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At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Framerate Optimization To address this, Unity offers several profiling and debugging tools.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 build. Notably, Godot 3.2.2
Rendering: Fix shadow culling with orthogonal camera and wrong VIEWPORT_SIZE shader builtin ( GH-35406 ). There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Mono: Various bug fixes ( GH-35372 , GH-35407 , GH-35472 , GH-35478 ). The features.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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. After refining our Godot 3.2 Other changes.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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. Notably, Godot 3.2.2 The fix made in the 3.2
includes 5 major features: C# support for the iOS platform. This nearly completes the platform support for C# projects in Godot (only UWP support is still missing). Our networking maintainer Fabio has been working for over a year on networking features and the HTML5 platform thanks to an award from Mozilla. feature set.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 in a day or two. Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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. Notably, Godot 3.2.2 The fix made in the 3.2
Rendering: Portal occlusion culling. Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 build. Notably, Godot 3.2.2
This will enable us to publish maintenance updates at a faster pace as soon as we identify a need (critical regressions to fix, security issues, necessary platform updates, etc.). Platforms: Godot editor on the Web! Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug.
Thanks to all pre-release testers who help us find and debug regressions! Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Rendering: Various fixes to light culling ( GH-46694 ). stable soon™.
We switched it back to disabled by default for all platforms. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view.
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). I'm not trying to say that these APIs are useless, though.
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