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We repeat that same process for the Main Texture of the material, and the Occlude Color which will be the color of the game object behind other objects when it has this material attached on it. Again we have the properties which is a texture and a color declared on lines 4 and 5. Then we give it a type – Color. 0.59, and 0.11
Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions (new in beta 6). See godot-docs#4213 for the updated documentation.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rewritten and greatly improved FBX importer.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rewritten and greatly improved FBX importer.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rewritten and greatly improved FBX importer.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Rewritten and greatly improved FBX importer.
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Shadow atlases exist for Spot and Omni lights (Directional uses its own texture, and multiple directional lights need several passes). How the atlas texture is organized is up to the user, though the default is sensible enough to work in most cases.
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3
Revamped collision layer grid in the inspector. Although raster (pixel based) occlusion culling will not be available until Godot 4, some geometrical occlusion methods are being added to Godot 3. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). HTML5: PWA, Godot/JavaScript interface, AudioWorklet.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I can easily throw ~200 sprites (that all share the same spritesheet) on the screen with basic overlap / collision tests at 720p resolution at a steady 30 FPS. and no WASM.)
This is a screenshot that displays the object-space position of each pixel as the color. That was fixed by reflecting the view-vector with the normal of the current pixel. A mipmap is a smaller version of the original texture, usually filtered in a special way to make them look nicer when they are viewed from an angle or far away.
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