Remove Animation Remove Lightmap Remove Texture 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 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). 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 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Animation: Allow renaming bones and blend shapes ( GH-42827 ).

Mesh 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 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). 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 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Animation: Allow renaming bones and blend shapes ( GH-42827 ).

Mesh 52
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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. 3D animations have seen an internal overhaul, allowing for compression to reduce memory usage, as well as individual position, rotation, and scale tracks in place of united transforms.

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

Mircosoft Game Dev

Auto-tiling in tile maps. 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. Bullet Physics backend. New networked multiplayer API. IPv6 support.

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