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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.
Visual Shader Editor (Edit shaders connecting nodes). 2D Shadows with Polygonal Occluders. New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc. Large amount of bug fixes and smaller improvements. 2D Materials.
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.
After many months of hard work (and many more of bug fixing), Godot 1.1 Visual Shader Editor (Edit shaders connecting nodes). 2D Shadows with Polygonal Occluders. New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc.
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
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. We released Godot 3.3 a few weeks ago , and feedback so far has been pretty good!
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 2020-07-30: We found that 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. TileSet: Fix potential crash when editingpolygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! Bug reports.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. TileSet: Fix potential crash when editingpolygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. Thirdparty library updates (mbedtls 2.16.7,
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.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. TileSet: Fix potential crash when editingpolygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. Thirdparty library updates (mbedtls 2.16.7,
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. RichTextLabel: Fix center alignment bug ( GH-40892 ). TileSet: Fix potential crash when editingpolygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine!
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. RichTextLabel: Fix center alignment bug ( GH-40892 ). TileSet: Fix potential crash when editingpolygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine!
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. RichTextLabel: Fix center alignment bug ( GH-40892 ). TileSet: Fix potential crash when editingpolygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine!
RichTextLabel: Fix center alignment bug ( GH-40892 ). TileSet: Fix potential crash when editingpolygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! If you notice any mapping issue, please file a bug report. Windows: DirectInput: Use correct joypad ID ( GH-40927 ).
Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, Since then, smix8 has taken over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ) and lawnjelly. Early adopters of 3.5
Edit: Changed post title for clarity (previously Abandoning OpenGL ES 3.0 Edit 2: This article is now outdated. Most drivers are outright full of bugs, which translates directly to crashes that don't make any sense. Support for 2D meshes, 2D skeletons, and deformable polygons. for Vulkan (and ES 2.0) ). on Android.
For instance, a model may also need to be under a certain polygon count, or it may need to be constructed in a way that will optimize the deformation and animation process. This involves tasks ranging from optimizing geometry (preventing undue strain on an artist's scene) to more complex requests.
release, we decided to take the chance to look at our long list of features and bug fixes that could not be implemented because it involved breaking compatibility. It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do.
On the third image, I tried to programed a draw mode option to directly edit the shapes in the generation process. To not be bound to it I picked the third creature (the bug like one) randomly from the folder. One thing I had to keep in mind was again the number of polygons I want to use for each model.
This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. Despite the game’s powerful use of top-down view, the live cutscenes of Lost Ark are full of bugs. Sign up for their newsletter to be informed when the latest deconstruction drops.
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