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Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it’s a “release” or “debug” build. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it's a "release" or "debug" build. 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: 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.
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 ).
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 ).
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 ).
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 ).
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 ).
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 ).
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 ).
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 ).
Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, Various light culling fixes. HTML5: Threads, GDNative, AudioWorklet. macOS: ARM64 build, code signing. Core: Threading API modernization. New CPU lightmapper.
Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). I'm not trying to say that these APIs are useless, though.
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