Remove Baking Remove Debug Remove Game Engine
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

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.

Beta 102
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Editor: Fix Tab key usage in EditorSpinSlider (and hence inpector) ( GH-71271 ). Import: Add vertex color support to OBJ importer ( GH-71033 ).

Beta 110
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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Games exported with a ZIP data package could also trigger a crash on exit. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. was thus subject to this crash when baking lightmaps.

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Dev snapshot: Godot 4.4 beta 2

Mircosoft Game Dev

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 ).

Beta 60
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New NVIDIA Updates for Unreal Engine Developers

Nvidia

UE4 plugin (Download here ) Leveraging the power of ray tracing, RTXGI provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. To get started adding NVIDIA Reflex to your game, check out our easy step by step integration guide. RTXGI 1.1.40

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Editor: Fix Tab key usage in EditorSpinSlider (and hence inpector) ( GH-71271 ). Editor: Fix the Frame Selection (Shift + F) functionality in the 2D editor ( GH-71272 ).

Beta 85
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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

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.