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Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range. Open-world multiplayer games experience smooth performances when they implement LOD together with occlusion culling systems. Proper memory management ensures smooth, stutter-free multiplayer gameplay.
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).
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). The second part of her work has just been merged, and should significantly improve the ColorPicker’s UX. Animation: Add animation slices for individual animations ( GH-40274 ). GUI: Improve ColorPicker UX ( GH-62910 ).
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). The second part of her work has just been merged, and should significantly improve the ColorPicker's UX. Animation: Add animation slices for individual animations ( GH-40274 ). GUI: Improve ColorPicker UX ( GH-62910 ).
New vertex formats allow many more custom shaders and cases to take advantage of batching than before, and optional 2D software skinning has been added which should allow using 2D skeletal animation on a far wider range of hardware than was previously available. Various light culling fixes. New CPU lightmapper.
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