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Strategize with animals and nature in mind! Look at these shiny highlights: 2D physics interpolation 2D hierarchical culling Mesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The feature freeze for 3.6
Rendering: Portal occlusion culling. Other areas: Animation "reset" track. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall).
Detect when shaders use TIME and automatically force screen refresh (in Godot, you don't need to set the screen to update constantly to debug animated shaders, this happens automatically). Godot uses a very correct raymatching approach for this, using Bresenham to draw lines and not process redundant pixels. which looks really bad.
Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Various light culling fixes. "2D Pixel" preset for textures), but until there was no easy way to configure all presets easily in a unified interface. New CPU lightmapper. Many fixes to one-way collisions.
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