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Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain.
The multiplayer demos have been updated with this change, and you’ll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ).
The multiplayer demos have been updated with this change, and you'll find a new reference implementation for WebSocketServer and WebSocketClient nodes in GDScript that should ease the transition to the new API. Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ).
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.
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