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Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
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: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). 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 Specialized artist UIs.
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ). 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.
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: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). Bug reports.
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.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Bug reports.
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.
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. courtesy of Pedro J.
This RC 3 fixes a number of recent regressions and older bugs. and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view.
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). 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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Notably, Godot 3.2.2 and 3.2.1.
This beta 5 build provides additional features and fixes to bugs reported against previous builds. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ).
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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Notably, Godot 3.2.2 and 3.2.1.
This RC 4 fixes a number of recent regressions and older bugs. and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view.
This beta 4 build provides additional features and fixes to bugs reported against previous builds. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).
This RC 6 has a few notable changes compared to the previous build: In RC 4, async shader compilation and caching was enabled by default on desktop, but several users reported issues with it on some hardware. You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). Estébanez ( RandomShaper )!
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
Rendering: Portal occlusion culling. Shader language features. 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. Shader language features.
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
This beta 6 build provides additional features and fixes to bugs reported against previous builds. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ).
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.
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
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 ). Editor: Add multi-caret support to TextEdit (and the script/shader editors) ( GH-61902 ). Jump to the Downloads section. GH-67128 , GH-67131 ).
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 ). Editor: Add multi-caret support to TextEdit (and the script/shader editors) ( GH-61902 ). Jump to the Downloads section. GH-67128 , GH-67131 ).
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).
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.
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: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
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. Materials and shaders. Materials and shaders. writing shaders is very easy! A year ago, we decided to skip the release of Godot 2.2 Full principled BSDF.
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
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