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
I generally won't be accepting pull requests just for modifications to the game unless they fix bugs related to getting this repo working. I might accept pull requests for documentation and new translations and if they are good they maybe-might be integrated into the shipping game. It's just an adventure gameengine.
I generally won’t be accepting pull requests just for modifications to the game unless they fix bugs related to getting this repo working. I might accept pull requests for documentation and new translations and if they are good they maybe-might be integrated into the shipping game. It’s just an adventure gameengine.
Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. 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
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
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 ).
Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it’s getting very close to the state that we would be happy with. 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
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
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.
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Rendering: Portal occlusion culling. Portal occlusion culling. Thanks to all of you patrons from the bottom of our hearts! and Godot 3.3.
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
stable branch in January 2020 as a major update to our free and open source gameengine. branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. Core: Fixed false positives in the culling system ( GH-37863 ). But Godot 4.0 But Godot 4.0
x branch to develop and publish their games today, so it's important for us to keep giving Godot 3 users an improved gamedev experience. 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, Anything behind the polygon will be culled from view.
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
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
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!
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
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
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
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 ).
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.
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.
in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. x updates with bug fixes, but also new features as long as they don't require breaking compatibility. Various light culling fixes. When we released Godot 3.2
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,
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. The new 3D engine is outstanding, with many features out-of-the-box that are still not common in other mainstream engines. and that we'd better focus fully on 3.0
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