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Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
Runtime navigation mesh baking. Collision avoidance support. If you're unfamiliar with the concept of "servers" used in the Godot architecture, you can refer to this past devblog and the documentation. Some new concepts appeared in the Godot world - let's talk about these to get a good overview. What's new.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet.
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. seen as small bumps between tiles on a GridMap).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet.
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. As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. New TileSet editor.
“It’s clear that simulation, as both a genre and concept, is far more popular in VR than in Console and PC games. So many games have that question baked into their core. If the frame rate drops too much, or there’s a problem with the floor collision, and you fall off the map, it can be extra bad for the player.
Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. Although Pete joined our team as a second Concept Artist (and is damn good at it too), he's proven to be an equally talented Character Modeler. Concept Art.
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