v0.8
🚨 Breaking Changes
append_look_at_targets_array
used to take aArray[NodePath]
as a parameter- Parameter now only accepts type
Array[Node3D]
- Parameter now only accepts type
⚠️ Deprecated Functions & Properties
erase_look_at_targets_member
is now deprecated- Use
erase_look_at_targets
instead.
- Use
✨ New Features
Phantom Camera Noise
2D |
3D |
---|---|
2d_noise.mp4 |
3d_noise.mp4 |
Camera noise, a long requested feature, also known as camera shake, has now been added for PCam2Ds
and PCam3Ds
, able to affect both the rotation and position of a given PCam
. The feature comes with a few additional nodes and resources that enable this functionality.
Read more on the documentation site for a better general overview.
Phantom Camera Noise Resource
Named PhantomCameraNoiseResource
, is a new resource
type with a 2D and 3D variant. It defines all the variables for the noise such as intensity, rotational / position multiplier and randomness seed. The noise is calculated using a perlin noise pattern.
Read more about the PhantomCameraNoise2D and PhantomCameraNoise3D on the documentation site.
Phantom Camera Noise Emitter
Named PhantomCameraNoiseEmitter
, is a new node
type with a 2D and 3D variant for their respective scenes. Its primary use case is to trigger noise at a given moment, by calling its emit()
method, for either a specified duration or a continuous loop. It can be previewed in the editor by toggling the Preview
property in the inspector.
Read more about the PhantomCameraNoiseEmitter2D and PhantomCameraNoiseEmitter3D on the documentation site.
⬆️ Improvements
- TileMapLayer Support for the Limit Node feature
- Active
PCams'
logic are now being called in the same tick as thePCamHost
it belongs to, whereas previouslyPCams
triggered their logic in their own tick, which was often not in sync with thePCamHost
node. This is to better synchronize thePCam2D/3D
andCamera2D/3D
logic, which should further smooth out camera movement.- Thanks @m4rr5 for the suggestion
- Reduced the under-the-hood complexity of the Follow (2D / 3D) and Look At (3D) logic
- Added
dead_zone_reached
signal, is emitted whenever the target touches the edge of the dead zone - Improved the behavior of 2D
Framed Follow
. Should now no longer change vertical camera movement when only the horizontal dead zones are reached and vice versa- Thanks @lafitteque for the PR (#373)
🐛 Fixes
- Resolved a crash that would occur when freeing a parent of
follow_target
,follow_targets
(for group follow) orlook_at_target
andlook_at_targets
(group look at) (#381)- Thanks @TranquilMarmot for the report (#374)
- Resolved error spam when changing 2D scene
- Thanks @Baba-Yagan for the PR (#376)
- Resolved error spam when changing 3D scene
- Resolved an issue with getting an error spam when having an empty or a valid target not in the first array index when using
Follow Group
orLook At Group
- Resolved an issue where
Auto Zoom
(2D) andAuto Follow Distance
(3D) properties would be visible when thefollow mode
wasn't set toGroup
- Resolved an issue where
Follow Group
would be biased towards the first follow target in the array- Thanks @TheWathis for calling attention to this (#396)
- Resolved a false positive error saying:
get_tree: Parameter "data.tree" is null
. This was due to having enabledPhysics Interpolation
in the Project Settings, where the addon changed the Physics Interpolation of the camera toOff
for none-physics targets, when it should beInherit
(#377)- Thanks @hunterloftis for figuring this out