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supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). x point releases (which we are now intending to do more often, allowing several releases per year). Additionally, Godot 4.0
Also, there are some bugs to be fixed. When the Script button is clicked and the Script editor is undocked, the Script editor window is focused. Test the implement features and fix bugs. x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Multi window code editors.
See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Fixed Mat4.getRotation
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: Add new 3D point light attenuation as an option ( GH-52918 ). The upcoming Godot 3.4
Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). 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 ).
Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). 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 ).
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