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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 tilecollision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ).
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 tilecollision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ).
Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). 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 ).
Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). 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 ).
Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). 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 ).
Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). 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 ).
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. seen as small bumps between tiles on a GridMap). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.
Auto-tiling in tile maps. 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. This does not let you use SVGs directly as 2D meshes yet, but it's on the roadmap for future releases. Bullet Physics backend.
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.
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