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This exceptionally long development cycle for Godot 3.0 Physics: Add one-way collision to tile-set/tile-map. Physics: Fix one-way-collision detection. TileMap: Fix infinite loop when trying to bucket-delete empty tiles. Supporting the development. branch and the start of the work on Godot 3.0,
Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). if something that worked fine in 3.4
For all my tutorials I tend to lean towards the same cross-platform dungeon crawler that I have been mainly so-far writing for Commodore machines using BASIC or CC65, and have also developed playable demos using using TRSE. tile = c; enemies[enemy_count].room tile = 158; enemies[enemy_count].room speed) { // Damage!
Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). if something that worked fine in 3.4
Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). if something that worked fine in 3.4
It was meant to be an in-house tool and, while it worked for use in internal projects, it was far from the usability expected when you have thousands of developers working with it. Collision and navigation debugging. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time.
development branch (see our release policy for details on the various Godot versions). CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). The upcoming Godot 3.4
development branch (see our release policy for details on the various Godot versions). With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). The upcoming Godot 3.4
development branch (see our release policy for details on the various Godot versions). With this second Release Candidate , we have frozen feature development and are nearly ready to release the stable version. CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ).
development branch (see our release policy for details on the various Godot versions). With this third Release Candidate , we have frozen feature development and are nearly ready to release the stable version. CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ).
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! Auto-tiling in tile maps. It was mostly developed by karroffel , and it's truly amazing. Auto-tiling in tile maps. This allowed me to spend more time helping other contributors.
development branch (see our release policy for details on the various Godot versions). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Physics: Heightmap collision shape support in Godot Physics 3D ( GH-47349 ). Physics: Expose collider RID in 2D/3D kinematic collision ( GH-49476 ).
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. the sooner we can start the next feature development cycle for 4.1! with a new project to test out exciting new features and provide valuable feedback to the development team before 4.0 It has been a long road to Godot 4.0 is set in stone.
development branch (see our release policy for details on the various Godot versions). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Physics: Heightmap collision shape support in Godot Physics 3D ( GH-47349 ). Physics: Expose collider RID in 2D/3D kinematic collision ( GH-49476 ).
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. The upcoming Godot 3.5
development branch (see our release policy for details on the various Godot versions). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Physics: Heightmap collision shape support in Godot Physics 3D ( GH-47349 ). Physics: Expose collider RID in 2D/3D kinematic collision ( GH-49476 ).
The collider for my characters was intentionally scaled down just a bit, to help avoid unintended physics collisions from adjacent units. If you "confirm" on a tile where there is nothing to attack, then the selection indicator will just move back to the hero for you to try again. So far my characters are about a unit wide.
Warning: this is a fairly technical game developer-y post. The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Unity Project Tiny: as far as I can tell, Project Tiny and its DOTS dependency is still in early development.
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