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using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. First of all, most of the new features still have significant bugs and performance problems that will not be solved in time for the upcoming 4.0
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2 Fix for the dangling Variant bug. Core: Fixed false positives in the culling system ( GH-37863 ). Notably, Godot 3.2.2 and 3.2.1.
Rendering: Portal occlusion culling. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Portal occlusion culling. Core: Promote object validity checks to release builds.
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. Among a wide array of bug fixes to the GLES2 and GLES3 renderer, they also designed and implemented a 2D batching system for GLES2 , which greatly optimizes the 2D rendering performance in many situations.
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
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! Bug reports.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! Bug reports.
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). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The upcoming Godot 3.4
The goal between now and the stable release will be to continue polishing the current feature set by fixing bugs and optimizing performance. We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0, We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0,
x updates with bug fixes, but also new features as long as they don't require breaking compatibility. x), we're going back to a stricter application of semantic versioning and those releases will only contain bug fixes and usability/documentation improvements. Various light culling fixes. When we released Godot 3.2
release, we decided to take the chance to look at our long list of features and bug fixes that could not be implemented because it involved breaking compatibility. It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. A year ago, we decided to skip the release of Godot 2.2
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