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beta releases. We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we'll aim to fix for beta 12 next week.
beta releases. We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we’ll aim to fix for beta 12 next week.
We had a beta 2 build ten days ago , and a number of issues have since been found and fixed, so it's time for Godot 3.4 If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 2 and beta 3. Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ).
beta 2 , even though we never had a formal beta 1 announcement on this blog. beta 1 is available for download for comparison purposes, but since it had a major regression on C# support on Windows , I skipped its blog post. and included in this beta are: Animation: Add animation "reset" track feature ( GH-44558 ).
This beta 4 build provides additional features and fixes to bugs reported against previous builds. If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 3 and beta 4. Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ).
This beta 5 build provides additional features and fixes to bugs reported against previous builds. If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 4 and beta 5 ( part 1 , part 2 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ).
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 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 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 Like with 4.0
This beta 6 build provides additional features and fixes to bugs reported against previous builds. If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 5 and beta 6. GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ).
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.
Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 beta just yet as we expect the engine to be unstable until we have more testing done. The beta comes with a work-in-progress conversion tool that does part of the conversion work from 3.x beta 1 now! is set in stone.
With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). If you already reviewed the changelog for beta 6, you can skip right to the differences between beta 6 and RC 1.
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate. beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ). The upcoming Godot 3.2.2 stable build.
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ). Pull Request, so we're now confident to include it in this beta build for further testing. The upcoming Godot 3.2.2
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots and two release candidates (RC). beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ). Pull Request, so we're now confident to include it in this beta build for further testing.
beta 1 release notes. Look at these shiny highlights: 2D physics interpolation 2D hierarchical cullingMesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The closest we can feasibly get are the Godot 4.3
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. back in 2020!
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). Anything behind the polygon will be culled from view.
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