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GUI: Fix inconsistent state of Controls when editing and running scenes ( GH-70882 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ).
GUI: Fix inconsistent state of Controls when editing and running scenes ( GH-70882 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ).
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).
Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. For Godot 3.0 (our
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Improved Inspector sub-resource editing. Various light culling fixes. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3 Fixes to KinematicBody collisions.
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Particles: Adds amount property to collision sub particles ( GH-66349 ).
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Particles: Adds amount property to collision sub particles ( GH-66349 ).
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.
It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do. Improved 3D manipulation gizmos (multiple-axis editing and scale), thanks to the work of Przemysław Gołąb ( n-pigeon ). Improved flat style box.
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