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@ramokz ramokz released this 01 Jun 20:18
· 13 commits to main since this release
0b2b1a9

✨ New Features

2D Physics Interpolation Support

2d-physics-interpolation

Important

This enhancement is only available for 2D scenes in Godot 4.3 and later.
Any existing setup shouldn't be affected by this, this is mainly a behind-the-scenes change.
The addon still supports Godot 4.2.

With the added 2D physics interpolation support in Godot 4.3, the addon will now automatically switch the PCam2D and PCamHost nodes to use either the _process or _physics_process depending on the node type of the assigned follow target. This should greatly reduce, and likely entirely remove, jitter when assigning a PhysicsBody2D as a follow target or when having a lower physics tick. More importantly, it should make the addon easier to pick up and use out-of-the-box without having to read and use any of the recommended tips on the documentation site.

For 3D scenes and Godot 4.2 users

The changes here will provide additional guidance in the Output tab when assigning a PhysicsBody as a follow target or look at (3D). The intent is to better support addon newcomers until both 2D and 3D have physics interpolation.
The tip can be disabled from the Project Settings / Phantom Camera.

Godot 4.3 specific 2D example scenes

As the updated system requires a different node structure between Godot 4.2 and 4.3, an additional 2D example scenes folder has been made that works using the changes from this release. Once Godot 4.3 becomes the minimum required version, these example scenes will be deprecated and its changes moved over to the existing 2D example scenes.

Note

3D physics interpolation will be supported in a future Godot release - until then, the recommendation in the guide still stands.

🛠️ Changes & Improvements

  • The cull_mask property inside Camera3DResource is now set to use the correct export layers. Used to be export_flags_3d_physics and is now export_flags_3d_render.
  • Resolved an issue where dead zones would persistently appear in the viewfinder if a PCam was set to Framed Follow and had enabled it through the inspector and then switched to another follow mode before running the game.
  • Updated the wording for the Editor Updater to avoid confusion for larger releases.
  • Improved the DX when setting a limit target. It will now trigger an output statement if an assigned value is either not of type TileMap or CollisionShape2D as well as if a NodePath isn't valid in the first place. It will now also prevent the limit size from resetting should either of these two scenarios occur.
  • Updated append_look_at_targets_array to now correctly apply the correct node type(s) to the look_at_targets array.
    • Note: The parameter type will change from NodePath to Node3D, but not until the 0.8 release, as it's a breaking change. This wasn't done in the 0.7 release due to oversight.
  • Reapplied top_level setter for the character script in the 2D example scenes to remove jitter when not having any damping applied to the PCam2D.

Ko-fi Donations

kofi

Added a donation link for those feeling generous. Donations will have no impact on the addon's development, it's purely a “thank you” system.