Remove Culling Remove Editing Remove Tile Remove Writing
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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: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix MeshInstance2D edit rect ( GH-54070 ).

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: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix MeshInstance2D edit rect ( GH-54070 ).

Mesh 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: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). 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: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Auto-tiling in tile maps. In other engines, you have to provide many shader variants, mix HLSL with a metalanguage, error reporting is terrible and writing shaders is difficult in general. writing shaders is very easy! Auto-tiling in tile maps. Bullet Physics backend. New networked multiplayer API.

Render 52
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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.

Beta 52
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Dev snapshot: Godot 3.4 beta 5

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Scene: Fix loading packed scene with editable children at runtime ( GH-49664 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ).

Beta 52