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Since the last post I’ve been working on the terrain’s vegetation. Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.
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 an issue where the main light source still acted on the terrain after baking. Fixed a command-line build occasional resource loss issue.
2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). 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 ). Core: Make some Image methods static ( GH-63332 ).
2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). 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 ). Core: Make some Image methods static ( GH-63332 ).
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