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---
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type: entry
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section: general
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subsection: editor
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rank: 7
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importance: 3
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anchor: persistent-window-state
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title: Persistent window state
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blockquote: Continue where you left off
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text: |
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This is a quality of life improvement for anyone using big monitors or multi-monitor setups.
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The Godot editor now keeps track of its window state: whether it is in fullscreen or windowed mode, the screen it is on, as well as size and position.
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These settings are then automatically restored when you open the program again.
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contributors:
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- name: Samuele Panzeri
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github: spanzeri
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read_more: https://github.com/godotengine/godot/pull/76085
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---
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type: entry
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section: general
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subsection: editor
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rank: 8
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importance: 3
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anchor: visual-shader-goodies
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title: Visual shader goodies
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blockquote: Small but mighty
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text: |
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In this release, the visual shader editor receives some love:
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- material previews & a matching new side dock
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- the ability to drag & drop meshes to create emitters
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contributors:
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- name: Yuri Rubinsky
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github: Chaosus
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read_more: https://github.com/godotengine/godot/issues?q=is%3Apr%20state%3Amerged%2094215%2093017
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---
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type: entry
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section: general
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subsection: editor
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rank: 9
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importance: 2
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anchor: scene-startup-optimizations
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title: Scene startup optimizations
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blockquote: Start your engines!
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text: |
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Editor load speed improves once again. Large projects can expect a speed bump of up to 3x!
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This benefits both the project startup and any operations that scan the filesystem.
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contributors:
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- name: Hilderin
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github: Hilderin
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read_more: https://github.com/godotengine/godot/pull/95678
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---
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type: entry
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section: general
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subsection: editor
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rank: 10
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importance: 3
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anchor: REPL-debugger
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title: REPL debugger
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blockquote: Evaluate expressions
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text: |
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The new expression evaluator has been added as another tab in the bottom panel of the editor. In there, you can use the local state of your scripts (while stopped at a breakpoint) to evaluate your expressions directly.
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contributors:
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- name: Oğuzhan Eroğlu
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github: rohanrhu
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- name: Erik Selecký
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github: rxlecky
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- name: Tomasz Chabora
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github: KoBeWi
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read_more: https://github.com/godotengine/godot/pull/97647
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---
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type: entry
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section: general
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subsection: editor
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rank: 11
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importance: 4
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anchor: autostart-for-all-profilers
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title: Autostart for all profilers
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blockquote: Check this box
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text: |
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If you want to capture profiling data while running your game - without missing the first few seconds of loading a scene - you will appreciate this new checkbox.
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It will autostart all profilers when you run a project, rather than forcing you to tab out of the game to do it yourself.
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contributors:
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- name: Hendrik Brucker
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github: Geometror
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read_more: https://github.com/godotengine/godot/pull/96759
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collections/_release_4_4/entry-scripting-gdscript-00-export-tool-button-annotation.md

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section: scripting
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subsection: gdscript
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rank: 0
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importance: 2
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anchor: "export-tool-button-annotation"
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title: "@export_tool_button annotation"
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blockquote: "On the button"

collections/_release_4_4/entry-systems-rendering-01-vertex-shading.md

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section: systems
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subsection: rendering
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rank: 1
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importance: 2
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anchor: "vertex-shading"
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title: "Vertex shading"
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blockquote: "Retro vibes"
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---
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type: entry
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section: systems
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subsection: rendering
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rank: 2
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importance: 3
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anchor: 2D-batching
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title: 2D Batching
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blockquote: Call me maybe
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text: |
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Batching is a performance optimization that drastically reduces the number of draw calls in a scene. The effect will be particularly noticable in scenes with a lot of text rendering or repeated sprites sharing a texture.
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Previously, this optimization was only available in the Compatibility renderer. This release brings batching to the other rendering backends as well, which should make 2D performance comparable amongst all of them.
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contributors:
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- name: Stuart Carnie
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github: startcarnie
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read_more: https://github.com/godotengine/godot/pull/92797
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