This document lists the new features, improvements, changes, and bug fixes in each new release of the Open 3D Mannequin.
- The mannequin now smoothly rotates instead of changing direction instantly.
- The character now comes rig-free. We use the free blender add-on Rig on the Fly to rig the character dynamically.
- Smooth camera zoom in and out using the mouse wheel.
- Added debug panel to monitor object properties. Toggle open with TAB.
- Toggle fullscreen with F11.
- Improved the light settings for nicer looking shadows.
- The
SpringArm
now projects a capsule to prevent the camera from going below the floor.
In this release, we mostly refactored and improved the code for future development, but also for the release of our 3D game creation course, based on this project.
- Refactored the code
- Use PI for angles in radians, replace magic values with constants.
- Removed unused values in the Move state.
- Removed unused jump delay feature.
- Changed the
get_look_direction
calculation for correct y inversion. - Replaced all docstrings with comment blocks.
- Use
Vector3.ZERO
constant instead ofVector3(0, 0, 0)
. - Improved encapsulation of code in the Aim state.
- Renamed input actions to all use action verbs.
- Moved mouse capture mode code to a game class, improve logic.
- Simplified camera code, in particular the rotation code.
- Simplified variables.
- Simplified and encapsulated the logic for the
AimTarget
.
- Fixed
SpringArm
not returning to its start position after aiming. - Fixed type error in the latest Godot 3.2 build.
- Fixed calculating the opposite value for camera Y inversion logic.
- Fixed slow camera movement on monitors with high refresh rates. We now use
_process
instead of_physics_process
for camera movement. - Fixed a memory leak in Godot 3.2.
I started refactoring the Zip state, that takes the character to a wall or ground the player is aiming at. It is not working at the moment.
- Added analog movement with joysticks and Walk -> Run animation blending.
- Added smooth camera motion.
- Re-rigged and re-targeted the character using AutoRig Pro, getting it down from 100+ joints to 44 after export.
- Improved the animation tree to add an interruptable land animation.
- Reworked lighting for more contrasted visuals.
- Improved default environment to make it easier to work inside the editor.
- Added boilerplate classes to get autocompletion and type checks in state classes.
- Made animation tree code controllable from the player's state machine, instead of using signals.
- Refactored the code to make it simpler.
- Reorganized files and folders to make the project easier to browse.
- Fixed the character sometimes playing the fall animation over ridges in the level's collision boxes.
- Fixed the AimTarget blinking on the surface it was projected on.
This was the initial release of the project
- Camera rig with zoom to aim and auto-rotation features
- Mouse/keyboard and gamepad support
- 10 professional animations
- Extensible as it's based on a Finite State Machine