![]() Navigation: Fix NavigationObstacle not estimating radius ( GH-66585).Navigation: Fix NavigationObstacle not registering to default navigation map ( GH-66530).macOS: Fix stylus tilt Y direction ( GH-70498).macOS: Update activation hack to work on Ventura ( GH-68777).Linux: Fix burning CPU with udev disabled on Flatpak ( GH-69563).iOS: Increase max simultaneous touches to 32 ( GH-74367).iOS: Implement missing gamepad.buttonOptions, buttonMenu, and buttonHome joy buttons ( GH-73781).iOS: Add new model identifiers for DPI metrics ( GH-70022).Input: Fix setting Input action raw strength and exact in action_press()/ action_release() ( GH-66480).Import: Handle closed splines in Collada importer ( GH-67834).Import: Fix trying to import unknown dependency from scan ( GH-67664).HTML5: Fix Standard Gamepad Mapping triggers for Chromium-based browsers ( GH-73254).HTML5: Add PS3 controller guide button mapping ( GH-73163).HTML5: Fix bug in setting custom cursor ( GH-67044).HTML5: Add missing OS::get_cursor_shape() implementation ( GH-66871).GUI: Fix RichTextLabel discards appended BBCode text on window resize when using DynamicFont ( GH-70593).GUI: Fix TextMesh auto-translation and ignore control chars ( GH-69585).GUI: Fix TreeItem remove_child() not updating Tree immediately ( GH-69569). ![]() GUI: Fix RichTextLabel wrong visible line count for newline ( GH-59765).GDScript: LSP: Improve handling of file URI scheme ( GH-69960).GDScript: Fix local variables not showing when breaking on final line ( GH-71093).GDScript: Fix Script editor completion doesn’t suggest members of a script for type hints ( GH-48037).GDNative: Fix script_data error when updating placeholder scripts for GDNative libraries ( GH-66255).Editor: Improve dragging scene into 3D viewport ( GH-68114).Editor: Fix drag and drop of resource files with non-lowercase extension ( GH-68107).Editor: Fix SpriteFrames editor calculating frame index from mouse position ( GH-68064).Core: Revert “RID: Change comparison operators to use RID_Data id instead of address” ( GH-69946).Core: Fix File.get_path() not working for compressed files ( GH-70726).Core: Fix hashing bug for PoolArrays comparisons ( GH-71103).Core: Fix String word_wrap() for long words ( GH-64564).Animation: Cast between float and ints in Tween tween_property() ( GH-65072).Android: Fix writing value for XR hand tracking V2.0 in manifest ( GH-71231).Android: Fix exporting custom APPLICATION_ATTRIBS ( GH-69024).Android: Fix potential null in keyboard handling ( GH-66942).Android: Upgrade gradle plugin to version 7.2.1 ( GH-68497).3D: Fix Skeleton3D falsely assuming all physical bones will be children of their first bone ( GH-67282).3D: Fix bug in CylinderMesh when computing normals ( GH-67336).3D: Fix Sprite3D/AnimatedSprite3D drawing AtlasTextures with vertical margins differently than in 2D ( GH-66063).2D: Fix AtlasTexture rects calculation when flipping ( GH-70227).Here are the main changes since 3.5.1-stable: See the curated changelog, or the full commit history on GitHub or in text form for an exhaustive overview of the fixes in this release. You can find the game on Steam, Epic Games Store, GOG, and the Mac App Store. It is developed by 2Dynamic Games, and recently published its full 1.0 public release with a single-player Story mode, and a lot of gameplay improvements. ![]() The illustration picture is from Lumencraft, a top-down, roguelike shooter with base building and tower defense elements. It should have no major impact on your projects, even complex ones in production, if you’re already using 3.5.1-stable.ĭownload Godot 3.5.2 now or try the online version of the Godot editor. ![]() This is a safe and recommended update for all Godot 3.5.x users. Nothing fancy, but a welcome upgrade from 3.5.1. This 3.5.2 maintenance release fixes a handful of issues which have been solved in the past few months in parallel to Godot 4.0 development, and could be backported to the 3.5 branch. We’ve just released Godot 4.0 after 3+ years of intense development! This is the start of the Godot 4 journey, and there is still need for a few iterations for the 4.x branch to be as stable and reliable as the existing 3.5 branch.Īs such, it’s natural that existing Godot 3.5 users would prefer to stay on that version for a while, and we’re determined to provide them with bugfix releases. ![]()
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