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rc1 snapshot last week, we decided to make a second release candidate as a few more critical bugs had fixes available to backport. Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). Animation: Fix rest translation space in LookAtModifier3D ( GH-104217 ). After a first 4.4.1-rc1
Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). Animation: Fix missing process_state error in blend spaces ( GH-104018 ). Animation: Fix rest translation space in LookAtModifier3D ( GH-104217 ). Audio: Set interactive music streams as meta streams ( GH-104054 ).
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ). Bug reports.
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Several other areas got improvements, like the editor (which has been vastly reworked), UI system, multiplayer, navigation, audio, animation, etc. A lot more.
I'm sure everyone is getting tired of playing Animal Crossing, and what better way to exercise your grey-matter than modding your favorite game. I generally won't be accepting pull requests just for modifications to the game unless they fix bugs related to getting this repo working. there's more. wait for oohs and ahhs).
I’m sure everyone is getting tired of playing Animal Crossing, and what better way to exercise your grey-matter than modding your favorite game. I generally won’t be accepting pull requests just for modifications to the game unless they fix bugs related to getting this repo working. Today it’s easy.
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ). Bug reports.
Rendering: Portal occlusion culling. Other areas: Animation "reset" track. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Portal occlusion culling.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta 4 is a small update with just 83 commits excluding merges, focusing on fixing bugs to stabilize the current feature set for 3.5 Anything behind the polygon will be culled from view. Bug reports.
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. 3D: Fix bug in CylinderMesh when computing normals ( GH-67336 ). Animation: Add animation slices for individual animations ( GH-40274 ). See the GitHub issue tracker for a list of known bugs in the 4.0
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. 3D: Fix bug in CylinderMesh when computing normals ( GH-67336 ). Animation: Add animation slices for individual animations ( GH-40274 ). See the GitHub issue tracker for a list of known bugs in the 4.0
With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). Animation: Add animation "reset" track feature ( GH-44558 ). The upcoming Godot 3.4
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta adds what should be the last batch of new features (together with a lot of bug fixes, as that's our focus at this stage), with scene unique node names and the new SceneTreeTween backported from Godot 4.0.
This RC 3 fixes a number of recent regressions and older bugs. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Bug reports.
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Animation: Add option to paste animation as duplicate ( GH-60226 ). Bug reports.
This RC 4 fixes a number of recent regressions and older bugs. Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). Anything behind the polygon will be culled from view. Bug reports. and provide the missing features that 3.5
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Be sure to test them and report any bug or inconvenience with the implementation.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon.
The goal between now and the stable release will be to continue polishing the current feature set by fixing bugs and optimizing performance. We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0, We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0,
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon.
x updates with bug fixes, but also new features as long as they don't require breaking compatibility. x), we're going back to a stricter application of semantic versioning and those releases will only contain bug fixes and usability/documentation improvements. Various light culling fixes. When we released Godot 3.2
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 is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.
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