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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 ).
Lightmap baking improvements Clay John changed the logic for baking direct lighting in LightmapGI to spread it over multiple frames, avoiding a spike of computation that can lead the OS to trigger TDR , resulting in a crash of the GPU context ( GH-102257 ). See the GitHub issue tracker for a complete list of known bugs.
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. Physics: Add debug colours and fills to CollisionPolygon3D ( GH-101810 ). Physics: Refactor post-step operations in Jolt module to be done as needed ( GH-101815 ).
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 Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).
Core: Add feature tags to signify engine float precision ( GH-69538 ). Core: Handle corner cases for curve baking ( GH-69726 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ).
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 Import: Add vertex color support to OBJ importer ( GH-71033 ). Navigation: Add NavigationServer performance monitor ( GH-70731 ).
Core: Add feature tags to signify engine float precision ( GH-69538 ). Core: Handle corner cases for curve baking ( GH-69726 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ).
Navigation: Fix NavMesh baking on thread ( GH-59995 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). GUI: Add MSDF and mipmap generation project settings for the default font ( GH-60513 ). GUI: RichTextLabel: Improve table cell selection ( GH-57871 ).
Rendering: Disable lights for objects with baked lighting ( GH-41629 ). And many more bug fixes and usability enhancements all around the engine! The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. MeshInstance: Add option for software skinning ( GH-40313 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. 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 new beta 5 comes with 4 weeks' worth of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. In particular, this build adds WebXR support for VR games! Rendering: Disable lights for objects with baked lighting ( GH-41629 ). see recent devblogs on glTF 2.0
Rendering: Disable lights for objects with baked lighting ( GH-41629 ). And many more bug fixes and usability enhancements all around the engine! The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. MeshInstance: Add option for software skinning ( GH-40313 ).
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. MeshInstance: Add option for software skinning ( GH-40313 ). Physics: Various bug fixes for 2D and 3D. if something that worked fine in 3.2.3
Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Features of the new Godot 4.0
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
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. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
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.
Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Input: Allow checking for exact matches with Action events ( GH-50874 ). See the full changelog since 3.3-stable
Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. keeps improving and we are fully commited to create an amazing gameengine, that you can use with the same freedom as as if it was your own in-house tech. How do you use it? Will write an article about this soon.
Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Navigation: Fix wrong method called when setting NavigationRegion travel_cost ( GH-64068 ). or earlier 3.4.x
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. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ).
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. New CPU lightmapper.
In gameengines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, gameengines. 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. This allows beautiful mixing between baked and real-time.
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. It will be enabled by default for new projects created with 3.2.4. Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). The whole API is now a lot more flexible than it used to be. You can check the full changelog since 3.4-stable
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). The whole API is now a lot more flexible than it used to be. You can check the full changelog since 3.4-stable
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). The whole API is now a lot more flexible than it used to be. You can check the full changelog since 3.4-stable
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). The whole API is now a lot more flexible than it used to be. You can check the full changelog since 3.4-stable
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. Physics: Implement Cylinder support in GodotPhysics3D ( GH-45854 ). Plugins: Detect plugins recursively ( GH-43734 ). See the full changelog since 3.2.3-stable
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. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Plugins: Detect plugins recursively ( GH-43734 ).
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. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Plugins: Detect plugins recursively ( GH-43734 ).
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. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Plugins: Detect plugins recursively ( GH-43734 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). back in 2020! For now, you can check the full changelog since 3.4-stable
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). The whole API is now a lot more flexible than it used to be.
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Use baked lightmaps instead. is not a fallback but a different platform you should target your game for. GIProbes of course don't work.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). The whole API is now a lot more flexible than it used to be.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). The whole API is now a lot more flexible than it used to be.
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