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Refactor the texture API to include more modern texture compression formats. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. drawn via texture), except that it always works using hardware (ES 2.0 In the ES 2.0
Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Sprite3D: The material_override now overrides the texture when drawing. or earlier (see GH-42051 ).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Add Clustered lighting (before this all is forward). Add Layered/Stencil rendering.
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Shadow atlases exist for Spot and Omni lights (Directional uses its own texture, and multiple directional lights need several passes). TODO for Milestone #3 (December 2016).
Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Fix a regression with file copy performance on Android. for GLES2).
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.
makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. Godot will pick the right compression for textures when importing for mobile, and supply them over the network. Still, Godot 3.0
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