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GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default.
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.
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Many fixes to one-way collisions. Rendering: Unified 2D batching.
our contributor Yuri Roubinsky did a huge rework of the new visual shader's UX , and eventually assumed full maintainership of the feature. Beyond improving usability and fixing bugs, he implemented many additional useful nodes to write more advanced shaders with greater flexibility. For Godot 3.2, Many more features.
The Android plugin documentation has been updated with instructions on how to write plugins for this new system. Files: Improve UX of drive letters ( GH-36639 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). Porting existing 3.2
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