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Optimizing Scripting: Reduce Overhead & Boost Efficiency Key Issues & Solutions - Update() Overhead: Multiple objects invoke Update() reduce performance. Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings).
To solve this, it is now possible to emit particles manually by calling a function from the script API: Sub-Emitters. Emitting particles manually is not only possible from script. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Baked SDF Collision.
Multi-caret support in TextEdit and script editors ( GH-61902 ). 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. GH-67128 , GH-67131 ).
Multi-caret support in TextEdit and script editors ( GH-61902 ). 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. GH-67128 , GH-67131 ).
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.
which would have included new multiplayer networking, visual scripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, Visual Scripting. It is now possible to fully script Godot using C# , using your favorite IDE and the latest version of the language.
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