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In these difficult times it is particularly hard to remain indifferent. As we are all aware, we have now entered a new reality in which there is war. We continue to support Ukraine in its struggle for the right to freedom and sovereignty. If you also wish to help the Ukrainian people, you can follow this link and donate. Due to the current state of affairs, we would like to digress a bit and talk to you again about cinema.
A decade of development into a huge project is almost unavoidably going to accumulate some amount of cruft. Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.
Godot 3.4.3 was released less than 2 weeks ago , but a few significant regressions were found in that release, so we're fast-tracking the release of Godot 3.4.4 to solve those. This Release Candidate adds a handful of fixes, including several regression fixes. Please make sure to test it on your projects and to report any issue, so that we can release 3.4.4 stable in the coming days.
Blockchain tech was the talk of the town at this year’s DICE 2022 conference. DICE is one of the few large convention conferences, post-pandemic, that is welcoming attendees back at its physical location and actually had a pretty good turnout. This year there were a lot of buzzwords kind of going around the ground floor that people were expecting to talk about.
An example how one might optimize Oklab color space gradients by… not doing anything related to Oklab itself! The case at hand I wrote about Oklab previously in the “gradients in linear space aren’t better” post. Now, let’s assume that the use case we have is this: We have some gradients, We need to evaluate them on a lot of things (particles, pixels, etc.), Gradient colors are specified in sRGB (sometimes called “gamma space”), as 8-bit/channel values,
For years now I’ve been planning to eventually create a menu for accessing Cogmind’s lesser-used “special commands,” features not only requiring the keyboard, but even all assigned to Shift-Alt key combos. So these rarely needed (but still sometimes useful) features were already pretty clearly grouped together as a unit by their annoying modifier, but ideally they should be easier to trigger, not to mention also more readily available to mouse users.
We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 alpha 4. See past alpha releases for details ( alpha 1 , alpha 2 , alpha 3 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. There will likely be breaking changes between this release and the first beta release.
We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 alpha 4. See past alpha releases for details ( alpha 1 , alpha 2 , alpha 3 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. There will likely be breaking changes between this release and the first beta release.
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