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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.
Chunk tilemap physics The current implementation of TileMapLayer uses individual collision bodies for every single cell, which is extremely wasteful and a likely cause of runtime performance issues for 2D scenes relying on physics. Rendering: Update ViewportTexture path relative to its local scene instead of the Viewport owner ( GH-97861 ).
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). GUI: Copy local theme overrides from Control to Window ( GH-69353 ). 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.
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). GUI: Copy local theme overrides from Control to Window ( GH-69353 ). 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].
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].
Use techniques like object pooling, efficient collision detection, and level-of-detail systems to optimize your game’s performance on different platforms. Localization and internationalization Plan for localization and internationalization from the early stages of development.
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. Among a wide array of bug fixes to the GLES2 and GLES3 renderer, they also designed and implemented a 2D batching system for GLES2 , which greatly optimizes the 2D rendering performance in many situations.
Revamped collision layer grid in the inspector. Localized class reference. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Dynamic BVH for Godot Physics 2D.
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,
still needed refinement, and thus a lot of work was poured into those areas to improve the usability, implement missing components and fix bugs reported by our growing userbase. branch, we will keep maintaining it with relevant bug fixes and platform-specific changes in the coming months (notably with a 3.1.3 January 2018) and 3.1
A few of the 3D modifications have bugs that stop them from working with new setups, and this definitely needs fixing. Potentially look at adding some form of collision detection to the Jiggle modifiers, in both 2D and 3D. Localization is part of game development if one wishes to make their games more accessible to a wider audience.
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. The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias. and that we'd better focus fully on 3.0
fixed a GDNative binary compatibility bug. If a hash collision occurs then the elements will be chained in a linked-list kind of manner. If a collision occurs then the next free spot will be used. If a collision occurs then the next free spot will be used. This makes lookups more memory local. Done May 2018.
To move the player character the first thing we need to do is get a reference to the Enhanced Input Local Player Subsystem. Of course, we’re going to provide the solution, but agian, the best way to learn is by practice, and you learn the most when you practice solving bugs.
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