Update 3D lights and shadows documentation for 4.0 #6355
- Mention the soft shadow properties.
- Document setting up projectors for both spot and omni lights (omni lights require panorama textures).
- Mention performance tuning and project settings.
- Kinematic Character (2D)
- 2D particle systems
- Mention how to set up attractors, collision and trails. Setting up manual emission in a shader should be done in a dedicated page about particle shaders, since it's an advanced feature.
- Voxel GI (replaces the old GI Probes page) Revamp global illumination documentation #6216
- Baked lightmaps (mention the GPU lightmapper and LightmapGI node) Revamp global illumination documentation #6216
- High-level multiplayer Update high level multiplayer manual for Godot 4. #7675
- Internationalizing games Update internationalization docs for 4.0 #6418
- Mention translation contexts and pluralization.
Metadata
Metadata
Assignees
Type
Projects
Status
No status