# Various improvements (2D navigation, PhysicsRayCast, examples upgrades, important bugfixes)

**URL:** https://forum.castle-engine.io/t/various-improvements-2d-navigation-physicsraycast-examples-upgrades-important-bugfixes/328
**Category:** News
**Created:** [May 2, 2021, 1:28am UTC](https://forum.castle-engine.io/t/various-improvements-2d-navigation-physicsraycast-examples-upgrades-important-bugfixes/328 "2021-05-02T01:28:26Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [May 2, 2021, 1:28am UTC](https://forum.castle-engine.io/t/various-improvements-2d-navigation-physicsraycast-examples-upgrades-important-bugfixes/328/1 "2021-05-02T01:28:26Z")

</div>

| [![camera_2d](https://castle-engine.io/wp/wp-content/uploads/2021/05/camera_2d-200x99.png)](https://castle-engine.io/wp/wp-content/uploads/2021/05/camera_2d.png "camera\_2d") |

1. The navigation in 2D viewports (with orthographic projection and standard direction/up: -Z/+Y) is now much better. We have a new algorithm [TCastleExamineNavigation.ExactMovement](https://castle-engine.io/apidoc-unstable/html/CastleCameras.TCastleExamineNavigation.html#ExactMovement) that makes the navigation more natural, and we have a dedicated [TCastle2DNavigation](https://castle-engine.io/apidoc-unstable/html/CastleCameras.TCastle2DNavigation.html) class (descendant of `TCastleExamineNavigation`) to make the mouse buttons easiest to discover (just drag with left mouse button). You can assign the [TCastle2DNavigation](https://castle-engine.io/apidoc-unstable/html/CastleCameras.TCastle2DNavigation.html) in editor too: just use the “hamburger” menu at the viewport (see the screenshot in this post).

2. We have a new [PhysicsRayCast](https://castle-engine.io/apidoc-unstable/html/CastleTransform.TRigidBody.html#PhysicsRayCast) utility, to cast rays using physics engine (Kraft). It is used by [examples/platformer/](https://github.com/castle-engine/castle-engine/tree/master/examples/platformer) now.

3. Subcomponents in the editor (like `TCastleTransform.Translation` or `TCastleScene.RenderOptions`) are no longer gray (it was confusing, as one could think “gray means inactive”).

4. A lot of examples have been upgraded to follow latest CGE conventions: `DesignUrl`, `CastleAutoGenerated` unit, `{$region...}` comments and more.

5. Fixed a fascinating bug with blinking lighting in some cases ([see here for details](https://github.com/castle-engine/view3dscene/issues/35) — normal matrix was flipping between 2 different values, due to a determinant of modelview matrix being very very close to zero).

6. A bug related to using `Scene.StopAnimation` right after `Scene.PlayAnimation` was fixed. See [details](https://github.com/castle-engine/castle-engine/issues/273).

7. Upgraded OpenSSL Windows DLLs to 1.0.2u from 1.0.2n.
