This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
You can now export typed dictionaries from scripts and benefit from a much improved Inspector UX to assign the right keys and values. is coming with huge improvements to texture importing quality and speed thanks to new maintainer Bluecube3310. Overall, texture importing should feel faster and more stable than ever before.
Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). and Godot 3.3.
Here are the 3 projects/students with links to the relevant sections in this post: Refactor and UX updates of ColorPicker by Vitika Soni ( Vitika9 ). Refactor and UX updates of ColorPicker. Project: Refactor and UX updates of ColorPicker. Project: Refactor and UX updates of ColorPicker. UX updates. apply_theme().
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). The second part of her work has just been merged, and should significantly improve the ColorPicker’s UX. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
See this demonstration made by MewPurPur : Improved ColorPicker UX ( GH-62910 ). The second part of her work has just been merged, and should significantly improve the ColorPicker's UX. The "debug" term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Debug: Add a suffix to the window title when running from a debug build ( GH-33148 ).
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g.
Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, "2D Pixel" preset for textures), but until there was no easy way to configure all presets easily in a unified interface. New CPU lightmapper.
If they don’t create textures themselves, 3D modelers will work especially closely with texture artists and look development artists (aka surfacing artists) who will add realism and detail to their model through texture maps and shaders. They may also be required to use software that processes scans and photogrammetry.
2D: Pseudo 3D, Texture atlas, AStar2D. our contributor Yuri Roubinsky did a huge rework of the new visual shader's UX , and eventually assumed full maintainership of the feature. 2D: Pseudo 3D, Texture atlas, AStar2D. Support for texture atlases also comes back to Godot with 3.2, Graphics/Rendering improvements.
We also have adopted some UX tips from Unreal Engine 4 for the initialisation of a VCS in a new project, however since Unreal Engine uses an external editor for C++ code by default, we found ourselves looking at something similar to what we already have in Visual Studio/Visual Studio Code. How does it look like? What is next.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content