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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. alpha builds. alpha in general, have a look at the detailed release notes for 4.0 We're getting in 2-digit territory, both because 4.0
The lightmap baker will now use all available cores on Windows like it does on macOS and Linux. C# support is still in alpha so backward-incompatible improvements are still allowed in this branch (and will happen). Fixed issues. Here are some of the more visible bugs fixed in this release. See the full changelog for details.
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.)
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 is planned to be soon, so those features will hopefully be ready to test by then. Done May 2018. enviroment relections. cubemap filtering. implement BRDF. omni lights. lambert+phong. normal maps. rewrite OAHashMap to use RobinHood hashing. improved C++ bindings compilation workflow. fixed a GDNative binary compatibility bug.
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