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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. Project: Refactor and UX updates of ColorPicker. Project: Refactor and UX updates of ColorPicker. UX updates. apply_theme().
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. AStar: Make get_closest_point() deterministic for equidistant points ( GH-39409 ). C#: Allow debugging exported games ( GH-38115 ).
Since we previously did not version our Android plugin systems, this new one is now labelled v1 , and is the starting point for the modern Godot Android ecosystem. Better handling of Variant s pointing to released Object s. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. Porting existing 3.2
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Rendering: Add new 3D point light attenuation as an option ( GH-52918 ).
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. Right-click menu. You can now right-click to bring up the Node Search menu. Graph unification. Port swapping. In-graph editable nodes.
Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). 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 ).
Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). 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 ).
This integration can further be used to create more in-depth interactions to a VCS like viewing file diffs right in the editor, committing code with a simple click, resetting to a previous state almost instantly without leaving the Godot editor. Right-click for node search dialog. Right-click for nodes. How does it look like?
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