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Merge pull request #6111 from skyace65/RemoveVS
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Remove visual scripting from the main documentation
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mhilbrunner authored Aug 26, 2022
2 parents 68c507c + 5fce247 commit 19333e5
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5 changes: 0 additions & 5 deletions _tools/redirects/redirects.csv
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Expand Up @@ -33,11 +33,6 @@ source,destination
/getting_started/scripting/gdscript/index.html,/tutorials/scripting/gdscript/index.html
/getting_started/scripting/gdscript/static_typing.html,/tutorials/scripting/gdscript/static_typing.html
/getting_started/scripting/gdscript/warning_system.html,/tutorials/scripting/gdscript/warning_system.html
/getting_started/scripting/visual_script/custom_visualscript_nodes.html,/tutorials/scripting/visual_script/custom_visualscript_nodes.html
/getting_started/scripting/visual_script/getting_started.html,/tutorials/scripting/visual_script/getting_started.html
/getting_started/scripting/visual_script/index.html,/tutorials/scripting/visual_script/index.html
/getting_started/scripting/visual_script/nodes_purposes.html,/tutorials/scripting/visual_script/nodes_purposes.html
/getting_started/scripting/visual_script/what_is_visual_scripting.html,/tutorials/scripting/visual_script/what_is_visual_scripting.html
/getting_started/step_by_step/exporting.html,/tutorials/export/exporting_basics.html
/getting_started/step_by_step/filesystem.html,/tutorials/scripting/filesystem.html
/getting_started/step_by_step/godot_design_philosophy.html,/getting_started/introduction/godot_design_philosophy.html
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6 changes: 0 additions & 6 deletions about/list_of_features.rst
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Expand Up @@ -413,12 +413,6 @@ Scripting
- Supports all platforms.
- Using an external editor is recommended to benefit from IDE functionality.

:ref:`VisualScript: <toc-learn-scripting-visual_script>`

- :ref:`Graph-based visual scripting language <doc_what_is_visual_script>`.
- Works best when used for specific purposes (such as level-specific logic)
rather than as a language to create entire projects.

**GDNative (C, C++, Rust, D, ...):**

- When you need it, link to native libraries for higher performance and third-party integrations.
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1 change: 0 additions & 1 deletion community/contributing/bug_triage_guidelines.rst
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Expand Up @@ -129,7 +129,6 @@ feature request, or one that is not precise enough to be worked on.
- *Shaders*: relates to the Godot shader language or visual shaders.
- *Tests*: relates to unit tests.
- *Thirdparty*: relates to third-party libraries used in Godot.
- *VisualScript*: relates to issues with the visual scripting language (*not* visual shaders).
- *XR*: relates to Augmented Reality or Virtual Reality.

Issues would typically correspond to only one topic, though it's not
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8 changes: 4 additions & 4 deletions community/tutorials.rst
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Expand Up @@ -24,19 +24,19 @@ Video tutorials
---------------

- `Godot Tutorials <https://www.youtube.com/channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ (2D, GDScript, Programming Basics).
- `Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, GDScript and VisualScript).
- `Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, GDScript).
- `FinePointCGI <https://www.youtube.com/channel/UCSojAWUnEUTUcdA9iJ6bryQ>`_ (2D, 3D, GDScript and C#).
- `GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ (2D and 3D, GDScript, VisualScript and C#).
- `GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ (2D and 3D, GDScript and C#).
- `Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ (2D, networked multiplayer, GDScript).
- `Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/videos>`_ (2D, GDScript).
- `Game from Scratch <https://www.youtube.com/watch?v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_ (2D and 3D, GDScript and C#).
- `HeartBeast <https://www.youtube.com/watch?v=wETY5_9kFtA&list=PL9FzW-m48fn2jlBu_0DRh7PvAt-GULEmd>`_ (2D, GDScript).
- `KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`__ (2D and 3D, GDScript and VisualScript).
- `KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`__ (2D and 3D, GDScript).
- `Mister Taft Creates <https://www.youtube.com/playlist?list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript).
- `Miziziziz <https://www.youtube.com/playlist?list=PLmugv6_kd0qNyt0WHVnac1f5IFzG-7grN>`_ (2D and 3D, GDScript).
- `P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D).
- `Pigdev <https://www.youtube.com/playlist?list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript).
- `Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, GDScript and VisualScript).
- `Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, GDScript).
- `TheBuffED <https://www.youtube.com/watch?v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript).
- `Code with Tom <https://www.youtube.com/playlist?list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript).
- `BornCG <https://www.youtube.com/playlist?list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript).
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9 changes: 1 addition & 8 deletions getting_started/introduction/godot_design_philosophy.rst
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Expand Up @@ -80,7 +80,7 @@ there is an import plugin for it. Or you can create one, like the `Tiled
Map Importer <https://github.com/vnen/godot-tiled-importer>`__.

