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Why GODOT 4.3 is going to be wild! 

Saas
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Subscribe: / @s4aas
Discord: / discord
Tutorial Playlist: • GODOT TUTORIALS
Links to Github: docs.google.com/document/d/1S...
0:00 Intro
0:23 # 1 Drag and Drop between SubViewports and Windows
0:45 # 2 Export_storage annotation
1:06 # 3 Script editor hover hints
1:30 # 4 Tool_button annotation
1:57 # 5 Vsync editor setting
2:12 # 6 Motion_draw_disabled render_mode
2:36 # 7 Search keywords in class reference
3:14 # 8 Better search in create dialog
3:29 # 9 Project wide node groups
3:50 # 10 Remember window mode, screen size etc. on restart
4:01 # 11 Patch system
4:34 # 12 Indirect collision shapes
4:49 # 13 Vertex shading
5:04 # 14 Exported array property hints
5:12 # 15 Secondary light in import settings
5:38 # 16 Render hooks
5:59 # 17 Direct3D 12 Rendering driver
6:36 # 18 3D MSAA and scaling in GLES3
6:50 # 19 Warn if variable is not set in setter function
7:14 # 20 Icons for main menu items
7:23 # 21 Modify global_transform when Node is not in tree
7:38 # 22 Colored margin in inspector
7:55 # 23 OpenXR Hand node icon
8:04 # 24 Ensure parameter hints are generated
8:15 # 25 Fix 3D jitter
8:28 # 26 Bone visualization in import settings
8:39 # 27 MeshOptimizer update for better LODs
8:54 # 28 Material drag and drop fixed
9:03 # 29 Revert color icon on color picker
9:18 Outro

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30 июн 2024

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Комментарии : 253   
@SaiponathGames
@SaiponathGames 7 месяцев назад
You forgot about Typed Dictionaries
@ShVanesMusic
@ShVanesMusic 7 месяцев назад
THIS THING IS REAL??????????? LESGOOOOO (jeez finally)
@rigormortis4768
@rigormortis4768 7 месяцев назад
what!!!! Been waiting for this! Awesome. Any ideas when 4.3 comes out? Must be quite some time still, as 4.2 isn't there yet?
@S4AAS
@S4AAS 7 месяцев назад
@@rigormortis4768 The Godot 4.3 milestone says " March 03, 2024 ", but given how they changed the date for 4.2 multiple times now, expect it to come out later
@rigormortis4768
@rigormortis4768 7 месяцев назад
@@S4AAS alright thanks!
@wasteurtime5677
@wasteurtime5677 7 месяцев назад
Why are Typed dictionaries exciting? Is it a performance gain or something? (I'm n00b)
@thesynalice
@thesynalice 7 месяцев назад
Core Godot devs deserve much more praise than they currently get. Once you get involved you can see that the amount of work they do I genuinely insane. Any contribution counts, guys.
@thesynalice
@thesynalice 5 месяцев назад
@@rytif what are you talking about?
@adventuretuna
@adventuretuna 7 месяцев назад
nice we just need a feature to automatically send an apology tweet directly from the editor for the full AAA experience
@ultimaxkom8728
@ultimaxkom8728 7 месяцев назад
Just make an AI with "corporate speak" prompt write it automatically.
@o00nemesis00o
@o00nemesis00o 6 месяцев назад
Hopefully ready in time for the release of The Lord of Ring 2: Revenge of the Killer Gollum
@GreenFox1505
@GreenFox1505 7 месяцев назад
`@export_storage` is super useful if you want some @tool script to modify an object, but you DON'T want the user (developer) to also modify that data. Like you have a bunch of computed properties in some sort of custom format. But none of that should ever be edited by hand.
@S4AAS
@S4AAS 7 месяцев назад
🍪
@novh4ck
@novh4ck 7 месяцев назад
@@S4AAS @export_storage will also be perfect for Resources. If you want to save a resource to disk ResourceSaver currently only automatically saves exported variables which might look a bit messy if you then also load it into Editor.
