{"id":111992,"date":"2023-12-05T15:10:13","date_gmt":"2023-12-05T13:10:22","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2"},"modified":"2023-12-05T15:10:13","modified_gmt":"2023-12-05T13:10:22","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/et\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","title":{"rendered":"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>P\u00e4rast viie kuu arendust\u00f6\u00f6d on avaldatud tasuta m\u00e4ngumootor Godot 4.2, mis sobib 2D- ja 3D-m\u00e4ngude loomiseks. Mootor toetab lihtsat m\u00e4ngulogika programmeerimiskeelt, m\u00e4ngude kujundamiseks m\u00f5eldud graafilist keskkonda, \u00fche kl\u00f5psuga m\u00e4ngude juurutamise s\u00fcsteemi, laialdasi animatsiooni ja f\u00fc\u00fcsika simulatsiooni v\u00f5imalusi, sisseehitatud silumise t\u00f6\u00f6riista ja j\u00f5udluse kitsaskohtade tuvastamise s\u00fcsteemi. M\u00e4ngumootori, m\u00e4ngude kujundamise keskkonna ja seotud arendust\u00f6\u00f6riistade (f\u00fc\u00fcsikamootor, heliserver, 2D\/3D renderdamise tagak\u00fcljed jne) allikakood levitatakse MIT litsentsi alusel.     <\/p>\n<p>Mootori l\u00e4htekood avati 2014. aastal OKAM stuudio poolt p\u00e4rast k\u00fcmneaastast arendust tasuliste professionaalsete toodete jaoks, mida kasutati paljude m\u00e4ngude loomisel ja avaldamisel PC, m\u00e4ngukonsoolide ja mobiilsete seadmete jaoks. Mootor toetab k\u00f5iki populaarseid staatilisi ja mobiilseid platvorme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), samuti m\u00e4ngude arendamist veebis. K\u00e4ivitamiseks valmis binaarsed kogumikud on koostatud Linuxi, Androidi, Windowsi ja macOS-i jaoks.     <\/p>\n<p>Peamised muudatused:  <\/p>\n<ul>\n<li class=\"l\"> 2D-m\u00e4ngude arendajatele on lisatud sundsuuruse toestamine, mis v\u00f5imaldab saavutada ruudukujulise piksliv\u00f5rgu, s\u00f5ltumata tegelikest kuvasuhetest. On loodud v\u00f5imalus saada barysentri koordinaate objekti ja kiiri l\u00f5ikumispunktide p\u00f5hjal. Lisatud on meetodid Rotate_toward ja Angle_difference, et \u00f5igesti k\u00e4sitleda p\u00f6\u00f6rlemist ja nurki. Line2D s\u00f5lmedesse on lisatud omadus \u201eclosed\u201c, et luua suletud jooni pideva t\u00e4itmisega.     <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/8449c15f66a48aaa64b4a2837621f67a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> T\u00f6\u00f6d on tehtud animatsioonis\u00fcsteemi usaldusv\u00e4\u00e4rsuse parandamiseks. AnimationPlayer ja AnimationTree s\u00f5lmed on \u00fcmber t\u00f6\u00f6tatud ja \u00fchtlustatud, nende \u00fchised osad on eraldatud vaheklassiks AnimationMixer. Lisatud on v\u00f5imalus m\u00e4\u00e4ratletud segamise jaoks. Animatsiooni eelvaatesse on lisatud kiltide re\u017eiim (onion skinning), mis n\u00e4itab pooll\u00e4bipaistvaid kattuvusi eelnevate ja j\u00e4rgnevate animatsiooniraamidega.    <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/4a787eb8c06fd8f3ae71ce6b396c8089.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Navigatsiooniv\u00f5rgu \u201ek\u00fcpsetamise\u201c v\u00f5imalused (baking, staatiliseks vormiks muutmine) 2D-s on sarnased varasematele v\u00f5imalustele 3D-navigeerimises. N\u00e4iteks 2D-v\u00f5rkude jaoks on ellu viidud f\u00fc\u00fcsiliste kehadete, pol\u00fcgooniv\u00f5rkude, lihtsate hulknurkade ja plaadikaartidega (tilemap) t\u00f6\u00f6tamise tugi. <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/et\/server\/\"   title=\"serverid\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"1918\">serverid<\/a> 2D- ja 3D-navigeerimisv\u00f5imetesse on lisatud mitme l\u00f5imega v\u00f5rkude k\u00fcpsetamise tugi.      <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/097517a22024b97433df898401b08f70.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Koodirefaktoreerimine on l\u00e4bi viidud plaatide ja plaatide kaartide haldamiseks. Gruppide grupeerimise ja Y-telje j\u00e4rgi sortimise operatsioonid on optimeeritud, mis on oluliselt l\u00fchendanud plaatide v\u00e4rskendamise aega. On tehtud t\u00f6\u00f6d plaatide kaartide loomise ja kasutamise mugavuse t\u00f5stmiseks. Lisatud on t\u00f6\u00f6riist plaatide p\u00f6\u00f6ramiseks ja keeramiseks nende paigutamise ajal. Parendatud on pol\u00fcgoonide ja plaatide stseenide redigeerimise t\u00f6\u00f6riistu.    <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/9163cf15ae0fd9d62089715d75d1d562.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> GDScripti skriptiredaktoris on n\u00fc\u00fcd v\u00f5imalik luua nimelised koodialad koodiplokkide kokkusurumiseks redigeerimise ajal ja navigeerimise lihtsustamiseks. Skripti t\u00f5rkedejuhis toetab n\u00fc\u00fcd t\u00e4ielikult mitme l\u00f5imega koodi, t\u00e4itmispuud ja peatuspunkte. C#\/.NET-skriptide toetamine Androidi (vajalik .NET 7.0+) ja iOS-i (vajalik .NET 8.0) platvormidel on rakendatud. GDScriptis on laienenud staatiliselt t\u00fcpiseeritud koodi tugi, lisatud on r-string'i (toores string) tugifunktsioonid ja match operaatori v\u00f5imalusi on laiendatud.    <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/3d3d8b7b2bfdd42d2fe50304157a4317.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> 3D-avajal on parendatud t\u00fc\u00fcbi Blender'i stiilis kujundamise juhtimise tuge, kasutades hiirt ja otseteed. Laienendatud visuaalse teabe kuvamine 3D-avamisel toimub n\u00fc\u00fcd ainult valitud objektide jaoks. Lisatud on t\u00e4iendavad indikaatorid sellistele elementidele nagu dekaliid ja suitsu maht. Gizmo t\u00f6\u00f6 on parenhitud \u2014 n\u00fc\u00fcd saab iga k\u00fclge kolmem\u00f5\u00f5tmelistest kujunditest eraldi laiendada vaatamisaknas.       <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/c8b38afc9f1f37d032c9601c786ca1e8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Parendatud on kontekstimen\u00fc\u00fcd ja h\u00fcpikaknad \u201eInspekteerimine\u201c ja \u201eSignaalid\u201c. Teema redaktoris on lisatud omaduste kirjeldused. Failis\u00fcsteemi paneelil on n\u00fc\u00fcd visualiseerimise v\u00f5imalus kaustade eristamiseks, m\u00e4\u00e4rates neile erinevad v\u00e4rvid. Gradientide ressursside redaktori liides on \u00fcmber kujundatud. Tekstuuride alade redaktoris on \u00fchtlustatud t\u00f6\u00f6 k\u00f5igi toetatud ressurssidega, sealhulgas stiilide ja atlassidega.    <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/e23b73ee9d3288ff432218c688c17712.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Varade raamatukogus on parendatud otsingutulemustes kuvatavaid tulemusi ning lisatud on v\u00f5imalus valida teistsugune kataloog t\u00e4ienduse v\u00f5i ressursi paigaldamiseks.    <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/216faa09be1aa72504822e35690265b1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Projektihalduris on peamiste juhtimisselementide paigutus \u00fcmber kujundatud ja projekti importimise liides on moderniseeritud.      <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/4e26a044f8b4ec4508f5fcf2945d0a60.