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25 changes: 11 additions & 14 deletions about/list_of_features.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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 <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).

Features
Expand Down Expand Up @@ -65,14 +65,14 @@ 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:**

- Editor plugins can be downloaded from the
:ref:`asset library <doc_what_is_assetlib>` to extend editor functionality.
- :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.
- :ref:`Download projects from the asset library <doc_using_assetlib_editor>`
in the project manager and import them directly.
Expand Down Expand Up @@ -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.

Expand Down Expand Up @@ -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:**

Expand All @@ -278,7 +278,7 @@ Editor
- Occlusion culling with :ref:`rooms and portals <doc_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::
Expand Down Expand Up @@ -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
^^^^^^^^^^
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11 changes: 8 additions & 3 deletions getting_started/first_3d_game/08.score_and_replay.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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.

Expand Down