| Commit message (Collapse) | Author | Age | Files | Lines |
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
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statically typed languages, should help in the Mono integration.
Disabled by default.
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Copy-paste mistake from the setter most likely.
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Conflicts:
platform/windows/detect.py
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This argument is indeed expected to be a volume on a linear scale (not dB),
typically from 0.0 to 1.0, though it can go higher than 1.0.
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Still need to get proper audio output latency in some platforms.
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-Fixes long-standing issues regarding to playing a single stream multiple times simultanteously
-Fixes wrong-looping, starting, caching, etc. Issues resulting from bad original design
-Allows more interesting kinds of streams (stream graphs with streams inside streams!) in the future
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-=-=-=-=-=-=-=-=-=-=-
-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
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-=-=-=-=-=-=-
-Fixed a few bugs in Mixer, now playback of chiptunes works great :)
-Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame.
-Fixed camera in 3D kinematic character demo.
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-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
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