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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

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 ).

Beta 106
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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

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.

Beta 75
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

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 ).

Beta 98
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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

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.

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Dev snapshot: Godot 4.0 alpha 10

Mircosoft Game Dev

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

Alpha 52
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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). Lightmapping is a very cheap operation, so it should run fine even on low end mobile. This is an approximate value of the size of a lightmap texel in world coordinates.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). Additionally, Godot 4.0 Screen space GI can be used to enhance the realism even more.

AAA 145