Remove Alpha Remove Clipping Remove Render Remove Terrain
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. 2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ).

Beta 40
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.   The foliage shader has an alpha cutout value and uses a texture + culling set to off (it is visible from both sides of the planes).

Mesh 52