The Best New Features Coming in Godot 4.3

Ғылым және технология

Godot 4.3 is nearly here, currently in Beta 2. In this video we look at some of the most exciting new features in the upcoming release of the Godot game engine including the new TileMap and Parallax systems, new FBX importer, Wayland and Direct3D 12 support and more.
Links
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Пікірлер: 200

  • @gamefromscratch
    @gamefromscratch13 күн бұрын

    Links gamefromscratch.com/godot-4-3-best-new-features/ ----------------------------------------------------------------------------------------------------------- *Support* : www.patreon.com/gamefromscratch *GameDev News* : gamefromscratch.com *GameDev Tutorials* : devga.me *Discord* : discord.com/invite/R7tUVbD *Twitter* : twitter.com/gamefromscratch -----------------------------------------------------------------------------------------------------------

  • @LaynaStambaugh
    @LaynaStambaugh13 күн бұрын

    I love that Godot still focuses on developing 2D features... it doesn't just abandon anyone who isn't interested in the most cutting-edge 3D graphics technology like *ahem* other engines.

  • @drillerdev4624

    @drillerdev4624

    13 күн бұрын

    You mean they're working towards the unity of 2D and 3D developers? Seems unreal

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    ​@@drillerdev4624this was incredible, thank you

  • @agriasoaks6721

    @agriasoaks6721

    13 күн бұрын

    ​@@drillerdev4624 Radical 😅

  • @HonsHon

    @HonsHon

    13 күн бұрын

    ​@drillerdev4624 What is the Source for this information? I want to see where all these GameMaker people are at.

  • @Paul-zh2jp

    @Paul-zh2jp

    13 күн бұрын

    i would Cry if they started focusing on 3d. also, i really appreciate how everyone is Constructing their sentences

  • @dukemagus
    @dukemagus13 күн бұрын

    The plush is the definitive feature

  • @FR3NKD
    @FR3NKD13 күн бұрын

    I hope they make me put a rigged version of my plushy as a default 3D model

  • @saulsantos4132

    @saulsantos4132

    13 күн бұрын

    DOOO ITTTT!!!

  • @driann_yea

    @driann_yea

    13 күн бұрын

    Reach out to them or make a PR or something, that would be pretty cool XD

  • @radiantveggies9348

    @radiantveggies9348

    13 күн бұрын

    Where can you get that plushie?

  • @guyunger

    @guyunger

    12 күн бұрын

    Plush3D node will revolutionize godot

  • @FR3NKD

    @FR3NKD

    12 күн бұрын

    @@radiantveggies9348 Real or digital?

  • @jaythecoderx4623
    @jaythecoderx462313 күн бұрын

    I'm so glad to hear Tyre Layers are now supported. Sucked having to manually stack up the tyres on the side of the road

  • @f0xshadow521
    @f0xshadow52113 күн бұрын

    Parallax that isn't ruined by the Camera2D's zoom and the Tilemap system are what I'm looking forward to the most. I've had to do so much hacking with the Camera zoom to make parallax work as I would expect.

  • @TWKPixelHero
    @TWKPixelHero13 күн бұрын

    Best feature: ability to recover from scene corruption due to renamed/moved files. Hours and hours saved there, alone.

  • @llareia

    @llareia

    11 күн бұрын

    This is the scariest boogeyman of Godot. That's awesome!

  • @igorthelight

    @igorthelight

    9 күн бұрын

    Second best thing - HTML5 exports is viable again!

  • @justastream8522
    @justastream852213 күн бұрын

    Wayland support is HUGE.

