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You can try it out in the Third Person Shooter (TPS) demo which has been updated to use the ACES Fitted tonemapper. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). now defaults to using it for lossless texture compression instead of PNGs, thanks to work from Morris Arroad ( mortarroad ).
Merging atlases will automatically gather tiles from all atlases and create a new one with its associated new texture. x isometric tiles demo to 4.0: Aside from a lot of bug fixes and small UX improvements, all tiles-related classes are now documented. Here is an example workflow where I port the 3.x What's next.
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. GUI: Improve ColorPicker UX ( GH-62910 ). Import: Respect texture filtering when importing glTF ( GH-59481 ).
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. GUI: Improve ColorPicker UX ( GH-62910 ). Import: Respect texture filtering when importing glTF ( GH-59481 ).
The Dodge The Creeps C# demo running on the iOS Simulator. Files: Improve UX of drive letters ( GH-36639 ). GLES2/GLES3: Add support for OpenGL external textures ( GH-36342 ). GLES2/GLES3: Reset texture flags after radiance map generation ( GH-37815 ). 2D batching for the GLES2 renderer.
2D: Pseudo 3D, Texture atlas, AStar2D. C# version of the Dodge the Creeps demo running in Firefox. 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. Graphics/Rendering improvements. x release.
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. Demo clips of the progress so far.
Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. "2D Pixel" preset for textures), but until there was no easy way to configure all presets easily in a unified interface. On top of that, other quality of life improvements have been added or back-ported from 4.0,
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