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OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Fix Tab key usage in the inspector ( GH-71271 ).
Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.
OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Fix Tab key usage in the inspector ( GH-71271 ).
In game engines (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. alpha is around the corner now (we have been pushing pre-alpha builds recently), so looking forward to a release soon!
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!
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. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). We're getting closer to the Godot 3.5 stable release with a third beta snapshot!
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. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). We're getting closer to the Godot 3.5 stable release with a fourth beta snapshot!
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
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. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). We're getting closer to the Godot 3.5 stable release with a fifth beta snapshot!
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?
Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique. In Godot 3.0,
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