  • @Megalomaniakaal

    @Megalomaniakaal

    13 күн бұрын

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    Yeah godot works but it's flickering a lot

  • @tux_the_astronaut

    @tux_the_astronaut

    13 күн бұрын

    Ye its pretty good its not as stable as x11 yet but the native wayland support is great for reducing input lag

  • @fleshchild

    @fleshchild

    13 күн бұрын

    looking forward to the day I can disable single-window mode without godot crashing every few minutes

  • @chlorobyte

    @chlorobyte

    12 күн бұрын

    @@chrismcpherson7582 Nvidia? (I haven't tried it myself)

  • @ObsidianBlk
    @ObsidianBlk13 күн бұрын

    Being able to save TileSets and reuse them is NOT new in Godot 4.3 ... it has always been a thing. I can do this right now (in 4.2) by creating a TileSet resource and using it in two TileMap nodes. Additionally, I kinda see TileMapLayer as more of a regression than an improvement. All it seems to do is remove layers from TileMap and make them their own nodes. In this way, they're not that much different than back in Godot 3 where I would create two TileMap nodes for different layers to begin with. I do *prefer* this method of working with tilemap layers, but it's definitely not new.

  • @cdavidcvalencia

    @cdavidcvalencia

    13 күн бұрын

    Yeah, I'm wondering what exactly is the improvement with the new TileMap system

  • @raidev_

    @raidev_

    13 күн бұрын

    i does kinda declutter the inspector when working with tilemaps, where you'd have all the layer options there at once

  • @ghostradiogames

    @ghostradiogames

    12 күн бұрын

    In my case I was building maps on the fly in a separate thread which was able to just grab the current tilemap and start doing the thing. Now, it has to have a new class to link a list of the layers because now it can't get children since it's not on the main thread. It's suuuuuper inconvenient and awful if you ask me. I had to rewrite a shit ton of code to accommodate the change also, because every single GetCustomData or whatever function now has a different signature.

  • @charlieking7600
    @charlieking760013 күн бұрын

    Global Illumination update was postponed to 4.4. That's most important info.

  • @llareia
    @llareia11 күн бұрын

    Thanks Mike! I don't know how I'd find time to keep up with what's going on with the game dev world or even just Godot updates without your videos. Much appreciated.

  • @rodrigopetunio
    @rodrigopetunio13 күн бұрын

    Man one of these days the Godot engine will mature so that each new version doesn't break something from existing projects. These are all great changes, but let's be honest, it's all fixing stuff that was over-engineered for 4.0. Also today Godot got around to having their very own Discord server which seems to be in pace with a lot of very good changes the project; less foss-bro, more professional game development organization.

  • @JasonLothamer

    @JasonLothamer

    13 күн бұрын

    Maybe I'm misunderstanding something, but they've had their own discord server for quite some time now.

  • @Rixitic

    @Rixitic

    13 күн бұрын

    @@JasonLothamerIt was an unofficial server repurposed into an official one, going by the announcement in the old server.

  • @lillybyte

    @lillybyte

    13 күн бұрын

    You mean Godot got rid of the "community lead" discord because W4 Games didn't have enough control over it. Where they silently fired their mods-- who helped build the community.

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    ​@@lillybytesource for this?

  • @happygofishing

    @happygofishing

    13 күн бұрын

    @@lillybyte wait that happened?

  • @frost8077
    @frost807713 күн бұрын

    Sounds great. I've been planning out some ideas for a game that could make use of this update, so good timing for me.

  • @samamies88

    @samamies88

    12 күн бұрын

    my current game won't benefit from these additions but my future games will ( dynamic music for example, i think for current game would be bit of scopecreep but for future titles i will most probably use... maaaybe if i wanted to test it already then final boss of 1st game could be fitting but i don't have time to add it for every level)

  • @tempname8263
    @tempname826313 күн бұрын

    Thank you for introducing BeefLang to me

  • @lucas0sz

    @lucas0sz

    13 күн бұрын

    Thank you for introducing BeefLang to me

  • @Slashscreen
    @Slashscreen13 күн бұрын

    the animation modifier stack is what I am looking forward to the most

  • @mischiefaaron
    @mischiefaaron12 күн бұрын

    AudioStreamInteractive and Synchronized are very hype!! I definitely need the latter for my own game and had to roll my own less efficient solution in the mean time.

  • @monawoka97
    @monawoka9713 күн бұрын

    so many layers of tires!

