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using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. x point releases (which we are now intending to do more often, allowing several releases per year). GPUParticlesMaterial resource (or even an optional dedicated shader).
Rendering engineers are rare to find, so this can be a starting point. For example: On GLES3+ we can use UBOs to optimize shader parameters. Shader abstraction. This may sound like the obvious way of doing things but, in truth, it creates a big bottleneck on allowing users to write shaders. in only 4k lines of code!)
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 ).
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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). AStar: Make get_closest_point() deterministic for equidistant points ( GH-39409 ).
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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). AStar: Make get_closest_point() deterministic for equidistant points ( GH-39409 ).
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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). AStar: Make get_closest_point() deterministic for equidistant points ( GH-39409 ).
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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Porting existing 3.2 with free() ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).
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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Core: Fixed false positives in the culling system ( GH-37863 ). CSG: Various bug fixes ( GH-38011 ).
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. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). Core: Fixed false positives in the culling system ( GH-37863 ). CSG: Various bug fixes ( GH-38011 ).
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