@unface942
@unface942 7 месяцев назад
so it works similar to "[Serializable]" in unity? Converting complex data structures, such as objects / structs , into a format that can be easily stored or transmitted.
@JanbluTheDerg
@JanbluTheDerg 7 месяцев назад
@@novh4ck Yup... this caused many hours of pain and frustration until I realised that only exported variables are saved, rip me
@dudejoe8705
@dudejoe8705 7 месяцев назад
Also would be very useful for me as I'm using Godot scene serialization for save games! Instead of writing serialization code by hand (you can optimize the save game size by using scene instantiation, so you can omit all of the static parts of the scene from the save file). This allows for Source-like save game state serialization and deserialization, but it does mean you have to export more properties than you usually would. export_storage would be perfect for my use case (and similar ones) since right now I just put those properties under a "Runtime Variables" export category so I know not to modify them.
@RealPigeonz
@RealPigeonz 7 месяцев назад
Any video helping us follow Godot developement without being bored to death reading cryptic titles of PRs is amazing! Especially if it contains healthy dose of dry humor to make it even more enjoyable :) (And actually very needed type of content)
@chimeforest
@chimeforest 5 месяцев назад
Thanks for including the names of the people who fixed the things. It really opens up the idea that anyone can help. It's not just a faceless corp, it's real people making changes here and there.
@thygrrr
@thygrrr 7 месяцев назад
Tool Button is AMAZING. Patch system is also fire.
@S4AAS
@S4AAS 7 месяцев назад
Ik right?
@erin34uio5y32
@erin34uio5y32 7 месяцев назад
The best new feature is that you can create a texture object from a texture created directly with the rendering device. It improves the performance of advanced rendering effects so much because you can keep the data directly on the gpu rather than having to copy it from gpu to cpu to gpu in order to use the output of a compute shader or a framebuffer in a regular vert frag shader
@bariscanbilgin
@bariscanbilgin 7 месяцев назад
Thank you very much to everyone who contributed to our beloved Godot Engine and the open source community ❤
@BlessedDog
@BlessedDog 7 месяцев назад
I love how the Road to Vostok dev wrote in his blog yesterday that he was having trouble with TAA being jittery, and today i found out its fixed. This is the power of open source.
@S4AAS
@S4AAS 7 месяцев назад
Yup. Though the pr for the TAA jitter fix was around since 4.2 I believe
@JoeyMerryfield
@JoeyMerryfield 7 месяцев назад
I just clicked on this video so idk if u went over this, but I really, REALLY hope they add more things to be color coded. I really liked the new feature in 4.2 where you can color code files and folders. it made Color coding one of my most favorite ways of separating things and making different things stand out / more readable.
@S4AAS
@S4AAS 7 месяцев назад
Yup Godots file panel got at least 100 times more useful after they added that color coding thing
@ratrogue
@ratrogue 7 месяцев назад
I'd especially like that for the scripting editor, the column of the line numbers and the column of the minimap should have a different background color than the text editor
@_zurr
@_zurr 7 месяцев назад
There's also a bugfix that's so good it's basically a feature, which is warriormaster12's fix for node duplication. Previously, if you duplicated a node (such as an enemy) that has a child node that it references using @export (such as an item it is holding), the duplicate would reference the original's child. Meaning A duplicated enemy would reference the original's weapon instead of its own. The fix allows you to now duplicate items the way you'd expect it to, which is to create a copy that references its own children.
@S4AAS
@S4AAS 7 месяцев назад
Omg I had some issues with duplicating nodes recently, maybe this is the fix for that
@keithwinget6521
@keithwinget6521 7 месяцев назад
Weird that this wasn't part of the DuplicateFlags to begin with: enum DuplicateFlags: DUPLICATE_SIGNALS = 1 --- Duplicate the node's signals. DUPLICATE_GROUPS = 2 --- Duplicate the node's groups. DUPLICATE_SCRIPTS = 4 --- Duplicate the node's scripts. DUPLICATE_USE_INSTANCING = 8 --- Duplicate using instancing. That last one is an opt-in to the behavior of referencing, but it's only for the base node. For the children, it does indeed just instance and reference the original.
