This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly. Core: Handle corner cases for curve baking ( GH-69726 ).
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly. Core: Handle corner cases for curve baking ( GH-69726 ).
Because the model has a huge number of polygons and we have to play at 60 frames per second. How many collision checks do you need to make here to see if Zangief gets hit? Now here’s a question - how many collision checks do I need to make in order to tell if Ryu hit Gief this frame? If yes, Zangief gets hit.
Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
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.
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. This should show up initially as a quad.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
Collision and navigation debugging. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just select the "Visible Collision Shapes" and/or "Visible Navigation" options in the above menu to enable this.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
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). Implement the new version of the Godot SVO-based Light Baker. Add Clustered lighting (before this all is forward). Add Layered/Stencil rendering.
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. This means that dozens of thousands of particles can be drawn effortlessly, and include some features such as collision against the static environment by capturing depth/normal maps.
It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do. Godot now supports auto-tiling in TileMap, authored by Mariano Suligoy ( MarianoGNU ) and enhanced by Damar Indra. Improved flat style box.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content