{"id":111992,"date":"2023-12-05T15:10:13","date_gmt":"2023-12-05T13:10:22","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2"},"modified":"2023-12-05T15:10:13","modified_gmt":"2023-12-05T13:10:22","slug":"vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/da\/blog\/news\/vypusk-otkrytogo-igrovogo-dvizhka-godot-4-2","title":{"rendered":"Udgivelsen af den \u00e5bne spilmotor Godot 4.2","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Efter fem m\u00e5neders udvikling er udgivelsen af den frie spilmotor Godot 4.2 blevet offentliggjort, velegnet til at skabe 2D- og 3D-spil. Motoren underst\u00f8tter et letl\u00e6rbart sprog til at specificere spilogik, en grafisk milj\u00f8 til spildesign, \u00e9n-klik distributionssystem til spil, omfattende animationsmuligheder samt simulering af fysiske processer, en indbygget debugger og et system til at identificere flaskehalse i ydelsen. Koden for spilmotoren, designsystemet og relaterede udviklingsv\u00e6rkt\u00f8jer (fysikmotor, lydserver, backend for 2D\/3D rendering osv.) distribueres under MIT-licensen.     <\/p>\n<p>Kildekoderne til motoren blev \u00e5bnet i 2014 af OKAM-studiet efter ti \u00e5r med udvikling af et professionelt niveau af propriet\u00e6rt produkt, som blev brugt til at skabe og offentligg\u00f8re mange spil til PC, spillekonsoller og mobile enheder. Motoren underst\u00f8tter alle popul\u00e6re station\u00e6re og mobile platforme (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), samt udvikling af spil til Web. Klare bin\u00e6re versioner er dannet for Linux, Android, Windows og macOS.     <\/p>\n<p>Vigtige \u00e6ndringer:  <\/p>\n<ul>\n<li class=\"l\"> For 2D game developers, support for forced integer scaling has been added, allowing for a square pixel grid regardless of the actual aspect ratio. The ability to obtain barycentric coordinates of normals from intersection points of the object with the ray has been provided. Methods Rotate_toward and Angle_difference have been added for correct handling of rotation and angles. The property \"closed\" has been added to Line2D nodes for creating closed lines with continuous filling.     <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/8449c15f66a48aaa64b4a2837621f67a.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Der er arbejdet p\u00e5 at forbedre systemets animationsp\u00e5lidelighed. Noderne AnimationPlayer og AnimationTree er blevet redesignede og standardiserede, hvor f\u00e6lles dele er blevet fremh\u00e6vet i en mellemklasse AnimationMixer. Der er tilf\u00f8jet en mulighed for deterministisk blanding. I animationsvisningen er der blevet tilf\u00f8jet en kalkeringsfunktion (onion skinning), som viser halvgennemsigtige lag med tidligere og efterf\u00f8lgende rammer af animationen.    <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/4a787eb8c06fd8f3ae71ce6b396c8089.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> The capabilities for \"baking\" navigation meshes (transforming into static form) for 2D are now closer to the features previously available in 3D navigation. For example, support for working with physics bodies, instances of polygonal meshes, simple polygons, and tilemaps has been realized for 2D meshes. <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/da\/server\/\"   title=\"servere\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"1918\">servere<\/a> I 2D- og 3D-navigation er der tilf\u00f8jet st\u00f8tte til multitr\u00e5det bagning af meshes.      <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/097517a22024b97433df898401b08f70.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Refactored the code for working with tiles and tile maps. Grouping and sorting operations along the Y axis have been optimized, significantly reducing tile update time. Efforts have been made to improve the ease of creating and using tile maps. Added a tool for flipping and rotating tiles during placement. Improved tools for editing polygons and tiled scenes.    <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/9163cf15ae0fd9d62089715d75d1d562.