  • @Lohlund
    @Lohlund12 күн бұрын

    Seeing wayland support beeing added is nice

  • @ritzenhauf
    @ritzenhauf13 күн бұрын

    Major! I hope I have no trouble converting my existing parallax

  • @lehisluguer9300
    @lehisluguer930013 күн бұрын

    I hope they improve the C++ modules thing, in the future 😞... right now is a quite paint-fully experience to use Godot for C++ old school programmers like me..

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    Can toy elaborate as to why? I started with C++ years and years ago but I haven't used it for Godot. Wondering why the experience is sub optimal

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    You*

  • @lehisluguer9300

    @lehisluguer9300

    13 күн бұрын

    @@chrismcpherson7582 because if I want to make my game inside Godot Engine ( modifying the original Godot and using C++).. I may need to re-compile all the Engine each time i do a little change to the code.. note: ((Actually in Linux there's a way to just compile the changes, but not on Windows :( .. i may recompile all the code again, and again..))

  • @HonsHon

    @HonsHon

    13 күн бұрын

    I use modules all the time and the system seems fine imo

  • @DrRevert

    @DrRevert

    13 күн бұрын

    Could you give an example what needs to be improved? I'm using the custom fork of the engine all the time and I don't have bigger issues working with it. I haven't touch the GDNative though, for me it is just easier to just build engine myself.

  • @ipga13
    @ipga1313 күн бұрын

    i just bought that plush

  • @kennedymungai1

    @kennedymungai1

    13 күн бұрын

    Cool

  • @vrabo3026
    @vrabo302611 күн бұрын

    Dude I was about to say I didn't get notified this video was uploaded but I just realized KZread unsubscribed me from your channel. I've heard of it happening but it's the first time it's happened to me. Anyway, resubbed lol.

  • @arkmagius
    @arkmagius13 күн бұрын

    The biggest change for me is that they finally merged a fix for the class_name cache bug, where projects pulled from version control won't have the cache file so won't recognize any classes added by the add-on. Now the cache is rebuilt at editor launch and the file is only used for exported projects where classes won't change.

  • @JonathanTash
    @JonathanTash7 күн бұрын

    I'm most hopeful about the fixes to web exports and audio samples. It would be nice to be able to use Godot 4 to make web games.

  • @ThaAftrPartie
    @ThaAftrPartie13 күн бұрын

    You should go over some of the big animation changes

  • @twenty-fifth420
    @twenty-fifth42013 күн бұрын

    I just compiled 4.3 from source, so this is now me on the edge. I love how seamless Godot and organized it was to get it to work. I look forward to reverse engineering and understanding.

  • @user-yg8yp8kx5e
    @user-yg8yp8kx5e8 күн бұрын

    gridmap is very scarce in terms of features, one could pay attention to it. more constructors could be added to vectors, for example Vector4 (Vector2, Vector2), Vectot3 (Vector2, float), etc

  • @ImmacHn
    @ImmacHn13 күн бұрын

    Do you know if they will be fixing/improving the Graph nodes soon?

  • @Kr3m_
    @Kr3m_13 күн бұрын

    I'm wondering how this will impact support for the program Tiled for those that use it...

  • @FernandoBaldrich
    @FernandoBaldrich8 күн бұрын

    Besides some performance difference, what other considerations must be taken into account when considering to switch from Vulkan to DirectX12?

  • @dubfather521
    @dubfather52113 күн бұрын

    Hopefully they add vertex shading to make it viable for mobile.

  • @darknetworld
    @darknetworld13 күн бұрын

    I find the there images merge feature. Just saying that images can be merge into single file but need to save as image file as png. Which did help me think. That was in 4.2 as it gave me tips on merge files I think. Will it hidden options. Although it need to improve.

  • @simonestarace5249
    @simonestarace524912 күн бұрын

    Another important feature, at least for me, is the Single Thread web export which, it seems, it solves the problem of exporting project to the web and to be uploaded without the need of all that stuff to make sure your game is not dangerous.

  • @igorthelight

    @igorthelight

    9 күн бұрын

    Yep!

