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If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. Near Phase: Generating collision information of overlapping objects. Solver: Iterative or LCP approximation to collision resolution. Servers and RIDs. Architecture.
Why should you build your game, spend 1 year on it, and then go back through everything you did to tweak the code and the settings to optimize it? 4 Do not, and I repeat, DO NOT use hard-coded strings. Learning how to use occlusion culling will also help you in this case. Why not do it from the very start? What does that mean?
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Seeing the code. If you are interested in seeing what each feature looks like in the code, you can check the gles3 branch on GitHub. TODO for Milestone #4 (January 2017).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. As such, ports for different platforms must be kept separate as they share little code. Too many programmers complained of the code being too packed and cryptic. OpenGL ES 3.0
Rendering: Portal occlusion culling. Revamped collision layer grid in the inspector. To simplify some of the most common constructs in input handling code for character movement, Aaron Franke ( aaronfranke ) added two new helper methods : Input.get_axis() and Input.get_vector(). Portal occlusion culling. normalized().
macOS: ARM64 build, code signing. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. macOS: ARM64 build, code signing. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality.
Vitika Soni ( Vitika9 ) reworked the features and user experience of Godot’s ColorPicker during Google Summer of Code 2022. So we refactored all this to have a single target option for the main three supported configurations which should be familiar to Godot users: target=editor : Editor build, optimized, with debugging code.
Vitika Soni ( Vitika9 ) reworked the features and user experience of Godot's ColorPicker during Google Summer of Code 2022. So we refactored all this to have a single target option for the main three supported configurations which should be familiar to Godot users: target=editor : Editor build, optimized, with debugging code.
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. SEEING THE CODE. If you are interested in seeing what each feature looks like in the code, you can check the gles3 branch on GitHub. TODO for Milestone #3 (December 2016).
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. What is it?
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Export: Return 0 exit code when command line export succeeds with warnings ( GH-62907 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). What is it?
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). What is it?
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). What is it?
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). What is it?
As users, please report all bugs that you encounter and provide as much detail as you can (including screenshots, code, and where possible, a minimal reproduction project). While our existing integration testing can highlight critical issues preventing the code from compiling or running, it does little to ensure the stability of the engine.
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). What is it?
Note: Breaks compatibility for users of this plugin, but it's easy to adapt your code. Core: Fixed false positives in the culling system ( GH-37863 ). HTML5: Switch key detection from keyCode to code ( GH-39298 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ).
Core: Fixed false positives in the culling system ( GH-37863 ). HTML5: Switch key detection from keyCode to code ( GH-39298 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). C#: Fix exported values not updated in the remote inspector ( GH-38940.
Core: Fixed false positives in the culling system ( GH-37863 ). HTML5: Switch key detection from keyCode to code ( GH-39298 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). C#: Fix exported values not updated in the remote inspector ( GH-38940.
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) In Godot 3.0,
when running in the editor, or exporting a debug build) will properly handle such situations and, when using the debugger, provide a clear error message so that the user code can be adapted to prevent the issue. Core: Fixed false positives in the culling system ( GH-37863 ). Core: Fix dangling Variants ( GH-38119 ).
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