The mob's orientation was previously shifted according to the player's
height, which could lead to collision and movement issues that were
difficult to diagnose.
This provides mouse sensitivity that is independent of the viewport
size, without needing to query for project settings.
This also inverts the mouse motion direction in the 3D navigation demo
to better match expectations, and increases mouse sensitivity in the
Window Management demo to be closer to other demos.
This avoids stuttering during world generation due to mutating
compound shapes being slow in Jolt Physics.
This is especially noticeable in the Flat Grass world due to
the higher number of voxels being generated.
Following the switch to Jolt Physics, 3 warnings were printed every
time you selected the tow truck in Truck Town, as custom joint bias is not supported.
This reverts 3 of the joints to use the default bias, which appears to
have no negative impact on behavior on either Jolt Physics or GodotPhysics3D.
This showcases various tonemapping operators and their interaction
with several color correction textures (1D and 3D).
A script generating neutral 3D LUT textures is also included.
Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com>
- Add options for physics ticks per second, time scale, max physics steps per frame
and physics interpolation to the 2D and 3D physics tests demos.
- Physics ticks per second are always multiplied by time scale so that
time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
the debug collision fill make these unnecessary.
- Switch to the Mobile rendering method in the 2D physics tests demo
to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
for better visibility. Each PhysicsBody type now has its own collision
shape color.
- Allow placing/breaking blocks when further away (up to 5 blocks instead of 4).
- Add a background to the debug display to improve readability on bright backgrounds.
- Simplify coordinate display using the `%v` placeholder available in 4.3 onwards.
This was most common at low physics tick rates like 20 TPS.
This also fixes an issue with the RigidBody character demo having
movement speed depending on the physics tick rate.
Four moods are available: sunrise, day, sunset, night. Sunset and night
also feature artificial point lights placed in the town scene.
The mood can be set on the main menu before playing. It can also be cycled
during gameplay by pressing M or D-Pad Down.
- Add reflection probes for each test sphere, which can be toggled using
a new dropdown with 3 options (no reflection probe, reflection only,
reflection + ambient). The cull and reflection masks are configured
on each reflection probe so that spheres don't self-reflect, but other
spheres still appear in each sphere's reflections. Probe extents are made
very large to prevent any visible fading, and the test beds don't
receive the reflection probe's ambient or reflection.
- Improve ice material visuals by giving it some opacity.
- Use lossless compression on all textures, as their relatively low
resolution and count by today's standards makes them not use much VRAM
anyway.
* These changes allow the project to start and run in Godot 4.2
I hit some of the files with my formatter, if whitespace updates are not wanted I can remove those.
The project doesn't entirely work yet, but it runs. I am still working on making it work properly fully, but at least it starts now instead of crashing.
* Center text to match Godot 3 example better.
The 3D demos aren't very demanding and Godot has been optimized
a bit since 4.0's release, so we can afford using higher quality
shadow settings for less noisy shadow filtering.
This also tweaks shadow bias to reduce shadow acne in the Voxel demo.
The time slider in the Physical Light and Camera units demo now
allows for more precise adjustments.
- Make the attractor in the example dynamic to better showcase its functionality,
and add a visual representation to it.
- Tweak the appearance of attracted particles.
- Fix force field particle display (it wasn't using Local Coords as intended).
- Lower the sun angle to make the background darker (and particles easier to see).
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.
The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.
Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).