- This allows your characters and other dynamic objects to collide exactly with the shape of a platform, background or any **static** 3D object.
- By default, the model of the 3D model itself is used. You can choose to use another model if needed (useful in case of a very complex 3D model: you can make the collision happen on a simplified version).
- Also ugrade to [Jolt-Physics.js
0.39.0](https://github.com/jrouwe/JoltPhysics.js/releases).
* The 3D physics engine is powered by [Jolt Physics](https://github.com/jrouwe/JoltPhysics) a modern, performant, battle-tested, fully featured 3D physics engine used in AAA games, like Horizon: Forbidden West. The new 3D physics engine is perfect for making FPS, TPS, 3D platformer and in the future 3D racing games or any 3D game.
* Similar to the 2D physics engine, you can add the 3D Physics behavior to your object. For example, add the behavior to platforms with the type set to "Static".
* You can choose the collider shape: box, sphere, cylinder or capsule and modify physics properties of the objects having this behavior - much like the 2D physics engine.
* For characters, a dedicated "3D Physics Character" behavior is available. Pair it with one or more additional behaviors to get controls working out of the box: "3D Shooter keyboard mapper", "3D Platformer keyboard mapper", etc...
* Take a look at the new examples to give it a try! New examples and behaviors will be progressively added.
* When an object is selected (or when "Edit object" button is clicked in the properties panel after choosing an instance), the properties panel will show the properties of the object.
* This allows for fast edition of most elements of an object: appearance, properties, but also behaviors, variables and effects. Most workflow and iterations on your game should be faster, from adapting the appearance of a text to tweaking behaviors and updating the preview to check the result in realtime.
* Choose a starter game and quickly replace objects and tweak their behaviors. The game is then automatically published so it can be shared: this is perfect for new users to get a taste of how a game works and make their own remix of a game before going further.
* It fixes a crash of the old Box2D library when a lot of objects with the Physics2 behavior were created.
* The same version of Box2d (2.3.1) is still used so there should not be any behavior change.
* Make it possible to activate and reactivate physics 2 behaviour
* Fix behaviour for objects modified or destroyed during events life cycle
* Make Physics2 Collision condition valid in any step of behaviour life cycles
* This should make it easier to identify and find actions/conditions. Categories give more clarity and icons help to identify what's available without reading everything.
* Actions to apply a polar force (or impulse) are now called "Apply a force (angle)"
* Also added synonym to actions adding torque (rotational force) or angular impulse (rotational impulse)
* Also fix similar smaller memory leak when using other features.
Don't show the rest in changelog:
This avoids calling new gd.PropertyDescriptor every time properties of an object/behavior are accessed, which would result in these gd.PropertyDescriptor to be never destroyed. This would fill up the memory, especially quickly with the BB Text object as properties are queried to render the instances on screen.
"getOrCreate" is now exposed for the map of properties, which is cleaner and memory leak free.