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Merge pull request #5723 from Calinou/update-list-of-features-3.4
Update list of features for Godot 3.4
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about/list_of_features.rst

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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 (3.3). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
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Godot (3.4). `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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**Features:**
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- Scene tree editor.
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- Script editor.
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- Built-in script editor.
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- Support for :ref:`external script editors <doc_external_editor>` such as
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Visual Studio Code or Vim.
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- GDScript :ref:`debugger <doc_debugger_panel>`.
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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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- Create your own plugins using GDScript to add new features or speed up your workflow.
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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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2D graphics
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^^^^^^^^^^^
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- AnimatedSprite as a helper for creating animated sprites.
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- Parallax layers.
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- Pseudo-3D support by automatically duplicating a layer several times.
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- Pseudo-3D support including preview in the editor.
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- 2D lighting with normal maps.
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- OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms).
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- High-end visuals. Recommended on desktop platforms.
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- HDR rendering with sRGB.
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- Optional HDR rendering with sRGB (enabled by default).
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- Uses an optional depth prepass (enabled by default) to reduce the cost of
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overdraw, which speeds up complex scene rendering.
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- OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms).
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- Perspective, orthographic and frustum-offset cameras.
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**Physically-based rendering:**
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**Physically-based rendering (built-in material features):**
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- Follows the Disney PBR model.
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- Supports Lambert, Lambert Wrap (half-Lambert), Oren-Nayar and Toon diffuse shading modes.
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- Supports Schlick-GGX, Blinn, Phong, Toon and Disabled specular shading modes.
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- Uses a roughness-metallic workflow with support for ORM textures.
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- Uses horizon specular occlusion (Filament model) to improve material appearance
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- Normal mapping.
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- *GLES3:* Parallax/relief mapping with automatic level of detail based on distance.
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- *GLES3:* Sub-surface scattering and transmittance.
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- *GLES3:* Proximity fade (soft particles).
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- Detail mapping for the albedo and normal maps.
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- Distance fade which can use alpha blending or dithering to avoid going through
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the transparent pipeline.
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- Dithering can be determined on a per-pixel or per-object basis.
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- *GLES3:* Parallax/relief mapping with automatic level of detail based on distance.
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- *GLES3:* Sub-surface scattering and transmittance.
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- *GLES3:* Refraction with support for material roughness (resulting in blurry refraction).
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On GLES2, refraction is still functional but lacks support for material roughness.
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- *GLES3:* Proximity fade (soft particles).
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**Real-time lighting:**
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- Directional lights (sun/moon). Up to 4 per scene.
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- Omnidirectional lights.
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- Spot lights with adjustable cone angle and attenuation.
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- Specular energy can be adjusted on a per-light basis.
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- *GLES3:* Lighting is done with a single-pass forward approach.
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By default, up to 32 omni light and 32 spot lights can be displayed per mesh resource.
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If needed, this limit can be increased at the cost of increased shader compilation times and lower performance.
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GLES2 uses a multi-pass forward approach to lighting, which doesn't have a
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limit on the number of lights but is slower with many lights.
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**Shadow mapping:**
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**Reflections:**
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- *GLES3:* Voxel-based reflections (when using GI probes).
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- Fast baked reflections or slow real-time reflections using ReflectionProbe.
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Parallax correction can optionally be enabled.
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- *GLES3:* Screen-space reflections.
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Parallax box correction can optionally be enabled.
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- Reflection techniques can be mixed together for greater accuracy or scalability.
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- *GLES3:* Voxel-based reflections (when using GI probes).
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- *GLES3:* Screen-space reflections.
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**Sky:**
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**Texture compression:**
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- Lossless or lossy WebP (does not save VRAM; only reduces storage size).
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- S3TC (only supported on desktop platforms).
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- ETC1 (recommended when using the GLES2 renderer).
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- *GLES3:* BPTC for high-quality compression (not supported on macOS).
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- *GLES3:* ETC2 (not supported on macOS).
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- ETC1 (recommended when using the GLES2 renderer).
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- *GLES3:* S3TC (not supported on mobile/Web platforms).
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**Anti-aliasing:**
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- Multi-sample antialiasing (MSAA).
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- Fast approximate antialiasing (FXAA).
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Most of these effects can be adjusted for better performance or to further
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improve quality. This can be helpful when using Godot for offline rendering.
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**Performance:**
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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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(and doesn't support gameplay notifications), but easier to set up.
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.. note::
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Most of the effects listed above can be adjusted for better performance or
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to further improve quality. This can be helpful when using Godot for
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offline rendering.
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3D tools
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- PathFollow3D node to make nodes follow a Path3D.
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- 3D geometry helper class.
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- Support for exporting the current scene as a glTF 2.0 file from the editor.
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3D physics
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- Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects
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with dozens of effects included.
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- Listener3D node to listen from a position different than the camera in 3D.
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- Listener2D and Listener3D nodes to listen from a position different than the camera.
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- Audio input to record microphones with real-time access using the AudioEffectCapture class.
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- MIDI input.
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- Execute commands in a blocking or non-blocking manner.
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- Open file paths and URLs using default or custom protocol handlers (if registered on the system).
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- Parse custom command line arguments.
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- :ref:`Headless/server binaries <doc_exporting_for_dedicated_servers>` can be
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downloaded for Linux and :ref:`compiled for macOS <doc_compiling_for_osx>`.
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Any binary can be used without a window using the ``--no-window``
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:ref:`command line argument <doc_command_line_tutorial>`.
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Mobile
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- Support for ARKit on iOS out of the box.
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- Support for the OpenXR APIs.
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- Includes support for popular headsets like the Meta Quest and the Valve Index.
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- Support for the OpenVR APIs.
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GUI system
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- Labels.
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- RichTextLabel for :ref:`text formatted using BBCode <doc_bbcode_in_richtextlabel>`.
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- Trees (can also be used to represent tables).
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- Containers (horizontal, vertical, grid, center, margin, draggable splitter, ...).
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- Color picker with RGB and HSV modes.
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- Containers (horizontal, vertical, grid, flow, center, margin, aspect ratio, draggable splitter, ...).
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- Controls can be rotated and scaled.
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**Sizing:**
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- Procedural vector-based theming using :ref:`class_StyleBoxFlat`.
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- Supports rounded/beveled corners, drop shadows and per-border widths.
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- Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing.
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- Texture-based theming using :ref:`class_StyleBoxTexture`.
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- Direct kinematics and inverse kinematics.
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- :ref:`Tween <class_Tween>` node to easily perform procedural animations by code.
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- Support for animating any property with customizable interpolation.
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- Support for calling methods in animation tracks.
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- Support for playing sounds in animation tracks.
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- Read and write :ref:`class_JSON` files.
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- Read and write INI-style configuration files using :ref:`class_ConfigFile`.
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- Can (de)serialize any Godot datatype, including Vector, Color, ...
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- Can (de)serialize any Godot datatype, including Vector2/3, Color, ...
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- Read XML files using :ref:`class_XMLParser`.
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- Pack game data into a PCK file (custom format optimized for fast seeking),
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- :ref:`Low-level access to servers <doc_using_servers>` which allows bypassing
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- Command line interface for automation.
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- :ref:`Command line interface <doc_command_line_tutorial>` for automation.
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- Export and deploy projects using continuous integration platforms.
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- `Completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__
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- `Shell completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__
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are available for Bash, zsh and fish.
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- Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked

community/asset_library/using_assetlib.rst

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