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Allows collisions against the physics world. Additionally, a 3D vector field texture can be provided for use with vector fields generated in Maya or other tools. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Baked SDF Collision. Less flexible.
Refactor the texture API to include more modern texture compression formats. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. drawn via texture), except that it always works using hardware (ES 2.0 In the ES 2.0
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).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Add Clustered lighting (before this all is forward). Add Layered/Stencil rendering.
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). 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. Shadow atlases exist for Spot and Omni lights (Directional uses its own texture, and multiple directional lights need several passes). TODO for Milestone #3 (December 2016).
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Various light culling fixes. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3 Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics.
Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 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. for GLES2). Jump to the Downloads section.
Core: Fixed false positives in the culling system ( GH-37863 ). GLES2/GLES3: Add support for OpenGL external textures ( GH-36342 ). GLES2/GLES3: Reset texture flags after radiance map generation ( GH-37815 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ).
Core: Fixed false positives in the culling system ( GH-37863 ). GLES2/GLES3: Add support for OpenGL external textures ( GH-36342 ). GLES2/GLES3: Reset texture flags after radiance map generation ( GH-37815 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ).
Core: Fixed false positives in the culling system ( GH-37863 ). GLES2/GLES3: Add support for OpenGL external textures ( GH-36342 ). GLES2/GLES3: Reset texture flags after radiance map generation ( GH-37815 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ).
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 ).
Core: Fixed false positives in the culling system ( GH-37863 ). GLES2/GLES3: Add support for OpenGL external textures ( GH-36342 ). GLES2/GLES3: Reset texture flags after radiance map generation ( GH-37815 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ).
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.
makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. Godot will pick the right compression for textures when importing for mobile, and supply them over the network. Still, Godot 3.0
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