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<img width=24 height=24 src=/assets/icons/search.svg alt=search title=search></button></form></div></div></div><div class=container><div class=tags><h3>Categories</h3><a href=/blog/ title="Show all categories"><div class="tag tag--default active">All</div></a><a href=/blog/news title="General news that don't fit in other categories."><div class="tag tag--">News</div></a><a href=/blog/progress-report title="Progress report about a specific engine subsystem in Godot."><div class="tag tag--">Progress Report</div></a><a href=/blog/events title="Physical and online Godot-related event announcements."><div class="tag tag--">Events</div></a><a href=/blog/release title="Godot stable release announcements. See Pre-release category for alphas, betas and release candidates."><div class="tag tag--">Release</div></a><a href=/blog/pre-release title="Godot pre-release announcement (alpha, beta or release candidate)."><div class="tag tag--">Pre-release</div></a><a href=/blog/showcase title="Showreel video postings and showcase interviews. Showreel-related announcements are in the News category."><div class="tag tag--">Showcase</div></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
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<a title="Godot Engine - Blog - Page 15" href=https://godotengine.org/blog/15/>15</a>
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<a title="Godot Engine - Blog - Page 16" href=https://godotengine.org/blog/16/>16</a>
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<a class=active title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
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<a title="Godot Engine - Blog - Page 18" href=https://godotengine.org/blog/18/>18</a>
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<a title="Godot Engine - Blog - Page 19" href=https://godotengine.org/blog/19/>19</a>
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<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-2-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/38a/dca/5ee38adca7c14514308047.jpg) href=/article/release-candidate-godot-3-2-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 12 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 1</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate.
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This new RC 1 build should be quite stable and we hope that many Godot 3.2.x users will give it a try and help us confirm that it's ready to take the place of the current 3.2.1 stable build.</div></article></a><a href=/article/godot-core-budget-meeting-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/105/a49/5ee105a49ffe5297659537.png) href=/article/godot-core-budget-meeting-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 11 June 2020</span></div><h3>Godot core budget meeting report #1</h3><p class=excerpt>The funding situation of Godot has been changing for the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc. takes considerable time as well as the right timing.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/a94/760/5eda94760bb2e320902518.png) href=/article/dev-snapshot-godot-3-2-2-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 5 June 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 4</h3><p class=excerpt>Yet another snapshot on the way to the feature-packed Godot 3.2.2! This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better.</div></article></a><a href=/article/gdscript-progress-report-writing-new-parser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/43c/e24/5ed43ce245f10218039510.png) href=/article/gdscript-progress-report-writing-new-parser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>George Marques </span><span class=date> - 1 June 2020</span></div><h3>GDScript progress report: Writing a new parser</h3><p class=excerpt>Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.</div></article></a><a href=/article/godot-editor-running-web-browser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ec/fac/efa/5ecfacefaeb1e933757325.png) href=/article/godot-editor-running-web-browser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 29 May 2020</span></div><h3>Godot Editor running in a web browser</h3><p class=excerpt>Bringing the Godot Editor to the web: lowering the barrier for newcomers while enhancing the HTML5 export.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ec/7a2/8d5/5ec7a28d5656c146172595.png) href=/article/dev-snapshot-godot-3-2-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 22 May 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 3</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1, we're now looking at integrating some new features that didn't make it into the 3.2 merge window but have been further developed and backported since. We already had two betas, and here's the next round with Godot 3.2.2 beta 3.</div></article></a><a href=/article/godot-40-will-get-new-modernized-lightmapper/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5eb/70d/c27/5eb70dc27e632736391193.png) href=/article/godot-40-will-get-new-modernized-lightmapper/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 9 May 2020</span></div><h3>Godot 4.0 will get a new, modernized lightmapper</h3><p class=excerpt>In most game engines, a lightmap is baked for a whole scene and there is only one of it at the same time. In Godot, different scenes can have their own lightmaps and you can mix and match them however you like.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5eb/400/0dd/5eb4000ddf0d8512778590.png) href=/article/dev-snapshot-godot-3-2-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 7 May 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 2</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1, we're now looking at integrating some new features that didn't make it into the 3.2 merge window but have been further developed and backported since. We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 beta 2.</div></article></a><a href=/article/gdscript-progress-report-writing-tokenizer/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5eb/018/a65/5eb018a659a8f843228718.png) href=/article/gdscript-progress-report-writing-tokenizer/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>George Marques </span><span class=date> - 4 May 2020</span></div><h3>GDScript progress report: Writing a tokenizer</h3><p class=excerpt>GDScript is being rewritten. In this article we talk about the new tokenizer—the first step in the compilation process.</div></article></a><a href=/article/vulkan-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ea/ca9/b28/5eaca9b28e21f592433351.jpeg) href=/article/vulkan-progress-report-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 1 May 2020</span></div><h3>Vulkan progress report #7</h3><p class=excerpt>It's been three months since a Vulkan progress report! I know you guys missed them, so I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engine.</div></article></a><a href=/article/announcing-2020-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ea/435/3b5/5ea4353b508ad758750279.png) href=/article/announcing-2020-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 25 April 2020</span></div><h3>Announcing the 2020 showreel!</h3><p class=excerpt>The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, and it was even more difficult as wehad had record submission amount (over 200) so, this time, several core contributors took the work of ranking and voting them to decide which would make up the final reel.