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Look at these shiny highlights: 2D physics interpolation 2D hierarchical culling Mesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The feature freeze for 3.6 July The Godot robot plushies took the internet by storm.
Faster but less realistic, it determines colors based on how much of each pixel is covered by light. Baked Lighting. Optimize your lighting by using techniques like Levels of Detail (LODs) and culling. It’s more than just pixels and shapes; it’s a silent storyteller and the key to making games immersive.
Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. Various light culling fixes. New CPU lightmapper. The lightmapper in the previous 3.x For Godot 4.0,
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Add option for snapping 2D transforms to whole coordinates, for pixel art motion ( GH-43554 ). Rewritten and greatly improved FBX importer.
On objects that provide their own baked AO, this value is harcoded to 0, to avoid SSAO from interfering with them. This allows beautiful mixing between baked and real-time. Godot uses a very correct raymatching approach for this, using Bresenham to draw lines and not process redundant pixels. Perform Subsurface Scattering.
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