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I made a nice new example to demonstrate our collision checking routines examples/3d_rendering_processing/collisions:
- TCastleTransform.Move – move, with collision checking and wall-sliding
- Viewport.Items.WorldBoxCollision – detect collisions with axis-aligned box in 3D
- Viewport.Items.WorldSphereCollision – detect collisions with sphere in 3D
- Viewport.Items.WorldRayCollision – detect collisions with ray in 3D
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Sphere collisions are now more precise (at least when uniform scaling is used for transformations),
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TCastleTransform.CollisionSphereRadius
is visible in the editor, -
Added various properties to Basic tab on editor,
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Nicer editor behavior when toggling
TCastleViewport.AutoCamera
(or changing MainScene when AutoCamera=true), it will now immediately update the camera, -
Fix editor main window hiding on Windows,
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Fix editor crash when toggling multiple components property at once (remember: you can select multiple objects with Ctrl in the hierarchy),
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Improved shadow maps cooperation with X3D 4 nodes.
Interactive example showing our collision routines, various engine and editor improvements