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Game window embedding was implemented to support our recent interactive in-game editing feature. You can now export typed dictionaries from scripts and benefit from a much improved Inspector UX to assign the right keys and values. Godot should now feel much faster when editing large scenes with hundreds or thousands of nodes.
Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Styleboxes of the same type can be edited together to save you time adjusting their margins and borders. and Godot 3.3.
Like in previous years, Godot is participating again in the Google Summer of Code program for its 2022 edition. Here are the 3 projects/students with links to the relevant sections in this post: Refactor and UX updates of ColorPicker by Vitika Soni ( Vitika9 ). Refactor and UX updates of ColorPicker. UX updates.
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ).
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Raise errors when accessing deleted objects in debug. Improved Inspector sub-resource editing. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, Improved Inspector sub-resource editing. Rendering: Unified 2D batching. New CPU lightmapper. In Godot 3.3,
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Port connection swapping was also added as a minor UX improvement. Then there are in-graph editable nodes , which provide a simple yet powerful UX improvement to the Visual Script. In-graph editable nodes. There were a few things I think I could have done better which would involve a better testing and debugging setup.
We also have adopted some UX tips from Unreal Engine 4 for the initialisation of a VCS in a new project, however since Unreal Engine uses an external editor for C++ code by default, we found ourselves looking at something similar to what we already have in Visual Studio/Visual Studio Code. In-graph editable nodes. What is next.
introduced a new graph-based editor to edit shaders visually, reimplemented from the previous version that was included in Godot 2.1. our contributor Yuri Roubinsky did a huge rework of the new visual shader's UX , and eventually assumed full maintainership of the feature. Visual Shaders overhaul. For Godot 3.2,
Build simple game levels and explore AI while also learning how to debug your gameplay to ensure it runs successfully in complex environments. Graduate with a playable game that you can use in your showreel to demonstrate your skills and knowledge.
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