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The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default. As textures get closer to the camera, higher resolution versions (or mip-maps) are streamed from disk. Textures which haven’t been used for some frames are freed instead. Visualscripting.
Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ). Mesh: Add a center_offset property to both plane primitive and quad primitive ( GH-48763 ).
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, VisualScripting. Unfortunately, the visual material editor from Godot 2.1 A year ago, we decided to skip the release of Godot 2.2
Improvements to the VisualScripting System by Swarnim Arun. Instead of computing the amount of light that reaches a certain surface every frame for every light source, we precompute all this information and store it in a single texture. Part 1 ( previous post ): Version Control Systems Integration by Twarit Waikar.
Godot is used all around the world and, while it always supported Unicode, its reliance on font textures made it pretty difficult to support some languages (especially Asian). More resource types are supported and thumbnailing of internal scene resources is also supported, allowing previews of materials, meshes, etc.
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