FastStone Capture

最新版本 Godot Engine 4.0.3 (64-bit)

Godot Engine 4.0.3 (64-bit)

Godot Engine 4.0.3 (64-bit)
FastStone Capture 是一個功能強大,輕巧,但功能齊全的屏幕捕捉工具和屏幕錄像機。它允許您輕鬆捕獲和註釋屏幕上的任何內容,包括窗口,對象,菜單,全屏幕,矩形 / 手繪 / 固定區域以及滾動窗口 / 網頁。它還允許您記錄所有的屏幕活動,包括屏幕上的變化,從麥克風的講話,鼠標移動和點擊成高度壓縮的視頻文件。您可以選擇發送捕獲到編輯器,文件,剪貼板,打印機,電子郵件,Word / PowerPoint 文檔或上傳到您的網站。編輯工具包括註釋(文本,箭頭線,高亮),調整大小,裁剪,銳化,水印,應用邊緣效果等等。其他功能包括圖像掃描,全局熱鍵,自動生成文件名稱,支持外部編輯器,顏色選擇器,屏幕放大鏡,屏幕十字準線和屏幕標尺。

FastStone Capture 以 BMP,GIF,JPEG,PCX,PNG,TGA,TIFF 和 PDF 格式保存圖像。內置屏幕錄像機以 WMV(Windows Media Video)格式保存視頻。 FastStone Capture 可以讓你抓住你想要的,從活動窗口到用戶指定的屏幕部分,或創建一個屏幕錄製。享受!

注意:30 天試用版.

ScreenShot

軟體資訊
檔案版本 Godot Engine 4.0.3 (64-bit)

檔案名稱 Godot_v4.0.3-stable_win64.exe.zip
檔案大小
系統 Windows XP / Vista / Windows 7 / Windows 8 / Windows 10
軟體類型 未分類
作者 FastStone Soft
官網 http://www.faststone.org/FSCaptureDetail.htm
更新日期 2023-05-19
更新日誌

What's new in this version:

