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Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Added Viewport canvas cull mask feature ( GH-52350 ).
Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ).
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. alpha format. Nodes: Implement texture flip parameters for Particles2D. Windows: Fix debugging when offline. iOS: Implement core motion API.
Numbers are using debug (numbers on release are lower, but when I started optimizing, Godot had problems running on release, so it's difficult to compare). Optimized texture formats. For many algorithms, used smaller texture formats to reduce bandwidth. As we are approaching an Alpha release, Godot 4.0
Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ).
which should soon see a new alpha build. A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Debugging: Many improvements to the editor's debugger and display of complex types. Highlights.
After over one year of work, 5 alpha releases, 11 betas and 7000 commits by close to 500 contributors, we're finally ready to wrap up the 3.1 There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. would be on its release. The features. x patch releases.
Export options (convert textures, etc.) Automatic detection and reimport of many use cases for textures. debug settings, different bit depth, demo version of a game with less files, etc.). All that remains now is to complete and fix the remaining and existing features and we will be releasing an alpha of 3.0.
At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), Detect when shaders read from screen texture and automatically copy screen to back-buffer on demand. Great alpha blending support.
There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. beta 3: GH-25378 : Texture previews are extremely low res. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1
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. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
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. The "debug" term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Added Viewport canvas cull mask feature ( GH-52350 ).
Thanks to the development work done by Alket Rexhepi and Bojidar Marinov , this frontend will soon reach the alpha status and be announced officially, so that all community members can start submitting assets to the library. As of the 2.1 New plugin API. Together with the Asset Library, we have introduced an EditorPlugin API for Godot.
Enable the use of any-hit shaders only for those geometries that need it; for example, to do alpha testing. Invoking any-hit shader, typically for performing alpha testing, for non-opaque triangles interrupts hardware intersection search. Consider alpha testing instead of blending. Do this whenever possible.
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