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Huge thanks to JohnVeness, AThousandShips, and Meorge for their great help rewording my broken English.
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1.5 KiB
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| type | section | subsection | rank | importance | anchor | title | blockquote | text | contributors | read_more | |||||
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| entry | systems | physics | 0 | 2 | scenetree-3d-physics-interpolation | ``@[SceneTree](enginetype)`` 3D physics interpolation | Frames grow on trees now | We transplanted (or should we say "grafted"?) 3D physics interpolation to ``@[SceneTree](enginetype)``. [Introduced in Godot 4.4](/releases/4.4/#_3D-physics-interpolation), 3D physics interpolation is the concept of making physics-based movement appear fluid even if it’s running slower than the process frame-rate. We previously implemented that feature in the ``@[RenderingServer](enginetype)``, as the feature is mostly tied to drawing in-between states and it didn’t require changing code handling ``@[Node](enginetype)``s. Unfortunately, this caused some issues. Namely, in practice, Godot’s built-in nodes—and custom nodes—often rely on ``@[Node3D](enginetype)`` transforms for their behavior. Due to technical and performance-related reasons, it proved impossible to query the ``@[RenderingServer](enginetype)`` for interpolated transforms. We had to move everything to ``@[SceneTree](enginetype)`` for 3D, where nodes reside. Not only has this fixed a number of issues, but it also makes everything conceptually easier for users and maintainers. Don’t worry: what’s awesome is the fact that we kept the existing user API even if a lot changed under the hood. So this change shouldn’t break your project! |
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https://github.com/godotengine/godot/pull/104269 |