  • @user-oy4hk9yr3n
    @user-oy4hk9yr3n12 күн бұрын

    i am so excited to get my plush

  • @Brice31
    @Brice3113 күн бұрын

    I liked the old tile system more tbh

  • @maze._

    @maze._

    13 күн бұрын

    You can still use it!

  • @yblue6116

    @yblue6116

    11 күн бұрын

    it will be deprecated but it should be there along with the new one

  • @kfj795
    @kfj79513 күн бұрын

    i have NO IDEA to WHY they are changing the C# scripting API so much with the newest releases

  • @lewiji

    @lewiji

    12 күн бұрын

    What are you referring to exactly? I've been using C# with Godot for years and there aren't significant changes between 4.2 and 4.3 from what I've seen so far.

  • @kfj795

    @kfj795

    12 күн бұрын

    @@lewiji yeah I was referring to bigger updates not just a .1 update

  • @lewiji

    @lewiji

    12 күн бұрын

    @kfj795 Major version upgrades are there to introduce breaking changes - but the api typically doesn't change much between minor versions. Godot 4 C# api changes from 3.x mainly because the switch from mono to .net core enabled some new stuff, so for example signals can be connected to functions in a type safe way that's idiomatic to c# events, rather than using strings like 3.x, source generators can generate static types for your custom signals, method names, etc, preventing the need for string literals or nameof everywhere, and it largely got rid of the use of reflection in the integration code. Personally having used C# a lot in 3.x and 4, the 4 api is way better and allows you to write much safer code.

  • @kfj795

    @kfj795

    12 күн бұрын

    @@lewiji every time I search for a way to do something I always find api function that got deprecated/changed name/removed, but yeah mainly from GD 3.x

  • @igorthelight

    @igorthelight

    9 күн бұрын

    @@kfj795 Godot 4 had a lot of changes - that's normal. It's a very big update!

  • @Sylfa
    @Sylfa13 күн бұрын

    Infinite scrolling of a ParallaxLayer was available since 4. something. Before 4.3 at least. TileMap also has automatic support for converting to the new system for easy upgrading.

  • @igorthelight

    @igorthelight

    9 күн бұрын

    I had Infinite scrolling ParallaxLayer in 3.5 ;-)

  • @Sylfa

    @Sylfa

    9 күн бұрын

    @@igorthelight Honestly I suspected it was from 3.x but I never really used Godot until 4.0.

  • @igorthelight

    @igorthelight

    9 күн бұрын

    @@Sylfa Understandable. They just streamlined Parallax workflow so it became easier to deal with.

  • @Taimisverycool
    @TaimisverycoolКүн бұрын

    Instead of using tile map layers in godot 4.2 I was already using two tilemaps IM AHEAD OF THE COMPETITION 🔥🔥🔥🔥

  • @ItzVic
    @ItzVic13 күн бұрын

    looking forward to when there will be more 3d updates

  • @charlieking7600

    @charlieking7600

    12 күн бұрын

    There are some a bit of rendering performance tweaks. Some benchmarks show results 5% better in framerate.

  • @TheRealAfroRick
    @TheRealAfroRick13 күн бұрын

    When you a plush as a feature, you have arrived.

  • @TheRealAfroRick
    @TheRealAfroRick13 күн бұрын

    Wonder when we’re getting back support for C# export to Web/HTML5. Not having that is PAINFUL.

  • @saul8510

    @saul8510

    13 күн бұрын

    When microsoft wants to as it depends on .net updates

  • @TheRealAfroRick

    @TheRealAfroRick

    12 күн бұрын

    @@saul8510 Any idea where one can see those issues directly? Tried looking into it (since it does work in the 3.x branch) to see what changed and how a working feature went to not working.

