Comments (3)
When the 2D engine was written, it was meant to run on devices with fixed pipeline. The plan is to add shaders to 2D objects soon, so these kind of effects can be achieved too.
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Close?
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Looks like yes, because i see demos about the lights etc :) thanks.
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Related Issues (20)
- Typo in Camera2D Anchor Mode option HOT 1
- `GraphNode` slots don't work if a non-`Control` node is added anywhere above the last child
- OptionButtons do not display tooltips correctly when scrolled downwards
- CSG shapes get culled (double?) HOT 1
- Path3D tilt handles doesn't account for node transform HOT 1
- 30 world3d room with 6 characterbody3d can be 1~4 fps HOT 2
- Packed child scenes with same UID will not work in a confusing way (one wins out, race condition as to which) HOT 13
- Windows tablet (with touchscreen): Touches to non-embedded SubWindows are relayed to the main window
- Signal callback is not being added into the script when using external editor HOT 1
- Shaders do not automatically inherit the default texture filter types from project settings, nor do they import image texture settings.
- Black Flickering on Editor Axes HOT 3
- Flags emoji not rendering correctly on Godot 4.2.1 HOT 6
- Sprite Flicker in Animation Tree HOT 11
- Possible parse/compile order error HOT 2
- StringExtensions.CompareTo leads to IndexOutOfRangeException on non-empty strings HOT 1
- Cannot delete tilemap scene collection tiles with set_cell HOT 3
- Unable to set cursor caret to start of a wrapped line using the mouse. HOT 1
- Unable to make tiles with this tileset HOT 3
- `NavigationRegion2D` only respects the first layer of a tilemap when baking source geometry HOT 2
- BoneAttachment3D nodes generated from blend file are assigned to their own new distinct bone rather than bones defined on the skeleton originally. HOT 4
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