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” Evan Anthony: “Our debugging tools are so cool! Intricate things Reflecting on the development of Nirvana Noir , Anthony admits that it’s quite the challenge to develop a game free of bugs. Our first game, Genesis Noir, released with its fair share of bugs.
But more importantly, it also brings tons of bug fixes compared to alpha 2, and we will continue to hunt down the remaining issues to guarantee a nice experience with Godot 3.0 There will still be many fixes and enhancements done before the final release, and we will need your detailed bug reports to debug issues and fix them.
stable, fixing most of the remaining blocking bugs from RC 2. Note that no release can be bug-free, even if we label it "stable", so don't be offended if the bugs you report are assigned to the 3.1 Many non-critical bug fixes and enhancements will be included in 3.0.x Bug reports.
There are definitely still bugs here and there, so please report anything you might stumble upon. There will still be many fixes and enhancements done before the final release, and we will need your detailed bug reports to debug issues and fix them. Also clone the godot-demo-projects repository to have demos to play with.
Note that no release can be bug-free, even if we label it "stable", so don't be offended if the bugs you report are assigned to the 3.1 Many non-critical bug fixes and enhancements will be included in 3.0.x Also clone the godot-demo-projects repository to have demos to play with. Bug reports.
x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. Debug output of the prototype implementation. My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 Cornell box test using baked indirect lighting.
While it's relatively easy to make the editor build and run for browsers, many of its features can't work out of the box and need specific development for HTML5, such as handling multi-threading or the lack thereof, running/debugging edited projects, filesystem management, cloud storage, etc. WP3: Artwork commission for high quality demos.
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. It might also crash on some projects, it was only tested on simple demos so far. Editor: Fixed bug in GDScript autocompletion of the parent class.
While many core contributors were busy with the Godot Sprint and GodotCon last week , the rest of the world has not been idle and we got lots of nice contributions fixing bugs and improving usability. 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 way, we can focus on what we already have, finish and polish the major features which are still in progress, and fix many of the old and new bugs reported by the community. 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. Bug reports.
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. The Dodge The Creeps C# demo running on the iOS Simulator. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. C#: Allow debugging exported games ( GH-38115 ).
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. The multiplayer demos have been updated with this change, and you’ll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API.
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. The multiplayer demos have been updated with this change, and you'll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API.
Talk/demo: Making the next blockbuster game with FOSS tools: Director's Cut | Juan Linietsky ( reduz ). Juan will give a talk at FOSDEM showing how to create high quality 3D games like the recent TPS demo with FOSS tools like Godot, Blender, GIMP and Krita. Demo: Visual Debugger for the Godot community | Jānis Mancēvičs.
Same deal as usual, lots of bugs fixed and more refactoring and feature work. However, if you can port some existing projects and demos to the new version, that may provide a lot of useful information about critical issues still left to fix. Navigation: Add more detailed Navigation debug visualization ( GH-62601 ). Bug reports.
add simple C++ GDNative demo. add simple C++ GDNative demo. Because GDNative is a C API, the minimal example demo to see if things are actually working is implemented in C. The GDNative and NativeScript APIs are rather verbose, so many people seemed to wish for a simpler C++ demo. Done January 2018. improve C++ bindings.
But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. Physics: Create CollisionObject debug shapes using VisualServer ( GH-48588 ).
Same deal as usual, lots of bugs fixed and more refactoring and feature work. Lots of fixes to theme propagation issues, both regressions in the previous alpha 15 and pre-existing bugs that it helped uncover. Navigation: Add debug visuals for GridMap cell edge connections ( GH-64173 ). Bug reports. Core: More renames!
If you recall, for my initial Cogmind map zoom demo upon adding Quad support to REX, all I did was change one thing in the game: the map font size. The old REX debugging visualization for examining UI z-depth and cursor hover focus came in quite handy for solving some of the more mysterious issues. Time to get serious!
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. Raise errors when accessing deleted objects in debug.
still needed refinement, and thus a lot of work was poured into those areas to improve the usability, implement missing components and fix bugs reported by our growing userbase. branch, we will keep maintaining it with relevant bug fixes and platform-specific changes in the coming months (notably with a 3.1.3 January 2018) and 3.1
The Dodge The Creeps C# demo running on a web browser. More importantly, this add-in aims to provide seamless debugging integration with the Godot editor. Right now, I'm going to put some time into fixing bugs to make sure 3.2 WebAssembly support. This time, it's the turn for WebAssembly. What comes next. is a stable release.
Remember to file any bugs you find using the integrated Feedback button on the top right of the tool window. Watch the GDC demo video to see how GPU Trace was used to optimize path tracing in Cyberpunk 2077: How Cyberpunk 2077 Achieved Photorealistic Graphics with NVIDIA’s Tools – YouTube.
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. You can try it out in the Third Person Shooter (TPS) demo which has been updated to use the ACES Fitted tonemapper.
We’ve also updated our NVIDIA RTX Technology Showcase , an interactive demo, with Deep Learning Super Sampling (DLSS), Deep Learning Anti-Aliasing, and NVIDIA Image Scaling. The latest version of Nsight Graphics is now available and includes numerous bug fixes, improvements and useful new features. Today, Reflex 1.6
I aim to have transitioner functional by the beginning of August which will give me time to debug any potential issues and come up with a fix for the memory leak. Fixing bugs in current implementation and merging them in Godot's master branch. Tasks planned that still remain are: Bug fixing and error debugging.
Here you can see the Sponza demo model, with baked direct lighting, and the corresponding light map: Note that this first pass is not taking occlusion into account yet. While making medium to large scale games in Godot, many small bugs start to creep in that cannot be caught by the compiler. That will be added in the following weeks.
Most updates within the last year have been small bug fixes, and momentum for big future features has stalled. Then as you come across more complicated problems, you'll want to browse the very helpful Demos , each with a link to its full source code on GitHub. but the workflow here is really unclear to me.
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