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Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ).
Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). Physics: Implement collision impulse in Godot Physics 3D ( GH-70281 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ).
It means you type a string manually every time you need it e.g. when checking collisions, getting a game object in the scene, getting a child object from a parent, etc. 5 Overusing cameras, especially on mobile devices. Learning how to use occlusion culling will also help you in this case. What does that mean? The solution?
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. It works by implementing voxel cone tracing in a way that is friendlier with low end GPUs and high end mobile. Implement post process effects: DOF Blur, Bloom and Tone Mapping.
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).
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon.
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. This means: Cubemap arrays are not supported in older hardware, mobile and WebGL2, and reflections need to be put into an atlas (for single-pass forward or clustered). uses GLES 3.0
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Some examples are: A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Various light culling fixes.
For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Godot will pick the right compression for textures when importing for mobile, and supply them over the network. will bring a new and more powerful animation tree, modern occlusion culling, improved rendering and a GLES 2.0
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.
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