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Now that Mordhau has arrived on both PlayStation and Xbox , console players finally get the chance to hack & slash their way through medieval battlegrounds. The console version supports 64-player online matches with crossplay exclusively for console players. So, we had to be smart and make everything dynamic.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! For now, you can check the full changelog since 3.4-stable
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Windows: Improve console handling and execute ( GH-55987 ). back in 2020! Shaders: Many improvements backported from master ( GH-56794 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Windows: Improve console handling and execute ( GH-55987 ). back in 2020! Shaders: Many improvements backported from master ( GH-56794 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! For now, you can check the full changelog since 3.4-stable
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Windows: Improve console handling and execute ( GH-55987 ). back in 2020! Shaders: Many improvements backported from master ( GH-56794 ).
Having a full-time job ate into Sergio’s personal dev time. I especially focused on having interactions that meshed well with hand-tracked controllers.”. And even more so in VR, considering how immersive these games are compared to mobile, console and PC. Keep in mind, being a solo dev doesn’t mean you’re completely alone.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
API changes: CHANGED: The prototype of ProgramManager::registerCustomProgram was changed ADDED: ProgramManager::loadProgram REMOVED: ProgramManager::getCustomProgram REMOVED: CommandBuffer::setLineWidth Rewrite console commands by powershell Many other improvements (A fork of Cocos2d-x-4.0) (A fork of Cocos2d-x-4.0) webp: 1.3.0 ==> 1.3.1
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Windows: Improve console handling and execute ( GH-55987 ). back in 2020! Rendering: Add OccluderShapePolygon ( GH-57361 ).
Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). Windows: Open a new console window for the editor instances ( GH-55925 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). If you reviewed changes in 3.4.1
Fixes depth sorting of meshes with transparent textures ( GH-50721 ). var console = JavaScript.get_interface("console") # Call the `window.console.log()` method. Morris Arroad ( mortarroad ) has worked on using a more reliable algorithm from Bullet to generate physics convex hulls from meshes. console.log("test").
Console support. 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. Console support.
Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). Windows: Open a new console window for the editor instances on Windows 11 ( GH-55925 , GH-55967 ). Import: Fix support for CSG and GridMap in glTF scene export ( GH-54911 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).
By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh. But one area where it's lagging behind is in the way it handles file and network IO on various platforms, especially on systems like consoles.
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