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I went to BlenderMarket to check out any car assets I could use, and I found a nice City asset. Such mechanics would be perfect for testing the collision system, which I have yet to develop. For example, the engine does not have any culling mechanism. So, I decided to develop one. So, what issues did find?
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Various light culling fixes. Many fixes to one-way collisions.
Some big changes since the previous beta are the promotion of object validity checks to release builds (no more "dangling pointers" release surprises), initial support for Android Play Asset Delivery , and a new ACES Fitted high quality tonemapper. Android: Add initial support for Play Asset Delivery ( GH-52526 ). Highlights.
Android: Add initial support for Play Asset Delivery ( GH-52526 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). The main changes coming in Godot 3.4
Android: Add initial support for Play Asset Delivery ( GH-52526 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). The main changes coming in Godot 3.4
Android: Add initial support for Play Asset Delivery ( GH-52526 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). The main changes coming in Godot 3.4
Android: Add initial support for Play Asset Delivery ( GH-52526 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). The main changes coming in Godot 3.4
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. Even converting regular particles to shaders for further tweaking is possible: New asset workflow. has changed how the assets pipeline work.
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.
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