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Core: Handle corner cases for curve baking ( GH-69726 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ). Rendering: OpenGL: Fix scene shader error when using Omni or Spot but not both ( GH-69901 ).
Core: Handle corner cases for curve baking ( GH-69726 ). Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ). Rendering: OpenGL: Fix scene shader error when using Omni or Spot but not both ( GH-69901 ).
Materials and shaders. Auto-tiling in tile maps. Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Materials and shaders.
On the other hand, parallelizing the traditional data compression algorithms has been challenging, due to fundamental serial assumptions “baked” into their design. First, the original data stream is segmented into 64 KB tiles, which are processed independently. This also enables random access to the compressed data at tile granularity.
We created 4 UV sets of each car and wrote a shader that swaps them. Every part must be set accordingly to the tiles, that size is 30x30x10. A baking light map wouldn’t help either (trees are moveable objects – can be hit by cars passing by), so the only reasonable option was to decrease the number of polys.
seen as small bumps between tiles on a GridMap). and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Rendering: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ).
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. is introducing sky shaders which allow users to create dynamic skies that update in real time (including reflections).
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