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Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Note: This breaks compatibility intentionally, but we missed merging relevant transition code in this beta ( GH-70244 ). Physics: Fix 2D & 3D Continuous Collision Detection sometimes adjusting velocity too much ( GH-69934 ).
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Note: This breaks compatibility intentionally, but we missed merging relevant transition code in this beta ( GH-70244 ). Physics: Fix 2D & 3D Continuous Collision Detection sometimes adjusting velocity too much ( GH-69934 ).
Please help us test it to ensure that no new regressions have slipped through code review and testing. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).
Initializing class member variables can be quite of a hassle, code such as this is common in GDScript: The 'onready' keyword allows initialization of class member variables at the same time when _ready is called, saving some code: But doing this for autoloaded scenes can still be a hassle, as it has to be done every time a script is created.
Please help us test it to ensure that no new regressions have slipped through code review and testing. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).
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).
Please help us test it to ensure that no new regressions have slipped through code review and testing. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).
Please help us test it to ensure that no new regressions have slipped through code review and testing. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).
Please help us test it to ensure that no new regressions have slipped through code review and testing. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).
Please help us test it to ensure that no new regressions have slipped through code review and testing. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).
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
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. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. This should show up initially as a quad.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Aged like fine wine, Meru Patel ( Janglee123 )'s work from Google Summer of Code 2020 has been continued and updated by GSoC 2019 alumni Twarit Waikar ( ChronicallySerious )!
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Aged like fine wine, Meru Patel ( Janglee123 )'s work from Google Summer of Code 2020 has been continued and updated by GSoC 2019 alumni Twarit Waikar ( ChronicallySerious )!
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Aged like fine wine, Meru Patel ( Janglee123 )'s work from Google Summer of Code 2020 has been continued and updated by GSoC 2019 alumni Twarit Waikar ( ChronicallySerious )!
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Aged like fine wine, Meru Patel ( Janglee123 )'s work from Google Summer of Code 2020 has been continued and updated by GSoC 2019 alumni Twarit Waikar ( ChronicallySerious )!
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Aged like fine wine, Meru Patel ( Janglee123 )'s work from Google Summer of Code 2020 has been continued and updated by GSoC 2019 alumni Twarit Waikar ( ChronicallySerious )!
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Aged like fine wine, Meru Patel ( Janglee123 )'s work from Google Summer of Code 2020 has been continued and updated by GSoC 2019 alumni Twarit Waikar ( ChronicallySerious )!
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,
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