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
which would have included new multiplayer networking, visualscripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, VisualScripting. Just set up the probe bounds and do a fast pre-bake of static objects. writing shaders is very easy!
It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Back in summer 2019 we already knew Godot 4.0 More rendering improvements.
We're now in the middle of the GSoC 3-months coding period, and we asked students to write a progress report to present their project and the work done so far. Improvements to the VisualScripting System by Swarnim Arun. The engine sees a normal file interface which it can use to read, write and seek within a file.
Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ). VisualScript: Expose visualscript custom node type hints ( GH-50705 ).
Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ). VisualScript: Expose visualscript custom node type hints ( GH-50705 ).
Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ). VisualScript: Expose visualscript custom node type hints ( GH-50705 ).
Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ). VisualScript: Expose visualscript custom node type hints ( GH-50705 ).
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