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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). Rendering is significantly more efficient in Godot 4.0,
This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Rendering engineers are rare to find, so this can be a starting point. Added to that, several elements make shaders in Godot easy and a joy to write: Built-in editor with syntax highlighting.
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. The Android plugin documentation has been updated with instructions on how to write plugins for this new system. Better handling of Variant s pointing to released Object s.
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 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). 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 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).
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