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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. Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). Bug reports.
If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly. Rendering: OpenGL: Fix scene shader error when using Omni or Spot but not both ( GH-69901 ). Bug reports.
Visual Shader Editor (Edit shaders connecting nodes). Largely rewritten 2D engine, with support for: Shaders (Visual and Code). 2D Shadows with Polygonal Occluders. Back-Buffer compositing for shaders that read from screen (allows all sorts of post-processing effects). 2D Materials. 2D Normal Mapping.
After many months of hard work (and many more of bug fixing), Godot 1.1 Visual Shader Editor (Edit shaders connecting nodes). Largely rewritten 2D engine, with support for: Shaders (Visual and Code). 2D Shadows with Polygonal Occluders. New 2D Navigation Polygon support, for efficient 2D pathfinding.
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. Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). Bug reports.
If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly. Rendering: OpenGL: Fix scene shader error when using Omni or Spot but not both ( GH-69901 ). Bug reports.
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). Editor: Fix node preview crashes after updating visual shader node ( GH-71385 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ).
But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. As there is no new feature and only bug fixes, this RC 2 should be as stable as 3.3-stable
Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add polygon and GUI primitive rendering. start work on shader compiler. implement more shader features. implement more shader features. start work on shader compiler.
But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. We released Godot 3.3 a few weeks ago , and feedback so far has been pretty good!
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Bug reports. x no longer works in 3.5
But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. As there is no new feature and only bug fixes, this RC 1 should be as stable as 3.3-stable
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 Anything behind the polygon will be culled from view. Bug reports.
They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x Each rectangle, polygon, line, etc., Similarly, batches must share a texture, material, blend mode, shader, and skeleton. While Juan ( reduz ) has been busily working on Vulkan, the rest of the rendering team have not been idle.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Bug reports.
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.
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. courtesy of Pedro J.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. RichTextLabel: Fix center alignment bug ( GH-40892 ). Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).
This RC 3 fixes a number of recent regressions and older bugs. and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view.
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Bug reports.
This RC 4 fixes a number of recent regressions and older bugs. and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view.
This RC 6 has a few notable changes compared to the previous build: In RC 4, async shader compilation and caching was enabled by default on desktop, but several users reported issues with it on some hardware. You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). Estébanez ( RandomShaper )!
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Estébanez ( RandomShaper )!
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Estébanez ( RandomShaper )!
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Estébanez ( RandomShaper )!
RichTextLabel: Fix center alignment bug ( GH-40892 ). Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! Thirdparty library updates (mbedtls 2.16.8, behavior.
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Estébanez ( RandomShaper )!
Several new GLSL built-in functions are exposed to the shader language : radians degrees asinh acosh atanh exp2 log2 roundEven. A button has been added to the debugger to copy the error messages, useful for pasting them in bug reports or other community platforms. Here are some of the more visible bugs fixed in this release.
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. Materials and shaders. Materials and shaders. writing shaders is very easy! A year ago, we decided to skip the release of Godot 2.2 Full principled BSDF.
Most drivers are outright full of bugs, which translates directly to crashes that don't make any sense. uses quite complex shaders which, while they work fine on WebGL 2, take a long time to compile on Windows due to the Angle GLSL validation and compilation to HLSL. Support for 2D meshes, 2D skeletons, and deformable polygons.
For instance, a model may also need to be under a certain polygon count, or it may need to be constructed in a way that will optimize the deformation and animation process. This involves tasks ranging from optimizing geometry (preventing undue strain on an artist's scene) to more complex requests.
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.
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