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The Elder Scrolls V: Skyrim Special Edition was launched on Steam on 28th October, that’s two days ago, and by now a lot of players keep complaining, on forums and boards , about issues of the game. The following Skyrim Special Edition errors are making the game unplayable and a lot of players are currently complaining about them.
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 Game window embedding was implemented to support our recent interactive in-game editing feature. and begin preparing for 4.5.
However, not long ago, I started having low FPS in Stronghold Definitive Edition, which turned my gameplay into a slow-motion nightmare. Interesting fact: Did you know that FPS issues in games like Stronghold Definitive Edition can sometimes be linked to the in-game events and units? Launch Stronghold Definitive Edition.
As a fan of medieval games, the last thing I want is to have my strategic momentum halted by getting stuck on the loading screen in Stronghold Definitive Edition. Why Stronghold Definitive Edition is stuck on loading Screen ? How to fix the Stronghold Definitive Edition stuck on the loading Screen issue?
github.com/cocos/cocos-engine Cannot create and edit Real Curve in 3.8 Editor opened 02:02AM - 08 Oct 23 UTC zhefengzhang Feature Request Needs Triage ### Use Case - ### Problem Description [link] … nnot-create-and-edit-real-curve-in-3-8-editor/59588 [link] demo: [59588.zip]([link]
If you face The Outer Worlds: Spacer’s Choice Edition low FPS problem on your PC, a few tricks and settings can help you. Why is my frame rate dropping on The Outer Worlds: Spacer’s Choice Edition? Known bug: It is also possible that this poor performance or stuttering issue is related to a specific version of the game.
The second one is bugging out really bad. At some point our animator was no longer able to enter animation editing mode from within prefab edit mode… he would click enter animation editing mode over and over and nothing would happen. They need to make two animations and the first one worked great.
Hello, we will support new RealCurve in the future so you can edit it in the editor. For the time being, you can give the property default data, as shown in the following code @property(RealCurve) realCurve = (() => { const curve = new RealCurve(); curve.assignSorted([ [0,{value: 0}], [1,{value: 1}], ]); return curve; })();
/uploads/default/original/3X/b/3/b3c4b9e44770df35260beda5c3f7d79cdb24554d.mp4 In the video, i recorded how the bug happened. I created a real curve in A.ts
I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. Also included is Wimpy, the executable that allows you to add and edit objects in Rooms. But Ron, why won't you accept my bug fixes and improvements to the game?". don't hit the back button yet.
But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. Also included is Wimpy, the executable that allows you to add and edit objects in Rooms. “Holy crap-a-reno! What’s the catch Ron?”
I don’t have a middle mouse button on MacBook) Is this a bug? Unless I click and hold the right mouse button the shader doesn’t move or update in the scene. (I Or is it a feature that I can turn on/off somewhere?
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. We previously removed *_degrees properties from 2D and 3D objects in favor of making editing degrees easier in the Inspector.
Rework EditorPlugin editing logic, allowing multiple plugins to be active at the same time ( GH-71770 ). Editor: Fix various gradient editor bugs ( GH-70548 ). Editor: Rework EditorPlugin editing logic ( GH-71770 ). See the GitHub issue tracker for a list of known bugs in the 4.0
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. We previously removed *_degrees properties from 2D and 3D objects in favor of making editing degrees easier in the Inspector.
As I remember it was a bug. you have to edit blend func inside the particle asset file (.plist You can upgrade engine version to 3.7+ plist extension) Modify those 2 values, the meaning of the value you can find here docs.cocos.com Cocos Creator API Description
Supporter’s Edition. There’s also a Supporter’s Edition, which comes with a bunch of fun extras: Play through Heat Signature’s development with 8 early prototypes from its 3.5 If you’re having any technical issues, we’re posting any known solutions here , and you can report bugs to us here.
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. GUI: Fix inconsistent state of Controls when editing and running scenes ( GH-70882 ). See the GitHub issue tracker for a list of known bugs in the 4.0
Edit 2017-08-25: Here's finally the release candidate build. Edit 2017-08-17: And another beta build, probably the last one before the release candidate. branch, and many bug fixes as well as new developments have made it to that branch. They are bugs that did not occur in the previous stable release (2.1.3)
It's fairly slow and there are still a lot of issues to iron out, but you should be able to start it, edit a project and run it. See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release.
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 Edit 20/01/2018 @ 23:15 CET: The current Mono binaries display a non-blocking error about API hash mismatches.
Supplement missing Spine APIs and fix some behavioral bugs. Optimize property hints, documentation, and editing experience for post-processing in custom pipelines. Fix the problem of Spine not running when engine separation is enabled on the OPPO platform. Use the WASM library for PhysX on Web & WeChat platforms.
