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Revamped collision layer grid in the inspector. Example original mesh (40K vertices): Simplified convex hull of that mesh (56 vertices): Revamped collision layer grid in the inspector. The layer grid widget has been improved to be more readable and support up to 32 collision layers in physics. Dynamic BVH for Godot Physics 2D.
Tile atlas editing. The first mode allows editing the atlas properties and creating/removing base tiles, the second one allows selecting and editing tiles properties, and the last one is to paint properties over the tiles. Note that, when editing a TileMap, you can replace all cells by their corresponding mapped value.
Game window embedding was implemented to support our recent interactive in-game editing feature. GH-94783 ) Change NavigationMesh to also parse collision shapes by default. You can now export typed dictionaries from scripts and benefit from a much improved Inspector UX to assign the right keys and values.
My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. When a TileMap node is selected, you can now switch between the TileMap view, to pick tiles and draw them on the TileMap, and the TileSet editor, to edit the tile properties (colisions, Z-index, etc.):
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ).
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ).
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Improved Inspector sub-resource editing. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3 Fixes to KinematicBody collisions. Rendering: Unified 2D batching.
introduced a new graph-based editor to edit shaders visually, reimplemented from the previous version that was included in Godot 2.1. our contributor Yuri Roubinsky did a huge rework of the new visual shader's UX , and eventually assumed full maintainership of the feature. Visual Shaders overhaul. For Godot 3.2, Many more features.
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