This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 is a huge release that requires a lot of work, and because we're committed to providing dev snapshots frequently so that pre-release testers can quickly access the new features and bug fixes. alpha builds. Bug reports.
alpha 3 last week, and it's now time for another alpha build, 3.1 We plan to have a last alpha build within one week, and then we should be ready to move into the beta stage, where we only merge critical bug fixes until the branch is stable enough for the final release. We released Godot 3.1 Contrarily to our 3.0.x
alpha 1 ― the first official alpha build of our upcoming major milestone, enabling all interested users to try it out and report bugs, as well as provide feedback on the new features. We got lots of bug reports and many have been fixed already in these two weeks! alpha 2 with a great deal of fixes and new features!
Modern Quake tools have much better lighting controls than 25 years ago, including alpha masked texture-based shadows and some nice ambient light configs, but it's still pretty primitive by today's standards and I had to iterate a lot to balance the shadowing vs. the self-illumination for a natural look.
Terrain painting. Terrain painting has been implemented. When you are in the TileMap painting mode, you can access the Terrain tab which allows you to paint terrains. It makes it so you can choose if a tile has more chances to be used instead of another when both use the same terrain pattern. Scene tiles support.
But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). See the GitHub issue tracker for a list of known bugs in the 4.0
But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). See the GitHub issue tracker for a list of known bugs in the 4.0
But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. Bug reports.
But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. Bug reports.
Bug fixing. In order to solve this problem, we use an algorithm similar to Bresenham's line algorithm, which had been implemented in Bullet by Zylann , a Godot contributor who is also behind the Godot Heightmap Terrain plugin. To get ready for an alpha release of Godot 4.0, Then I will focus most of my attention to bug fixing.
release, we decided to take the chance to look at our long list of features and bug fixes that could not be implemented because it involved breaking compatibility. It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) In Godot 3.0,
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content