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Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
So many games have that question baked into their core. Not only does it help your team manage the workload, but it means you can roll out more content to keep your players engaged later. If the frame rate drops too much, or there’s a problem with the floor collision, and you fall off the map, it can be extra bad for the player.
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3
stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Physics: Hack a hot fix for Bullet's collision margin regression ( GH-64875 ). Here are the main changes since 3.5-stable:
You may have already seen some of this content on social media, in blog posts, or in alpha release notes. We also reached out to content creators from the Godot community and got two very nice videos from FinePointCGI and Bramwell covering what Godot 4.0 In this article we highlight some of the new features we are most excited about.
Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. He also addressed some last-minute, temporary needs - like writing the content for our PlayNYC build's tutorial widgets. Take a look!
It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. Just set up the probe bounds and do a fast pre-bake of static objects. As mentioned above, 3.0 has been 18 months in the making and is a huge release. Full principled BSDF. Global illumination (GI). GPU particles.
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