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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
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. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ).
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. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ).
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.
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). GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). The upcoming Godot 3.4
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.
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. Label3D and TextMesh.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view. Bug reports. Like with 4.0
This RC 3 fixes a number of recent regressions and older bugs. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view. Jump to the Downloads section. This should show up initially as a quad.
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.
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. Bug reports. beta 2).
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. and provide the missing features that 3.5 back in 2020!
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.
The new NavigationServer 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.
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view.
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view.
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view.
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.
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Anything behind the polygon will be culled from view.
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. Bug reports.
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.
CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. mbedtls 2.16.9,
CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. zstd 1.4.8).
CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. zstd 1.4.8).
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. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps.
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