@dorkyface
@dorkyface 7 месяцев назад
Global groups is honestly an exciting feature.... No need to recreate "enemy" for every new enemy :)
@pepinzachary
@pepinzachary 7 месяцев назад
I'm a huge fan of this format, very organised thanks :)
@S4AAS
@S4AAS 7 месяцев назад
Thankies
@BlazertronGames
@BlazertronGames 7 месяцев назад
Global node groups will be so much nicer. It never felt right that they were bound to specific scenes, and you had to make sure you were typing it correctly when wanting to use it in other scenes.
@ShiloBuff
@ShiloBuff 7 месяцев назад
I would love a brief overview of the changes per Godot pre-release updates. Although probably not beneficial to do incrementations like that for your videos. Thanks for the neat video!
@S4AAS
@S4AAS 7 месяцев назад
Thankies for the thankies and ur feedback :)
@poisonivy2677
@poisonivy2677 7 месяцев назад
This was amazing! Thank you for recording this.
@S4AAS
@S4AAS 7 месяцев назад
No problem :) Glad to hear
@TheDuckCow
@TheDuckCow 7 месяцев назад
I'm making a plugin (the Godot Road Generator), and I'm *immediately* excited about 0:45 for export storage. Why it's useful in my case: I have multiple export variable arrays containing data and references that users should *never* touch, but are critical for making the road generation system work. Basically, if you want to have prefab road pieces saved to different scenes, but then "connect" to each other in third composed scene, they need to point to each other. The plugin manages updating references in these export vars in a very specific way that the user should never mess with, and this data is specific and local to the third composition scene and does not belong in the individual save scenes. hence, using export vars as storage for data on the scene instances. Hope that helps!
@S4AAS
@S4AAS 7 месяцев назад
🍪
@my2cents795
@my2cents795 7 месяцев назад
16 is huuuuuuge ! Well done and I can't wait !
@sean7221
@sean7221 7 месяцев назад
Very good format and editing of this vid, well done!
@S4AAS
@S4AAS 7 месяцев назад
Thank u :)
@mostafabalboul3966
@mostafabalboul3966 7 месяцев назад
I was just wishing for #12; that alone is enough to get enthusiastic about all this, thank you for sharing!
@MarcusInVR
@MarcusInVR 7 месяцев назад
#11 - Patch System - this is already implemented and works exactly as intended. You can sideload additional .pck files, and if they contain assets of any kind at the same location as the original game data, they will be overridden and the "patched" ones will be used instead. This is also useful for mods. So this is not a new feature. I tried this myself and it works in 4.1
@theyellowarchitect4504
@theyellowarchitect4504 7 месяцев назад
Pretty cool to learn of this (how many users know this trick?) but now it will be easier and accessible to everyone :)
@GreatCollapsingHrung
@GreatCollapsingHrung 7 месяцев назад
So many great features on the way! I'm excited about waiting for Godot. 4.3
@EricDaily
@EricDaily 7 месяцев назад
Good stuff man, thanks
@S4AAS
@S4AAS 7 месяцев назад
No problem :)
@rogerrandom3840
@rogerrandom3840 7 месяцев назад
1:00 TL:DR (if you need it to be editable and savable, it has to be exported, even if you don't want it seen in the side) when storing a resource file, godot only stores exported variables, so if you have a variable generated when editing that is the actual value you will be using, but shouldn't manually change, you don't want to see these clogging your side. (edit) thanks for cookie. i can finally feed my family.
@S4AAS
@S4AAS 7 месяцев назад
🍪
@alexdarby
@alexdarby 7 месяцев назад
#21, setting global transform when not inside the tree will be a life saver! I've had so many issues with setting transforms of objects being loaded outside of the tree in my experiments, I can't wait for that to be allowed in 5.3!