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Plugin development capabilities for the editor have been expanded. Access to all editor functionality via the EditorInterface class has been provided. Convenient methods for direct access to 2D and 3D viewports have been implemented. A dialog warning about unsaved changes can now be displayed.\n<li class=\"l\"> The development of the experimental GDExtension system continues, allowing the use of low-level languages like C++ as scripting languages for games, without recompiling the engine or modifying the code. It is now possible to use GDExtensions when exporting to the Web.\n<li class=\"l\"> User interface focus management has been changed. Focus can now be transferred to individual tabs in the tab panel, including during keyboard navigation. A method has been added to control nodes (Control) for finding the next neighboring focusable element. Graph node construction nodes (GraphEdit and GraphNode) have been significantly redesigned. Tool panel customization options for the main GraphEdit node have been expanded.    <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/2476c625987808d03d9c4189c382104c.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> The ability to change the asset import type on the fly has been added, with automatic scene and resource updates that do not require restarting the editor. Available import options have been expanded, and the ability to change the physical properties of imported objects, as well as shadow and visibility parameters has been provided. Animation preview is available in the import dialog. Support for importing assets from Blender in GLTF format has been expanded. Image import in KTX format has been added.  <center><img decoding=\"async\" alt=\"Godot 4.2 avatud m\u00e4ngumootori v\u00e4ljaanne\" src=\"\/wp-content\/uploads\/2023\/12\/7a7973a814a8b164d9d59d91681e244e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Optimizations aimed at enhancing rendering performance have been implemented. For improved performance on mobile devices, raster barriers have been divided into vertex and fragment components. Noisy texture generation has been accelerated. A preliminary pass for depth computation has been added. Shader loading and compilation times have been reduced. Polygonal mesh storage in memory has been optimized. Support for compressing polygonal meshes to reduce bandwidth during transmission has been added.\n<li class=\"l\"> The ability to create custom texture objects has been added (e.g., using compute shaders to create a texture with a water effect).\n<li class=\"l\"> Lisatud API koodi kutsumiseks renderdamise voos, mis v\u00f5ib olla vajalik n\u00e4iteks siis, kui on vaja s\u00fcnkroniseerida arvutuslikku \u0161ejderit renderdamisega.\n<li class=\"l\"> Tugineb 2.2 versiooni AMD FSR (FidelityFX Super Resolution) supern\u00e4idustehnoloogiale, mis kasutab ruumilise skaleerimise ja detailide rekonstrueerimise algoritme, et v\u00e4hendada pildi kvaliteedi kadumist suurendamisel ja konverteerimisel k\u00f5rgemasse resolutsiooni.\n<li class=\"l\"> Pakutud on uus m\u00fcrasummutajate JNLM, mis kasutab valguskaartide (lightmapper) ja arvutuslike \u0161ejderite kombinatsiooni. JNLM on oluliselt kiirem kui varem kasutatud m\u00fcra eemaldamise teek OIDN (Open Image Denoise), kuid teatud olukordades v\u00f5ib see kvaliteedis j\u00e4\u00e4da alla.\n<li class=\"l\"> Forward+ ja Mobile renderdamismeetoditesse on lisatud 2D joonistamise tugi laienenud d\u00fcnaamilise helguse vahemikus (HDR), mis v\u00f5imaldab 2D m\u00e4ngudes rakendada teatud 3D efekte, nagu s\u00e4delemine. Compatibility renderdamismeetodisse on lisatud kolmem\u00f5\u00f5tmeliste varjude tugi.