Remove Baking Remove Collision Remove Console Remove Tile
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Release candidate: Godot 3.5 RC 2

Mircosoft Game Dev

A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. seen as small bumps between tiles on a GridMap). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Core: Improve the console error logging appearance: ( GH-49577 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Core: Improve the console error logging appearance: ( GH-49577 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Core: Improve the console error logging appearance: ( GH-49577 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Core: Improve the console error logging appearance: ( GH-49577 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Auto-tiling in tile maps. Console support. Just set up the probe bounds and do a fast pre-bake of static objects. 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. Auto-tiling in tile maps.

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