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Mesh streaming : Models are loaded as low detail (few vertices). The most complex is mesh streaming , which generally needs to be implemented together with a GPU culling strategy to ensure that very large amounts of models can be drawn at no CPU cost. Visualscripting. Mesh resource for each pass of the particle.
In many types of nodes (Mesh, Particles, etc), editing sub-resources was truly a hassle. Same goes for dictionaries, which can be visualized and edited within their parent objects: Future. Sub-Resource editing within the same inspector. This no longer applies to the new inspector. Many of those are being reworked for 3.1
which would have included new multiplayer networking, visualscripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, Materials and shaders. VisualScripting. Materials and shaders. Unfortunately, the visual material editor from Godot 2.1
More resource types are supported and thumbnailing of internal scene resources is also supported, allowing previews of materials, meshes, etc. It will include a new visualscripting language, support for Mono (C#), high level multiplayer networking and a more advanced audio engine. New AnimatedSprite features. Our goal with 3.0
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