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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

was a very simple voxel-based lightmapper that used the same code as GIProbe. While there are some simple libraries around, there is nothing close to a complete implementation of a lightmapper published with source code and a friendly license. Most scenes bake in seconds instead of minutes or hours. The lightmapper in Godot 3.2

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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Core: Handle corner cases for curve baking ( GH-69726 ). Note: This breaks compatibility intentionally, but we missed merging relevant transition code in this beta ( GH-70244 ). Shaders: Optimize code generation of visual shader particles ( GH-69900 ). Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ).

Beta 99
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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Core: Handle corner cases for curve baking ( GH-69726 ). Note: This breaks compatibility intentionally, but we missed merging relevant transition code in this beta ( GH-70244 ). Shaders: Optimize code generation of visual shader particles ( GH-69900 ). Buildsystem: Rename float=64 SCons option to precision=double ( GH-67399 ).

Beta 75
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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. back in 2020! This should show up initially as a quad.

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

Mesh 52
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Release candidate: Godot 3.5 RC 8

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. What is it? GDNative: Add Core API 1.3

Render 52
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. back in 2020! This should show up initially as a quad.

Beta 52