Remove Alpha Remove Code Remove Lightmap Remove Texture
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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

A mipmap is a smaller version of the original texture, usually filtered in a special way to make them look nicer when they are viewed from an angle or far away. This is why for pixel-art games you often either change the filtering mode of textures or need to disable mipmaps to make the game look nice and sharp. ). Done May 2018.

Pixel 52
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Editor: Disable code font ligatures by default in the editor ( GH-68571 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ).

Beta 91
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Editor: Disable code font ligatures by default in the editor ( GH-68571 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ).

Beta 40
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

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 No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. Both indirect light and voxel reflections are provided by this technique.

Render 52
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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. As users, please report all bugs that you encounter and provide as much detail as you can (including screenshots, code, and where possible, a minimal reproduction project). It has been a long road to Godot 4.0 Check out the video! What's new?

Beta 52