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This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. and begin preparing for 4.5.
While it’s predominantly a VR app , the developers have also created a mobile app version, so users can track their progress and plan their workouts. Unless this feature is baked into your core and players expect it, no one wants to sit around for half an hour doing an intensive quiz. Any fitness or health apps are perfect here.
Performance regressions are treated as critical bugs. ASTC for mobile, DXT5 for PC), and eliminate over-resolved images. URP is tailored for performance-sensitive titles such as mobile or VR, while HDRP enables cinematic fidelity for high-end PC and console games. That doesnt limit ambition. Shader management is critical.
It focused mostly on fixing bugs and therefore we were somewhat conservative on what could be merged before the release. A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Bug reports. zstd 1.4.5).
This new beta 3 build comes shortly after last week's beta 2 to fix some of the regressions and bugs reported against that release. A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Bug reports.
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. tinyexr 1.0.0,
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. When we released Godot 3.2 This led us to have a quite feature-packed 3.2.2
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. tinyexr 1.0.0,
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
stable release to bring the numerous new features and even more important bug fixes to all Godot users. A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D.
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 Bug reports. Like with 4.0 alpha builds , we're trying to release 3.5
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
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.
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. We're getting closer to the Godot 3.5 Like with 4.0 back in 2020! beta 3).
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, Since then, smix8 has taken over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ) and lawnjelly. Early adopters of 3.5
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. zstd 1.4.8).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. zstd 1.4.8).
This RC 3 fixes a number of recent regressions and older bugs. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Be sure to test them and report any bug or inconvenience with the implementation. 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 ). Be sure to test them and report any bug or inconvenience with the implementation. Bug reports. back in 2020!
This seemed like a great idea at the beginning, but ended up giving us many problems, such as: Bad performance on old mobile/desktop hardware which wasn't designed for the more modern rendering techniques being used. Incompatibility with older mobile devices which do not support OpenGL ES 3.0. On mobile, as OpenGL ES 3.0
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release candidate. back in 2020! Relevant parts of Mono 6.12.0.178 are included in this build.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Be sure to test them and report any bug or inconvenience with the implementation. Bug reports. And then a lot of old and new navigation issues have been fixed by smix8 and Pawel Lampe ( Scony ).
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,
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. Just set up the probe bounds and do a fast pre-bake of static objects. For low-end systems or mobile devices, we provide a more classical lightmapping workflow.
Here you can see the Sponza demo model, with baked direct lighting, and the corresponding light map: Note that this first pass is not taking occlusion into account yet. While making medium to large scale games in Godot, many small bugs start to creep in that cannot be caught by the compiler. That will be added in the following weeks.
Masters of simulation, this studio is renowned for making popular sim games for mobile. It’s awesome to see some good messaging baked into its core gameplay. But not only is it the first to make it to mobile, it’s also the first one to be free to play. Summoners War: Chronicles is yet another MMORPG to make it to mobile.
With the first variant completely finished, Bianca was able to get a successful bake for the second model this month before moving onto the base sculpt for the final rat and armor. We can't wait to see how all three Kota variants and their detailed armor sets once they're completely done. link] Programming.
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