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Merge pull request #10243 from tetrapod00/update-comments
Add UPDATE comments to perishable information
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about/release_policy.rst

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@@ -63,6 +63,8 @@ further developed for maintenance releases in a Git branch of the same name
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Release support timeline
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------------------------
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.. UPDATE: Table changes every minor version. Support policy may change.
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Stable branches are supported *at least* until the next stable branch is
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released and has received its first patch update. In practice, we support
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stable branches on a *best effort* basis for as long as they have active users
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When is the next release out?
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-----------------------------
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.. UPDATE: Refers to specific current minor versions 3.6 and 3.7.
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While Godot contributors aren't working under any deadlines, we strive to
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publish minor releases relatively frequently.
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contributing/development/core_and_modules/internal_rendering_architecture.rst

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:ref:`doc_internal_rendering_architecture_methods` can be used with a Metal
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backend via MoltenVK.
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.. UPDATE: Planned feature. When the native Metal driver is implemented, update this.
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A native Metal driver is planned in the future for better performance and
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compatibility.
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The ``configure()`` function in RenderSceneBuffersRD reallocates the 2D/3D
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buffers when the resolution or scaling changes.
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.. UPDATE: Planned feature. When dynamic resolution scaling is supported,
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.. update this paragraph.
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Dynamic resolution scaling isn't supported yet, but is planned in a future Godot
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release.
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2D light rendering is performed in a single pass to allow for better performance
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with large amounts of lights.
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.. UPDATE: Planned feature. When Forward+ and Mobile feature 2D batching,
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.. update this.
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The Forward+ and Mobile rendering methods don't feature 2D batching yet, but
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it's planned for a future release.
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The maximum number of lights visible at once can be adjusted in the project
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settings.
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.. UPDATE: Planned feature. When static and dynamic shadow rendering are
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.. separated, update this paragraph.
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In all 3 methods, lights without shadows are much cheaper than lights with
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shadows. To improve performance, lights are only updated when the light is
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modified or when objects in its radius are modified. Godot currently doesn't

tutorials/2d/2d_parallax.rst

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provides the :ref:`Parallax2D<class_parallax2d>` node to achieve this effect. It can still be easy to get tripped
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up though, so this page provides in-depth descriptions of some properties and how to fix some common mistakes.
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.. UPDATE: Experimental. When Parallax2D is no longer experimental, remove this
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.. note and remove this comment.
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.. note::
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This page only covers how to use :ref:`Parallax2D<class_parallax2d>`. This node is still experimental, so the
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implementation might change in future versions of Godot. However, it is still recommended to use over the

tutorials/3d/particles/attractors.rst

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change their properties from gameplay code; you can even animate and combine them for complex
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attraction effects.
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.. UPDATE: Not implemented. When particle attractors are implemented for 2D
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.. particle systems, remove this note and remove this comment.
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.. note::
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Particle attractors are not yet implemented for 2D particle systems.

tutorials/3d/standard_material_3d.rst

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Keep in mind that when unshaded rendering is enabled, lights will not affect the
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material at all.
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.. UPDATE: Not implemented. When per-vertex shading is implemented, remove this
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.. note::
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**Per-Vertex** shading is listed as an option in the shading mode property.

tutorials/assets_pipeline/importing_images.rst

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Mipmaps > Limit
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^^^^^^^^^^^^^^^
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.. UPDATE: Not implemented. When Mipmaps > Limit is implemented, remove this
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.. warning and remove this comment.
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.. warning::
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**Mipmaps > Limit** is currently not implemented and has no effect when changed.

tutorials/audio/audio_streams.rst

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This is the standard, non-positional stream player. It can play to any bus.
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In 5.1 sound setups, it can send audio to stereo mix or front speakers.
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.. UPDATE: Experimental. When Playback Type is no longer experimental, update
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.. this paragraph.
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Playback Type is an experimental setting, and could change in future versions
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of Godot. It exists so Web exports use Web Audio-API based samples instead of
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streaming all sounds to the browser, unlike most platforms. This prevents the

tutorials/editor/using_the_web_editor.rst

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- Firefox 79 or later
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- Edge 79 or later
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.. UPDATE: Not supported yet. When Opera, Safari, or mobile browsers are
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.. supported, update or remove these paragraphs.
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Opera and Safari are not supported yet. Safari may work in the future once
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proper threading support is added.
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the browser's IndexedDB storage. This storage isn't accessible as a regular folder
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on your machine, but is abstracted away in a database.
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.. UPDATE: Not supported yet. When exporting from the web editor is supported,
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.. update this paragraph.
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You can download the project files as a ZIP archive by using
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**Project > Tools > Download Project Source**. This can be used to export the
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project using a `native Godot editor <https://godotengine.org/download>`__,

tutorials/export/exporting_for_web.rst

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Networking
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~~~~~~~~~~
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.. UPDATE: Not implemented. When low level networking is implemented, remove
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.. this paragraph.
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Low level networking is not implemented due to lacking support in browsers.
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Currently, only :ref:`HTTP client <doc_http_client_class>`,

tutorials/io/data_paths.rst

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The `Steam release of Godot <https://store.steampowered.com/app/404790/>`__ uses
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self-contained mode by default.
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.. UPDATE: Not supported yet. When self-contained mode is supported in exported
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.. projects, remove or update this note.
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.. note::
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Self-contained mode is not supported in exported projects yet.

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