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Curse the day I decided to port UDP code, as it ended up
being two nights of work. At least It's done now (I hope).
-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
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*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
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-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency
Huge Amount of New Stuff:
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-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
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-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
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-Forgot to mention that lightmap baking to texture was implemented in latest push.
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-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
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-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
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-More parameters to ESM shadows
-LightMap Octree now can bake to "hdr" (use HDR8 for now)
-New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
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-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
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-Fixed bug of some tabs showing wrong names
-Exported properties for viewport
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-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
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