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using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. It means that assets are pulled from disk on demand (loaded only at the time they are needed), rather than as a part of a larger stage. Low level rendering access.
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. VisualScripting. Even converting regular particles to shaders for further tweaking is possible: New asset workflow. VisualScripting.
Some big changes since the previous beta are the promotion of object validity checks to release builds (no more "dangling pointers" release surprises), initial support for Android Play Asset Delivery , and a new ACES Fitted high quality tonemapper. Android: Add initial support for Play Asset Delivery ( GH-52526 ). Highlights.
Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The main changes coming in Godot 3.4
Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The main changes coming in Godot 3.4
Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Various light culling fixes. When you add assets to a Godot project, most of them get imported to engine internal formats on the fly based on options configured in the Import dock. Many fixes to one-way collisions.
Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The main changes coming in Godot 3.4
Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add initial support for Play Asset Delivery ( GH-52526 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The main changes coming in Godot 3.4
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