diff --git a/about/list_of_features.rst b/about/list_of_features.rst index 4ec599f42b2..95aeb3550bb 100644 --- a/about/list_of_features.rst +++ b/about/list_of_features.rst @@ -8,7 +8,7 @@ This page aims to list all features currently supported by Godot. .. note:: This page lists features supported by the current stable version of - Godot (3.4). `More features `__ + Godot (3.5). `More features `__ are available in the latest development version (4.0). Features @@ -65,6 +65,7 @@ Editor - 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. **Plugins:** @@ -72,7 +73,6 @@ Editor - Editor plugins can be downloaded from the :ref:`asset library ` to extend editor functionality. - :ref:`Create your own 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. - :ref:`Download projects from the asset library ` in the project manager and import them directly. @@ -109,7 +109,7 @@ Editor - Bitmap fonts can be exported using tools like BMFont. - 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. - Support for font oversampling to keep fonts sharp at higher resolutions. @@ -241,20 +241,20 @@ Editor **Particles:** -- *GLES3:* GPU-based particles with support for custom particle shaders. - CPU-based particles. +- *GLES3:* GPU-based particles with support for custom particle shaders. **Post-processing:** - 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: Screen, Soft Light, Add, Replace. - Color correction using an one-dimensional ramp. - 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:** @@ -278,7 +278,7 @@ Editor - Occlusion culling with :ref:`rooms and portals `. Supports gameplay notifications with primary and secondary visibility to 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. .. note:: @@ -455,11 +455,8 @@ Navigation ^^^^^^^^^^ - 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 ^^^^^^^^^^ diff --git a/getting_started/first_3d_game/08.score_and_replay.rst b/getting_started/first_3d_game/08.score_and_replay.rst index f47ea74ff19..e55d0590f8d 100644 --- a/getting_started/first_3d_game/08.score_and_replay.rst +++ b/getting_started/first_3d_game/08.score_and_replay.rst @@ -72,10 +72,15 @@ you will see an empty *Font Data* field. |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*. The text will reappear in the theme preview.