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This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Bug Fixes Fixed an issue where receiving WebSocket messages on Android when switching to the background or covered by other activities caused JNI crashes.
This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Download Links Windows Mac Release Note Engine Bug Fixes Fixed the issue where touchEvent.getUIDelta returned incorrect delta values on native platforms.
I finished integrating Embree into the engine's build system and also added a simple ray tracing API that allows for defining a set of meshes and perform ray intersection tests among them. Since the last update, I've fixed a lot of bugs and made a bunch of simplifications to the design of the cache module. Lots of bug fixes.
Physics: Optimized support function for large meshes ( GH-64382 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. Fixed bug with import plugin script exceeding 500KB. Fixed Animation Editor keyframe data not refreshed after creating or switching animation clips.
load meshes. render meshes. With that done, the editor almost rendered correctly, except for some incorrect clipping. While the initial implementation had a fatal bug, it helped uncover a more hidden bug that caused problems in the editor UI later on. Done January 2018. bring GDNative API into stable state.
Physics: Optimized support function for large meshes ( GH-64382 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
After creating a low-poly mesh for the tree, however, Joe started to worry about how high the polycount for this piece would ultimately end up being. link] With Andy hard at work on all our creepy crawlies, our second new Gameplay Programmer, Julian, focused in on addressing a few existing bugs we were experiencing in the demo.
(About my splitting tech: I didn't manually model pre-split meshes, it's all dynamic via shader. When the axe animation reaches 100%, I set a clipping plane (by Ronja) on the target object, then duplicate it with a reversed clipping plane. This creates two halves, and I apply opposite physics forces on both to push them apart.
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