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This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. and begin preparing for 4.5.
Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Rendering: Add 2D shadows and canvas SDF to OpenGL3 renderer ( GH-67639 ).
Also, there are some bugs to be fixed. Test the implement features and fix bugs. UV2 Texel Density Debug Draw Mode. x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Previously every LightmapGI node used to store its lightmap atlas in a single large image.
A few regressions made their way among the many bug fixes of 3.3.1, Notably, Windows users could experience crashes when baking lightmaps. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. x releases , focuses purely on bug fixes, and aims to preserve compatibility.
release, and should make lightmaps a viable option for 3.2. Debug output of the prototype implementation. Not long after that, I got a job as a Godot consultant at Prehensile Tales, which I kept till last Friday. My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 Red: depth buffer.
Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Still, the disadvantage is that it will increase the lightmap package.
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.
This beta 6 build provides additional features and fixes to bugs reported against previous builds. Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).
Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Rendering: Add 2D shadows and canvas SDF to OpenGL3 renderer ( GH-67639 ).
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). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ). The upcoming Godot 3.4
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