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Godot 4.2 migration

Open enbugger opened this issue 9 months ago • 1 comments

Mainly following https://docs.godotengine.org/en/stable/tutorials/migrating/upgrading_to_godot_4.html

Currently, the main stopper is space.cast_motion(params) seem to be working differently than it was in Godot 3. It returns [1,1] when road wheels collide with the floor. This makes M113 to fall through the floor. So I keep this PR in draft until I come up with fix for that.

https://github.com/Tobalation/GDCustomRaycastVehicle/assets/80010233/17680652-f939-4fbd-954c-0c556064205d

enbugger avatar May 16 '24 12:05 enbugger

I couldn't make cast_motion normally work with the code from Godot 3 so I replaced DriveElement logic with ShapeCast3D as it now does some parts inplace of manually coded logic.

But overall the tracks tend to fall through in the new physics engine of Godot 4. For example, on jumps. Maybe adjusting DriveElement physics parameters might help.

Also fixed broken meshes normals after migration for m113

https://github.com/Tobalation/GDCustomRaycastVehicle/assets/80010233/f5419188-b325-43a4-869a-8c19103f4fb3

enbugger avatar May 18 '24 00:05 enbugger