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Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). See the list of PRs with the breaks compat label for details.
Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). See the list of PRs with the breaks compat label for details.
GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Physics: Allow Area2D and 3D mouse events without collision layer ( GH-40193 ). API documentation updates.
GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). or earlier (see GH-42051 ).
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. and backported to 3.5.
GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). or earlier (see GH-42051 ).
Write a more efficient Mesh format, which allows faster loading/saving. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. It manages resource storage such as textures, meshes, skeletons, etc. Add Layered/Stencil rendering.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. and backported to 3.5.
Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.
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