Changed:
- 2D: Fix RemoteTransform2D could fail to update AnimatableBody2D’s position or rotation
- 2D: Fix rendering odd-sized tiles
- 2D: Fix TouchScreenButton not redrawn when texture changes
- 3D: Fixes to CSG robustness
- 3D: Fix infinite loop in CSG Build2DFaces::_find_edge_intersections
- 3D: Fix SurfaceTool::create_from_blend_shape()
- Animation: Fix blend_shape (shapekey) empty name import
- Audio: Fix crash caused by invalid mix_rate assignment due to bogus project settings
- Audio: Fix AudioStreamPlayer2D crash when PhysicsServer2D runs on thread
- Buildsystem: Fix forced optimization in dev_build
- Buildsystem: Enable shadow warnings and fix raised errors
- C#: Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversion
- Core: Fix the UID field of the tscn/res file is lost when the external dependency is updated
- Core: Lift restriction that resource load thread requester has to be the initiator
- Core: Fix invalid global position when read outside tree
- Core: Make acos and asin safe
- Documentation: Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentation
- Editor: Improve editor state initialization
- Editor: Fix UI responsiveness to touch taps
- Editor: Fix connect signal dialog not allowing Unicode method name
- Editor: Fix Node arrays appear as Object arrays in the inspector
- Editor: Fix CollisionShape2D editor crashes
- Export: Fix validation of codesigning certificate password on macOS
- GDScript: Add missing member type check when resolving extends
- GDScript: Fix several LSP-related issues
- GDScript: Fix mixed tabs and spaces issues
- GDScript: LSP: Don’t send empty completion command
- GUI: Fix several sizing and positioning issues in RichTextLabel
- GUI: Fix commenting collapsed functions
- GUI: Allow entering named colors in ColorPicker’s hex field
- GUI: Improve BiDi handling in TextServer
- GUI: Fix blurry borders on anti-aliased StyleBoxFlat
- Import: Fix size and scale based errors when importing SVG
- Import: Fix OBJ mesh importer smoothing handling
- Import: Expose more compression formats in Image and fix compress check
- Import: Fix animation silhouette using incorrect index
- Import: Use DXT1 when compressing PNGs with RGB format
- Input: Fix guide button detection with XInput and Xbox Series controllers
- Input: Fix the issue preventing dragging in the 2D editor
- Input: Fix keycode/physical keycode mix up on web
- Navigation: Expose NavigationAgent path postprocessing and pathfinding algorithm options
- Navigation: Fix NavigationObstacles not being added to avoidance simulation
- Navigation: Fix NavigationMesh baking for HeightMapShape
- Particles: Properly calculate lifetime_split for particles
- Particles: Translate inactive GPUParticles3D particles to -INF
- Particles: Fix “error X3708: continue cannot be used in a switch” in HTML export
- Particles: Use angle_rand to calculate base_angle in particles process material
- Physics: Warn when a concave polygon is assigned to ConvexPolygonShape2D
- Physics: Fix typo bug in convex-convex separating axis test
- Porting: Android: Allow concurrent buffering and dispatch of input events
- This change should fix reports of ANRs (Application Not Responding) that some users have experienced with Godot 4.0. Please test it thoroughly to make sure that it solves your issues without regression.
- Porting: Android: Fix double tap & drag on Android
- Porting: Android: Downgrade Android gradle plugin to version 7.2.1
- Porting: Android: Fix issue with resizing the display when using the compatibility renderer
- Porting: iOS: Fix loading of GDExtension dylibs auto converted to framework
- Porting: Linux: Ensure WindowData minimized/maximized are mutually exclusive
- Porting: Linux: Don’t use udev for joypad hotloading when running in a sandbox
- Porting: Windows: Fix clipboard relying on focused window
- Porting: Windows: Cleanup COM library initialization/uninitialization
- This change may fix some of the crashes that happen on project startup. If you were affected before, please give it a try.
- Rendering: Fix GLES3 rendering on Android studio emulator
- Rendering: Fix interpolation of R0 for metallic and calculation of the Fresnel Shlick term in SSR
- Rendering: Use MODELVIEW_MATRIX when on double precision
- Rendering: Ensure that depth write state is updated before transparent pass in OpenGL3 renderer
- Rendering: Fix issues with Vulkan layout transitions
- Rendering: Fix breakages of volumetric fog on Voxel GI changes
- Rendering: Use proper UV in cubemap downsampler raster
- This fixes reflections when using the mobile renderer.
- Shaders: Fix crashes caused due to missing type specifier in visual shader editor
- Shaders: Fix rotation issue with NODE_POSITION_VIEW shader built-in
- Shaders: Fix Shader Preprocessor line numbering when disabled
- XR: Fix incorrect HTC action map entries
- Thirdparty library updates: astcenc 4.4.0, doctest 2.4.11, mbedtls 2.28.3, thorvg 0.9.0, CA certificates from March 2023
- As well as many improvements to the documentation
- Some changes previously available in 4.0.3 release candidates have been reverted
- Editor: Improve the UX of ViewportTexture in the editor
- This change introduced some new issues, so we rolled it back with the intent to make it available in a future 4.0.x release once it has been better tested and polished.
- Editor: Make EditorToaster’s handler thread-safe
- This change requires further fixes which are not safe for a patch release, so we rolled it back and intend for this to only be available in Godot 4.1.
- 2D: Fix RemoteTransform2D could fail to update AnimatableBody2D’s position or rotation
- 2D: Fix rendering odd-sized tiles
- 2D: Fix TouchScreenButton not redrawn when texture changes