  • @juho1882

    @juho1882

    10 күн бұрын

    ​@@TheRealAfroRicknot sure, but my understanding is that 3.x used mono, not .net

  • @serialexperimentsdave7213
    @serialexperimentsdave721313 күн бұрын

    I would like a physics system where i can jump on a box without the box getting scared and running away, and an IK system where i don't need extra bones at the and of each limb just so the hands and feet don't match the rotation of the target

  • @saul8510

    @saul8510

    13 күн бұрын

    Therea jolt

  • @igorthelight

    @igorthelight

    9 күн бұрын

    Google "Godot Jolt physics" ;-)

  • @snippetdev8456
    @snippetdev845612 күн бұрын

    Best feature which is coming in 4.3 is removing shader compilation stutters on first material reveal. But nobody tells about it

  • @yakdoggames
    @yakdoggames13 күн бұрын

    The reuse of tilesets was there before, I used that in 4.x

  • @marioprawirosudiro7301

    @marioprawirosudiro7301

    12 күн бұрын

    I used it in 3.x. I don't know why this is considered new...

  • @esdrascaleb
    @esdrascaleb13 күн бұрын

    So tile is back how it was

  • @containedhurricane
    @containedhurricane11 күн бұрын

    Unity's Industry Tier requirements have forced me to migrate to Godot, because Unity force us to buy their $5,000 industry license if our client's annual gross income is $1 million or more!

  • @PurpleKnightmare
    @PurpleKnightmare13 күн бұрын

    I wonder why they made layers backwards, the ones on top of the list are on the bottom.

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    That's how rendering order works. Things are drawn, then the next in the list is drawn over it.

  • @jlewis4441

    @jlewis4441

    11 күн бұрын

    Yeah that's just how everything is rendered in general, so it would technically be backwards if TileMapLayers rendered the other way

  • @PurpleKnightmare

    @PurpleKnightmare

    10 күн бұрын

    @@jlewis4441 That is not how layers work though... Like in Photoshop.

  • @PurpleKnightmare

    @PurpleKnightmare

    10 күн бұрын

    @@chrismcpherson7582 that is not how layers work though, like in Photoshop.

  • @jlewis4441

    @jlewis4441

    10 күн бұрын

    @@PurpleKnightmare Oh, I meant in Godot specifically, my bad for being unclear. You're correct, virtually every other program with the ability to have things render on top of other things renders bottom to top, but not Godot, presumably because it's faster or something. Not sure, but that's just how it is. As such, if TileMapLayers used the conventional method (bottom to top), it would be backwards compared to every other node in the engine (top to bottom), and that'd be kinda silly and unintuitive to anyone who gets used to the ordering of nodes (which you'll inevitably have to do if you use the engine like ever)

  • @ohiasdxfcghbljokasdjhnfvaw4ehr
    @ohiasdxfcghbljokasdjhnfvaw4ehr13 күн бұрын

    ffs i just figured out tiles and parralax

  • @jasonwilliams8730
    @jasonwilliams873012 күн бұрын

    👍

  • @darkest_sahan
    @darkest_sahan13 күн бұрын

    when the stable 4.3 will be released

  • @ItzVic

    @ItzVic

    13 күн бұрын

    it's going to leave beta in probably like a month

  • @Megalomaniakaal

    @Megalomaniakaal

    13 күн бұрын

    After the RC's. Which means, when it's ready(ish).

  • @hipflipped

    @hipflipped

    13 күн бұрын

    Not today, but surely tomorrow.

  • @jeanmakesgames

    @jeanmakesgames

    13 күн бұрын

    probably around mid-September :) They are soon in release candidate and then they stay on average a month in RC, so mid September seems a good bet

  • @PawnxPawn
    @PawnxPawn12 күн бұрын

    I just need the beta to stop crashing when swapping between scenes.

  • @igorthelight

    @igorthelight

    9 күн бұрын

    That's why it's still in Beta ;-)

  • @Sekiro-gn7cg
    @Sekiro-gn7cg12 күн бұрын

    It's been a long time since Brackeys made a Godot tutorial, does anyone know why?

  • @vast634

    @vast634

    10 күн бұрын

    New engine for him, and those videos where quite substantial and need lots of work.

