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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.
Physics: Jolt: Fix ghost collision issue on dense triangle meshes ( GH-102614 ). Rendering: Reduce mobile pipeline compilations ( GH-102217 ). something that worked in a previous release is now broken) and significant new bugs introduced by new features. See the GitHub issue tracker for a complete list of known bugs.
Import: Use UID in addition to path for extracted meshes, materials and animations ( GH-100786 ). Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer ( GH-103794 ). See the GitHub issue tracker for a complete list of known bugs. if something that worked fine in previous 4.x
Import: Fix group reimport bug affecting AtlasTexture ( GH-68324 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ). Rendering: Fix mobile and gl_compatibility renderers sky_transform operations ( GH-69636 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Additionally, the modern backend can implement rendering methods , such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). and is intended to run on very old PC hardware as well as most older (still working) mobile phones. Mesh streaming : Models are loaded as low detail (few vertices).
Import: Avoid nested skeletons, and handle skinned meshes with children ( GH-72158 ). Rendering: Add dependency tracker info on geometry create on mobile renderer ( GH-72064 ). See the GitHub issue tracker for a list of known bugs in the 4.0 GUI: Fix LineEdit and TextEdit context menus not customizable ( GH-72167 ).
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). See the GitHub issue tracker for a list of known bugs in the 4.0
It even runs games flawlessly on mobile web! You can have hundreds of thousands of particles on legacy CPUs or mobile. The new particle system uses meshes by default (to work with impostor quads, just create a QuadMesh and assign a material with billboard set to enabled). Here's a small platformer demo you can try! Stay tuned!
is released, bringing back support for low and mid-end mobile and low-end desktop GPUs via OpenGL ES 2.0 / OpenGL 2.1. branch, with bug fixes, enhancements, and even some new features. and is now broken), please make a bug report and mention it in the tracker bug. Tracker bug for regressions. Happy bug hunting!
We've been hard at work fixing bugs since the Godot 3.1 There were over 600 bugs listed for the 3.1 The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed. version includes all the new features (and subsequent bugs!) Bug reports.
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). See the GitHub issue tracker for a list of known bugs in the 4.0
is nearing a stable release, we still want to provide relevant bug fixes to users of the current 3.4 Ignore support of S3TC compression format on mobile devices to ensure the use of ETC2 for GLES3 (fixes issues with Meta Quest 2 after a recent system update). Editor: Fix GridMap cursor showing the wrong mesh ( GH-58624 ).
Performance regressions are treated as critical bugs. ASTC for mobile, DXT5 for PC), and eliminate over-resolved images. Geometry: Build with LODs from the start, batch static meshes, and constrain polycounts based on hardware targets. From mobile to console, each target comes with its own unique technical constraints.
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. Label3D and TextMesh.
Finger tracking itself is fully supported both through updating orientation of meshes, for which a sample scene is included in the plugin, and through animating a skeleton and bone deformation. Further Mobile renderer improvements in Godot 4. More modes will become available as they are added to the OpenXR specification.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta 4 is a small update with just 83 commits excluding merges, focusing on fixing bugs to stabilize the current feature set for 3.5 Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ).
This RC 3 fixes a number of recent regressions and older bugs. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Be sure to test them and report any bug or inconvenience with the implementation. Jump to the Downloads section.
This RC 4 fixes a number of recent regressions and older bugs. Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). Be sure to test them and report any bug or inconvenience with the implementation. users would require to use it fully.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta adds what should be the last batch of new features (together with a lot of bug fixes, as that's our focus at this stage), with scene unique node names and the new SceneTreeTween backported from Godot 4.0.
This seemed like a great idea at the beginning, but ended up giving us many problems, such as: Bad performance on old mobile/desktop hardware which wasn't designed for the more modern rendering techniques being used. Incompatibility with older mobile devices which do not support OpenGL ES 3.0. On mobile, as OpenGL ES 3.0
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Bug reports.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. back in 2020! and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Bug reports. back in 2020!
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. back in 2020! and backported to 3.5.
I especially focused on having interactions that meshed well with hand-tracked controllers.”. For example, the Oculus Quest is technically a mobile device, and so has limited power. Otherwise, you could be facing more bugs, challenges, or a game that just won’t run well. It’s another dungeoneering game at heart.
Poor mobile support. On Android, it is supported in most of the mobile devices in the market. Most drivers are outright full of bugs, which translates directly to crashes that don't make any sense. backend that will make Godot work great on mobile again. on mobile and web, further work on the current OpenGL ES 3.0
Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. release got its fair share of improvements and bug fixes, thanks to the dedication of many contributors! and Godot 3.3.
Import: Fix group reimport bug affecting AtlasTexture ( GH-68324 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ). Rendering: Fix mobile and gl_compatibility renderers sky_transform operations ( GH-69636 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
still needed refinement, and thus a lot of work was poured into those areas to improve the usability, implement missing components and fix bugs reported by our growing userbase. branch, we will keep maintaining it with relevant bug fixes and platform-specific changes in the coming months (notably with a 3.1.3 January 2018) and 3.1
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: Bind mesh merging functionality in MeshInstance ( GH-57661 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release candidate. back in 2020!
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Bug reports. mbedtls 2.16.9,
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Bug reports. zstd 1.4.8).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). CSG: Various bug fixes. Physics: Various bug fixes for 2D and 3D. Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Bug reports. zstd 1.4.8).
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,
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. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. A year ago, we decided to skip the release of Godot 2.2
By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh. While making medium to large scale games in Godot, many small bugs start to creep in that cannot be caught by the compiler. Student: Suhas Prasanna ( psuhas77 ). Introduction.
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