Remove Debug Remove Shaders Remove Terrain
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Jump to the Downloads section.

Beta 99
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. New and standard-material will default to Surface Shader.

Render 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

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. target=template_debug : Debug template, optimized, with debugging code.

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

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. target=template_debug : Debug template, optimized, with debugging code.

Beta 52
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GSoC 2018 progress report #1

Mircosoft Game Dev

reduz is always quick to respond on IRC, although he is busy developing new features for Godot (during that time, he finished the new Animation editor, the new AnimationTree and visual shader editor. Textures, normal maps and some of the BSDF shaders are already well supported. I am mentored by sdfgeoff and reduz. Amazing!!).

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GSoC 2020 - Progress report #1

Mircosoft Game Dev

Godot can debug multiple instances of the game concurrently so we need multiple instances of the profiler. One of the most common uses for IK in 3D is to place a character's feet on uneven ground without clipping through the geometry, where the legs realistically adjust to the terrain. EditorDebuggerNode manages this task for you.

Code 52