Split Environment and WorldEnvironment into 2D and 3D versions
### Describe the project you are working on I'm working on Godot, including helping users learn the engine. ### Describe the problem or limitation you are having in your project The [`Environment`](https://docs.godotengine.org/en/latest/classes/class_environment.html) resource, and the [`WorldEnvironment`](https://docs.godotengine.org/en/latest/classes/class_worldenvironment.html) node, are fairly confusing. Most of the settings are only applicable for 3D, but this node can also be used for 2D. The duality of this node is hinted at by its icon being a split of red and blue, but most users don't seem to know that this node can be used for 2D. Even if they do, it's not at all obvious which of the features of `WorldEnvironment` are applicable to 2D, in a sea of 3D-only options. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The proposal is to split `Environment` and `WorldEnvironment` into 2D and 3D versions. `Environment2D` and `WorldEnvironment2D` would only have features that are applicable to 2D. `Environment3D` and `WorldEnvironment3D` would only have features that are applicable to 3D. This would likely also involve splitting `CameraEffects` into `CameraEffects2D` and `CameraEffects3D`, and adding a `CameraEffects2D` property to `Camera2D` just like how we already have `CameraEffects` on `Camera3D`. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams This will involve a lot of
Posted by aaronfranke on May 20, 2022, 6:18 AM
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Raise real-world problems, find people facing the same issue, and discuss solutions.2,500 issues0 comments
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struct's lifetime requirements can be bypassed via covariant field assignment
Proposal to Reorganize the Moderation Team and Review Moderation Policies
Progressive FPS degradation appears to be related to dota2.com — blocking the domain prevents the performance loss
proposal: container/...: generic collection types
Better Custom Endpoint BYOK
A concrete policy for backward compatibility until Godot 5.0
New MTP models not supported
Tracking: 429 / Capacity Issues
Split Environment and WorldEnvironment into 2D and 3D versions
### Describe the project you are working on I'm working on Godot, including helping users learn the engine. ### Describe the problem or limitation you are having in your project The [`Environment`](https://docs.godotengine.org/en/latest/classes/class_environment.html) resource, and the [`WorldEnvironment`](https://docs.godotengine.org/en/latest/classes/class_worldenvironment.html) node, are fairly confusing. Most of the settings are only applicable for 3D, but this node can also be used for 2D. The duality of this node is hinted at by its icon being a split of red and blue, but most users don't seem to know that this node can be used for 2D. Even if they do, it's not at all obvious which of the features of `WorldEnvironment` are applicable to 2D, in a sea of 3D-only options. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The proposal is to split `Environment` and `WorldEnvironment` into 2D and 3D versions. `Environment2D` and `WorldEnvironment2D` would only have features that are applicable to 2D. `Environment3D` and `WorldEnvironment3D` would only have features that are applicable to 3D. This would likely also involve splitting `CameraEffects` into `CameraEffects2D` and `CameraEffects3D`, and adding a `CameraEffects2D` property to `Camera2D` just like how we already have `CameraEffects` on `Camera3D`. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams This will involve a lot of
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