Skip to content

Commit 3bc5ea8

Browse files
committed
Remove references to 3.x minor versions
Removes notes about features being introduced in 3.x minor versions. In 4.x, these details are no longer relevant.
1 parent 7061a2a commit 3bc5ea8

File tree

7 files changed

+10
-16
lines changed

7 files changed

+10
-16
lines changed

tutorials/animation/2d_skeletons.rst

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -13,8 +13,7 @@ and most 3D modeling applications support it. For 2D, as this function is not
1313
used as often, it's difficult to find mainstream software aimed for this.
1414

1515
One option is to create animations in third-party software such as Spine or
16-
Dragonbones. From Godot 3.1 onwards, though, this functionality is supported
17-
built-in.
16+
Dragonbones. This functionality is also supported built-in.
1817

1918
Why would you want to do skeletal animations directly in Godot? The answer is
2019
that there are many advantages to it:

tutorials/animation/animation_tree.rst

Lines changed: 0 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -12,9 +12,6 @@ function calling, audio and sub-animation tracks, is pretty much unique.
1212

1313
However, the support for blending those animations via ``AnimationPlayer`` is relatively limited, as only a fixed cross-fade transition time can be set.
1414

15-
:ref:`AnimationTree <class_AnimationTree>` is a new node introduced in Godot 3.1 to deal with advanced transitions.
16-
It supersedes the ancient ``AnimationTreePlayer``, while adding a huge amount of features and flexibility.
17-
1815
Creating an AnimationTree
1916
-------------------------
2017

tutorials/audio/sync_with_audio.rst

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -23,7 +23,9 @@ The most common way to reduce latency is to shrink the audio buffers (again, by
2323

2424
This is a common tradeoff, so Godot ships with sensible defaults that should not need to be altered.
2525

26-
The problem, in the end, is not this slight delay but synchronizing graphics and audio for games that require it. Beginning with Godot 3.2, some helpers were added to obtain more precise playback timing.
26+
The problem, in the end, is not this slight delay but synchronizing graphics and
27+
audio for games that require it. Some helpers are available to obtain more
28+
precise playback timing.
2729

2830
Using the system clock to sync
2931
------------------------------

tutorials/editor/using_the_web_editor.rst

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -5,8 +5,8 @@
55
Using the Web editor
66
====================
77

8-
Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__
9-
you can use to work on new or existing projects.
8+
There is a `Web editor <https://editor.godotengine.org/>`__ you can use to work
9+
on new or existing projects.
1010

1111
.. note::
1212

tutorials/inputs/controllers_gamepads_joysticks.rst

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -136,10 +136,6 @@ use ``Input.is_action_pressed()``:
136136
held, ``Input.is_action_just_pressed()`` will only return ``true`` for one
137137
frame after the button has been pressed.
138138

139-
In Godot versions before 3.4, such as 3.3, ``Input.get_vector()`` and
140-
``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
141-
and ``Input.is_action_pressed()`` are available in Godot 3.3.
142-
143139
Vibration
144140
---------
145141

tutorials/scripting/gdscript/gdscript_styleguide.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -917,7 +917,7 @@ in that order.
917917
Static typing
918918
-------------
919919

920-
Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
920+
GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
921921

922922
Declared types
923923
~~~~~~~~~~~~~~

tutorials/scripting/gdscript/static_typing.rst

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -384,9 +384,9 @@ Warning system
384384
Detailed documentation about the GDScript warning system has been moved to
385385
:ref:`doc_gdscript_warning_system`.
386386

387-
From version 3.1, Godot gives you warnings about your code as you write it:
388-
the engine identifies sections of your code that may lead to issues at runtime,
389-
but lets you decide whether or not you want to leave the code as it is.
387+
Godot gives you warnings about your code as you write it. The engine identifies
388+
sections of your code that may lead to issues at runtime, but lets you decide
389+
whether or not you want to leave the code as it is.
390390

391391
We have a number of warnings aimed specifically at users of typed GDScript.
392392
By default, these warnings are disabled, you can enable them in Project Settings

0 commit comments

Comments
 (0)