From there, I could edit one branch to automatically update all of the branches. A brief rant: to me this is a clear case of retro game community Stockholm syndrome / collective Kool-Aid poisoning, where in any other game this "sliding down a 5 degree gradient" behavior would've been classed as an undesirable physics bug to be fixed promptly.
The time these developers spend recording these interviews is time not spent doing their assigned tasks or fixing bugs, which comes at a material cost when there's a deadline. These interviews are coming at the cost of bugs not getting fixed. Next, consider what these videos earn in exchange.
Like any other game, it can have some bugs and glitches, problems that players may experience with the game’s graphics or visual elements, such as low frame rate, stuttering, or graphics not displaying correctly. Below you will find a list of all the game bugs, and for each issue, you will find a corresponding solution or workaround.
Edit (2016-07-10 8:00 UTC): A regression was found in 2.0.4 Edit (2016-07-10 16:30 UTC): A hotfix 2.0.4.1 As for the previous maintenance releases, we cherry-picked non-intrusive bug fixes and usability enhancements from the master branch to provide you with a slightly better stable version while we're waiting for the upcoming 2.1
is now released with over 400 commits worth of bug fixes and improvements over the previous 3.1.1 Edit: The update is now also available on Steam and itch.io. Edit 2019-12-03 @ 15:00 UTC: A regression was found in the WebAssembly (HTML5) export templates, which was fixed this day. While Godot 3.2 branch: Godot 3.1.2
Tile atlas editing. The first mode allows editing the atlas properties and creating/removing base tiles, the second one allows selecting and editing tiles properties, and the last one is to paint properties over the tiles. Note that, when editing a TileMap, you can replace all cells by their corresponding mapped value.
Visual Shader Editor (Edit shaders connecting nodes). Navigation Polygons can be edited visually and combined, disabled, etc. Large amount of bug fixes and smaller improvements. New features include: Rewritten Auto-Completion in the Code-Editor. New API in OS for managing the screens and window, with multi-monitor support.
It notably includes Bullet as the new 3D physics engine , onion skinning , autotiling for 2D tilemaps, an enhanced debugger with remote SceneTree edit, and nice usability improvements such as code folding in the script editor, PascalCase builtins for C#, and many others. Bug reports. There are still many open bug reports for the 3.0
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.
After many months of hard work (and many more of bug fixing), Godot 1.1 Visual Shader Editor (Edit shaders connecting nodes). Navigation Polygons can be edited visually and combined, disabled, etc. Large amount of bug fixes and smaller improvements. Brand new 2D engine and more! Check out (and share!) 2D Materials.
Until recently, editing tile properties needed to be done by selecting each tile and setting their properties one by one. While editing one tile's properties is useful, being able to set properties on several tiles at once makes setting up a TileSet a lot faster. It also works when editing a property in the tile selection mode.
Edit 22.12.2017: Windows binaries (both the editor binaries and the export templates) have been replaced by versions without OpenMP support, the latter forcing the installation of the MS Visual C++ Redistributable 2017 to get the OpenMP DLL. There are definitely still bugs here and there, so please report anything you might stumble upon.
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. GUI: Fix inconsistent state of Controls when editing and running scenes ( GH-70882 ). See the GitHub issue tracker for a list of known bugs in the 4.0
We have more regular contributors, a documentation team, a bug triage team and a much larger community! Previously, only the root node of a scene was editable. It is now possible to edit any children node of the instanced scene and have the changes persist. Multiple scene editing. See the full list of changes.
macOS/iOS: LLVM 14 - Edit: Seems like macOS doesn't like LLVM 14, it's crashing. Edit: A new macOS editor binary has been uploaded which should work fine. See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 4.0
It's already been 3 months since our previous official development snapshot , and lots of bugs have been fixed, making us one big step closer to the final 3.0 This is of course still pretty rough, though usable, and we are looking forward to your feedback and bug reports. Bug reports. stable release. would be on its release.
The forum ( edit: now replaced by the Q&A ), IRC and Facebook are now full of life! This release does not mean that Godot is as stable as it can be, but ensures that bugs are rare enough to find and, and with easy workarounds that do not affect the workflow. As Godot matures, stability and workflow will keep improving.
It will be rolled out at the end of July, or early August, after I’ve tested for bugs. On the PC version, they correctly deploy their torpedo, a bug prevented their use on the mobile build. Added some new NPC coms chatter, edited some potentially rude messages to be more civilized. They were holding back.
The most common bugs in this game are crashes such as Fallout 4 Far Harbor crash on PC, PS4, or the game keeps crashing on Xbox One. You may experience game crashes on this Fallout 4 edition due to multiple reasons, such as incompatible or outdated driver files. Why does Fallout 4 keep crashing?
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
Edit: Release Candidate 2 is now up. This does not mean Godot is now without bugs, but that nothing should be too serious to affect your productivity. A long time in the baking, but the first release candidate is here. After stable release, we’ll keep fixing issues and then head over to 1.1 (see see roadmap !).
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