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and included in this beta are: Animation: Add animation "reset" track feature ( GH-44558 ). Animation: Add animation "reset" track feature ( GH-44558 ). Animation: Fix Tween active state and repeat after stop() and then start() ( GH-47142 ). Highlights. The main changes coming in Godot 3.4
and included in this beta are: Animation: Add animation "reset" track feature ( GH-44558 ). Animation: Add animation "reset" track feature ( GH-44558 ). Animation: Fix Tween active state and repeat after stop() and then start() ( GH-47142 ). Highlights. The main changes coming in Godot 3.4
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes. Read more about animation changes in this blog post by Juan. Among them is the new animation retargeting system.
Animation editor. Collision and navigation debugging. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just select the "Visible Collision Shapes" and/or "Visible Navigation" options in the above menu to enable this. New Animation Editor Layout.
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. seen as small bumps between tiles on a GridMap). Animation: Add option to paste animation as duplicate ( GH-60226 ). Animation: New SceneTreeTween backported from Godot 4.0 ( GH-60581 ).
Auto-tiling in tile maps. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc. Auto-tiling in tile maps. Bullet Physics backend. New networked multiplayer API. Rewritten export system. IPv6 support.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I have to pay to use more than 1 font, or make an animation more than 5 seconds long? Reminder: for iOS, that means WebGL 1.0 and no WASM.)
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