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changelog adjustments
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filipworksdev committed Feb 16, 2022
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8 changes: 4 additions & 4 deletions CHANGELOG.md
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- Added [Voxelman](https://github.com/Relintai/voxelman) and [Thread pool](https://github.com/Relintai/thread_pool) modules by [Relintai](https://github.com/Relintai). The docs still require a bit of cleanup.
- Added `tightness` to `AudioStreamPlayer3D` which controls how tight the sound playing encloses the player. Based on an unmerged 4.0 pr found [here](https://github.com/godotengine/godot/pull/42358).
- Implemented `Array` variant `for_each(obj, "function")` function which calls a function for each element of the array. The function can be any name but must have only 1 parameter to pass each element to. This is slighty faster than a for loop with 1 function and much faster than using `call()` in a for loop. Every function inside a for loop will slow down the loop by a factor of 6x where as using `call()` slows down by a factor of 14x and the effect is **cummulative!**. The idea is to use only 1 function per element to make looping faster.
- Implemented `Array` variant `for_each(obj, "function")` function which calls a function for each element of the array. The function can be any name but must have only 1 parameter to pass each element to. This is slighty faster than a for loop with 1 function and much faster than using `call()` in a for loop. Every function inside a for loop will slow down the loop by x6 where as using `call()` slows down by x14 and the effect is **cummulative!**. The idea is to use only 1 function per element to make looping faster.
- New `Rand` singleton that allows generating completely random values from anywhere. `Rand` auto randomizes every time the engine starts and since it extends `RandomNumberGenerator` you can also call `randomize()` or `set_seed()` manually.
* `shuffle(Array)` shuffles an Array
* `choice(Variant)` picks a random value from an Array or Dictionary or random character from a string
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* `f(from, to)` same as `randf_range` but shorter.
* `color()` generates a completely random color
* `uuid_v4()` generated a random UUID hex bytes 8-4-4-4-12 using version 4 of the spec(also known a GUID).
- Added autotile auto-transforms pr found [here](https://github.com/godotengine/godot/pull/39046) to Goblin. The proposal is [here](https://github.com/godotengine/godot-proposals/issues/893). The idea here is to allow specific transforms on autotiles so that when looking up a specific bitmask the autotile is esentially transformed dynamically based on allowed transformations. Allows for less manual tile work in some situations and smaller texture file. The drawback is the tiles resulting from transforms are repetitive.
- Added autotile auto-transforms pr found [here](https://github.com/godotengine/godot/pull/39046) to Goblin. The proposal is [here](https://github.com/godotengine/godot-proposals/issues/893). The idea here is to allow specific transforms on autotiles so that when looking up a specific bitmask the autotile is esentially transformed dynamically, based on allowed transformations. Allows for less manual tile work in some situations and smaller texture file. The drawback is the tiles resulting from transforms are repetitive.
- Added `eval("expression")` function in `@GDScript` which parses a string expression and outputs the result or null if couldn't parse. It does not take inputs like Expression but can be added since it actually uses Expression class in the backend. This is a common function in many interpeted languages.
- Added [SQLite Module](https://github.com/godot-extended-libraries/godot-sqlite/tree/3.2) by K. S. Ernest (iFire) Lee (fire). By default it is disabled. Use `module_sqlite_enabled=yes` to build. In test builds is enabled everywhere except for template builds.
- Maximum number of culled lights, instances and reflection probes have been exposed to the Project Settings. This was implemented from this [rejected PR](https://github.com/godotengine/godot/pull/35447). Is already implemented in Godot 4. I have tested with 1 million meshes and although it is slow, it has no side effects. Note that GLES2 will crash with more than 32k instances (this is a built in limitation of GLES2 renderer) where as GLES3 can render any number but it will become exponentially slower after about 64k instances. The octree used in Godot is not very efficient and is not able to handle too many instances and would require core changes to make it more robust. There are still internal hard limits to minimum and maximum to prevent crashes but are much higher. The new settings are `rendering/limits/culling/max_instance_cull`, `rendering/limits/culling/max_lights_culled`, and `rendering/limits/culling/max_reflection_probes_culled`. Manually adjusting these values down should help game performance.
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### Deletions

- Removed rendundant thread sync `draw_pending` function. See [this pr](https://github.com/godotengine/godot/pull/35758)
- Parameters `[deps]` and `[params]` from `.import` files are no longer saved in the exported game. They are never used by exported game and use unecessary processing, memory and space in the `.pck`.
- Deprecated `enabled_focus_mode` has been completely removed from user facing code.
- Parameters `[deps]` and `[params]` from `.import` files are no longer saved in the exported game. They are never used by exported game and use unecessary processing, memory and space in the `.pck`. Based on [this pr](https://github.com/godotengine/godot/pull/42441).
- Deprecated `enabled_focus_mode` has been completely removed from user facing code
- Deprecated enums have been removed from MultiplayerAPI and from MultiplayerAPI docs so it no longer shows in user facing code.
- About menu has been simplified and most of the Godot donation and donors have been removed

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