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Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca 's car scene , rendered in Godot 4.0 Jump to the Downloads section.
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). GH-59810 ).
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 (“Compatibility”) projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca ’s car scene , rendered in Godot 4.0 Jump to the Downloads section.
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). GH-59810 ).
Editor: Make keyboard shortcuts in tile data editors consistent with tilemap editor ( GH-71517 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). Rendering: Fix scaling issue in draw_line and similar methods ( GH-69851 ). This release is built from commit caacade56.
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. Auto-tiling in tile maps.
seen as small bumps between tiles on a GridMap). This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. You can move the polygon with the node transform, drag the corners to reshape it, add delete points.
which did in fact improve 2D rendering considerably. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just add enemies, move them around, change their properties, add colliders, platforms, tiles, etc. Collision and navigation debugging. Live scene editing.
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