Age | Commit message (Collapse) | Author |
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
in the same fastion how it's implemented in Area or Bodies
|
|
The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.
Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.
Fixes #7589, where it's also discussed.
|
|
|
|
|
|
Show 3D raycasts when debugging collisions
|
|
|
|
Represent a raycast by a line segment using the direction and magnitude of the cast_to vector.
The entire line segment will become red while a collision occurs.
|
|
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
|
Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
|
|
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
|
|
|
|
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
|
|
|
|
|
|
|
|
|