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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 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. Anything behind the polygon will be culled from view. It's already been 2 months since 3.5

Beta 52
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 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. Like with 4.0

Beta 52
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Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 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. Like with 4.0

Beta 52
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Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

alpha builds , we're trying to release 3.5 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. Like with 4.0

Beta 52
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Release candidate: Godot 3.2.3 RC 1

Mircosoft Game Dev

Please help us test it to ensure that no new regressions have slipped through code review and testing. GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ).

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Release candidate: Godot 3.2.3 RC 3

Mircosoft Game Dev

Please help us test it to ensure that no new regressions have slipped through code review and testing. GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Note: The previous 3.2.3

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Release candidate: Godot 3.2.3 RC 5

Mircosoft Game Dev

Please help us test it to ensure that no new regressions have slipped through code review and testing. GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ).

Bug 52