@NexusBaum
@NexusBaum 7 месяцев назад
Ich liebe deinen trockenen Humor ;D
@S4AAS
@S4AAS 7 месяцев назад
Danke :)
@darknetworld
@darknetworld 7 месяцев назад
It cool how those people work on the features for improve ease of used.
@UitzUitz
@UitzUitz 7 месяцев назад
Great Video. Instant subscribe 😊
@S4AAS
@S4AAS 7 месяцев назад
Thankies :)
@psyboyo
@psyboyo 7 месяцев назад
Welcome back! ^^
@CharleyDonar
@CharleyDonar 7 месяцев назад
Thank you!
@RobVespa
@RobVespa 6 месяцев назад
I just began working with Godot. I was as equally impressed as frustrated. Hopefully more time with Godot will tip the balance one way or the other (preferably towards impressed).
@moe__dev
@moe__dev 7 месяцев назад
Yay!! Nice!
@darsparx
@darsparx 6 месяцев назад
Editor hints holy shiz I've been wanting that bc yea going to the documentation is nice but yea. Thats long overdue lkke a ton of these 😅❤
@dobanyi
@dobanyi 6 месяцев назад
Can't wait! (BA-DUM-TSSS)
@kevinfishburne
@kevinfishburne 4 месяца назад
Your commentary was super funny. Stitches at times, causing me to miss parts of subsequent comments. Also excited for IDE experience improvements. I do "2D integer pixels", but it's all the same really. Godot is insane. Love love love it.
@nerdydrow
@nerdydrow 7 месяцев назад
@export_storage is for when you have a resource that you want to save to disk, only export var are saved, but if you want some variables to be saved on disk but not shown in the editor it was impossible before.
@S4AAS
@S4AAS 7 месяцев назад
🍪
@anteaters4455
@anteaters4455 7 месяцев назад
New version of Godot about to be released? Time to wait for the next one!
@S4AAS
@S4AAS 7 месяцев назад
Waiting for Godot
@brabes76
@brabes76 7 месяцев назад
Yes i would be interested in knowing the upcoming changes and adding some visual context to what those changes mean. Thanks for the great video
@S4AAS
@S4AAS 7 месяцев назад
Thanks for thankies
@maymayman0
@maymayman0 6 месяцев назад
Wow, so many tiny little annoyances are going to get dissapeared with this update and I won't miss them even a tiny bit!!! Awesome
@piersyfy4148
@piersyfy4148 3 месяца назад
Genuinely going to need a bunch of these. Amazing!
@oglothenerd
@oglothenerd 7 месяцев назад
Godot! Godot is super cool, but I personally love using the Rust programming language, with the Bevy engine.
@zanagi
@zanagi 7 месяцев назад
The pop up is insanely good lol
@ghb323
@ghb323 7 месяцев назад
This pokemon is leveling up REALLY fast
@kvngferg
@kvngferg 7 месяцев назад
The shot at cyber punk mid video is funny asf !!
@neomatrix2669
@neomatrix2669 7 месяцев назад
It would be very interesting if you made videos about the Godot beta updates. Thanks.
@igorthelight
@igorthelight 4 месяца назад
3:44 - That Dark Messiah... did he knows something about might and magic? xD
@Gosurfdammit
@Gosurfdammit 7 месяцев назад
Can you all just help this guy across the 1k sub line? THANKS!
@c3d_ultra499
@c3d_ultra499 7 месяцев назад
The drag and drop material fix is a god send. Glad that got in
@gustavols6699
@gustavols6699 2 месяца назад
the music at the end is very good 🕺🕺
@LukeGameDev
@LukeGameDev 7 месяцев назад
Are you going to keep covering godot updates? if you do, you've earned yourself a subscriber! great vid
@S4AAS
@S4AAS 7 месяцев назад
Yup that's about the plan. Idk if I will make a vid on every Major.minor.x release but definitely on every minor release (On an x release as well if there is something that's worth talking bout)
@Hotmustardgas20
@Hotmustardgas20 7 месяцев назад
To answer your question at the end. Im interested in any Godot videos
@ranpergames
@ranpergames 7 месяцев назад
hahahaha i used that pixabay stock footage at 1:02 in a video of mine too haha Really cool video from you tho!