That is also partly why Godot offers its own programming languages
GDScript and VisualScript, along with C#. They're designed for the needs
GDScript and, along with C#. They're designed for the needs
of game developers and game designers, and they're tightly integrated in
the engine and the editor.

Expand All @@ -92,12 +92,6 @@ Note that with GDNative, you can write high-performance code using compiled
languages like C, C++, Rust, or Python (using the Cython compiler)
without recompiling the engine.

|image3|

*VisualScript is a node-based programming language that integrates well
in the editor. You can drag and drop nodes or resources into the graph
to create new code blocks.*

Note that the 3D workspace doesn't feature as many tools as the 2D workspace.
You'll need external programs or add-ons to edit terrains, animate complex characters, and so on.
Godot provides a complete API to extend the editor's functionality using
Expand Down Expand Up @@ -183,6 +177,5 @@ interfaces over your 3D world.
.. |image0| image:: img/engine_design_01.png
.. |image1| image:: img/engine_design_02.png
.. |image2| image:: img/engine_design_03.png
.. |image3| image:: img/engine_design_visual_script.png
.. |image4| image:: img/engine_design_fsm_plugin.png
.. |image5| image:: img/engine_design_rpg_in_a_box.png
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3 changes: 0 additions & 3 deletions getting_started/introduction/introduction_to_godot.rst
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Expand Up @@ -76,9 +76,6 @@ Godot-specific and tightly integrated language with a lightweight syntax, or
:ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry.
These are the two main scripting languages we support.

Godot also supports a node-based visual programming language named
:ref:`VisualScript <toc-learn-scripting-visual_script>`.

With the :ref:`GDNative <toc-tutorials-gdnative>` technology, you can also write
gameplay or high-performance algorithms in C or C++ without recompiling the
engine. You can use this technology to integrate third-party libraries and other
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32 changes: 4 additions & 28 deletions getting_started/step_by_step/scripting_languages.rst
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Expand Up @@ -23,14 +23,13 @@ to the Camera2D node and code the shake.
Available scripting languages
-----------------------------

Godot offers **five gameplay programming languages**: GDScript, C#,
VisualScript, and, via its GDNative technology, C and C++. There are more
Godot offers **four gameplay programming languages**: GDScript, C#,
and, via its GDNative technology, C and C++. There are more
:ref:`community-supported languages <doc_what_is_gdnative_third_party_bindings>`,
but these are the official ones.

You can use multiple languages in a single project. For instance, in a team, you
could code gameplay logic in GDScript as it's fast to write, let level designers
script quests in the graphical language VisualScript, and use C# or C++ to
could code gameplay logic in GDScript as it's fast to write, and use C# or C++ to
implement complex algorithms and maximize their performance. Or you can write
everything in GDScript or C#. It's your call.

Expand Down Expand Up @@ -126,28 +125,6 @@ or ClojureCLR. However, C# is the only officially supported .NET option.
in GDScript, C#, or C++ won't have a significant impact on
performance.

VisualScript
~~~~~~~~~~~~

:ref:`Visual Scripting<doc_what_is_visual_script>` is a graph-based visual
programming language where you connect blocks. It can be a great tool for
non-programmers like game designers and artists.

.. image:: img/scripting_visualscript.png

You can use other languages to create custom blocks that are specific to your
game, for example, to script AIs, quests, or dialogues. That's where the
strength of VisualScript lies.

While it provides all the basic building blocks you need to code complete games,
we do not recommend to use VisualScript this way. Programming everything with it
is slow compared to using other programming languages.

.. seealso::

For more information, see
:ref:`Getting started with VisualScript <doc_getting_started_visual_script>`.

C and C++ via GDNative
~~~~~~~~~~~~~~~~~~~~~~

Expand All @@ -160,8 +137,7 @@ You can use any version of the language or mix compiler brands and versions for
the generated shared libraries, thanks to our use of an internal C API Bridge.

GDNative is the best choice for performance. You don't need to use it
throughout an entire game, as you can write other parts in GDScript, C#, or
VisualScript.
throughout an entire game, as you can write other parts in GDScript or C#.

When working with GDNative, the available types, functions, and properties
closely resemble Godot's actual C++ API.
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1 change: 0 additions & 1 deletion tutorials/scripting/index.rst
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Expand Up @@ -19,7 +19,6 @@ case, an interface that works with multiple languages.
:name: toc-learn-scripting

gdscript/index
visual_script/index
c_sharp/index
gdnative/index

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102 changes: 0 additions & 102 deletions tutorials/scripting/visual_script/custom_visualscript_nodes.rst

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131 changes: 0 additions & 131 deletions tutorials/scripting/visual_script/getting_started.rst

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