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Collision and navigation debugging. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just select the "Visible Collision Shapes" and/or "Visible Navigation" options in the above menu to enable this.
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 editing polygons ( GH-40560 ). or earlier (see GH-42051 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ).
As always, honoring the Godot tradition, this renderer will be super easy to use and run on as many platforms as possible. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. TODO for Milestone #3 (December 2016). and OpenGL ES 3.0
We switched it back to disabled by default for all platforms. 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. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
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. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
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. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ).
Using GDNative, it's possible to easily extend Godot in C/C++ without recompiling the engine, and that for any platform. Here is an example using the older 3D platformer demo: VR support. Pre-compiled binaries for Windows are provided via the Asset Library , with other platforms coming soon. as pluggable libraries.
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