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You can now export typed dictionaries from scripts and benefit from a much improved Inspector UX to assign the right keys and values. Note: At time of writing, this does not replace Godot Physics as the default 3D physics engine. This feature has been a work in progress for awhile and was recently finished and merged in ( GH-97647 ).
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. Estébanez ( RandomShaper ) has become an expert on this topic and made a number of improvements included in Godot 3.2.2 and Godot 3.3.
We asked them to write a progress report to present what they're working on and the current status. 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. PRs: #62075 , #62910.
The Android plugin documentation has been updated with instructions on how to write plugins for this new system. Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. Porting existing 3.2 feature set.
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). 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 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). 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 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). 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 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). 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 ).
Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, 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. Rendering: Unified 2D batching.
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. How does it look like? What is next.
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. There were a few things I think I could have done better which would involve a better testing and debugging setup. About the project experience.
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,
They turn the vision of game designers into a functional reality, writing the code that governs how a game behaves. This involves assembling the platforms and engines that the game runs on, as well as writing code for custom software to support the unique requirements of each game.
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