If you keep Backface Culling = false, the shadows issues no longer happen, even if the shadowGenerator bias is the old one: o.shadowGenerator.normalBias = 10 * o.shadowGenerator.bias. (It's just my guess, but I think you fixed it without realizing it.) Backface Culling = false has solved the shadows issues, the one in which the shadows of some buildings had spaces between them. (I think it was unintentional, so I'll explain it below) Allowing sprites for diagonal is something that was missing, now we can say that the 8 directions support is complete. Resolution Scale is very cool too, this give me some ideas.
![rpg maker mv 3d rpg maker mv 3d](https://img.itch.zone/aW1nLzQzODM0MTEucG5n/original/0EbnS2.png)
Camera Collision is very cool, so the camera is more dynamic. More control over the menu options is a good call, good job! With each new version I feel that you are making a masterpiece. Now it's been separated into two functions. For positive values it acted as elevation(), and for negative values it acted as zoff(). x() and y() were offsets, but z() was absolute position.Īlso height() acted differently for positive values and negative values. Regarding the changes to configuration plugins, it's bothered me for a while that x() y() and z() were inconsistent.
![rpg maker mv 3d rpg maker mv 3d](https://www.rpgfan.com/wp-content/uploads/2020/09/RPG-Maker-MV-Screenshot-02.jpg)
If you use the new zoom plugin command at the same time as dist, you can achieve what's known as a dolly zoom. Glow feature can now adjust intensity for each character.X(), y(), and height() will continue to work, but have been deprecated. Renamed height() configuration plugin for events to elevation(), to have the same name as the related plugin command, and to avoid confusion with the height() tile configuration function.added zoff() configuration function for z offset, and renamed x() and y() to xoff() and yoff().edge(clamp) to repeat tiles at the edge of the map.improved support for Change Tile Size plugin.Tweaked diagonal movement when moving against walls to not cut corners.This will work great with movement plugins that add omnidirectional movement. I also plan on adding mouse lock to use the mouse to turn the camera, like in most 1st person games.
![rpg maker mv 3d rpg maker mv 3d](https://media.moddb.com/images/engines/1/1/774/auto/rpg-maker-mv-feature.png)
In the future I'll do some testing with gamepads to try and make it work better out of the box.