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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 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Rendering: GLES3: Fix incompatible addition in auto exposure shader ( GH-55983 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ).

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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 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ).

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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 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ).

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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Which game engine should I use to maximize ease of learning and compatibility, and manage hundreds of simple objects on-screen? and no WASM.)

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