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Godot 4 Hotfix + Bug fixes and cleanup #6
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…ed if and when this plugin is back on the asset store
Thanks for taking the time! I think the best course of action would be to get the 4.0 version of the plugin to be stable and then release it as the main version. |
Fair enough, I would still merge this with master since currently master is unusable other than on old 4.0 betas; but I understand waiting to re-release it on the market place. Any pressing issues preventing the release on the market I can take a look at? |
It also seems the issue I was experiencing with the rigid body seems to be an issue with the position property of impulse on the first tick of the rigid body. I opened an issue request here, hopefully it will be fixed soon so the work around can be removed. |
…eeded; and scaled down velocity to reduce explosion size to be more similar to in Godot 3.x
…would remain orphaned after the destructible was freed. Caused massive lag after only a few shards.
…variables that can be controlled outside of the script extremely helpful.
Merging, but I might push some changes after I look over this in detail. |
Running on Godot 4.0.2 there are a few issues present resulting in an inability to use this plugin. This PR aims to resolve those by changing a few names and type script, along with rewriting the tweens to work with the new system. WARNING due to sub-optimal physics in Godot 4 at the moment, the explosion script acts sporadically, and the piles of rigidbodies twitch far more then in Godot 3. This will hopefully be fixed in a future patch, but for the time being the explosion likely needs some parameter changes. I may work on those once I have more free-time if no one has done so already.