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e9/c16/331/5e9c16331c02c557914246.png) href=/article/dev-snapshot-godot-3-2-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 19 April 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 1</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1 last month, it's time to integrate some of the new features that didn't make it into the 3.2 merge window. Notably, Godot 3.2.2 is going to add three major features: C# support for the iOS platform, 2D batching for the GLES2 renderer, and a re-architecture of the Android plugin system.</div></article></a><a href=/article/godot-40-gets-global-and-instance-shader-uniforms/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e9/927/545/5e9927545d809505894099.png) href=/article/godot-40-gets-global-and-instance-shader-uniforms/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 17 April 2020</span></div><h3>Godot 4.0 gets global and per-instance shader uniforms</h3><p class=excerpt>Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.</div></article></a><a href=/article/gles2-renderer-optimization-2d-batching/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/e58/0c6/5e8e580c63d1e981395802.png) href=/article/gles2-renderer-optimization-2d-batching/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lawnjelly.webp alt=lawnjelly loading=lazy>
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<span class=by>lawnjelly </span><span class=date> - 9 April 2020</span></div><h3>GLES2 renderer optimization - 2D batching</h3><p class=excerpt>While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.</div></article></a><a href=/article/csharp-ios-signals-events/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/92c/7b8/5e892c7b82886061410800.png) href=/article/csharp-ios-signals-events/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
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<span class=by>Ignacio Roldán Etcheverry </span><span class=date> - 6 April 2020</span></div><h3>C# progress report: iOS and signals as events</h3><p class=excerpt>Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.</div></article></a><a href=/article/core-refactoring-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e7/f74/307/5e7f74307ce34896455561.jpeg) href=/article/core-refactoring-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 28 March 2020</span></div><h3>Core refactoring progress report #2</h3><p class=excerpt>As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features.</div></article></a><a href=/article/custom-sky-shaders-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e7/7f2/a75/5e77f2a75cf79778591830.png) href=/article/custom-sky-shaders-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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<span class=by>Clay John </span><span class=date> - 23 March 2020</span></div><h3>Custom sky shaders in Godot 4.0</h3><p class=excerpt></div></article></a><a href=/article/student-applications-gsoc-2020-open-today/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e6/f7f/ea9/5e6f7fea96f53548347643.png) href=/article/student-applications-gsoc-2020-open-today/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>George Marques </span><span class=date> - 16 March 2020</span></div><h3>Student applications for GSoC 2020 open today</h3><p class=excerpt>Applications to the Google Summer of Code 2020 are open. As a participant organization, we share some tips to students on how to write their proposals.</div></article></a><a href=/article/maintenance-release-godot-3-2-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e6/76e/b88/5e676eb885595988806573.jpg) href=/article/maintenance-release-godot-3-2-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 10 March 2020</span></div><h3>Maintenance release: Godot 3.2.1</h3><p class=excerpt>Our current stable version, Godot 3.2, was released at the end of January as a major upgrade to all features and the usability of the engine. But as with any software release, there are always things that can still be improved and bugs that can be fixed, and as such we plan to release frequent maintenance releases for the 3.2 branch, to make it ever more enjoyable and reliable to work with. This first Godot 3.2.1 release aims to address the main regressions noticed in 3.2, as well as fixing more preexisting bugs and improving usability and documentation.</div></article></a><a href=/article/release-candidate-godot-3-2-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e6/0f2/0e8/5e60f20e83083668051672.jpg) href=/article/release-candidate-godot-3-2-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 5 March 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 2</h3><p class=excerpt>Time flies and it's already close to two weeks since our first release candidate for the upcoming Godot 3.2.1, which will be a maintenance update focusing on bug fixes for Godot 3.2 users. Since RC 1, a couple regressions have been fixed, and a few additional bug fixes, documentation updates and usability enhancements have been included. We now publish Godot 3.2.1 RC 2 to validate those additional changes.</div></article></a><a href=/article/core-refactoring-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/a98/38e/5e5a9838e6a8b964298813.png) href=/article/core-refactoring-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 29 February 2020</span></div><h3>Core refactoring progress report #1</h3><p class=excerpt>Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.</div></article></a><a href=/article/call-volunteers-organizing-regional-communities/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e1/0a0/456/5e10a04563669518301236.png) href=/article/call-volunteers-organizing-regional-communities/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 26 February 2020</span></div><h3>Call for volunteers for organizing regional communities</h3><p class=excerpt>Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. We now start a Regional Communities team to connect those groups together and give them better visibility on official Godot platforms.</div></article></a><a href=/article/enet-dtls-encryption/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/166/6a0/5e51666a0d8b2890019310.png) href=/article/enet-dtls-encryption/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 25 February 2020</span></div><h3>ENet with DTLS encryption in 4.0</h3><p class=excerpt>Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.</div></article></a><a href=/article/release-candidate-godot-3-2-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/10f/1c7/5e510f1c7000c476919180.jpg) href=/article/release-candidate-godot-3-2-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 22 February 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 1</h3><p class=excerpt>Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
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<a title="Godot Engine - Blog - Page 15" href=https://godotengine.org/blog/15/>15</a>
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<a title="Godot Engine - Blog - Page 16" href=https://godotengine.org/blog/16/>16</a>
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<a class=active title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
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<a title="Godot Engine - Blog - Page 18" href=https://godotengine.org/blog/18/>18</a>
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<a title="Godot Engine - Blog - Page 19" href=https://godotengine.org/blog/19/>19</a>
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