This allows not accounting for certain visible meshes during baking
(such as foliage and thin fixtures).
This also adds a clarification about transparent materials always
being excluded in the OccluderInstance3D documentation.
- Rename setter/getter methods for consistency.
- Remove section in the inspector as there is now only 1 property
within the section.
- Add performance hints to property hints.
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
GPUParticles attractors and collision are currently only available in 3D.
Their 2D counterparts haven't been implemented yet, but they will use
separate nodes.
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