Remove Animation Remove Baking Remove Lightmap Remove Tile
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Animation: Add animation "reset" track feature ( GH-44558 ). CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Animation: Add animation "reset" track featurex ( GH-44558 ). Animation: Allow renaming bones and blend shapes ( GH-42827 ).

Beta 52
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Animation: Add animation "reset" track feature ( GH-44558 ). CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Animation: Add animation "reset" track feature ( GH-44558 ). Animation: Allow renaming bones and blend shapes ( GH-42827 ).

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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. The new NavigationServer supports fully dynamic environments and on-the-fly navigation mesh baking. Read more about animation changes in this blog post by Juan. Among them is the new animation retargeting system.

Beta 52
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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Animation: Add animation "reset" track feature ( GH-44558 ). CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Animation: Add animation "reset" track feature ( GH-44558 ). Animation: Allow renaming bones and blend shapes ( GH-42827 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Animation: Add animation "reset" track feature ( GH-44558 ). CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Animation: Add animation "reset" track feature ( GH-44558 ). Animation: Allow renaming bones and blend shapes ( GH-42827 ).

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

Mircosoft Game Dev

Auto-tiling in tile maps. Just set up the probe bounds and do a fast pre-bake of static objects. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Auto-tiling in tile maps.

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