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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 Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1!
Editor: Always allow selecting any rendering driver in the settings, add auto option ( GH-103026 ). Rendering: Fix debug CanvasItem redraw rects in RD renderer ( GH-103017 ). See the GitHub issue tracker for a complete list of known bugs. Editor: Remove non-existent IPUnix conversion ( GH-102922 ).
The font is appearing correctly on web builds and Android build, but when using the simulator the font is rendered as a system font. You can debug the following code to see if there are any exceptions. The issue is fixed by recompiling the engine on Windows. The same didn’t work on Mac. Issues happen with CC 3.7.2
Weve been keeping busy these past two weeks squashing the bugs that cropped up in 4.4 feature freeze, so our energy has been focused on addressing any new regressions or the aforementioned bugs. Were still aiming for a release sometime next month, but that all depends on how effectively new bugs get reported during this period.
You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Bug reports.
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. A bit about me.
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 ).
” 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.
This version optimizes some rendering and lighting capabilities, fixes a series of key issues recently reported by users, and recommends that all v3.x Engine • Added DebugView at runtime UI control renderingdebugging function. Skip rendering when the UI element Opacity is 0. Cocos Creator 3.7.2 was released last week.
Editor: Add button to keep the debug server open ( GH-69164 ). Rendering: Vulkan: Improve logic for detecting and tracking extensions ( GH-68833 ). Rendering: OpenGL: Fix drawing of Mesh2D ( GH-69135 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Likewise, for graphics development, it is vital that you feel empowered to handle any bug fix or optimization need that could arise. There is always some layer of abstraction between the physical computer and the application that you are building, but you can’t optimize and debug what you can’t see. What are developer tools?
The paper shows how a single language can serve as a unified platform for real-time, inverse, and differentiable rendering. For more information about practical examples of Slang with various machine learning (ML) rendering applications, see Differentiable Slang: Example Applications. Bring ML training inside the renderer.
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 ).
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
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
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,
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.
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 Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. But Godot 4.0
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 ). Rendering: VisualServer now sorts based on AABB position ( GH-43506 ). Bug reports.
There are still many important changes in this beta which are worth testing in the classical build: More work has been done on the rendering, fixing many long-standing bugs as well as some recent regressions that would affect GLES2 mobile and low-end desktop devices. Bug reports. 176 commits have been merged since 3.2
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. As there is no new feature and only bug fixes, this RC 2 should be as stable as 3.3-stable
It focused mostly on fixing bugs and therefore we were somewhat conservative on what could be merged before the release. 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. Bug reports. Now that we're confident that 3.2.3
Same deal as usual, lots of bugs fixed and more refactoring and feature work. Some noteworthy changes in this release: Re-enable support for Web exports using the OpenGL 3 / WebGL 2 renderer. Implement physical light units in Vulkan renderers. Navigation: Add debug visuals for GridMap cell edge connections ( GH-64173 ).
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. As there is no new feature and only bug fixes, this RC 1 should be as stable as 3.3-stable
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 ).
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 ). Rendering: VisualServer now sorts based on AABB position ( GH-43506 ). Bug reports.
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
Such maintenance releases focus on fixing bugs and not on integrating new features. release fixes a number of regressions that users reported after the release, as well as various other fixes to pre-existing bugs and usability improvements. Animation: Fix potential bug with node rename in BlendTree editor ( GH-65651 ) [regression fix].
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.
This new beta 3 build comes shortly after last week's beta 2 to fix some of the regressions and bugs reported against that release. 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. Bug reports. tinyexr 1.0.0, beta 3).
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 ).
with Vulkan support and many new rendering features and refactoring was already in the pipeline. It's packed with lots of new, important features, and an impressive amount of bug fixes – over 6000 commits by close to 450 contributors! Bug reports. While we greatly reduced the number of bug reports in the 3.2 The features.
Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add line rendering. add ninepatch rendering. add polygon and GUI primitive rendering. add circle rendering. render meshes. add ninepatch rendering.
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. Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Bug reports.
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 ). In-depth documentation is available.
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 ).
stable release to bring the numerous new features and even more important bug fixes to all Godot users. New dynamic BVH for rendering and the GodotPhysics backends. 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.
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