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Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. down to 0.2 ( GH-97281 ).
Lightmap baking improvements Clay John changed the logic for baking direct lighting in LightmapGI to spread it over multiple frames, avoiding a spike of computation that can lead the OS to trigger TDR , resulting in a crash of the GPU context ( GH-102257 ). The experience should be much better already in beta 3.
Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Add 2D shadows and canvas SDF to OpenGL3 renderer ( GH-67639 ). XR: Add support for OpenGL to OpenXR ( GH-67775 ).
Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Lighting will not change (lights won't move). Easy to use.
is a huge release that requires a lot of work, and because we're committed to providing dev snapshots frequently so that pre-release testers can quickly access the new features and bug fixes. 3D: Add support for saving lightmap as multiple images ( GH-61861 ). We're getting in 2-digit territory, both because 4.0
The features offered are also a lot more reminiscent of AAA games, such as far more material options and advanced visual effects (including circle DOF , volumetric fog, AMD FSR, etc.). Is solving these problems enough for Godot to become a top AA / AAA gameengine? Additionally, Godot 4.0 The answer is “it depends”.
Notably, Windows users could experience crashes when baking lightmaps. Games exported with a ZIP data package could also trigger a crash on exit. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. was thus subject to this crash when baking lightmaps.
Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Add 2D shadows and canvas SDF to OpenGL3 renderer ( GH-67639 ). XR: Add support for OpenGL to OpenXR ( GH-67775 ).
Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Input: Allow checking for exact matches with Action events ( GH-50874 ). See the full changelog since 3.3-stable
This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games. SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). What can it do?
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps.
The new 3D engine is outstanding, with many features out-of-the-box that are still not common in other mainstream engines. The new 3D renderer is state-of-the-art, with features rarely see in gameengines today, such as: Full principled BSDF. Both indirect light and voxel reflections are provided by this technique.
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Use baked lightmaps instead. is not a fallback but a different platform you should target your game for. GIProbes of course don't work.
Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Input: Exposed setters for sensor values ( GH-53742 ). Label: Fix valign with stylebox borders ( GH-50478 ).
Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Input: Expose Input::flush_buffered_events() [link]. Label: Fix valign with stylebox borders ( GH-50478 ).
Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Input: Expose Input::flush_buffered_events() [link]. Label: Fix valign with stylebox borders ( GH-50478 ).
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Godot is a non-profit, open source gameengine developed by hundreds of contributors in their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community.
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