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alpha 7 comes with one week delay on our every-other-week release schedule, since I was taking some time off :) But that means it got time for even more features and bug fixes to be finalized, reviewed and merged. See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 ). alpha builds. This new 4.0 Bug reports.
Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).
Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).
In gameengines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time. is out, but for now the priority is to stabilize the engine.
alpha (see our release policy for details on the various Godot versions). This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Some more features are still being worked on and will be included in future beta builds. Jump to the Downloads section. back in 2020!
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, gameengines. They allow very high-budget games to run better and, in the long run, make the job of writing drivers MUCH simpler to hardware manufacturers. Great alpha blending support. Shader abstraction.
alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. It's already been 2 months since 3.5 Between biweekly 4.0 RC 1 ), the release team – i.e. me – is spread thin. x branch and this new 3.5
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. You may have already seen some of this content on social media, in blog posts, or in alpha release notes. Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Check out the video! What's new?
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. We're getting closer to the Godot 3.5 stable release with a third beta snapshot! Like with 4.0 back in 2020! if something that worked fine in 3.4.x x no longer works in 3.5
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. We're getting closer to the Godot 3.5 stable release with a fourth beta snapshot! Like with 4.0 back in 2020! if something that worked fine in 3.4.x x no longer works in this 3.5
alpha builds , we're trying to release 3.5 This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. We're getting closer to the Godot 3.5 stable release with a fifth beta snapshot! Like with 4.0 back in 2020! if something that worked fine in 3.4.x x no longer works in this 3.5
The new 3D engine is outstanding, with many features out-of-the-box that are still not common in other mainstream engines. The new 3D renderer is state-of-the-art, with features rarely see in gameengines today, such as: Full principled BSDF. Just set up the probe bounds and do a fast pre-bake of static objects.
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