@S4AAS
@S4AAS 7 месяцев назад
What did u search for lmao? (Holy shit just checked out your content, it's the definition of well edited and good content in general)
@ranpergames
@ranpergames 7 месяцев назад
I think I searched for like something talking or idk haha But YOOOO THANK YOU SOOO MUCH!!! I really enjoyed your video too :D @@S4AAS
@keithwinget6521
@keithwinget6521 7 месяцев назад
Export Storage is useful for @tool script using scenes, because what it lets you do is have automated things make permanent changes while still in the editor, but not exposing them to the inspector where editing them might cause all sorts of trouble (not to mention likely be overwritten by your automated stuff). Basically, it's a form of future you not being able to mess up present you's plans as easily. At least, this is what I'll be using it for...because future me is just as DUMB as present me, but in different and unpredictable ways.
@S4AAS
@S4AAS 7 месяцев назад
🍪
@kritik_mb2144
@kritik_mb2144 7 месяцев назад
This video was really useful, thank you. The speed(editing) was a bit too fast for me, I had to constantly go back a few seconds to get all the information otherwise great .
@S4AAS
@S4AAS 7 месяцев назад
Ok I will try to cut down on my editing speed (pun not intended). The problem is that if I make it too slow, then viewers will abandon the video mid watch which hurts the video algorithm wise (thank TikTok for that).
@pylotlight
@pylotlight 7 месяцев назад
meanwhile I'm going through at 2x.
@ultimaxkom8728
@ultimaxkom8728 7 месяцев назад
@@pylotlight Clearly different objectives. He want to digest the information while you want to skim the information. One for depth (detail) while the other for width (speed).
@igorthelight
@igorthelight 7 месяцев назад
It's fine for me. Maybe my brain clocked at higher speed or have a better IPC ;-)
@Xero_Wolf
@Xero_Wolf 7 месяцев назад
7:23 OMG YES! 21 can't come soon enough. This isn't an issue generally but some Nodes like the new AnimatableBody3D just refuse to act right when setting the transform just after adding it to the scene tree. Also the @Tool Button is 🔥🔥🔥
@user-rt8ih7vu5g
@user-rt8ih7vu5g 4 месяца назад
Thanks for all the information. I just have a question, doese Godot 4.3 will let me embed my game in existing native ios app (not game). Thanks
@KendawgIV
@KendawgIV 3 месяца назад
Excited for this juicy update
@ekagaurangadas
@ekagaurangadas 7 месяцев назад
not all heroes wear capes, thanks for the video
@marvinalberto7963
@marvinalberto7963 7 месяцев назад
No hero should wear capes - Edna Mode
@ekagaurangadas
@ekagaurangadas 7 месяцев назад
@@marvinalberto7963 it's good for fly manouvers 😂
@ajinkyax
@ajinkyax 7 месяцев назад
Any idea is there any Active fork of latest python with godot
@sheepcommander_
@sheepcommander_ 7 месяцев назад
that would interest me!
@Nicknamegeneratorfailed
@Nicknamegeneratorfailed 7 месяцев назад
Weren't render hooks pushed from 4.2 since it will be part of the larger worker now, was it confirmed for 4.3 or just waiting what is going to happen with the whole process now? :0
@S4AAS
@S4AAS 7 месяцев назад
Rn it's in the 4.3 milestone, so it will prolly be merged for 4.3
@user-dx1no8ht2c
@user-dx1no8ht2c 7 месяцев назад
yes to godot update videos, yes please!
@acacklinghyena7494
@acacklinghyena7494 7 месяцев назад
#9 made me jump out of my chair in excitment!
