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Platform SDK The Platform SDK allows developers to access features of Metas store and online services, including: User profiles (including authentication and checking entitlement) In-App Purchases (IAP) Downloadable Content (DLC) Friends, Parties, and Group Presence Achievements Leaderboards and much more!
Hi, I'm Yuri ( Chaosus ), and I made a number of changes this past 18 months to upgrade the shader language in Godot 4.0 There are changes to the editor usability, to the shader language itself, and to visual shaders. Shader creation dialog. A new warning system for shaders within the editor has been implemented.
stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). iOS: Workaround WebKit/ANGLE shader compilation bug for WebGL 2.0 ( GH-64811 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Here are the main changes since 3.5-stable:
stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). iOS: Workaround WebKit/ANGLE shader compilation bug for WebGL 2.0 ( GH-64811 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Here are the main changes since 3.5-stable:
Documentation: More content, better theme. Visual Shaders overhaul. Documentation: More content, better theme. The same content is also available as the 3.2 Both the Class Reference and the tutorials gained a lot of new content during the development of Godot 3.2. Visual Shaders overhaul. Since Godot 3.1,
stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). iOS: Workaround WebKit/ANGLE shader compilation bug for WebGL 2.0 ( GH-64811 ). Physics: Hack a hot fix for Bullet's collision margin regression ( GH-64875 ). Here are the main changes since 3.5-stable:
stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). iOS: Workaround WebKit/ANGLE shader compilation bug for WebGL 2.0 ( GH-64811 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Here are the main changes since 3.5-stable:
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3 Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Rendering: Unified 2D batching.
For example, VRM allows cel-shaded characters with custom hair, clothing and collisions. Animation skinning and blend shapes are using compute shaders. The market-leading digital content creation tools worked against the Collada format adoption by including an incomplete and buggy exporter in their software. bin + textures).
You may have already seen some of this content on social media, in blog posts, or in alpha release notes. We also reached out to content creators from the Godot community and got two very nice videos from FinePointCGI and Bramwell covering what Godot 4.0 For more information see the article introducing sky shaders.
2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). RichTextLabel: Add option to fit height to contents ( GH-33235 ). Shaders: Add shader time scaling ( GH-38995 ).
release, with a lot of new content and many updates to existing tutorials to match the 3.2 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D ( GH-39399 ). Shaders: Add shader time scaling ( GH-38995 ).
It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. Materials and shaders. Materials and shaders. In other engines, you have to provide many shader variants, mix HLSL with a metalanguage, error reporting is terrible and writing shaders is difficult in general.
Shader language features. Revamped collision layer grid in the inspector. Shader language features. Our shader language maintainer Yuri Roubinsky ( Chaosus ) is busy doing magic on the development branch for Godot 4.0, Large files support (> 2.0 Frame delta smoothing. Improved input handling. ACES Fitted tonemapper.
As mentioned above, you can get additional details on each of these individual pieces (and the roles they play in the Kristala demo) by joining our new Patreon campaign, where we regularly share a ton of behind-the-scenes tidbits and exclusive content. Fixing collision on trees. Here are some shots of Fede's WIP.
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