Remove Baking Remove Data Remove Game Engine Remove Render
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Maintenance release: Godot 3.5.1

Mircosoft Game Dev

GUI: Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data ( GH-64745 ) [regression fix]. Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Rendering: Fix skeleton 2D stale bounding rect ( GH-63071 ). Rendering: Fix multiple ubershader bugs ( GH-64096 ).

Baking 52
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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Games exported with a ZIP data package could also trigger a crash on exit. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. Editor: Fix editor crash when exporting profiler data ( GH-48917 ).

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Maintenance release: Godot 3.5.1

Mircosoft Game Dev

GUI: Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data ( GH-64745 ) [regression fix]. Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Rendering: Fix skeleton 2D stale bounding rect ( GH-63071 ). Rendering: Fix multiple ubershader bugs ( GH-64096 ).

Baking 40
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Release candidate: Godot 3.5.1 RC 2

Mircosoft Game Dev

GUI: Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data ( GH-64745 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Rendering: Fix skeleton 2D stale bounding rect ( GH-63071 ). Rendering: Fix multiple ubershader bugs ( GH-64096 ).

Render 52
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Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage

Nvidia

The current Game Ready Driver (version 526.47) contains NVIDIA RTX IO technology, including optimizations for GDeflate. We want to encourage the quick embrace of GDeflate as a data-parallel compression standard, facilitating its adoption across the PC ecosystem and on other platforms. a modern I/O streaming API from Microsoft.

Tile 52
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Updates to NVIDIA’s Unreal Engine 4 Branch, DLSS, and RTXGI Available Now

Nvidia

Hybrid Translucency Another way to do ray traced translucency, with greater compatibility, speed and rendering options. Enables approximations that improve performance in the management of ray tracing data. Uses approximate technique of shared animations to reduce overhead for simulating a full forest. Both branches can be found here.

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Dev snapshot: Godot 3.2.4 beta 1

Mircosoft Game Dev

glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Add fast approximate antialiasing (FXAA) to Viewport ( GH-42006 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). YSort: Make rendering order more deterministic ( GH-42375 ). zstd 1.4.5).

Beta 52