@igorgiuseppe1862
@igorgiuseppe1862 6 месяцев назад
6th is very important, i havent faced this yet, but i can predict facing this issue in the future
@Agp1597
@Agp1597 4 месяца назад
Nice 😏 , GODPT is getting pretty compelling
@ucmRich
@ucmRich 4 месяца назад
TY for this video pal!!! Godot v4.3 is gonna rule the house :-D
@zepto5945
@zepto5945 Месяц назад
Let's go! After the unity fiasco we need Godot all the more and it's gonna grow all the more. One day we will give unreal a run for their money.
@wernersmidt3298
@wernersmidt3298 5 месяцев назад
It's like a dry humour version of fireship :)
@frontrider3240
@frontrider3240 7 месяцев назад
Cool, I used to add a hook to modify the transform after the node entered the tree.
@S4AAS
@S4AAS 7 месяцев назад
Wdym "a hook"?
@MisterNewYear
@MisterNewYear 7 месяцев назад
fingers crossed the volumetric fog toggle comes soon where you can use set distances again
@jonathanfaber3291
@jonathanfaber3291 6 месяцев назад
Continuing to hold out hope for gridmap improvements. One day, maybe
@crazy-man
@crazy-man 7 месяцев назад
export will not be added for ios and android will not be available with c sharp?
@Unknown-ix1bb
@Unknown-ix1bb 7 месяцев назад
Exporting (C#) to Android is happening for 4.2. For iOS export, .NET 8.0 is required
@GIRGHGH
@GIRGHGH 7 месяцев назад
Really excited for dx, as i have no computer that supports vulcan
@versionrayne
@versionrayne 7 часов назад
The patch export and global transform is huge
@Finesse0916
@Finesse0916 7 месяцев назад
Is it possible to transfer a daz Studio Genesis 8 and 9 characters into Godot?
@thatfranzferdinand
@thatfranzferdinand 6 месяцев назад
4:08 absolutely savage, I hope CDPR sees this
@micmacha
@micmacha Месяц назад
#12 sounds like it's going to irretrievably break my entire project. I have so many cases where a physics body has children which are other physics bodies, which have colliders of their own. Is there documentation somewhere on how this is supposed to work? It doesn't seem to be working on its own in 4.3 Dev6, that's behaving like 4.2.2 is.
@fuarrkk
@fuarrkk 7 месяцев назад
Vertex Shading, finally!! .. and yeah, please make updates videos.
@binchamers
@binchamers 7 месяцев назад
Hey man tip here for pronouncing dutch names like “Stijn”, IJ/ij in Dutch is pronounced like kindof like the sound in “may” if you have a strong australian accent. Hard to describe, try saying i but moving your mouth like you’re saying e
@frogmatt33
@frogmatt33 7 дней назад
Nice work. Thanks.
@_fremdkoerper
@_fremdkoerper 7 месяцев назад
Man I love open source. Just wish I had the knowledge to contribute code to Godot (the world isn't ready for my spaghetti), but maybe one day
@S4AAS
@S4AAS 7 месяцев назад
Same. But don't forget that code is not the only way you can contribute. Documentation and tutorials for example are equally important :)
@SirTZN
@SirTZN 22 дня назад
Lol zeux (contributor #27) is a former developer on the roblox engine
@TheRealAfroRick
@TheRealAfroRick 6 месяцев назад
Patch system... Wow. Wasnt expecting that to be built into the engine.
@ghostradiogames
@ghostradiogames 7 месяцев назад
Number 10 is everything to me. =D
@S4AAS
@S4AAS 7 месяцев назад
Thank spanzeri :)
@Srcsqwrn
@Srcsqwrn 6 месяцев назад
Everytime I see a Godot update for 4 I cry. I wish I could use all these cool new things. QoL updates alone is nice
@__Rizzler__
@__Rizzler__ 7 месяцев назад
When will godot 5 release??
@S4AAS
@S4AAS 7 месяцев назад
Yesterday
@ultimaxkom8728
@ultimaxkom8728 7 месяцев назад
Waiting for Godot 4... 2.0
@igorthelight
@igorthelight 7 месяцев назад
Godot 5 would be in 5 years ;-)
@Taehc
@Taehc 7 месяцев назад
Please tell me there aren't any syntax changes for GD script since 4.0.2.
