The Best New Features Coming in Godot 4.3

Поделиться
HTML-код
  • Опубликовано: 2 июл 2024
  • 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
    gamefromscratch.com/godot-4-3...
    -----------------------------------------------------------------------------------------------------------
    Support : / gamefromscratch
    GameDev News : gamefromscratch.com
    GameDev Tutorials : devga.me
    Discord : / discord
    Twitter : / gamefromscratch
    -----------------------------------------------------------------------------------------------------------
  • НаукаНаука

Комментарии • 206

  • @gamefromscratch
    @gamefromscratch  Месяц назад +11

    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
    -----------------------------------------------------------------------------------------------------------

  • @dukemagus
    @dukemagus Месяц назад +224

    The plush is the definitive feature

  • @LaynaStambaugh
    @LaynaStambaugh Месяц назад +293

    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 Месяц назад +102

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

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад

      ​@@drillerdev4624this was incredible, thank you

    • @agriasoaks6721
      @agriasoaks6721 Месяц назад +13

      ​@@drillerdev4624 Radical 😅

    • @HonsHon
      @HonsHon Месяц назад +19

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

    • @Paul-zh2jp
      @Paul-zh2jp Месяц назад +15

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

  • @TWKPixelHero
    @TWKPixelHero Месяц назад +60

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

    • @llareia
      @llareia Месяц назад +3

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

    • @igorthelight
      @igorthelight 28 дней назад +1

      Second best thing - HTML5 exports is viable again!

  • @FR3NKD
    @FR3NKD Месяц назад +125

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

    • @saulsantos4132
      @saulsantos4132 Месяц назад +2

      DOOO ITTTT!!!

    • @driann_yea
      @driann_yea Месяц назад +6

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

    • @radiantveggies9348
      @radiantveggies9348 Месяц назад +1

      Where can you get that plushie?

    • @guyunger
      @guyunger Месяц назад +2

      Plush3D node will revolutionize godot

    • @FR3NKD
      @FR3NKD Месяц назад

      @@radiantveggies9348 Real or digital?

  • @jaythecoderx4623
    @jaythecoderx4623 Месяц назад +55

    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
    @f0xshadow521 Месяц назад +55

    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.

  • @ObsidianBlk
    @ObsidianBlk Месяц назад +34

    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 Месяц назад +4

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

    • @raidev_
      @raidev_ Месяц назад +3

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

    • @ghostradiodelete
      @ghostradiodelete Месяц назад

      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.

  • @justastream8522
    @justastream8522 Месяц назад +50

    Wayland support is HUGE.

    • @Megalomaniakaal
      @Megalomaniakaal Месяц назад +3

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад

      Yeah godot works but it's flickering a lot

    • @tux_the_astronaut
      @tux_the_astronaut Месяц назад +1

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

    • @fleshchild
      @fleshchild Месяц назад +3

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

    • @chlorobyte
      @chlorobyte Месяц назад

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

  • @llareia
    @llareia Месяц назад

    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.

  • @frost8077
    @frost8077 Месяц назад +5

    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 Месяц назад

      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)

  • @charlieking7600
    @charlieking7600 Месяц назад +17

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

  • @Slashscreen
    @Slashscreen Месяц назад +3

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

  • @monawoka97
    @monawoka97 Месяц назад +7

    so many layers of tires!

  • @tempname8263
    @tempname8263 Месяц назад +9

    Thank you for introducing BeefLang to me

    • @lucas0sz
      @lucas0sz Месяц назад +2

      Thank you for introducing BeefLang to me

  • @vrabo3026
    @vrabo3026 Месяц назад

    Dude I was about to say I didn't get notified this video was uploaded but I just realized RUclips 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.

  • @rodrigopetunio
    @rodrigopetunio Месяц назад +22

    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 Месяц назад +4

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

    • @Rixitic
      @Rixitic Месяц назад +9

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

    • @lillybyte
      @lillybyte Месяц назад +6

      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.

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад +10

      ​@@lillybytesource for this?

    • @happygofishing
      @happygofishing Месяц назад +1

      @@lillybyte wait that happened?

  • @arkmagius
    @arkmagius Месяц назад +1

    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.