\n<li class=\"l\"> macOS ja Windowsile on pakutud uus OpenGL renderdamise draiver, mis kasutab ANGLE kihti, mis t\u00f5lgib OpenGL kutsed API-sse Direct3D 11 ja Metal.\n<li class=\"l\"> Osakeste simuleerimise s\u00fcsteem on \u00fcmber t\u00f6\u00f6tatud, et lihtsustada hooldust ja laiendada osakeste liikumise juhtimist. N\u00e4iteks on n\u00fc\u00fcd v\u00f5imalik animaatsioonide loomine ja liikumise kiirus p\u00e4rimine, samuti jagatavate osakeste arvu muutmine. Lisatud on t\u00f6\u00f6riist, mis muudab CPU-d kasutava osakeste genereerimise koodi vastavaks GPU-d kasutavale koodile.\n<li class=\"l\"> Lisatud on tugi Linuxi, macOS-i ja Windowsi natiivsete failide valimise dialoogide kasutamiseks ning v\u00f5imalus kopeerida ja kleepida pilte l\u00f5ikepuhvrisse.\n<li class=\"l\"> Godoti arhitektuur platvormile Android on \u00fcmber kujundatud, vabastades Android komponendi Fragmenti sideme, mis on l\u00fchendanud rakenduste ja m\u00e4ngude k\u00e4ivitamise aega ning v\u00f5imaldanud mitme akna t\u00f6\u00f6tamise.\n<li class=\"l\"> Loodud on ametlikud Linuxi Godot toimetaja kogud 32- ja 64-bitiste ARM platvormide jaoks.        <\/ul>\n<p>Allikas: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60234\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u043f\u044f\u0442\u0438 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0440\u0435\u043b\u0438\u0437 \u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e\u0433\u043e \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0434\u0432\u0438\u0436\u043a\u0430 Godot 4.2, \u043f\u043e\u0434\u0445\u043e\u0434\u044f\u0449\u0435\u0433\u043e \u0434\u043b\u044f \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u044f 2D- \u0438 3D-\u0438\u0433\u0440. \u0414\u0432\u0438\u0436\u043e\u043a \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0435\u0442 \u043f\u0440\u043e\u0441\u0442\u043e\u0439 \u0434\u043b\u044f \u0438\u0437\u0443\u0447\u0435\u043d\u0438\u044f \u044f\u0437\u044b\u043a \u0437\u0430\u0434\u0430\u043d\u0438\u044f \u0438\u0433\u0440\u043e\u0432\u043e\u0439 \u043b\u043e\u0433\u0438\u043a\u0438, \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0443\u044e \u0441\u0440\u0435\u0434\u0443 \u0434\u043b\u044f \u043f\u0440\u043e\u0435\u043a\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440, \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0440\u0430\u0437\u0432\u0451\u0440\u0442\u044b\u0432\u0430\u043d\u0438\u044f \u0438\u0433\u0440 \u0432 \u043e\u0434\u0438\u043d \u043a\u043b\u0438\u043a, \u0448\u0438\u0440\u043e\u043a\u0438\u0435 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438 \u0430\u043d\u0438\u043c\u0430\u0446\u0438\u0438 \u0438 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0444\u0438\u0437\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u043f\u0440\u043e\u0446\u0435\u0441\u0441\u043e\u0432, \u0432\u0441\u0442\u0440\u043e\u0435\u043d\u043d\u044b\u0439 \u043e\u0442\u043b\u0430\u0434\u0447\u0438\u043a \u0438 \u0441\u0438\u0441\u0442\u0435\u043c\u0443 \u0432\u044b\u044f\u0432\u043b\u0435\u043d\u0438\u044f \u0443\u0437\u043a\u0438\u0445 \u043c\u0435\u0441\u0442 \u0432 \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438. \u041a\u043e\u0434 \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":111993,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-111992","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 \u043f\u044f\u0442\u0438 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0440\u0435\u043b\u0438\u0437 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