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This beta includes a few big changes which may interest a lot of users: String and StringName are now mostly cross-compatible throughout the engine API, as well as in various GDScript-specific expressions and statements ( GH-68747 ). Core: Add feature tags to signify engine float precision ( GH-69538 ).
This beta includes a few big changes which may interest a lot of users: String and StringName are now mostly cross-compatible throughout the engine API, as well as in various GDScript-specific expressions and statements ( GH-68747 ). Core: Add feature tags to signify engine float precision ( GH-69538 ).
We’re looking forward to next-generation game engines benefiting from GDeflate by dramatically reducing loading times. On the other hand, parallelizing the traditional data compression algorithms has been challenging, due to fundamental serial assumptions “baked” into their design. a modern I/O streaming API from Microsoft.
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New audio engine. SVG support.
beta just yet as we expect the engine to be unstable until we have more testing done. Throughout the last two years the core of the engine has seen a lot of improvements and refactoring to bring it to the next level in terms of maintainability, reliability, and performance. We don’t recommend migrating large projects to the Godot 4.0
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), Rendering: Disable lights for objects with baked lighting ( GH-41629 ). And many more bug fixes and usability enhancements all around the engine! a lot of work is also being done on the 3.2
seen as small bumps between tiles on a GridMap). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g.
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