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Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 Be aware that during the alpha stage the engine is still not feature-complete or stable. alphabuilds. alpha in general, have a look at the detailed release notes for 4.0 Jump to the Downloads section. What's new.
Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Fix alpha hash by correcting typos and doing calculations in object space ( GH-68673 ). NET 6 build (C#, GDScript, GDExtension). Known issues.
Godot can now be started with --build-solutions on the command line. This will let you build C# solutions without starting the editor. The lightmap baker will now use all available cores on Windows like it does on macOS and Linux. We released a Beta 1 build a week ago. See the full changelog for details. Fixed issues.
Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Fix alpha hash by correcting typos and doing calculations in object space ( GH-68673 ). NET 6 build (C#, GDScript, GDExtension). Known issues.
with 17 alphabuilds 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. s development boils down to refactoring and rewriting existing features to make them a much better base to build on. What's new?
No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.)
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