@S4AAS
@S4AAS 7 месяцев назад
No mayor ones I believe
@Taehc
@Taehc 7 месяцев назад
@@S4AAS So there are minor ones?! Flip, my scripts gonna be messed up if I upgrade 😫
@sent4444
@sent4444 7 месяцев назад
​@Taehc minor change is usually just adding new syntax or fixing internal problem in language so minor change or no change need
@Taehc
@Taehc 7 месяцев назад
@@sent4444 Thanks. I like spent hours trying to figure out how to do things, looking for help people posted, tried their code, didn't work... "Oh we use new word for that in 4.0 script." Doh.
@cookieBadger
@cookieBadger 3 месяца назад
I think you should make another video, since the last few months a loooot of stuff has been merged for 4.3 ^^
@Rhedox1
@Rhedox1 6 месяцев назад
Placing a quad in front of the camera for post processing is a pretty stupid workaround. Surely there's a way to do post processing with a fullscreen triangle or better yet, a compute shader.
@bexplosion
@bexplosion 7 месяцев назад
Wonder if we ever get an official terrain editor
@S4AAS
@S4AAS 7 месяцев назад
There is a proposal (by Juan I think) but that's about it :(
@adhdGameDev
@adhdGameDev 7 месяцев назад
Would be amazing.
@cloudwolf3972
@cloudwolf3972 5 месяцев назад
I'm waiting for skeletal sprites(like Spine sprites) to be supported in 3D scenes like in Unity and Unreal :(
@shotybumbati
@shotybumbati 2 месяца назад
OMG HOVER HINTS, FINALLY, WHY DID THIS TAKE SO LONG
@alexanderhuliakov6012
@alexanderhuliakov6012 7 месяцев назад
Hmm, patch thing can work like DLC?
@igorthelight
@igorthelight 7 месяцев назад
You could use it as DLC's but after EVERY update to the main game you should rebuild all the DLC's ;-)
@alexanderhuliakov6012
@alexanderhuliakov6012 7 месяцев назад
@@igorthelight also the executable build should be updated too probably. So yeah, not much sense from the "dlc" perspective
@igorthelight
@igorthelight 7 месяцев назад
@@alexanderhuliakov6012 Nah. EXE rebuilding is not needed unless you updated your game to the next version of Godot ;-)
@Matshiro
@Matshiro 7 месяцев назад
5:13 - burger king foot lettuce
@eduardomoura2813
@eduardomoura2813 7 месяцев назад
*wild on bugs
@Roleplay78
@Roleplay78 Месяц назад
Feel more like 4.3 will be like the Frankenstain of features.
@paulblart5358
@paulblart5358 7 месяцев назад
Add dynamic blendshapes for 3d models.
@saulsantos4132
@saulsantos4132 7 месяцев назад
Wgat do you mean? You can have blendshapes in godot.
@WifeWantsAWizard
@WifeWantsAWizard 7 месяцев назад
I have cookies turned off, so don't bother. However, since you asked, "serialization" is very simple. When you want data from "the Web", your computer calls a server and says, "Hey, give me that file". The server packs (serializes) all of the words using a special language (HTTP), transmits the serialized version to your browser, then the browser unpacks (deserializes) that data back into words you can see and read. Similarly, in Godot you must "serialize" variables to "transmit" them to the inspector--which is a type of browser. However, imagine you wanted to send secure data across the web using HTTP from your application. You have to "serialize" that data. But if Godot puts everything serialized into the inspector by default, that means other developers working with you can now see the secure data in the inspector--which is a huge, huge, huge security problem. Thus, the ability to bypass the "inspector" is big news for secure app devs. Also, anything in the inspector can be manually changed and that may be undesirable for entirely different non-security-related reasons.
@S4AAS
@S4AAS 7 месяцев назад
📝Sign your privacy away here to enable cookies
@vast634
@vast634 7 месяцев назад
That wrong behavior in material drag&drop was a weird oversight that should have been fixed long ago. Its one of those standard editing steps everyone uses.
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