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Previously, only the root node of a scene was editable. It is now possible to edit any children node of the instanced scene and have the changes persist. Even sub-instances of instances can be edited with persistent modifications. Multiple scene editing. Collision and navigation debugging. Live scene editing.
Edit 2020-07-30: We found that 3.2.3 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 editingpolygons ( GH-40560 ). As such these commits are not part of this 3.2.3
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 editingpolygons ( GH-40560 ). or earlier (see GH-42051 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ).
Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. For Godot 3.0 (our
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. Improved 3D manipulation gizmos (multiple-axis editing and scale), thanks to the work of Przemysław Gołąb ( n-pigeon ). Improved flat style box.
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