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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

x updates with bug fixes, but also new features as long as they don't require breaking compatibility. x), we're going back to a stricter application of semantic versioning and those releases will only contain bug fixes and usability/documentation improvements. When we released Godot 3.2 This led us to have a quite feature-packed 3.2.2

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

This beta 6 build provides additional features and fixes to bugs reported against previous builds. Android: Implement per-pixel transparency ( GH-51935 ). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ). HTML5: Fix bug in AudioWorklet when reading output buffer ( GH-52696 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

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). Android: Implement per-pixel transparency ( GH-51935 ). The upcoming Godot 3.4 API documentation updates.

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Android: Implement per-pixel transparency ( GH-51935 ). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ). HTML5: Fix bug in AudioWorklet when reading output buffer ( GH-52696 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Bug reports.

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Android: Implement per-pixel transparency ( GH-51935 ). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ). HTML5: Fix bug in AudioWorklet when reading output buffer ( GH-52696 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Bug reports.

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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

fixed a GDNative binary compatibility bug. This is a screenshot that displays the object-space position of each pixel as the color. That was fixed by reflecting the view-vector with the normal of the current pixel. It halves the resolution of the image until there's only one pixel left. Done May 2018. cubemap filtering.

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