I’m pretty excited for AreaLight3D – I could have really used that when I was working on no signal – and offset transforms for Control nodes. I’m definitely going to be using those in my current project.
Other things that I would have REALLY loved using when working on no signal:
Path3D point collider snapping
- 3D vertex snapping
- Copy and paste sections in the Inspector
What are y’all excited about? ^^
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I am very excited for offset transforms and custom_maximum_size for Control nodes. I think this has been the area I have consistently had the most trouble with in Godot. Also, I discovered today they’ve added a feature which lets you wait a signal within a tween, which looks brilliant for some of the animation work I want to do. Lastly, the shader preview seems like an insane QoL improvement, especially since I struggle with shaders a lot and would eventually like to be proficient enough to write my own and not just rely on what’s on the GodotShaders website.
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There’s a lot of good stuff in this update, and I’m planning on playing with 4.7 when I get a few days off from my day job. One thing I’m excited about is the Steam Frame support. I’ve been trying to add a VR mode to a game I ported over from Unity and I’m planning on getting a Steam Frame to replace my broken Index when it comes out. I’ve been using a Quest 3 running virtual desktop to test local builds, which is a pain to set up and can be laggy af if I don’t disconnect everything from my router first.
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The controller gyro support is amazing. It adds a really nice bike-steering option where previously the only viable option was mouse. I’m already making use of the Control node offsets as well.
Edit: Something I was concerned about was changes to Jolt physics. One change warned of potential performance losses when using physics/*d/run_on_separate_thread, which my bicycle game does. My physics budget is very tight, but I was pleasantly surprised to see no noticeable decrease in performance.
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