Skip to content

FuncGodot 2024.2

Compare
Choose a tag to compare
@RhapsodyInGeek RhapsodyInGeek released this 02 Nov 22:52
· 35 commits to main since this release
efa93ad

New to FuncGodot 2024.2:

  • func_geo is now an official default entity and the recommended way to construct occluding colliding geometry.
  • FuncGodotFGDFile's model_keyword_supported property changed to target_map_editor for better clarity and potential future features.
  • Added support for the Half-Life WAD3 format. They are still imported as QuakeWadFile resources, but FuncGodot will automatically determine whether the format is Quake's WAD2 or Half-Life's WAD3.
  • Changed Solid Entity Origin Type IGNORE to AVERAGED, which better reflects how the origin is determined under this setting (by averaging all of the brush vertices positions). Due to its unpredictability, it is no longer the default origin type.
  • New Solid Entity Origin Type BRUSH: emulates the Half-Life origin brush used for rotating objects. This new addition comes from @jpiolho!
  • Origin Texture property added to FuncGodotMapSettings, to be used with new Brush origin type.
  • New Solid Entity Origin Type BOUNDS_CENTER: Uses the center of the entity's bounding box to determine the origin. This replaces the previous default of Ignore, now named Averaged, due to its better build predictability.
  • New Solid Entity Origin Type BOUNDS_MINS: Uses the lowest values of the entity's bounding box to determine the origin. This emulates default Quake and Half-Life behavior.
  • New Solid Entity Origin Type BOUNDS_MAXS: Uses the highest values of the entity's bounding box to determine the origin.
  • use_trenchbroom_groups_hierarchy no longer generates omitted layers. They are now skipped entirely in the build process.
  • Removed the unshaded property from FuncGodotMapSettings, an old carryover from Qodot. This also had the effect of not allowing newly generated materials to use Vertex Shading, even if the Default Material specified it. A generated material's shading is now solely decided by the FuncGodotMapSettings' Default Material.

TrenchBroom Features

  • A textures folder can now be specified for TrenchBroom configurations.
  • A palette file can be specified for TrenchBroom configurations when using Quake WAD2 files. This is not needed if using Half-Life WAD3 files.
  • Compatibility support for TrenchBroom Game Config Version 4. This addition comes from @Pesquisador-Stefano and allows for other compatibility patches if needed. Default will always be Latest stable release.
  • Compatibility support for TrenchBroom Game Config Version 9. This will become the default when TrenchBroom 2024.2 gets a Stable Release.
  • Origin TrenchbroomTag added to default TrenchBroom Game Configs, to give origin brush faces translucency like Skip and Clip.

NetRadiant-Custom Features

  • You can now customize the Default Build Menu XML when generating NetRadiant-Custom Gamepacks using the new Default Build Menu Variables and Default Build Menu Commands properties. This addition comes from our new core team member, @sinewavey!
  • Origin NetRadiantCustomShader added to the default NetRadiantCustomGamepackConfig, to give origin brush faces translucency like Skip and Clip.

The included documentation has been brought up to date with all of the new features, including the addition of a short guide on the new Origin Texture feature.

In addition to the new features, there have been a large number of bug fixes and optimizations made. This release has been pretty thoroughly tested, but if you do find any issues be sure to report them to the tracker!

Phong shading only working per brush rather than per entity is a known issue. We're having some trouble solving this performantly in GDScript and welcome any help in tackling this problem!

Hope you all build some more awesome things with this new release!
@RhapsodyInGeek