Remove Clipping Remove Data Remove Scripting
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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Core: Fix is_valid_float , Variant parser, Expression parser, script highlighter, and TextServer not handing capital E in scientific notation ( GH-102396 ). GUI: Prevent tooltip from showing when hovering past the end of script line ( GH-100913 ). Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ).

Beta 77
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Programmatically change animationClip properties at runtime

Cocos

I don’t think animation clip data is modifiable in runtime, but you can try to use Animation Frame Event to trigger your custom script, so that you can control any property during the animation process.

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GSoC 2019 progress report #2

Mircosoft Game Dev

Improvements to the Visual Scripting System by Swarnim Arun. Since the first progress report, I've been able to complete the script traversal system and have started working on implementing static checks. Static checks that are fully finished: Script inherits the Object type that it is attached to. Repository: [link].

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VFX Breakdown in Animation vs. Live-Action: Key Differences

Filmustage

Live-action productions must capture clean plates, handle green screen setups, and collect technical data for VFX integration. These facilities process huge amounts of data and often render millions of frames for one production. Animation projects run into problems with render artifacts, character clipping, and simulation errors.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixes • Fixed bundle script dependency on import-map that could not be reused across projects. Fixed an issue where the project script in the extension could not load in the emulator. Fixed bug with import plugin script exceeding 500KB.

Render 52
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GSoC 2019 progress report #1 (part 1)

Mircosoft Game Dev

Improvements to the Visual Scripting System by Swarnim Arun. We should theoretically support all publically available VCSs so that integrating them into Godot is much easier by just implementing an API correctly and not worrying about how the data should be displayed in the editor. Interactive Music by Daniel Matarov. Coming up next.

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Godot Tactics RPG – 03. Input & Camera

The Liquid Fire

The z position isn’t really needed for Orthogonal view, but if its set too close, we get some weird clipping. Next we need to create a new folder under Scripts. Name this one “Controller” We’ll place all our controller scripts in here. This script will be pretty simple. BoardCreator.

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