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Rendering: Portal occlusion culling. Revamped collision layer grid in the inspector. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall).
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Various light culling fixes. Many fixes to one-way collisions.
The multiplayer demos have been updated with this change, and you’ll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Particles: Adds amount property to collision sub particles ( GH-66349 ). Networking: Refactor websocket module ( GH-66594 ).
The multiplayer demos have been updated with this change, and you'll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Particles: Adds amount property to collision sub particles ( GH-66349 ). Networking: Refactor websocket module ( GH-66594 ).
The Dodge The Creeps C# demo running on the iOS Simulator. Core: Fixed false positives in the culling system ( GH-37863 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). 2D batching for the GLES2 renderer. While most rendering work was postponed for the 4.0
The illustration picture for this article is a screenshot of Wojtek Pe 's Forest scene demo made in Godot 4.0 Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes.
Here is an example using the older 3D platformer demo: VR support. Exporting works based on presets, so it's possible to have two presets targeting the same platform, but with different configuration values (such as Android ARM and x86, demo and full game presets, etc.). The export system in Godot has been entirely rewritten.
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