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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 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view.

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 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points.

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 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points.

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 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points.

Beta 52
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Optimize Vegetation Generation

Mnenad

If you just need to batch once or twice during runtime even a high number of objects (in a demo scene he uses 10k mesh objects) the FPS will increase immensely with the code provided by Mr. Dimitrov, but if you do it over and over again I recommend  MeshCombineStudio. That’s it. When And it has just twelve vertices.

Mesh 52
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Release candidate: Godot 3.2.3 RC 6

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 ). Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ).

Bug 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. If you use the Bullet physics engine and relied on the fact that the calculated effective gravity on KinematicBodies was always '0' then you will need to fix your code as this is now correctly calculated.

Beta 52