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Core: Promote object validity checks to release builds. macOS: Mono universal build, GDNative Framework, notarization. Promote object validity checks to release builds. This has a theoretical performance cost for release builds, but it was found not to be significant. Large files support (> 2.0 Frame delta smoothing.
In this guest post, some members of the Moonwards team give us insights into how they approach building such a complex project with Godot. Moonwards is the experience of building a world together. We have Archetypes, we have decoupled Entities, and simple, predictable building blocks. Yes, we know that’s awfully ambitious.
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). The second part of her work has just been merged, and should significantly improve the ColorPicker’s UX. Buildsystem: Unify tools / target build type configuration ( GH-66242 ). target=template_debug : Debug template, optimized, with debugging code.
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). The second part of her work has just been merged, and should significantly improve the ColorPicker's UX. Buildsystem: Unify tools / target build type configuration ( GH-66242 ). target=template_debug : Debug template, optimized, with debugging code.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable, which is why we publish this beta build now. It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x.
This new RC 2 build should be quite stable and we hope that many Godot 3.2.x stable build. If all goes well, the next build should be 3.2.2-stable. It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x. Notably, Godot 3.2.2 How to test. GLES2 2D batching. The fix made in the 3.2
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable, which is why we publish this beta build now. It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x.
This new RC 3 build fixes a couple recent regressions. While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Pull Request, so we're now confident to include it in this beta build for further testing.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable, which is why we publish this beta build now. It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x.
This new RC 1 build should be quite stable and we hope that many Godot 3.2.x stable build. While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. The upcoming Godot 3.2.2 Notably, Godot 3.2.2
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. You can now export typed dictionaries from scripts and benefit from a much improved Inspector UX to assign the right keys and values. You can also try the Web editor or the Android editor for this release.
iOS export templates are now included in the Mono build. came with a brand new Android plugin system, and notably the possibility to build custom APKs from your project folder with any additional plugins/modules that your project needs. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. feature set.
There's still more I want to add over coming days, but there's no reason to delay the publication of the beta 2 builds. macOS: Mono builds are now universal builds with support for both x86_64 and arm64 architectures. Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ). Highlights.
We had a beta 2 build ten days ago , and a number of issues have since been found and fixed, so it's time for Godot 3.4 This build also fixes a nasty crash on Windows for some projects using dynamic fonts with outlines, triggered by a buildsystem update ( GH-50790 ). The upcoming Godot 3.4 The main changes coming in Godot 3.4
This beta 5 build provides additional features and fixes to bugs reported against previous builds. C#: macOS: Mono builds are now universal builds with support for both x86_64 and arm64 architectures ( GH-49248 ). Core: Promote object validity checks to release builds ( GH-51796 ). GiB, including on 32-bit OSes.
This beta 4 build provides additional features and fixes to bugs reported against previous builds. C#: macOS: Mono builds are now universal builds with support for both x86_64 and arm64 architectures ( GH-49248 ). Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ). The upcoming Godot 3.4
This beta 6 build provides additional features and fixes to bugs reported against previous builds. C#: macOS: Mono builds are now universal builds with support for both x86_64 and arm64 architectures ( GH-49248 ). Core: Promote object validity checks to release builds ( GH-51796 ). The upcoming Godot 3.4
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). Core: Promote object validity checks to release builds ( GH-51796 ). The upcoming Godot 3.4
C#: macOS: Mono builds are now universal builds with support for both x86_64 and arm64 architectures ( GH-49248 ). Core: Promote object validity checks to release builds ( GH-51796 ). Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ). C#: Fix reloading tool scripts in the editor ( GH-52883 ).
C#: macOS: Mono builds are now universal builds with support for both x86_64 and arm64 architectures ( GH-49248 ). Core: Promote object validity checks to release builds ( GH-51796 ). Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ). C#: Fix reloading tool scripts in the editor ( GH-52883 ).
x releases, now that we have a fairly mature base to build upon. macOS: ARM64 build, code signing. Raise errors when accessing deleted objects in debug. introduced a new API for Android plugins which allow building and distributing them easily to end users. macOS: ARM64 build, code signing. iOS: New plugin API.
If you want to try the new changes outlined below, you can use this custom build (Linux, Windows). Port connection swapping was also added as a minor UX improvement. Then there are in-graph editable nodes , which provide a simple yet powerful UX improvement to the Visual Script. Work done. Visual Script graph unification.
Android build and plugin systems. our contributor Yuri Roubinsky did a huge rework of the new visual shader's UX , and eventually assumed full maintainership of the feature. On the debugging front, our contributor Joan Fons Sanchez added a new network profiler , which will help you monitor the bandwidth usage of your game in real time.
How to become a 3D modeler CG Spectrum's 3D modeling career track and Bachelor of Animation and VFX (3D modeling) will help you build solid 3D modeling and sculpting skills. You’ll learn industry-quality asset creation, building 3D props, creatures, and environments using Maya, ZBrush, and Substance Painter, guided by industry experts.
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