  • @AkashChowdhuryAkash
    @AkashChowdhuryAkash13 күн бұрын

    Still using 3.5.2 because of my computer

  • @TATGames

    @TATGames

    13 күн бұрын

    I've been there 🥲

  • @AkashChowdhuryAkash

    @AkashChowdhuryAkash

    13 күн бұрын

    🤝

  • @chlorobyte

    @chlorobyte

    12 күн бұрын

    Godot 3 does seem more lightweight especially on low end devices. I wonder wtf they did in 4 to make it considerably slower

  • @TATGames

    @TATGames

    12 күн бұрын

    @@chlorobyte it's more gpu based and it uses latest technology, also built to be way better than 3.5 of which it very well is...when you get a higher end laptop you'll understand/feel it🥲

  • @chlorobyte

    @chlorobyte

    12 күн бұрын

    @@TATGames I have an RX 7600 XT. Don't assume my specs based on what I'm saying. The problem comes to actually publishing a game - relying on more powerful and recent graphics hardware to get the same exact results makes Godot 4 a no-go for simpler games that could reach a wider audience by simply being made in Godot 3 instead.

  • @GabdaRocur
    @GabdaRocur13 күн бұрын

    Cool

  • @Boxing_Gamer
    @Boxing_Gamer13 күн бұрын

    im just asking for proper vim integration lol

  • @celsladroma8048
    @celsladroma804813 күн бұрын

    welcome to Godot Unity

  • @endoflevelboss
    @endoflevelboss12 күн бұрын

    Looking forward to Godot 4.3 not sure what Ger-doe is Mike. On tile-maps you position a "little corpse of trees". I thought a COPse was a little group of trees and a CORpse was a dead body Mike.

  • @PoolOfPeas

    @PoolOfPeas

    12 күн бұрын

    Why do you seem absolutely furious about this?

  • @endoflevelboss

    @endoflevelboss

    12 күн бұрын

    @@PoolOfPeas Why do you seem to be absolutely furious about my corrections? Why do you seem like you're about to hit a family member with a cricket bat you're so mad about my comments?

  • @incaroads001
    @incaroads0017 күн бұрын

    'copse' of trees. No 'r'. Just sayin'.

  • @user-uq2ko4jq2v
    @user-uq2ko4jq2v13 күн бұрын

    better C# support for dirty unity refugees? 😨😰

  • @LupusGr3y

    @LupusGr3y

    13 күн бұрын

    And for people who prefers a more feature rich language than GD Script. I'm considering transitioning myself. GD Script is pretty bare bones right now

  • @stupidburp

    @stupidburp

    13 күн бұрын

    About a quarter of the games on Steam are Python based

  • @DiegoSynth

    @DiegoSynth

    13 күн бұрын

    I actually don't find issues with it. Just the lack of .dll dependencies, but apart from that, I find it much better than Unity in this regard.

  • @josephk6136

    @josephk6136

    13 күн бұрын

    Everything that this engine is capable of can be done with through GD script. How is it barebones?

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    ​@@josephk6136engine integration and language capabilities are not the same thing.

  • @chaosmachines934
    @chaosmachines93413 күн бұрын

    ho

  • @based980
    @based98013 күн бұрын

    windows 11 🤢

  • @majicktek5051

    @majicktek5051

    13 күн бұрын

    Windows 11 🥵

  • @aamorous

    @aamorous

    13 күн бұрын

    windows 11 with some tiling manager is not that bad

  • @HonsHon
    @HonsHon13 күн бұрын

    The people talking about the plush have got to be bots. It is just a damn plush lmao

  • @MaplewoodStreet

    @MaplewoodStreet

    13 күн бұрын

    Yeah and it's cute

  • @vuurmos6257

    @vuurmos6257

    13 күн бұрын

    Not my thing but it's a cool way to support the project I guess. You can see the actual bots at the bottom of the comments with the very obvious names, comments and profile pics lol.

