Remove Alpha Remove Bug Remove Lightmap Remove Shaders
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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

fixed a GDNative binary compatibility bug. Because now the mipmap-level (the amount of "small-ness" of the texture) has a different use case we need to access it manually in the shaders rather than letting OpenGL handle that for us automatically. The cubemap filtering shader can be found here. Done May 2018.

Pixel 52
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Maintenance release: Godot 3.0.1

Mircosoft Game Dev

Several new GLSL built-in functions are exposed to the shader language : radians degrees asinh acosh atanh exp2 log2 roundEven. A button has been added to the debugger to copy the error messages, useful for pasting them in bug reports or other community platforms. Here are some of the more visible bugs fixed in this release.

Beta 52
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ).

Beta 91
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ).

Beta 40
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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

with 17 alpha builds distributed in 2022, and continuous development effort since 2019. The goal between now and the stable release will be to continue polishing the current feature set by fixing bugs and optimizing performance. We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0,

Beta 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

release, we decided to take the chance to look at our long list of features and bug fixes that could not be implemented because it involved breaking compatibility. Materials and shaders. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. Materials and shaders. GPU particles.

Render 52