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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.
OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Fix Tab key usage in the inspector ( GH-71271 ).
OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Fix Tab key usage in the inspector ( GH-71271 ).
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. Fixed bug with import plugin script exceeding 500KB.
New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. Inexact Shadows (beta) Deals with potential mesh mismatches of ray traced and raster geometry. NVIDIA RTX UE4.26 The new NVIDIA UE4.26
beta 2 available now), we still cherry-pick important bug fixes to the 3.3 As there is no new feature and only bug fixes, this RC 1 should be as stable as 3.3.2-stable Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). Import: glTF: Fix mesh nodes which are also bones ( GH-49119 ). Bug reports.
We've been hard at work fixing bugs since the Godot 3.1 There were over 600 bugs listed for the 3.1 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!) Bug reports. to be like. Contrarily to our 3.0.x
beta 1 , and many high priority bug reports have been fixed since then. 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!) features last week ( 2D meshes , 2D skeletons and AnimationTree docs).
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Fix for the dangling Variant bug. and 3.2.1. The fix made in the 3.2
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). GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). The upcoming Godot 3.4
This beta 4 build provides additional features and fixes to bugs reported against previous builds. Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). HTML5: Debug HTTP server refactor with SSL support ( GH-48250 ).
beta 4 available now), we still cherry-pick important bug fixes to the 3.3 in May , there have been a number of bug fixes which are worth including in a new stable release for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. While we're busy working on both the upcoming Godot 4.0
beta 3 available now), we still cherry-pick important bug fixes to the 3.3 As there is no new feature and only bug fixes, this RC 2 should be as stable as 3.3.2-stable Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). Import: glTF: Fix mesh nodes which are also bones ( GH-49119 ). Bug reports.
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Fix for the dangling Variant bug. CSG: Various bug fixes ( GH-38011 ).
A few regressions made their way among the many bug fixes of 3.3.1, Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. so here's another maintenance release to fix them.
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Fix for the dangling Variant bug. and 3.2.1. The fix made in the 3.2
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.
We expect bugs with the beta, even some regressions which we have seen already, but we are working on fixes to the reported problems to be ready for the 3.2.4 Most FOSS tooling could not properly import FBX files or had horrible bugs. Much like the work we have done with FBX we'd just be repeating work for example with mesh conversion.
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. Debug draw mode for texel density. Here's a sneak peek: UV2 texel density debug draw mode.
This RC 3 fixes a number of recent regressions and older bugs. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Be sure to test them and report any bug or inconvenience with the implementation. Jump to the Downloads section.
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. release got its fair share of improvements and bug fixes, thanks to the dedication of many contributors! 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 ). Be sure to test them and report any bug or inconvenience with the implementation. users would require to use it fully.
load meshes. render meshes. Because of some stupid typos I had a hard time getting this right, but at least I got a nice UV-debug screenshot out of it. While the initial implementation had a fatal bug, it helped uncover a more hidden bug that caused problems in the editor UI later on. Done January 2018.
Thanks to all pre-release testers who help us find and debug regressions! Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Bug reports.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
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 ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
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
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). And many more bug fixes and usability enhancements all around the engine! Bug reports.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). And many more bug fixes and usability enhancements all around the engine! Bug reports.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Bug reports. back in 2020!
By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh. While making medium to large scale games in Godot, many small bugs start to creep in that cannot be caught by the compiler. These can only be dealt with manually while debugging.
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