Editor: Fix display of programmatically created value in remote inspector ( GH-44657).Editor: Fix race condition in font preview generation which could lock the editor on first edit ( GH-48308).Core: Fix calculation of PrismMesh normals ( GH-48775).Core: Expose Shape.get_debug_mesh() to the scripting API ( GH-48316).Core: Fix ZIP files being opened with two file descriptors ( GH-42337).Buildsystem: Various compilation fixes for some platforms/compilers, and Linux packaging fixes.Batching: Fix light pass modulate, a potential crash, polygon rotation from vertex shader, and 2D skinning with unrigged polygons ( GH-48151, GH-48125, GH-48457, GH-48647)).Animation: Fix skinning initialization in MeshInstance when loaded from thread ( GH-48217).Here are some of the main changes since 3.3-stable: See the curated changelog, or the full commit history on GitHub for an exhaustive overview of the fixes in this release. Note: Illustration credits at the bottom of this page. It is a recommended upgrade for all Godot 3.3 users.Äownload Godot 3.3.1 now or try the online version of the Godot editor. Godot 3.3.1, like all future 3.3.x releases, focuses purely on bug fixes, and aims to preserve compatibility. We released Godot 3.3 a few weeks ago, and feedback so far has been pretty good! But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users.
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