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Hey everyone, It has been two years since I began rewriting my gameengine, and while development has been slow, it has been steady. In this post, I want to share the current status of the Untold Engine. What is the Untold Engine? Where can I get the Untold Engine? This time around, that won't be an issue.
Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D ( GH-103889 ). Rendering: Optimize _fill_instance_data function in Forward+ renderer ( GH-103547 ). Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer ( GH-103794 ).
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!
rc1 snapshot last week, we decided to make a second release candidate as a few more critical bugs had fixes available to backport. Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc ( GH-104154 ). Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). After a first 4.4.1-rc1
Editor: Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play ( GH-102978 ). Editor: Always allow selecting any rendering driver in the settings, add auto option ( GH-103026 ). Porting: Fix Embedded Game startup location on Windows ( GH-103021 ). Changelog As we released 4.4
Export: Fix cross-platform configuration of rendering driver settings (narrower approach) ( GH-103197 ). Rendering: Metal: Compile MTLLibrary on demand when pipeline is created ( GH-103185 ). Rendering: Windows: Offload RenderingDevice creation test to subprocess ( GH-103245 ). if something that worked fine in previous 4.x
Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201 ). Rendering: Metal: Fix SPIR-V MSL compilation on iOS targets ( GH-103337 ). See the GitHub issue tracker for a complete list of known bugs. Input: Change default deadzone back to 0.5
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.
Porting: Add support for embedding game process in the Android Editor ( GH-102492 ). Porting: Fix game and editor freeze when clicking on the games title bar ( GH-102744 ). Rendering: Reduce mobile pipeline compilations ( GH-102217 ). See the GitHub issue tracker for a complete list of known bugs. beta3 snapshot.
Last year we announced that we were planning on creating an OpenGL-based renderer to complement the current Vulkan-based renderers. with an OpenGL-based renderer; it just won't be feature complete. As a reminder, an OpenGL-based renderer is still crucial so we can support older platforms, and Web export. LightmapGI.
Last year we announced that we were planning on creating an OpenGL-based renderer to complement the current Vulkan-based renderers. with an OpenGL-based renderer; it just won’t be feature complete. As a reminder, an OpenGL-based renderer is still crucial so we can support older platforms, and Web export. LightmapGI.
Last week, I wrote an article about making my renderer more user-friendly. Some bugs need fixing. But my main objective is to add Ray-Tracing to the renderer. If you haven't had a chance to read any of my previous two articles, here are some videos to catch you up. This week, I decided to work on the Lights User-Interface.
Import: Fix group reimport bug affecting AtlasTexture ( GH-68324 ). Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ).
As always, a bunch of nice rendering fixes! Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ). Bug reports.
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 ).
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca 's car scene , rendered in Godot 4.0 Bug reports.
has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.
Flag dirty dependencies when GeometryInstance dependencies change in renderer ( GH-71581 ). The illustration picture for this article is from Halls of Torment , a roguelite action RPG with retro late-90s pre-rendered 2D graphics. Rendering: Flag dirty dependencies when GeometryInstance dependencies change in renderer ( GH-71581 ).
Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Rendering: Add options for sorting transparent objects ( GH-69998 ).
Rendering: Fix Variable Rate Shading issues ( GH-68710 ). Rendering: Finish implementing Canvas Background mode ( GH-68805 ). Rendering: Fix drawing of 2D skeletons in the RD renderer ( GH-68863 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Researchers, professionals or game app developers all need to remain up-to-date with the recent advancements as well as features of the Unity engine to create and enjoy the best games possible. Some popular games built with Unity include Angry Birds 2 and Pokémon Go”. Unity 2022.2.11
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. Rendering: Implement basic ASTC support ( GH-65376 ). See the GitHub issue tracker for a list of known bugs in the 4.0
Rendering: Remove SCREEN_TEXTURE , DEPTH_TEXTURE , and NORMAL_ROUGHNESS_TEXTURE ( GH-70967 ). Rendering: Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable texture swizzling ( GH-71574 ). Rendering: Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable texture swizzling ( GH-71574 ).
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. As a tester, you are encouraged to open bug reports if you experience issues with this release.
But no matter the amount of time dedicated to testing and profiling — bugs and issues are inevitable. with bug fix releases as we are dedicated to ensuring a stable experience as soon as possible. branch into our main development branch and other contributors joined in to add features and fix bugs. Countless bugs.
This is a bug and should be solved eventually (so that you can --export-debug or --export-release directly from a Git checkout without.godot folder). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). Rendering: Fix scaling issue in draw_line and similar methods ( GH-69851 ).
As always, a bunch of nice rendering fixes! Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ). Bug reports.
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 (“Compatibility”) projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca ’s car scene , rendered in Godot 4.0 Bug reports.
Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it’s getting very close to the state that we would be happy with. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Rendering: Add options for sorting transparent objects ( GH-69998 ).
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. Rendering: Implement basic ASTC support ( GH-65376 ). See the GitHub issue tracker for a list of known bugs in the 4.0
Godot is a not-for-profit free and open source gameengine which aims at empowering all users in their 2D and 3D game development projects. This includes cross-platform OpenXR support, an extended input action system for VR, Vulkan rendering and optimizations on mobile, and more! Implement Vulkan rendering on Android.
macOS: Disable window redraw during resize, when rendering in the separate thread ( GH-58738 ). Rendering: Use Filament specular model and parametrization ( GH-51716 ). Rendering: Use properly use non-perceptual roughness when filtering radiance ( GH-58418 ). Rendering: Fix shader compilation error with anisotropy ( GH-58419 ).
Rendering: Various bug fixes to both shaders and the Vulkan setup (including updating to Vulkan SDK 1.3.204 ). Rendering: Various tweaks to default environment and lighting config to balance quality and performance. Rendering: Use prefiltered radiance for Sky high quality update mode ( GH-58177 ). Bug reports.
Same deal as usual, lots of bugs fixed and more refactoring and feature work. Movie Maker run mode to record in-game footage for trailers/movies. Fix GDScript bug causing return values to be reset in release builds. Rendering: Add support for soft shadows to the GPU lightmapper ( GH-62054 ). Bug reports.
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 Rendering: VisualServer now sorts based on AABB position ( GH-43506 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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