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Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Rendering: GLES3: Fix incompatible addition in auto exposure shader ( GH-55983 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ).
Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ).
Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ).
Materials and shaders. Auto-tiling in tile maps. Materials and shaders. 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. writing shaders is very easy! GPU particles.
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. seen as small bumps between tiles on a GridMap). and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). The main changes coming in Godot 3.5
You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. is introducing sky shaders which allow users to create dynamic skies that update in real time (including reflections). For more information see the article introducing sky shaders. For other atmospheric effects, Godot 4.0
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I can easily throw ~200 sprites (that all share the same spritesheet) on the screen with basic overlap / collision tests at 720p resolution at a steady 30 FPS. and no WASM.)
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