Remove Culling Remove Pixel Remove Point and Click
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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

Since we previously did not version our Android plugin systems, this new one is now labelled v1 , and is the starting point for the modern Godot Android ecosystem. Better handling of Variant s pointing to released Object s. AStar: Make get_closest_point() deterministic for equidistant points ( GH-39409 ). Porting existing 3.2

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

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Godot 3's renderer design explained

Mircosoft Game Dev

Rendering engineers are rare to find, so this can be a starting point. Ability to convert a Spatial Shader (or Shader Graph) to code in a single click, to customize it or learn how it works. Up to this point, keep in mind that only diffuse + ambient light has been resolved. Ability to bundle shaders inside materials.

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Android: Implement per-pixel transparency ( GH-51935 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Android: Implement per-pixel transparency ( GH-51935 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).

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