This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
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.
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. Raise errors when accessing deleted objects in debug. Rendering: Unified 2D batching.
Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions (new in beta 6).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Multiple fixes to one-way collisions. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
The ugly reality of software development is that legacy code builds up really quick and keeping it up to date, ready for new challenges that arise several years down the line takes a lot of effort. Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly.
Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Set any image as cursor and it will work, with reduced latency compared to a software cursor.
Use baked lightmaps instead. In particular, it solves a major pain point for new Godot users by no longer offering scaling handles for collision shapes, but letting you directly change their size instead. As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. New TileSet editor.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content