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Raise errors when accessing deleted objects in debug. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, New CPU lightmapper.
Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. Multiple fixes to one-way collisions (new in beta 6). Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ).
Thanks to all pre-release testers who help us find and debug regressions! Multiple fixes to one-way collisions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
Multiple fixes to one-way collisions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
Multiple fixes to one-way collisions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
Multiple fixes to one-way collisions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
As a side benefit, you can look at the script in the inspector and see the Entity’s id which may be useful for a variety of debugging purposes. The collider for my characters was intentionally scaled down just a bit, to help avoid unintended physics collisions from adjacent units. So far my characters are about a unit wide.
There is a burgeoning community of Quest VR developers already publishing interesting Godot-based prototypes, and the stable 3.2 Holger Dammertz's Voxel Works Quest prototype made with Godot for Oculus Quest. This greatly simplifies the process of generating e.g. collision shapes to add collisions to any given 3D mesh.
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