Remove Console Remove Culling Remove Lightmap Remove Tile
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Auto-tiling in tile maps. Console support. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Auto-tiling in tile maps. Console support. IPv6 support.

Render 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Beta 52
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52
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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Improve the console error logging appearance: ( GH-49577 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52