From be7dfa001430228a8d65c6217c8ce2e28e4948f8 Mon Sep 17 00:00:00 2001 From: John Veness Date: Fri, 16 Aug 2024 16:38:19 +0100 Subject: [PATCH 1/3] Fix several small text issues in 4.3 release announcement Congratulations on this release, and this very good release announcement! I found a few little issues which could be fixed. --- pages/releases/4.3.html | 84 ++++++++++++++++++++--------------------- 1 file changed, 42 insertions(+), 42 deletions(-) diff --git a/pages/releases/4.3.html b/pages/releases/4.3.html index 3bac468a16..571648e1b7 100644 --- a/pages/releases/4.3.html +++ b/pages/releases/4.3.html @@ -364,7 +364,7 @@

Two new node types have been added: a reroute node and a frame node. - Neither of them influence your shader code, rather than being useful to + While neither of them influence your shader code, they are useful to organize your workspace.
You can add a reroute node to any existing connection between nodes and move it freely. A frame node is used to bundle related nodes visually. @@ -664,12 +664,12 @@

If you're working on a project with large game worlds, you might want to consider - splitting your navigation meshes in more manageable chunks. This helps with memory + splitting your navigation meshes into more manageable chunks. This helps with memory allocation and therefore performance.

While it was possible to manually split your meshes before, making sure that your - chunks align properly was non-trivial. This alignment is necessary to ensure efficient + chunks aligned properly was non-trivial. This alignment is necessary to ensure efficient processing of runtime changes within the navigation map.

@@ -724,18 +724,18 @@

  • carve_navigation_mesh additionally makes the shape unaffected by offsets of the baking. The obstacle now basically acts as a stencil and - cuts into the final navigation mesh surface. It still will be affected by + cuts into the final navigation mesh surface. It will still be affected by further postprocessing.
  • - In practice, this means obstacles now discard other source geometry inside of them. - In 3D, this helps discard unwanted navigation meshes inside of objects like walls + In practice, this means obstacles now discard other source geometry inside them. + In 3D, this helps discard unwanted navigation meshes inside objects like walls or roofs.

    - Shoutout to the game development streamers in our community, since they were the ones to - raise this issue first! + Shoutout to the game development streamers in our community, since they were the first to + raise this issue!