- 3D: Fixes to CSG robustness
- 3D: Fix infinite loop in CSG Build2DFaces::_find_edge_intersections
- 3D: Fix SurfaceTool::create_from_blend_shape()
- Animation: Fix blend_shape (shapekey) empty name import
- Audio: Fix crash caused by invalid mix_rate assignment due to bogus project settings
- Audio: Fix AudioStreamPlayer2D crash when PhysicsServer2D runs on thread
- Buildsystem: Fix forced optimization in dev_build
- Buildsystem: Enable shadow warnings and fix raised errors
- C#: Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversion
- Core: Fix the UID field of the tscn/res file is lost when the external dependency is updated
- Core: Lift restriction that resource load thread requester has to be the initiator
- Core: Fix invalid global position when read outside tree
- Core: Make acos and asin safe
- Documentation: Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentation
- Editor: Improve editor state initialization
- Editor: Fix UI responsiveness to touch taps
- Editor: Fix connect signal dialog not allowing Unicode method name
- Editor: Fix Node arrays appear as Object arrays in the inspector
- Editor: Fix CollisionShape2D editor crashes
- Export: Fix validation of codesigning certificate password on macOS
- GDScript: Add missing member type check when resolving extends
- GDScript: Fix several LSP-related issues
- GDScript: Fix mixed tabs and spaces issues
- GDScript: LSP: Don’t send empty completion command
- GUI: Fix several sizing and positioning issues in RichTextLabel
- GUI: Fix commenting collapsed functions
- GUI: Allow entering named colors in ColorPicker’s hex field
- GUI: Improve BiDi handling in TextServer
- GUI: Fix blurry borders on anti-aliased StyleBoxFlat
- Import: Fix size and scale based errors when importing SVG
- Import: Fix OBJ mesh importer smoothing handling
- Import: Expose more compression formats in Image and fix compress check
- Import: Fix animation silhouette using incorrect index
- Import: Use DXT1 when compressing PNGs with RGB format
- Input: Fix guide button detection with XInput and Xbox Series controllers
- Input: Fix the issue preventing dragging in the 2D editor
- Input: Fix keycode/physical keycode mix up on web
- Navigation: Expose NavigationAgent path postprocessing and pathfinding algorithm options
- Navigation: Fix NavigationObstacles not being added to avoidance simulation
- Navigation: Fix NavigationMesh baking for HeightMapShape
- Particles: Properly calculate lifetime_split for particles
- Particles: Translate inactive GPUParticles3D particles to -INF
- Particles: Fix “error X3708: continue cannot be used in a switch” in HTML export
- Particles: Use angle_rand to calculate base_angle in particles process material
- Physics: Warn when a concave polygon is assigned to ConvexPolygonShape2D
- Physics: Fix typo bug in convex-convex separating axis test
- Porting: Android: Allow concurrent buffering and dispatch of input events
- This change should fix reports of ANRs (Application Not Responding) that some users have experienced with Godot 4.0. Please test it thoroughly to make sure that it solves your issues without regression.
- Porting: Android: Fix double tap & drag on Android
- Porting: Android: Downgrade Android gradle plugin to version 7.2.1
- Porting: Android: Fix issue with resizing the display when using the compatibility renderer
- Porting: iOS: Fix loading of GDExtension dylibs auto converted to framework
- Porting: Linux: Ensure WindowData minimized/maximized are mutually exclusive
- Porting: Linux: Don’t use udev for joypad hotloading when running in a sandbox
- Porting: Windows: Fix clipboard relying on focused window
- Porting: Windows: Cleanup COM library initialization/uninitialization
- This change may fix some of the crashes that happen on project startup. If you were affected before, please give it a try.
- Rendering: Fix GLES3 rendering on Android studio emulator
- Rendering: Fix interpolation of R0 for metallic and calculation of the Fresnel Shlick term in SSR
- Rendering: Use MODELVIEW_MATRIX when on double precision
- Rendering: Ensure that depth write state is updated before transparent pass in OpenGL3 renderer
- Rendering: Fix issues with Vulkan layout transitions
- Rendering: Fix breakages of volumetric fog on Voxel GI changes
- Rendering: Use proper UV in cubemap downsampler raster
- This fixes reflections when using the mobile renderer.
- Shaders: Fix crashes caused due to missing type specifier in visual shader editor
- Shaders: Fix rotation issue with NODE_POSITION_VIEW shader built-in
- Shaders: Fix Shader Preprocessor line numbering when disabled
- XR: Fix incorrect HTC action map entries
- Thirdparty library updates: astcenc 4.4.0, doctest 2.4.11, mbedtls 2.28.3, thorvg 0.9.0, CA certificates from March 2023
- As well as many improvements to the documentation
- Some changes previously available in 4.0.3 release candidates have been reverted
- Editor: Improve the UX of ViewportTexture in the editor
- This change introduced some new issues, so we rolled it back with the intent to make it available in a future 4.0.x release once it has been better tested and polished
- Editor: Make EditorToaster’s handler thread-safe
- This change requires further fixes which are not safe for a patch release, so we rolled it back and intend for this to only be available in Godot 4.1

Godot Engine 4.0.3 (64-bit) 相關參考資料
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Download Godot 4.0.3 (stable)

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Godot Engine 4.0.3 (64-bit) Download

2023年5月19日 — Download Godot Engine 4.0.3 (64-bit) for Windows PC from FileHorse. 100% Safe and Secure ✓ Free Download 64-bit Software Version.

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