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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Revamped collision layer grid in the inspector. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall).

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Godot's new renderer, progress report #1

Mircosoft Game Dev

Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Write a more flexible, GLES 3 GLSL compatible shader language. Write a more efficient Mesh format, which allows faster loading/saving. For Godot 3.0 (our

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Improved Inspector sub-resource editing. was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. New CPU lightmapper.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Mesh 52
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Mesh 52