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Add 4.5-dev5 blog post #1073
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- Windows executables (both the editor and export templates) have been signed with an expired certificate. You may see warnings from Windows Defender's SmartScreen when running this version, or outright be prevented from running the executables with a double-click ([GH-106373](https://github.com/godotengine/godot/issues/106373)). Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds. | ||
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- `get_class_icon()` can erroneously ignore its fallback argument, causing a crash. A fix is [already in place](https://github.com/godotengine/godot/pull/106963), but will arrive in the following snapshot. |
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- `get_class_icon()` can erroneously ignore its fallback argument, causing a crash. A fix is [already in place](https://github.com/godotengine/godot/pull/106963), but will arrive in the following snapshot. | |
- `get_class_icon()` can erroneously ignore its fallback argument, causing a crash. A fix is [on its way](https://github.com/godotengine/godot/pull/106963), and will arrive in the following snapshot. |
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btw get_class_icon()
is not an exposed method, so this note does not make much sense like this.
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I'll remove the reference entirely for the time being. If there's a sensible way of framing this, we can include that instead
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Looks good to me.
Should we add a paragraph about official x86_64 binaries now using SSE 4.2? Like WebAssembly SIMD, it brings a performance improvement in CPU-intensive scenarios but will prevent very old CPUs (< 2009 for Intel, < 2011 for AMD) from running official x86_64 binaries. They can still run x86_32 binaries though.
1. Export time will be much longer. | ||
2. Build size will be much larger since the baked shaders can take up a lot of space. | ||
3. We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers. | ||
4. Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple devices need to be from an Apple device. |
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Please see the comments from Stuart about this, he provided a lot of important clarification in response to my questions
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### Rendering goodies | ||
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The renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. [Raymond DiDonato](https://github.com/RGDTAB) helped SMAA 1x make its transition from addon to fully-fledged engine feature ([GH-102330](https://github.com/godotengine/godot/pull/102330)). [Capry](https://github.com/LunaCapra) brings bent normal maps to further enhance specular occlusion and indirect lighting ([GH-89988](https://github.com/godotengine/godot/pull/89988)). Our very own [Clay John](https://github.com/clayjohn) converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices ([GH-106267](https://github.com/godotengine/godot/pull/106267)). More technical information on these rendering changes can be found in their associated PRs. |
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These (SMAA and bent normals) should be accompanied by before and after images. There are some very nice examples in the relevant PRs.
Especially bent normals which is very impressive
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Looks great!
Thanks! |
Posting this right before I'm gonna jump into a meeting, so this isn't complete but I wanted something to present in the meantimeReady for review!