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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.
Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Import: Add vertex color support to OBJ importer ( GH-71033 ).
Editor • Support baking high-precision lighting maps to get a better baking effect. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Improvements • Move the Light Bake entry from the top item settings menu to the panel menu. •
Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Import: Add vertex color support to OBJ importer ( GH-71033 ).
A few regressions made their way among the many bug fixes of 3.3.1, Notably, Windows users could experience crashes when baking lightmaps. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. x releases , focuses purely on bug fixes, and aims to preserve compatibility.
It focused mostly on fixing bugs and therefore we were somewhat conservative on what could be merged before the release. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D.
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. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Bug reports. tinyexr 1.0.0,
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. tinyexr 1.0.0, beta 2).
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. tinyexr 1.0.0, beta 4).
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). 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. CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Bug reports.
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
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
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
Also, there are some bugs to be fixed. Test the implement features and fix bugs. This meant that the larger scenes might refuse to bake because they don't fit within the size limits of an image. This will be a draw mode that previews the texel density of lightmaps (without actually (re)baking them). Student: trollodel.
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. mbedtls 2.16.9,
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. pcre2 10.36, tinyexr 1.0.0,
CSG: Various bug fixes. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Various bug fixes for 2D and 3D. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports. pcre2 10.36, tinyexr 1.0.0,
This beta 6 build provides additional features and fixes to bugs reported against previous builds. Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).
With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). The upcoming Godot 3.4
Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 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 ). Bug reports. Fix a regression with file copy performance on Android.
Instead of computing the amount of light that reaches a certain surface every frame for every light source, we precompute all this information and store it in a single texture. The process of generating light map texture coordinates takes a while, and it was being triggered on every scene reimport. Student: Suhas Prasanna ( psuhas77 ).
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!
While the virtual nature of the event itself prevented us from fully interacting with the folks who downloaded our build and gave it a whirl, we're incredibly pleased with the feedback we received and have been working hard since its conclusion to address bugs and improve overall performance. 3D Asset Design. Programming.
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,
Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. This sprint, Karena was able to tackle the UVs and begin texturing. Take a look! We can't wait to see how all three Kota variants and their detailed armor sets once they're completely done.
After working with the hair cards for awhile, it dawned on Pete that he could actually create a proxy texture that would easily troubleshoot the orientation of each card. During his first official pass, Pete was finally able to make the textures and shaders work in tandem. Convenient, right? 3D Environmental Design.
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. A year ago, we decided to skip the release of Godot 2.2 and that we'd better focus fully on 3.0
Lots and lots of driver bugs in mobile and desktop. Even modern flagship devices still ship with crippling driver bugs. Use baked lightmaps instead. Additionally, a noise texture can now be used as a resource, which generates noise on the fly. x to fix some more bugs and improve usability in a backward compatible way.
Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Many of our friends who've already had a chance to play early builds of Kristala have lovingly referred to it as Cat Souls. and they're not wrong.
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