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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.
Revamped collision layer grid in the inspector. Example original mesh (40K vertices): Simplified convex hull of that mesh (56 vertices): Revamped collision layer grid in the inspector. The layer grid widget has been improved to be more readable and support up to 32 collision layers in physics. Dynamic BVH for Godot Physics 2D.
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.
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3 Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Rendering: Unified 2D batching.
release, with a lot of new content and many updates to existing tutorials to match the 3.2 Files: Improve UX of drive letters ( GH-36639 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). RichTextLabel: Add option to fit height to contents ( GH-33235 ).
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