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Rendering: Portal occlusion culling. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). Core: Promote object validity checks to release builds.
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ).
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ).
Improved Inspector sub-resource editing. Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Various light culling fixes. Improved Inspector sub-resource editing. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. OpenXR plugin.
Here is an example using the older 3D platformer demo: VR support. Exporting works based on presets, so it's possible to have two presets targeting the same platform, but with different configuration values (such as Android ARM and x86, demo and full game presets, etc.). The export system in Godot has been entirely rewritten.
The illustration picture for this article is a screenshot of Wojtek Pe 's Forest scene demo made in Godot 4.0 Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. beta 1 now! What's new?
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