v0.7.1
✨ New Features
2D Physics Interpolation Support
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 insideCamera3DResource
is now set to use the correct export layers. Used to beexport_flags_3d_physics
and is nowexport_flags_3d_render
.- Thanks @tiloc for reporting the issue (#290) and @ZenithStar for the fix (#293).
- Resolved an issue where
dead zones
would persistently appear in the viewfinder if aPCam
was set toFramed Follow
and had enabled it through the inspector and then switched to anotherfollow mode
before running the game. - Updated the wording for the Editor Updater to avoid confusion for larger releases.
- Thanks @Flynsarmy for mentioning this (#260)
- Improved the DX when setting a
limit target
. It will now trigger an output statement if an assigned value is either not of typeTileMap
orCollisionShape2D
as well as if aNodePath
isn't valid in the first place. It will now also prevent thelimit 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 thelook_at_targets
array.- Note: The parameter type will change from
NodePath
toNode3D
, but not until the0.8
release, as it's a breaking change. This wasn't done in the0.7
release due to oversight.
- Note: The parameter type will change from
- Reapplied
top_level
setter for the character script in the 2D example scenes to remove jitter when not having any damping applied to thePCam2D
.
Ko-fi Donations
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.