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demos 2d 3d physics clipping 2d_lighting 2d_particles 2d_physics audio 3d_particles 3d_physics animation audio_polyphony fonts heightmap ui voxelgi navigation networking sdfgi tilemap tweens
A set of more than 20 demos showing the new features of Godot 4

Godot 4: New Features demos

A demo showing the new font handling: a person with a bubble that says, "hey, wake up! It's time to make video games"

In this project, we've built over of 20 simple demos you can play with and learn from to try some of Godot 4's new features.

The demos navigation menu

Feel free to run the project and test them out!

We will keep this repository up to date with the latest Godot 4 releases.

To get the source code for previous Godot versions, click the links below:

Demos

If you run the demo project, the navigation menu will provide you with a short description for each of these. If you prefer jumping to the code, here is the full list!

Godot 4.0:

Godot 4.1:

A demo showing the new physics benchmark: A pool of balls A demo showing the new dynamic 2D lights A demo showing the new 2D particles: a rainy night scene A demo showing the new light handling with voxels A demo showing the new physics: an area with balls that can bounce around

Bonus demos and code snippets

On top of the demos you can run from the menu, we have some examples accessible only in the editor.

  • In additional/custom_resources, you'll find a demonstration of custom resource exports, grouped exports, auto-generation documentation, and generally, the new inspector panel and export features
  • In additional/POT_generation, we explain how to generate POT (translation) files
  • In additional/snippets, you'll find a good number of examples of the new GDScript features and syntax
  • In 2d_particles, there's an additional rainy scene
  • In networking, you'll find no less than six different network architectures, which we tried to keep as simple as possible, demonstrating different setups.

Credits

We didn't build those demos alone; We were greatly helped by:

  • Fales
  • Paulloz
  • Tokage
  • iFire
  • Smix8
  • Calinou
  • Raulsntos

Controls

Most demos use:

  • WASD
  • ๐Ÿ–ฑ Mouse
  • Left Mouse
  • โฃ Space

Where relevant, we've described the controls.

godot-4-new-features's People

Contributors

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godot-4-new-features's Issues

Missing Montserrat and OpenSans fonts for `ui_flexbox` demo, causes endless error spam

Trying to open the current main version aace8be in Godot 4.0-rc (6cde3fac328e97e66b1c12d386deb25af395e215):

ERROR: Resource file not found: res://assets/fonts/Montserrat-Bold.ttf.
   at: _load (core/io/resource_loader.cpp:226)
ERROR: res://ui_flexbox/assets/fonts/font_title_small.tres:9 - Parse Error: [ext_resource] referenced non-loaded resource at: res://assets/fonts/Montserrat-Bold.ttf
   at: _parse_ext_resource (scene/resources/resource_format_text.cpp:174)
ERROR: res://ui_flexbox/assets/fonts/font_title_small.tres:9 - Parse Error: [ext_resource] referenced non-loaded resource at: res://assets/fonts/Montserrat-Bold.ttf
   at: load (scene/resources/resource_format_text.cpp:735)
ERROR: Failed loading resource: res://ui_flexbox/assets/fonts/font_title_small.tres. Make sure resources have been imported by opening the project in the editor at least once.
   at: _load (core/io/resource_loader.cpp:221)
ERROR: Condition "sampled_font.is_null()" is true. Returning: Ref<Texture2D>()
   at: generate_from_path (editor/plugins/editor_preview_plugins.cpp:802)

Repeats ad lib.

Overlaid shade on grass texture in 3d scene looks like wrong shadows

Hi! I noticed some issues with shadows in Environment and 3d Animation Tree Audio scenes. It is not normal, is it? I use mac book with m1 chip, so the problem might be with it. But maybe it will helps you somehow or godot developers if you tell them. Anyway thank you for your excellent work. Screenshot 2023-03-02 at 22 39 33
Screenshot 2023-03-02 at 22 39 46
Screenshot 2023-03-02 at 22 40 02

Update project to Godot 4.2

Hi, when I clone the repository and try to run it, I get a bunch of errors in the log. Are there some mandatory requirements I should have taken care of, before importing the project, e.g. plugins?

OS: Windows 11
Godot version: v4.2.1.stable.official

Below are the error logs. Thank you.

Godot Engine v4.2.1.stable.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
  modules/gltf/register_types.cpp:63 - Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
  scene/resources/skeleton_modification_2d_twoboneik.cpp:253 - Cannot update target cache: modification is not properly setup!
  scene/resources/skeleton_modification_2d_twoboneik.cpp:403 - TwoBoneIK: Cannot verify the joint bone index for joint one...
  scene/resources/skeleton_modification_2d_twoboneik.cpp:274 - Cannot update joint one Bone2D cache: modification is not properly setup!
  scene/resources/skeleton_modification_2d_twoboneik.cpp:428 - TwoBoneIK: Cannot verify the joint bone index for joint two...
  scene/resources/skeleton_modification_2d_twoboneik.cpp:302 - Cannot update joint two Bone2D cache: modification is not properly setup!
  scene/resources/skeleton_modification_2d_twoboneik.cpp:403 - TwoBoneIK: Cannot verify the joint bone index for joint one...
  scene/resources/skeleton_modification_2d_twoboneik.cpp:428 - TwoBoneIK: Cannot verify the joint bone index for joint two...
  Path to node is invalid: 'GiantScreenViewport'.
  Path to node is invalid: 'SubViewport'.
  This project uses meshes with an outdated mesh format from previous Godot versions. The engine needs to update the format in order to use those meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. You can ignore this message and keep using outdated meshes, but keep in mind that this leads to increased load times every time you load the project.
  scene/resources/resource_format_text.cpp:448 - res://tweens/tween_demo.tscn:4 - ext_resource, invalid UID: uid://dnvmt7l4p23q2 - using text path instead: res://tweens/player/player.tscn
  Cannot blit_rect in compressed or custom image formats.
  .... Many lines of the same error
  Cannot blit_rect in compressed or custom image formats.

Trying to open the 2d clipping scene freezes the whole application

From the main menu, the application completely freezes when I click the 2d clipping scene button.
The only way to get out is to kill the process. Nothing happens even after waiting, unlike some of the heavier 3d scenes that only require a short loading time.

OS: Ubuntu 22.04
Computer: Lenovo Ideapad C340 with Intel Iris Plus G7 embedded graphics

Missing ambient lighting in some of the 3d scene on macOS

Not sure this is a bug in Godot 4 itself as I have only found bug ticket related to 3.5.x;

godotengine/godot#55754

But the behavior was the same, no ambient lighting results in complete black shadow in shaded area. Not all scenes are affected so I guess it's a certain type ambient lighting sources that are broken on macOS.

Will check the source project later.

broken:

Screen Shot 2023-03-11 at 17 26 10

Screen Shot 2023-03-11 at 17 26 33

working (as far as I can tell):

Screen Shot 2023-03-11 at 17 42 50

Screen Shot 2023-03-11 at 17 43 01

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