While most of the development focus today is on 4.x releases, enthusiasts have been busy improving the 3.x branch: fixing bugs, optimizing and increasing reliability, providing quality of life improvements, and adding new features.
While most of the development focus today is on 4.x releases, enthusiasts have been busy improving the 3.x branch: fixing bugs, optimizing and increasing reliability, providing quality of life improvements, and adding new features.
You seem to misunderstand your own sources. What you cited only proves how utterly insane Russia’s conditions were / are. Of course NATO won’t let Pootin blackmail them into giving up their stations etc.
Russia and brainwashed tankies like yourself always seem to reject the notion that former Soviet nations are actually sovereign and might have an interest in increasing their defensive strength in light of, wait for it, HISTORY.
Ah my bad, perfect, then that’s the solution!
Of course it does, you can achieve that with a simple vertex shader by just moving each vertex in the direction of its normal. However, since the vertices are joined into triangles, this will just result in the model getting bigger instead of “disintegrating”.
For that to work, you would need a model where each triangle is a separate surface.
Another way which might work would be to enlarge the model like I illustrated above while simultaneously making pixels which are further from an edge than a threshold value transparent.
I tried to create metaballs in Godot about 2 years ago, but if I remember correctly, there is no inbuilt way to achieve this easily. CSGMesh is not useful anyways.
Back then I tried around with different screen space shaders but ultimately chose a different look for my project and thus abandoned this pursuit.
So I am pretty sure it is doable, but it is not going to be straightforward.