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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. Debug output of the prototype implementation. finish line. Red: depth buffer. Green: occluded objects. Blue: visible objects.
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
CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). 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. Rendering: New dynamic BVH ( GH-44901 ).
CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). 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. Rendering: New dynamic BVH ( GH-44901 ).
CSG: Various bug fixes. HTML5: Merged code for web editor prototype ( GH-42790 ). 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. Rendering: New dynamic BVH ( GH-44901 ).
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