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This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020!
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020!
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Windows: Improve console handling and execute ( GH-55987 ). back in 2020!
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Windows: Improve console handling and execute ( GH-55987 ). back in 2020!
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Windows: Improve console handling and execute ( GH-55987 ). back in 2020!
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Windows: Improve console handling and execute ( GH-55987 ). back in 2020! Rendering: Add OccluderShapePolygon ( GH-57361 ).
Console support. Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Console support. WebAssembly and WebGL 2.0
This, together with dynamic or baked-in lighting and shadows, enables the creation of amazing photorealistic material that nevertheless operates in real time. It was designed to work with the latest generation of consoles and PCs. The shapes used to create meshes inside the game engine are called polygons.
By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh. Here you can see the Sponza demo model, with baked direct lighting, and the corresponding light map: Note that this first pass is not taking occlusion into account yet.
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