Remove Collision Remove Mesh Remove Shaders Remove Sprite
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). iOS: Add new model identifiers for DPI metrics ( GH-70022 ).

Beta 105
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). iOS: Add new model identifiers for DPI metrics ( GH-70022 ).

Beta 81
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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

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Release candidate: Godot 3.4.1 RC 2

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

Tile 52
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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

Tile 52
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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?

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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

Visual shader editor. Some shader features will not work and throw an error when used (which is to be expected when using an older OpenGL version). As this back-end is intended to run on the lowest end hardware possible, shaders need to be kept very small. Visual shader editor. New TileSet editor. Revamped AnimationTree.

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