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GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Physics: Allow Area2D and 3D mouse events without collision layer ( GH-40193 ).
GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). or earlier (see GH-42051 ).
GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). or earlier (see GH-42051 ).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Mid-Processing is the effects that are applied in the middle of rendering, before alpha pass and post-processing. TODO for Milestone #3 (December 2016). Implement Mid-Processing.
It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do.
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