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This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. and begin preparing for 4.5.
Core: Handle corner cases for curve baking ( GH-69726 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Physics: Fix 2D & 3D Continuous Collision Detection sometimes adjusting velocity too much ( GH-69934 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Core: Handle corner cases for curve baking ( GH-69726 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Physics: Fix 2D & 3D Continuous Collision Detection sometimes adjusting velocity too much ( GH-69934 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Such maintenance releases focus on fixing bugs and not on integrating new features. release fixes a number of regressions that users reported after the release, as well as various other fixes to pre-existing bugs and usability improvements. Animation: Fix potential bug with node rename in BlendTree editor ( GH-65651 ) [regression fix].
x updates with bug fixes, but also new features as long as they don't require breaking compatibility. x), we're going back to a stricter application of semantic versioning and those releases will only contain bug fixes and usability/documentation improvements. Physics: Many fixes to one-way collisions. For stable branches (e.g.
Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. Multiple fixes to one-way collisions (new in beta 6). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Bug reports.
Such maintenance releases focus on fixing bugs and not on integrating new features. release fixes a number of regressions that users reported after the release, as well as various other fixes to pre-existing bugs and usability improvements. Animation: Fix potential bug with node rename in BlendTree editor ( GH-65651 ) [regression fix].
stable release to bring the numerous new features and even more important bug fixes to all Godot users. Multiple fixes to one-way collisions. CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Bug reports. mbedtls 2.16.9,
Multiple fixes to one-way collisions. CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). In either case, be sure to report the problem on GitHub. zstd 1.4.8).
Multiple fixes to one-way collisions. CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). In either case, be sure to report the problem on GitHub. zstd 1.4.8).
Multiple fixes to one-way collisions. CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). In either case, be sure to report the problem on GitHub. zstd 1.4.8).
Multiple fixes to one-way collisions. CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). And many more bug fixes and usability enhancements all around the engine!
Multiple fixes to one-way collisions. CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). And many more bug fixes and usability enhancements all around the engine!
This beta 6 build provides additional features and fixes to bugs reported against previous builds. Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ). The upcoming Godot 3.4 In-depth documentation is available.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). The upcoming Godot 3.4
This RC 3 fixes a number of recent regressions and older bugs. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Be sure to test them and report any bug or inconvenience with the implementation. Bug reports.
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. seen as small bumps between tiles on a GridMap).
The goal between now and the stable release will be to continue polishing the current feature set by fixing bugs and optimizing performance. We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0, We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0,
This RC 4 fixes a number of recent regressions and older bugs. Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). Be sure to test them and report any bug or inconvenience with the implementation. Bug reports. back in 2020!
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
Lots and lots of driver bugs in mobile and desktop. Even modern flagship devices still ship with crippling driver bugs. Use baked lightmaps instead. In particular, it solves a major pain point for new Godot users by no longer offering scaling handles for collision shapes, but letting you directly change their size instead.
While the virtual nature of the event itself prevented us from fully interacting with the folks who downloaded our build and gave it a whirl, we're incredibly pleased with the feedback we received and have been working hard since its conclusion to address bugs and improve overall performance. 3D Asset Design. Programming.
release, we decided to take the chance to look at our long list of features and bug fixes that could not be implemented because it involved breaking compatibility. Just set up the probe bounds and do a fast pre-bake of static objects. A year ago, we decided to skip the release of Godot 2.2 and that we'd better focus fully on 3.0
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