![]() ![]() ![]() Editor: Make create folder popup support nested folders ( GH-76084). ![]() Editor: Android: Adds a scale_gizmo_handles entry to the Touchscreen editor settings ( GH-75718).Editor: Android: Fix UI responsiveness to touch taps ( GH-75703).Editor: Prompt to confirm anim track delete on node delete ( GH-58598).Editor: Add editor setting for spin slider sensibility ( GH-50671).Core: Add ValidatedCall to MethodBind ( GH-76418).Core: Cache feature list in OS.has_feature() ( GH-76748).Core: Support long path in file access on Windows ( GH-76739).Core: Improve and document PackedDataContainer ( GH-76561).Core: Expose determinant in Transform2D, rename internal method ( GH-76311).Core: Reimplement String.erase() as immutable method ( GH-75510).Core: Use String.repeat() to optimize several String methods ( GH-72288).Animation: Expose interpolation methods for 3D track in Animation class ( GH-73656).3D: Fix SurfaceTool::create_from_blend_shape() ( GH-76669).3D: Fix infinite loop in CSG Build2DFaces::_find_edge_intersections ( GH-76521).2D: Improve reliability of 2D shape editor redrawing ( GH-76492).2D: TileMap: Add method to fetch the layer for a given body ( GH-76246).Here are some of the main changes you might be interested in: We now have a great interactive changelog you can use to review all 150 or so changes since the previous dev snapshot more extensively, with convenient links to the relevant PRs on GitHub. You can wishlist it on Steam, and find a demo on Dillon’s Discord ( find all links here). The illustration picture for this article is from Spring Dash, a momentum-packed parkour platformer by Dillon Steyl, which was just ported to Godot 4. You can join the testing group here to get access. We just created a separate Play Store release for the Godot 4.1 dev snapshots, so that interested users can test it easily and provide us with feedback and automated reports on potential issues. Shaders: Add shader cache to GLES3 ( GH-76092).Ī lot of work is also being done to improve the Android editor port.Rendering: Add NoiseTexture3D ( GH-76486).Porting: Android: Allow concurrent buffering and dispatch of input events ( GH-76399).Network: Redo how the remote filesystem works ( GH-76540).GUI: Add support for multiline cells to Tree ( GH-61714).GDScript: Add support for static variables in GDScript ( GH-76264).GDScript: Improve GDScript documentation generation & behavior ( GH-72095).Core: Prevent errors when using ViewportTexture ( GH-75751).3D: Fixes to CSG robustness ( GH-74771).2D: Add proper snapping to tile polygon editor ( GH-70488).This build includes a number of big PRs which you might want to test specifically: We had a first dev snapshot a few weeks ago, and it’s now time for the second one. For example, you can assign the position of the camera to be the same as the position of the player.The development phase for Godot 4.1 is well under way, still aiming for the stable release by the end of June / early July. Assign the required properties from the player to the camera instance.To do that, use the “/root” string to access the tree root. Get your Camera2D node instance from the main scene.Add a script to the player (if you don’t already have one).Create a Camera2D in your main world scene.To make the camera follow the player, follow these steps: Currently, this is only possible through code, by assigning the player’s X position to the camera’s X position. For instance, a single-axis camera might only follow the X-axis of the player, ignoring the Y-axis. Using a script to move the camera is a good option for cases like single-axis tracking or custom camera movement. Using a script gives you the benefit of controlling each of the camera’s properties through the code. This approach is the most advanced and gives you the most control over your camera. ![]()
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