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GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default.
Most of the implementations are Unity, but the principles are the same, and a lot has been learned in handling and debugging. In fact, this is very widely used in games. The most awesome case I’ve seen from the big guys is a 3D fabric that interacts with 3D objects like a real piece of fabric.
Git Submodules Pros: Allows for debugging the entire codebase as it’s not precompiled; integrates directly with the project. Cons: Potential issues with UUID collisions; code is not precompiled, which may impact performance or lead to other integration complexities. Here’s my understanding and concerns for each: 1.
XML is not easy to write manually, and it's easy to make mistakes. Debug on hardware devices. It is also now now possible to debug a game running on an actual devices. Make sure to enable "Deploy Remote Debug" option in the remote options menu. Collision and navigation debugging.
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.
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.
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.
Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). 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 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ).
The Android plugin documentation has been updated with instructions on how to write plugins for this new system. Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. Porting existing 3.2 feature set.
Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). 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 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Editor: Fix logic for showing tilemap debugcollision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). HTML5: Debug HTTP server refactor with SSL support ( GH-48250 ).
Revamped collision layer grid in the inspector. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. HTML5: PWA, Godot/JavaScript interface, AudioWorklet. Lossless WebP encoding.
Beyond improving usability and fixing bugs, he implemented many additional useful nodes to write more advanced shaders with greater flexibility. On the debugging front, our contributor Joan Fons Sanchez added a new network profiler , which will help you monitor the bandwidth usage of your game in real time. For Godot 3.2,
You can find some example code in the PR and check the docs of the Performance class (not updated at the time of writing). Godot can debug multiple instances of the game concurrently so we need multiple instances of the profiler. Potentially look at adding some form of collision detection to the Jiggle modifiers, in both 2D and 3D.
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