Remove Bug Remove Clipping Remove Point and Click
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Cocos Creator 3.8.5 forum version

Cocos

This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Bug Fixes Fixed an issue where receiving WebSocket messages on Android when switching to the background or covered by other activities caused JNI crashes.

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Major Bugs with the Animation Timeline Tool in 3.8.1

Cocos

The second one is bugging out really bad. I do know that I saw this person selecting multiple nodes in the hierarchy at various points and making blanket changes to all of them at once. It’s when we try to do this second animation clip that we experience issues. The new clip plays as expected.

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Cocos Creator 3.8.5 forum version [12.04]

Cocos

This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Download Links Windows Mac Release Note Engine Bug Fixes Fixed the issue where touchEvent.getUIDelta returned incorrect delta values on native platforms.

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GSoC 2019 progress report #3

Mircosoft Game Dev

A right-click "popup" search menu was also added, and the sidebar was mostly moved to the top providing more room for the member list and the graph as well. Right-click menu. If you find any bugs feel free to report it in the PR itself ( GH-29681 ). You can now right-click to bring up the Node Search menu.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. The Scene Editor supports selecting the next node with a single click when using the Rectangle Transform tool. Skip rendering when the UI element Opacity is 0.

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GSoC 2019 progress report #1 (part 1)

Mircosoft Game Dev

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. Fixing bugs in current implementation and merging them in Godot's master branch.

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Godot Tactics RPG – 05. Pathfinding

The Liquid Fire

As we need to find all possible tiles a unit can move to, A* quickly bogs down because it is designed to find a single path from point A to B as quickly as it can, but finding a path from A to B-Z is a lot of individual paths. The original start point, and one tile that has already been added to the queue in the previous step.

Tile 59