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The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). What's new.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). What’s new.
Rendering: Portal occlusion culling. Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. Revamped collision layer grid in the inspector. Portal occlusion culling. Our HTML5 platform maintainer Fabio kept doing a lot of work for this platform in the 3.4 Large files support (> 2.0
As always, honoring the Godot tradition, this renderer will be super easy to use and run on as many platforms as possible. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. TODO for Milestone #3 (December 2016). and OpenGL ES 3.0
This will enable us to publish maintenance updates at a faster pace as soon as we identify a need (critical regressions to fix, security issues, necessary platform updates, etc.). Platforms: Godot editor on the Web! Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Supporting the project.
Multiple fixes to one-way collisions. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). New AspectRatioContainer Control node.
Multiple fixes to one-way collisions. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). New AspectRatioContainer Control node.
Multiple fixes to one-way collisions. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). New AspectRatioContainer Control node.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). This new RC 1 build should be quite stable and we hope that many Godot 3.2.x stable build.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). This new RC 2 build should be quite stable and we hope that many Godot 3.2.x stable build.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). stable in a day or two. Notably, Godot 3.2.2 Core: Fix dangling Variants ( GH-38119 ).
We switched it back to disabled by default for all platforms. 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.
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. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
includes 5 major features: C# support for the iOS platform. This nearly completes the platform support for C# projects in Godot (only UWP support is still missing). Our networking maintainer Fabio has been working for over a year on networking features and the HTML5 platform thanks to an award from Mozilla.
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. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
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.
Using GDNative, it's possible to easily extend Godot in C/C++ without recompiling the engine, and that for any platform. Here is an example using the older 3D platformer demo: VR support. Pre-compiled binaries for Windows are provided via the Asset Library , with other platforms coming soon. as pluggable libraries.
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