Remove Baking Remove Culling Remove Data Remove Pixel
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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Rendering: Various fixes to light culling ( GH-46694 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). In-depth documentation is available.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). In-depth documentation is available.

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). In-depth documentation is available.

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). In-depth documentation is available.

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Godot 3's renderer design explained

Mircosoft Game Dev

Retrieving data from VisualServer is slow, as it may need synchronization. A very harcoded way of passing user data to shaders is often used. On objects that provide their own baked AO, this value is harcoded to 0, to avoid SSAO from interfering with them. This allows beautiful mixing between baked and real-time.

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