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#GodotEngine #Shader compiler to avoid stutters when spawning new assets:

Instructions:
– For each material, add one MeshInstance or Particles object that uses the material to a group called "materials". You can add nodes to a group by selecting the node and clicking the "Node" tab in the top right corner. Adding multiple nodes with the same material to the group is fine but will waste resources.
– Add a node as a direct child of the camera node.
– Assign the shaderCompile.gd noscript to the node.
– This noscript assumes the existence of a top-level node called "World" which all scene objects reside in. Change this name as necessary for your project.
– There's two variables to play with. existFrames is the number of frames which go by until the quad mesh is hidden. – Set this to a number between 1 and 5. verticalDisplacement is the vertical distance of the quad mesh from the camera. Try tweaking both variables if you notice hiccups still occur.

https://github.com/webnetweaver/Godot_shadercompile
Take-Two is trying to pretend, that they have rights for anything called Rockstar, Bully, and apparently Take / Two: so, the amazing EA / Hazelight game may have to rename itself or limit sales, until the dispute will be closed...

https://twitter.com/GameUnionTV/status/1466900989433327623
The game, that is still under copywrite attack by Take-Two, just won the TGA game of the year:

It Takes Two by Josef Fares, award winning director and legendary game designer is now the best game of 2021!

https://www.youtube.com/watch?v=urR0zhn-ty4
Maxon (you know them for #Cinema4D) purchased Pixologic (#Zbrush creators). As it was with Adobe and Substance, people are mostly worried about permanent licenses vs subnoscriptions.

But, as you know, Substance apps can still be purchased on Steam, if you need a perpetual license. Will see, how it goes with this acquisition!

https://www.maxon.net/en/article/maxon-announces-an-agreement-to-acquire-the-assets-of-pixologic-makers-of-zbrush