Remove Baking Remove Debug Remove Writing
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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 106
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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 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Import: Add vertex color support to OBJ importer ( GH-71033 ).

Beta 110
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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 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Editor: Fix Tab key usage in EditorSpinSlider (and hence inpector) ( GH-71271 ).

Beta 85
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GSoC 2022 - Progress report #1

Mircosoft Game Dev

We asked them to write a progress report to present what they're working on and the current status. UV2 Texel Density Debug Draw Mode. x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Debug draw mode for texel density. Soft Shadows (merged). Introduction. No soft shadows.

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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.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

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.

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Godot 3's renderer design explained

Mircosoft Game Dev

This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. They allow very high-budget games to run better and, in the long run, make the job of writing drivers MUCH simpler to hardware manufacturers. in only 4k lines of code!) Full code completion.

Render 52