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GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default.
Most of the implementations are Unity, but the principles are the same, and a lot has been learned in handling and debugging. These algorithms are themselves 3D, and 2D simplifies the content itself. In fact, this is very widely used in games.
Godot supports the XML format for saving scenes and resources, but we had problems with it: Scenes are saved packed in xml, so the content is uncomprehensible. Debug on hardware devices. It is also now now possible to debug a game running on an actual devices. Collision and navigation debugging. Live scene editing.
A signed distance field collision feature on GPU has also been added, which allows the user to perform collision detection using a voxelized version of the source mesh, eliminating the need to create a convex decomposition. NVIDIA Omniverse is also where you should look for any content creation tools.
Near Phase: Generating collision information of overlapping objects. Solver: Iterative or LCP approximation to collision resolution. Physics needs to set back information (bodies that moved and collisions) into the logic layer, but this can be done anytime before the next frame. Broad Phase: Finding pairs of close objects.
stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Physics: Hack a hot fix for Bullet's collision margin regression ( GH-64875 ). Here are the main changes since 3.5-stable:
stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Physics: Hack a hot fix for Bullet's collision margin regression ( GH-64875 ) [regression fix]. Here are the main changes since 3.5-stable:
Raise errors when accessing deleted objects in debug. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, New CPU lightmapper.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Debug: Add a suffix to the window title when running from a debug build ( GH-33148 ).
Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. C#: Allow debugging exported games ( GH-38115 ). feature set.
stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Physics: Hack a hot fix for Bullet’s collision margin regression ( GH-64875 ) [regression fix]. Here are the main changes since 3.5-stable:
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Editor: Fix logic for showing tilemap debugcollision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). HTML5: Debug HTTP server refactor with SSL support ( GH-48250 ).
These courses delve into 2D and 3D games, C# programming, asset management, user interfaces (UIs), and debugging. This guide is available on GitHub, and its creators have encouraged game developers to share feedback to improve the content. Your Unity Portfolio The Certification Pathway is suitable for beginners and advanced learners.
Documentation: More content, better theme. Documentation: More content, better theme. The same content is also available as the 3.2 Both the Class Reference and the tutorials gained a lot of new content during the development of Godot 3.2. See also FBX2glTF as an option to convert pre-existing FBX content to glTF 2.0.
Revamped collision layer grid in the inspector. 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. HTML5: PWA, Godot/JavaScript interface, AudioWorklet. Lossless WebP encoding.
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