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> The GDScript script editor now allows for the creation of named code regions for collapsing blocks during editing and simplifying navigation. The script debugger has added full support for multithreaded code, execution stacks, and breakpoints. Support for Android (.NET 7.0+) and iOS (.NET 8.0) platforms has been implemented in C#\/.NET scripts. In GDScript, support for statically typed code has been expanded, adding support for r-string (raw string) literals and enhanced match operator capabilities.    <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/3d3d8b7b2bfdd42d2fe50304157a4317.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> In the 3D viewport, support for transformation control in Blender style has been improved, using the mouse and hotkeys. Extended visual information display in the 3D viewport is now done only for selected objects. Additional indicators have been added for elements such as decals and fog volume. The work with gizmos has been enhanced \u2014 any side of volumetric shapes can now be stretched separately in the viewport.       <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/c8b38afc9f1f37d032c9601c786ca1e8.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> The context menus and tooltips in the \"Inspector\" and \"Signals\" panels have been improved. Tooltips with property descriptions have been added to the theme editor. In the file system panel, it is now possible to visually highlight directories by assigning them different colors. The gradient resource editor interface has been revamped. In the texture area editor, the work with all supported resources, including styles and atlases, has been unified.    <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/e23b73ee9d3288ff432218c688c17712.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> The asset library has improved search result output and added the option to select a different directory for installing an add-on or resource.    <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/216faa09be1aa72504822e35690265b1.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> In the project manager, the layout of the main control elements has been redesigned, and the project import interface has been modernized.      <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/4e26a044f8b4ec4508f5fcf2945d0a60.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Funktionaliteten til plugin-udvikling i editoren er blevet udvidet. Der er sikret adgang til alle editorens funktioner via klassen EditorInterface. Praktiske metoder til direkte adgang til 2D- og 3D-vyportene er blevet implementeret. Muligheden for at vise en dialogboks med advarsler om usikrede \u00e6ndringer er tilf\u00f8jet.\n<li class=\"l\"> Udviklingen af det eksperimentelle GDExtension-system er blevet fortsat, hvilket g\u00f8r det muligt at bruge low-level sprog som C++ til at skrive scripts til spil uden at skulle omkompilere motoren eller \u00e6ndre koden. Muligheden for at bruge GDExtensions ved eksport til Web er blevet tilf\u00f8jet.\n<li class=\"l\"> Brugergr\u00e6nsefladen har f\u00e5et \u00e6ndringer i fokusstyringen. Der er implementeret muligheder for at overf\u00f8re fokus til individuelle faner i fanebladspanelet, ogs\u00e5 under navigation ved hj\u00e6lp af tastaturet. Der er tilf\u00f8jet en metode til at finde det n\u00e6ste nabo-fokuserbare element i kontrolnoderne. Graf-noderne (GraphEdit og GraphNode) er blevet betydeligt omarbejdet, og mulighederne for at tilpasse v\u00e6rkt\u00f8jslinjen for hovednoden GraphEdit er blevet udvidet.    <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/2476c625987808d03d9c4189c382104c.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Muligheden for dynamisk at \u00e6ndre importtypen for aktiver er blevet tilf\u00f8jet, med automatisk opdatering af scener og ressourcer uden behov for genstart af editoren. De tilg\u00e6ngelige importindstillinger er blevet udvidet, og det er nu muligt at \u00e6ndre de fysiske egenskaber for importerede objekter samt skygge- og synlighedsindstillinger. Muligheden for at forh\u00e5ndsvise animationer i importdialogboksen er blevet tilf\u00f8jet. St\u00f8tten til import af aktiver fra Blender i GLTF-format er blevet udvidet. Der er tilf\u00f8jet st\u00f8tte til import af billeder i KTX-format.  <center><img decoding=\"async\" alt=\"Udgivelsen af den \u00e5bne spilmotor Godot 4.2\" src=\"\/wp-content\/uploads\/2023\/12\/7a7973a814a8b164d9d59d91681e244e.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Der er foretaget optimeringer, der sigter mod at forbedre renderingens ydeevne. For at fremskynde arbejdet p\u00e5 mobile enheder er rasterbarrierer blevet opdelt i topologiske og fragmentkomponenter. Genereringen af st\u00f8jede teksturer er blevet accelereret. Der er tilf\u00f8jet en forh\u00e5ndsgang til dybdeberegning. Tiden til indl\u00e6sning og kompilering af shaders er blevet reduceret. Opbevaringen af polygonale netv\u00e6rk i hukommelsen er blevet optimeret. Der er tilf\u00f8jet st\u00f8tte til komprimering af polygonale netv\u00e6rk for at reducere b\u00e5ndbredden under transmission.\n<li class=\"l\"> Muligheden for at skabe egne teksturobjekter er blevet tilf\u00f8jet (et eksempel p\u00e5 brugen af compute shaders til at skabe tekstur med vandeffekt).\n<li class=\"l\"> API til kald af kode i renderingsstr\u00f8mmen er blevet tilf\u00f8jet, hvilket kan v\u00e6re n\u00f8dvendigt, n\u00e5r man skal synkronisere compute shader med rendering.\n<li class=\"l\"> Underst\u00f8ttelse af version 2.2 af AMD FSR (FidelityFX Super Resolution) super sampling teknologi er blevet tilf\u00f8jet, der anvender rumlige opskalerings- og detalje rekonstrueringsalgoritmer for at reducere kvalitetstab ved opskaling og konvertering til h\u00f8jere opl\u00f8sning.\n<li class=\"l\"> Der er foresl\u00e5et en ny st\u00f8jundertrykker JNLM, der bruger lightmapper-kort og compute shaders. JNLM er betydeligt hurtigere end den tidligere anvendte st\u00f8jundertrykningsbibliotek OIDN (Open Image Denoise), men kan i nogle situationer v\u00e6re ringere i kvalitet.\n<li class=\"l\"> Metoderne til Forward+ og Mobile rendering har f\u00e5et tilf\u00f8jet underst\u00f8ttelse af 2D-rendering i udvidet dynamisk lysstyrke (HDR), hvilket muligg\u00f8r visse 3D-effekter i 2D-spil, s\u00e5som gl\u00f8d. I rendering metoden Compatibility er der tilf\u00f8jet st\u00f8tte til tredimensionelle skygger.\n<li class=\"l\"> For macOS og Windows er der foresl\u00e5et en ny OpenGL-renderingsdriver, der bruger ANGLE-laget til at overs\u00e6tte OpenGL-kald til API Direct3D 11 og Metal.\n<li class=\"l\"> Partikelsimulationssystemet er blevet redesignede for at forenkle vedligeholdelsen og udvide kontrollen over partikelbev\u00e6gelsen. For eksempel kan man nu animere og arve bev\u00e6gelseshastighed samt \u00e6ndre antallet af udsendte partikler. Der er tilf\u00f8jet et v\u00e6rkt\u00f8j til at konvertere CPU-baseret partikelgenereringskode til \u00e6kvivalent GPU-baseret kode.\n<li class=\"l\"> Underst\u00f8ttelse af native filv\u00e6lgerdialoger for Linux, macOS og Windows er blevet tilf\u00f8jet, samt muligheden for at kopiere og inds\u00e6tte billeder via udklipsholderen.\n<li class=\"l\"> Godot's arkitektur til Android-platformen er blevet redesignet for at fjerne b\u00e5ndet til Android-komponenten Fragment, hvilket har reduceret opstartstiden for applikationer og spil, samt muligg\u00f8r arbejde med flere vinduer.\n<li class=\"l\"> Der er etableret generation af officielle Linux-versioner af Godot-editoren til 32- og 64-bit ARM-platforme.        <\/ul>\n<p>Kilde: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60234\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 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\u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0441\u0442\u0438. \u041a\u043e\u0434 \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":111993,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-111992","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041f\u043e\u0441\u043b\u0435 \u043f\u044f\u0442\u0438 \u043c\u0435\u0441\u044f\u0446\u0435\u0432 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u0440\u0435\u043b\u0438\u0437 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