This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
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 Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. and begin preparing for 4.5.
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). The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default.
Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Rendering: Fix cluster_render.glsl failing on some Macs ( GH-67746 ).
A few regressions made their way among the many bug fixes of 3.3.1, Notably, Windows users could experience crashes when baking lightmaps. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. x releases , focuses purely on bug fixes, and aims to preserve compatibility.
fixes many bugs that were found by the staff and developers when upgrading to 3.7. Cocos Creator 3.7.1 We appreciate your help and work to improve the engine. We also have added a new demo project that will share many of the new upgrades that have come with 3.7 and previous updates. You can download it from the Cocos Store.
Also, there are some bugs to be fixed. Test the implement features and fix bugs. x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Previously every LightmapGI node used to store its lightmap atlas in a single large image. Multi window code editors. Student: trollodel.
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. Still, the disadvantage is that it will increase the lightmap package. Fixed bug with import plugin script exceeding 500KB. Fixed a command-line build occasional resource loss issue.
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
Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Rendering: Fix cluster_render.glsl failing on some Macs ( GH-67746 ).
This beta 6 build provides additional features and fixes to bugs reported against previous builds. Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Animation: Fix bugs in AnimationNodeTransition's behavior ( GH-52543 , GH-52555 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).
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: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). The upcoming Godot 3.4
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. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. A year ago, we decided to skip the release of Godot 2.2 Still, Godot 3.0
The goal between now and the stable release will be to continue polishing the current feature set by fixing bugs and optimizing performance. We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0, We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0,
Lots and lots of driver bugs in mobile and desktop. Even modern flagship devices still ship with crippling driver bugs. Use baked lightmaps instead. Additionally, a noise texture can now be used as a resource, which generates noise on the fly. x to fix some more bugs and improve usability in a backward compatible way.
fixed a GDNative binary compatibility bug. A mipmap is a smaller version of the original texture, usually filtered in a special way to make them look nicer when they are viewed from an angle or far away. For the lack of a better and proven alternative I chose to generate those values on the CPU and writing them into a texture.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content