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rc1 snapshot last week, we decided to make a second release candidate as a few more critical bugs had fixes available to backport. Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc ( GH-104154 ). Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). After a first 4.4.1-rc1
I quickly felt at home and I started focusing on 3D editor and rendering contributions. 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 My first task will be integrating an occlusion culling system into the new Vulkan renderer. finish line.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
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. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Rendering: Add options for sorting transparent objects ( GH-69998 ). Bug reports.
has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.
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. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Rendering: Add options for sorting transparent objects ( GH-69998 ). 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. Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, OpenGL3: Add 2D lights to canvas renderer ( GH-67335 ).
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, OpenGL3: Add 2D lights to canvas renderer ( GH-67335 ).
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.
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth. Bug reports.
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 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). After refining our Godot 3.2 Notably, Godot 3.2.2
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.
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 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). Fix for the dangling Variant bug. and 3.2.1.
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). As the GLES3 renderer is being deprecated by Vulkan in 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. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Bug reports. Like with 4.0 beta 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.
This RC 3 fixes a number of recent regressions and older bugs. Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2. Anything behind the polygon will be culled from view. Be sure to test them and report any bug or inconvenience with the implementation.
Rendering: Portal occlusion culling. More rendering improvements. 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. and Godot 3.3.
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!
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. and backported to 3.5.
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: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ).
This beta 5 build provides additional features and fixes to bugs reported against previous builds. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add a new high quality tonemapper: ACES Fitted ( GH-52477 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth. Bug reports.
You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. Anything behind the polygon will be culled from view. back in 2020!
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. 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 ). back in 2020! and backported to 3.5.
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. 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 ). back in 2020! and backported to 3.5.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
Note that the project settings from the rendering/quality/2d section have now been moved to rendering/2d , so if you used any of those, you will need to re-enable them under the new section in 3.2.4. New dynamic BVH for rendering and the GodotPhysics backends. CSG: Various bug fixes. Stay tuned for more info!
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). 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. and 3.2.1.
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). 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. and 3.2.1.
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). 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. and 3.2.1.
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth. and backported to 3.5.
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 ).
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. 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 ). back in 2020! and backported to 3.5.
This beta 6 build provides additional features and fixes to bugs reported against previous builds. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add a new high quality tonemapper: ACES Fitted ( GH-52477 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
New dynamic BVH for rendering and the GodotPhysics backends. If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. zstd 1.4.8).
New dynamic BVH for rendering and the GodotPhysics backends. If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. zstd 1.4.8).
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. 2D batching for the GLES2 renderer. While most rendering work was postponed for the 4.0 Core: Fixed false positives in the culling system ( GH-37863 ). But Godot 4.0 is released).
This is messy and will lead to hard-to-find bugs in the end. Cameras render things on screen, and that’s a heavy process that is updated every second. Learning how to use occlusion culling will also help you in this case. The solution? I usually call this class TagManager.
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