  • @noirlavender6409
    @noirlavender640913 күн бұрын

    bro slow down a bit we don't have that much of ADHD

  • @kindavacant7843

    @kindavacant7843

    13 күн бұрын

    In 2015 a Microsoft study found the general populations attention span went from 20 seconds to less then 9 seconds which is the attention span of a goldfish. This channel is a 'brute force' method of dealing with that- tons of info in as little time as possible. Just zone out and your brain will pick up on a keyword then hit 'space' to pause and left/right arrow to locate what you found interesting.

  • @igorthelight

    @igorthelight

    9 күн бұрын

    34 y. o. non-native English speaker here - zero problems! ;-)

  • @NorthstriderGaming
    @NorthstriderGaming12 күн бұрын

    Lots of 2d, barely anything for 3d. nothing to see here. Maybe next time

  • @igorthelight

    @igorthelight

    9 күн бұрын

    * Initial DirectX 12 support * Fix collided 3D GPU particles sometimes jittering * Porting: EGL: Use EGL_EXT_platform_base whenever possible * Rendering: Vulkan: Update all components to Vulkan SDK 1.3.283.0 * Rendering: Fix albedo value wraparound in Compatibility render mode * Rendering: Separate linear and sRGB uniform buffers in RD rendering backends * Rendering: Add more validation to UBO size and alignment in Compatibility renderer * Rendering: Fix Adreno 3xx compatibility for devices with newer driver versions * Rendering: Make query for GL_MAX_VIEWPORT_DIMS compatible with web exports * Rendering: Fix depth clear value for uv2 baking in compatibility renderer * Rendering: Ensure Motion Vectors are enabled by particles and skeletons when using the Motion Vector debug draw option * Rendering: Ensure post processing happens when adjustments are enabled in the Compatibility renderer * Rendering: Track compositor effects that use motion vectors * Rendering: Ensure sky reflection is updated when ambient mode is set to background * Rendering: Add Parallax2D repeats in ysort child collection * Rendering: Fix TileMapLayer not respecting physics interpolation mode * Shaders: Add extra warning messages to VisualShaderNodeTextureParameter * Shaders: Fix bugs in visual shader varyings * Shaders: Prevent changing some built-ins in spatial shaders

  • @lillybyte
    @lillybyte13 күн бұрын

    You forgot to mention the groundwork for the phone-home "telemetry" feature. Because the totally independent, not at all related to Godot, even though Juan is lead of both, "W4 Games" wants it.

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    You mean the open source and totally optional telemetry? Even firefox has telemetry, even linux distros has telemetry, lol.

  • @charlieking7600

    @charlieking7600

    13 күн бұрын

    ​@@chrismcpherson7582that doesn't justify others. Cannibalism is also worldwide practice, but we don't see defenders in YT comments.

  • @chrismcpherson7582

    @chrismcpherson7582

    13 күн бұрын

    @@charlieking7600 that's the worst analogy I've ever seen.

  • @charlieking7600

    @charlieking7600

    12 күн бұрын

    @@chrismcpherson7582 yes, because it hurts you. You understand that telemetry is ethically unacceptable thing. I only mentioned another ethically wrong thing.

  • @chrismcpherson7582

    @chrismcpherson7582

    12 күн бұрын

    @@charlieking7600 lol again that's the worst analogy I've ever heard, and again, it's common in many open source softwares. It's not a bad thing if they aren't selling your data. It doesn't hurt anyone, especially if it's optional. Comparing telemetry to cannibalism is so brain dead it hurts.

  • @screenapple1660
    @screenapple166013 күн бұрын

    Godot focuses 2d /cartoony 3d gaming, better storages, use less pc power or graphic card power, good for RPG games. they could make 2d maps much bigger than Zelda world, GTA, or unreal engine open world. I don't use Godot. I use unreal engine. UE focus photorealistic games. it be use 2d/3d also.

  • @NaruHinn
    @NaruHinn12 күн бұрын

    That's all? what a failure, this is exactly why i stayed with unity despite it's ups and downs it's still better than this

  • @francyi-d
    @francyi-d13 күн бұрын

    Not interested, I'm Unity user btw.

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