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Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. 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. down to 0.2 ( GH-97281 ).
Physics: Add debug colours and fills to CollisionPolygon3D ( GH-101810 ). Rendering: Bake UV2 emission using half float in the compatibility backend ( GH-101730 ). Baking a Lightmap3D is more prone to crash after we added support for transparency. Network: Fix peer stuck in CLOSING state ( GH-101760 ).
Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Requires.NET SDK 6.0
Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET This release is built from commit 3c9bf4bc2.
And that's just as well, since a lot of work continues to be done every day to fix issues in the master branch and improve usability, and Juan even took the time to sneak in a couple past-deadline but very requested features, like a lightmapper for static light baking (to provide an alternative to the real-time but resource-heavy GIProbe).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Official builds now use Mono 6.12.0.102. CSG: Various bug fixes.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Official builds now use Mono 6.12.0.111. CSG: Various bug fixes.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Official builds now use Mono 6.12.0.111. CSG: Various bug fixes.
Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. Cornell box test using baked indirect lighting. Debug output of the prototype implementation. release, and should make lightmaps a viable option for 3.2. Scene by NHodgesVFX. finish line.
This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). a lot of work is also being done on the 3.2
This new beta 5 comes with 4 weeks' worth of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). see recent devblogs on glTF 2.0
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Fixes to WebAssembly support ( GH-44105 , GH-44374 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Notably, Windows users could experience crashes when baking lightmaps. Physics: Fix crash on debug shapes update if CollisionObject is not in tree ( GH-48974 ). was thus subject to this crash when baking lightmaps. was released a month ago , and we had a first maintenance release last week with Godot 3.3.1.
UV2 Texel Density Debug Draw Mode. x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. This meant that the larger scenes might refuse to bake because they don't fit within the size limits of an image. Debug draw mode for texel density. Soft Shadows (merged). Introduction.
Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. There are also some new debug modes to visualize how SDFGI is working: SDFGI Cascades: Show the world as SDF, helps you understand what voxel sizes are, so you adjust your geometry to work better with those voxel sizes.
Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. HTML5: Threads, GDNative, AudioWorklet.
Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Rendering: Portals: Show RayCast debug helper ( GH-65686 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). See the full changelog since 3.5-stable
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Fix System.Collections.Generic.List marshalling ( GH-45029 ).
Thanks to all pre-release testers who help us find and debug regressions! Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Things should now be in a pretty good shape and we hope to be able to release 3.2.4 stable soon™.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Fix System.Collections.Generic.List marshalling ( GH-45029 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. This was a late addition in 3.2.4 See the full changelog since 3.2.3-stable
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Core: Optimize octree and fix leak ( GH-41123 ).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Core: Optimize octree and fix leak ( GH-41123 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). back in 2020! Core: Add search methods for pool arrays ( GH-60856 ). Editor: Improve ColorPicker presets ( GH-54439 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). And then a lot of old and new navigation issues have been fixed by smix8 and Pawel Lampe ( Scony ).
Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). This allows beautiful mixing between baked and real-time. Perform Subsurface Scattering.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). And then a lot of old and new navigation issues have been fixed by smix8 and Pawel Lampe ( Scony ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). The whole API is now a lot more flexible than it used to be. Mono build (C# support + all the above).
Right now, you need to bake your animation before exporting. All the people who helped me debug issues, who helped with various logic and also to the Godot core development team. Finish porting the rewrite to Godot 4.0 (we we use the 3.2 branch in production, so that's where this was developed and quality controlled by many users).
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. These can only be dealt with manually while debugging. That will be added in the following weeks. Next steps. Introduction.
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