  • @ritzenhauf
    @ritzenhauf Месяц назад +2

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

  • @lehisluguer9300
    @lehisluguer9300 Месяц назад +14

    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..

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад +3

      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

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад +1

      You*

    • @lehisluguer9300
      @lehisluguer9300 Месяц назад

      @@GoblinArmyInYourWalls 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 Месяц назад

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

    • @DrRevert
      @DrRevert Месяц назад +2

      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.

  • @ImmacHn
    @ImmacHn Месяц назад +1

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

  • @mischiefaaron
    @mischiefaaron Месяц назад

    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.

  • @Lohlund
    @Lohlund Месяц назад

    Seeing wayland support beeing added is nice

  • @4jayXD
    @4jayXD 9 дней назад

    ok I's hype that you can move the FileSystem tab to the bottom now! 10/10. Sad it's not a full release because I'd be jumpin into this and have a blast!

  • @Kr3m_
    @Kr3m_ Месяц назад +2

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

  • @ThaAftrPartie
    @ThaAftrPartie Месяц назад

    You should go over some of the big animation changes

  • @twenty-fifth420
    @twenty-fifth420 Месяц назад +1

    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.

  • @FernandoBaldrich
    @FernandoBaldrich 27 дней назад

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

  • @JonathanTash
    @JonathanTash 26 дней назад +1

    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.

  • @user-yg8yp8kx5e
    @user-yg8yp8kx5e 27 дней назад +1

    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

  • @ipga13
    @ipga13 Месяц назад +24

    i just bought that plush

  • @dubfather521
    @dubfather521 Месяц назад +2

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

  • @darknetworld
    @darknetworld Месяц назад

    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
    @simonestarace5249 Месяц назад

    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.

  • @Sylfa
    @Sylfa Месяц назад

    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 28 дней назад

      I had Infinite scrolling ParallaxLayer in 3.5 ;-)

    • @Sylfa
      @Sylfa 28 дней назад

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

    • @igorthelight
      @igorthelight 28 дней назад

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

  • @serialexperimentsdave7213
    @serialexperimentsdave7213 Месяц назад +2

    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 Месяц назад +3

      Therea jolt

    • @igorthelight
      @igorthelight 28 дней назад

      Google "Godot Jolt physics" ;-)

  • @Brice31
    @Brice31 Месяц назад +5

    I liked the old tile system more tbh

    • @maze._
      @maze._ Месяц назад +4

      You can still use it!

    • @yblue6116
      @yblue6116 Месяц назад

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

  • @TheRealAfroRick
    @TheRealAfroRick Месяц назад +3

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

    • @saul8510
      @saul8510 Месяц назад +1

      When microsoft wants to as it depends on .net updates

    • @TheRealAfroRick
      @TheRealAfroRick Месяц назад

      @@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 29 дней назад

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

  • @esdrascaleb
    @esdrascaleb Месяц назад +1

    So tile is back how it was

  • @user-oy4hk9yr3n
    @user-oy4hk9yr3n Месяц назад

    i am so excited to get my plush

  • @Cheetaqueue
    @Cheetaqueue Месяц назад +1

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

  • @ItzVic
    @ItzVic Месяц назад +7

    looking forward to when there will be more 3d updates

    • @charlieking7600
      @charlieking7600 Месяц назад +1

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

  • @TheRealAfroRick
    @TheRealAfroRick Месяц назад

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

  • @yakdoggames
    @yakdoggames Месяц назад

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

  • @containedhurricane
    @containedhurricane Месяц назад +1

    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
    @PurpleKnightmare Месяц назад +1

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

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад +5

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

    • @jlewis4441
      @jlewis4441 Месяц назад

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

    • @PurpleKnightmare
      @PurpleKnightmare Месяц назад

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

    • @PurpleKnightmare
      @PurpleKnightmare Месяц назад

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

    • @jlewis4441
      @jlewis4441 29 дней назад

      @@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)

  • @darkest_sahan
    @darkest_sahan Месяц назад +7

    when the stable 4.3 will be released

    • @ItzVic
      @ItzVic Месяц назад +1

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

    • @Megalomaniakaal
      @Megalomaniakaal Месяц назад

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

    • @hipflipped
      @hipflipped Месяц назад

      Not today, but surely tomorrow.

