This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ).
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds (new in 3.2.4 GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ).
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rewritten and greatly improved FBX importer.
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rewritten and greatly improved FBX importer.
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rewritten and greatly improved FBX importer.
Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. For Godot 4.0,
Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rewritten and greatly improved FBX importer.
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ).
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ).
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ).
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ).
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ).
GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). GLES2: Various improvements to 2D batching ( GH-42119 ).
Use baked lightmaps instead. After several months of deliberation and prototypes, we settled on a really good approach to axis mapping , courtesy of Gilles Roudiere ( Groud ). Additionally, a noise texture can now be used as a resource, which generates noise on the fly. GIProbes of course don't work. New axis handling system.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content