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In other threads I read that there was a macro to disable culling, but I don’t know where it is in cocos2dx 4.0. It is basically a tilemap moving in the opposite direction of the player to work as a camera that follows. But as you can see in the image, tiles are dissapearing.
I generally won't be accepting pull requests just for modifications to the game unless they fix bugs related to getting this repo working. But Ron, why won't you accept my bug fixes and improvements to the game?". If you introduced a stupid bug, you'd remake 200,000 floppies. Good question little Timmy. let's dive into that.
I generally won’t be accepting pull requests just for modifications to the game unless they fix bugs related to getting this repo working. “But Ron, why won’t you accept my bug fixes and improvements to the game?” If you introduced a stupid bug, you’d remake 200,000 floppies. Today it’s easy.
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. Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
My first task will be integrating an occlusion culling system into the new Vulkan renderer. While occlusion culling is not a silver bullet, it can give big performance improvements in a variety of scenes. Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0
Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release. Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ).
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. Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Mono: Various bug fixes ( GH-35372 , GH-35407 , GH-35472 , GH-35478 ). Rendering: Fix shadow culling with orthogonal camera and wrong VIEWPORT_SIZE shader builtin ( GH-35406 ). There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
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
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ) ( added in 3.2.2 Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 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 and 3.2.1.
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. 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.
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. Anything behind the polygon will be culled from view. Bug reports. This should show up initially as a quad. x no longer works in 3.5
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. Godot is a complex piece of software and is not bug-free.
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 Anything behind the polygon will be culled from view. Bug reports.
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.
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.
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.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta adds what should be the last batch of new features (together with a lot of bug fixes, as that's our focus at this stage), with scene unique node names and the new SceneTreeTween backported from Godot 4.0.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. 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. Bug reports.
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. 3D: Fix bug in CylinderMesh when computing normals ( GH-67336 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). See the GitHub issue tracker for a list of known bugs in the 4.0
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. 3D: Fix bug in CylinderMesh when computing normals ( GH-67336 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). See the GitHub issue tracker for a list of known bugs in the 4.0
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
This is messy and will lead to hard-to-find bugs in the end. Learning how to use occlusion culling will also help you in this case. It means you type a string manually every time you need it e.g. when checking collisions, getting a game object in the scene, getting a child object from a parent, etc. The solution?
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4
This RC 3 fixes a number of recent regressions and older bugs. 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. Anything behind the polygon will be culled from view. Bug reports.
This RC 4 fixes a number of recent regressions and older bugs. Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). Anything behind the polygon will be culled from view. Bug reports. and provide the missing features that 3.5
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.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4
This beta 4 build provides additional features and fixes to bugs reported against previous builds. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine! Bug reports.
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. Anything behind the polygon will be culled from view. Bug reports. This should show up initially as a quad. x no longer works in this 3.5
CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.2.4 zstd 1.4.8).
CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.3 zstd 1.4.8).
CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.3 zstd 1.4.8).
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. Anything behind the polygon will be culled from view. Be sure to test them and report any bug or inconvenience with the implementation.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). 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.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). 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.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). 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.
Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release. Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ).
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). 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.
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 beta 6 and RC 1.
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