    • @jeanmakesgames
      @jeanmakesgames Месяц назад

      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

  • @Taimisverycool
    @Taimisverycool 21 день назад

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

  • @Sekiro-gn7cg
    @Sekiro-gn7cg Месяц назад +1

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

    • @vast634
      @vast634 29 дней назад

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

  • @kfj795
    @kfj795 Месяц назад +10

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

    • @lewiji
      @lewiji Месяц назад +1

      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 Месяц назад

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

    • @lewiji
      @lewiji Месяц назад +1

      @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 Месяц назад +1

      @@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 28 дней назад +1

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

  • @ohiasdxfcghbljokasdjhnfvaw4ehr
    @ohiasdxfcghbljokasdjhnfvaw4ehr Месяц назад +1

    ffs i just figured out tiles and parralax

  • @PawnxPawn
    @PawnxPawn Месяц назад

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

    • @igorthelight
      @igorthelight 28 дней назад +1

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

  • @AkashChowdhuryAkash
    @AkashChowdhuryAkash Месяц назад +6

    Still using 3.5.2 because of my computer

    • @TATGames
      @TATGames Месяц назад

      I've been there 🥲

    • @AkashChowdhuryAkash
      @AkashChowdhuryAkash Месяц назад +1

      🤝

    • @chlorobyte
      @chlorobyte Месяц назад +1

      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 Месяц назад

      @@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 Месяц назад

      @@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.

  • @secondleasegamer8312
    @secondleasegamer8312 13 дней назад

    Not TIRE Layers!?

  • @Boxing_Gamer
    @Boxing_Gamer Месяц назад

    im just asking for proper vim integration lol

  • @GabdaRocur
    @GabdaRocur Месяц назад

    Cool

  • @jasonwilliams8730
    @jasonwilliams8730 Месяц назад

    👍

  • @endoflevelboss
    @endoflevelboss Месяц назад

    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 Месяц назад +1

      Why do you seem absolutely furious about this?

    • @endoflevelboss
      @endoflevelboss Месяц назад

      @@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?

  • @mrdixioner
    @mrdixioner 2 дня назад

    Watch at 0.5 speed.

  • @celsladroma8048
    @celsladroma8048 Месяц назад

    welcome to Godot Unity

  • @chaosmachines934
    @chaosmachines934 Месяц назад

    ho

  • @incaroads001
    @incaroads001 26 дней назад

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

  • @HonsHon
    @HonsHon Месяц назад +12

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

    • @MaplewoodStreet
      @MaplewoodStreet Месяц назад +17

      Yeah and it's cute

    • @vuurmos6257
      @vuurmos6257 Месяц назад +9

      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.

  • @based980
    @based980 Месяц назад +7

    windows 11 🤢

    • @majicktek5051
      @majicktek5051 Месяц назад +3

      Windows 11 🥵

    • @aamorous
      @aamorous Месяц назад

      windows 11 with some tiling manager is not that bad

  • @user-uq2ko4jq2v
    @user-uq2ko4jq2v Месяц назад +5

    better C# support for dirty unity refugees? 😨😰

    • @LupusGr3y
      @LupusGr3y Месяц назад +9

      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 Месяц назад +1

      About a quarter of the games on Steam are Python based

    • @DiegoSynth
      @DiegoSynth Месяц назад

      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 Месяц назад +5

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

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад +10

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

  • @NorthstriderGaming
    @NorthstriderGaming Месяц назад +1

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

    • @igorthelight
      @igorthelight 28 дней назад +2

      * 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

  • @noirlavender6409
    @noirlavender6409 Месяц назад +1

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

    • @kindavacant7843
      @kindavacant7843 Месяц назад +3

      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 28 дней назад

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

  • @lillybyte
    @lillybyte Месяц назад +3

    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.

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад +12

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

    • @charlieking7600
      @charlieking7600 Месяц назад +3

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

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад +10

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

    • @charlieking7600
      @charlieking7600 Месяц назад

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

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls Месяц назад +9

      @@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
    @screenapple1660 Месяц назад

    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
    @NaruHinn Месяц назад

    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-d Месяц назад +1

    Not interested, I'm Unity user btw.