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betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. beta, with the process covered in this devlog. Happy holidays! What's new.
has been in beta for a little over two months , and the overall feature completeness, stability and usability have improved a lot during that time. This beta 6 includes a few big changes which may interest a lot of users: GDScript cyclic reference issues begone! beta with their Scatter addon. What's new.
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. beta in general, have a look at the detailed release notes for 4.0 In this blog post, we will only cover the main changes since the previous beta release. Bug reports. specifically.
Release Candidate on the horizon we continue to release beta snapshots frequently and relentlessly! This beta includes a few big changes which may interest a lot of users: SkeletonModificationStack3D has been removed, with the 3D inverse kinematic API being more or less reset to the state of Godot 3.x. With the first Godot 4.0
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. beta, with the process covered in this devlog. Happy holidays! What’s new.
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. beta in general, have a look at the detailed release notes for 4.0 In this blog post, we will only cover the main changes since the previous beta release. Bug reports. specifically.
beta 2 should be worth the wait! This is a big update with close to 350 commits from 82 contributors since the previous beta! This is a big update with close to 350 commits from 82 contributors since the previous beta! and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ).
stable release with a fourth beta snapshot! beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta 4 is a small update with just 83 commits excluding merges, focusing on fixing bugs to stabilize the current feature set for 3.5
stable release with a third beta snapshot! beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This is a big update with close to 350 commits from 82 contributors since the previous beta! Anything behind the polygon will be culled from view.
stable release with a fifth beta snapshot! beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). Anything behind the polygon will be culled from view.
has been in beta for a little over two months , and the overall feature completeness, stability and usability have improved a lot during that time. This beta 6 includes a few big changes which may interest a lot of users: GDScript cyclic reference issues begone! beta with their Scatter addon. What’s new.
This beta prepares the road for the 1.1 2D Shadows with Polygonal Occluders. New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc. Large amount of bug fixes and smaller improvements. Time to get serious again! 2D Materials.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! beta 1 and RC 1. Bug reports. API documentation updates.
A button has been added to the debugger to copy the error messages, useful for pasting them in bug reports or other community platforms. Here are some of the more visible bugs fixed in this release. Known bugs in Godot 3.0.1. TextureProgress causes a bad polygon error when the progress percentage is between 62 and 99.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. You can also review the changes between beta 5 and RC 1. Bug reports. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, Since then, smix8 has taken over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ) and lawnjelly. Early adopters of 3.5
Weve been keeping busy these past two weeks squashing the bugs that cropped up in 4.4 feature freeze, so our energy has been focused on addressing any new regressions or the aforementioned bugs. Were still aiming for a release sometime next month, but that all depends on how effectively new bugs get reported during this period.
Despite the game’s powerful use of top-down view, the live cutscenes of Lost Ark are full of bugs. In-game models used in the cutscenes are obviously not suitable for close-up cutscenes in terms of texture or polygon quality. (The well-rounded siege).
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