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The welcome GUI and HUD elements now scale to match higher resolutions.
New project icon.
Changed
A fully baked BakedLightmap is now used instead of GIProbe to improve performance
and quality (no more light leaking).
The scene now uses filmic tonemapping instead of linear tonemapping.
Materials now use the Burley lighting model instead of Lambert.
Materials are now more rough and less metallic.
Increased the OmniLights' shadow bias to make shadow acne less visible.
The FPS counter now uses a better-looking outline provided by DynamicFont.
The frame time graph now features per-microsecond accuracy and can
display changes in a more granular fashion.
Upgraded project structure for Godot 3.3.
Removed
Removed setting for non-working anisotropic filtering setting.
Instead, anisotropic filtering is now always set to 8× on desktop platforms and
2× on mobile platforms.
Fixed
Updated particle materials for Godot 3.2.
Transparent materials are now displayed correctly.
The frame time graph no longer blocks mouse input when visible.