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A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. 3D editor: Ability to select subscenes when clicking them in the viewport. Physics: Add one-way collision to tile-set/tile-map. Highlights.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. AStar: Make get_closest_point() deterministic for equidistant points ( GH-39409 ). C#: Allow debugging exported games ( GH-38115 ).
Since we previously did not version our Android plugin systems, this new one is now labelled v1 , and is the starting point for the modern Godot Android ecosystem. Better handling of Variant s pointing to released Object s. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. Porting existing 3.2
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
Here are the 5 projects/students with links to the relevant sections in this post: Implementing a DAP backend for debugging Godot projects by Ricardo Subtil ( Ev1lbl0w ). Implementing a DAP backend for debugging Godot projects. Project: Implementing a DAP backend for debugging Godot projects. Branch: Ev1lbl0w/gsoc21-dap.
Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).
Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ).
Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ).
You can use the library to easily create scenes, add layers, build sprites, handle actions and collisions, add key events, and so much more. While other game developers might be able to tackle detailed coding requirements or easily debug code issues using their knowledge, Kaboom.js What is Kaboom.js? There are no levels on Flappy Bird.
You can assign a category to custom monitors and organize them, and you can also read the previous values in the monitor graph by clicking LMB on them (suggested by samdze ). Godot can debug multiple instances of the game concurrently so we need multiple instances of the profiler. EditorDebuggerNode manages this task for you.
Jānis will showcasing a cool set of tools that allow you to debug your game visually similarly to Unity's Scene view. Visual Debugger is a tool allowing developers to debug their Godot projects while the application is running in the editor or in a build. There are GPU accelerated particles in Godot, but they don't support collisions.
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