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I made a “master sheet” with all the tiles to keep things organized. I implemented a new material system for tiles. In addition to the visible texture, each tile had a lower resolution bitmap which defined the material at a given spot. I got rid of that and switched to a polygon based approach which plugs into Box2D.
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ).
New features include: Rewritten Auto-Completion in the Code-Editor. 2D Shadows with Polygonal Occluders. Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes). New 2D Navigation Polygon support, for efficient 2D pathfinding. Time to get serious again! This beta prepares the road for the 1.1
This release brings a completely new 2D engine and more features (feature list below). this video with the new feature showcase! Full list of features. 2D Shadows with Polygonal Occluders. Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes). Check out (and share!) 2D Materials.
Some of the most notables feature changes in this update are: 2D: Simplify isometric tile shape polygon in TileSet to 4 vertices ( GH-70238 ). Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). See the list of PRs with the breaks compat label for details.
Such cadence allows us to better measure the overall stability and quickly catch regressions, especially when a lot of features are worked on at the same time. This week we release a new batch of improvements and fixes, as well as some new features. Unfortunately, we also have to rollback one of the core animations features.
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ).
Some of the most notables feature changes in this update are: 2D: Simplify isometric tile shape polygon in TileSet to 4 vertices ( GH-70238 ). Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). See the list of PRs with the breaks compat label for details.
When working on tile-sets, it's normal to have everything already drawn to a single texture but if the level uses a lot of separate images, then using an atlas may make sense to improve performance. This cuts a polygon around the used part and packs it, resulting in considerably more efficient packing. Here are such cases: Batching.
support, Bullet as the 3D physics engine, and many other features which are described in depth below. which would have included new multiplayer networking, visual scripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, New features of Godot 3.0. IPv6 support.
This version worked well but we felt it was still far from the usability and features of a modern game engine. New core features. Instancing is one of Godot's best features. Other new core features. Smaller new core features were also added: Support for ZIP packs on export instead of PCK. New editor features.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. seen as small bumps between tiles on a GridMap). You can move the polygon with the node transform, drag the corners to reshape it, add delete points.
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