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Godot 4.6 is HERE! Jolt Physics & Massive 2D Boosts

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Godot 4.6 is HERE! Jolt Physics & Massive 2D Boosts

Transcript

190 segments

0:00

Hey everyone, welcome back to GDAU dev

0:02

checkpoint. GDAU 4.6 just dropped today

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and it brings some massive improvements

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that directly target some games that

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we've already made on this channel.

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Specifically, a 3D atmosphere horror

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like the Back Room series and high

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performance 2D survivor games like the

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Rogue Light one we made. Now, let's

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break down what actually changed and

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then we'll go into the ones that

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specifically target this channel. Now,

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over here on the release website, you

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can go check this out for yourself. I'll

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link it in the description, but we can

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scroll down, take a look. The first

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thing is the actual engine itself. The

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look to it is the minimal theme by

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default. Now that's been available for a

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while or last year, but now it's the

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default look. And if you see the

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difference here, here's the old school

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now old school blue kind of square look

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as compared to the now minimal rounded

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edges look. You can also change the

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dock. If you want to make float, you can

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float these docs around now and move

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them wherever you like. If you exit out,

1:01

it'll go back down into the actual

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editor again itself. So, that's handy.

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Look, looks great. Now, the other main

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things you can see changed is the actual

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physics engine now by default uses the

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AAA physics engine Jolt. So, that's

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going to help tremendously with some 3D

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tutorials we'll do in the future.

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There's the doc section. And this 3D

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actually is going to help with although

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this inverse kinematics too, which is

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now back in this engine. Now, Game from

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Scratch did a deep dive into these two

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and guarantee that you'll want to check

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that out if you want to get into the 3D

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work. And for something like our back

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curves tutorial, this reflections and

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SSR overhaul really can increase your

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atmosphere, make things look a lot more

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realistic. We have a lot of general

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stuff, nodes, remembering GDAU as a

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library. and make it more of a hybrid

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application. Like I say, that's real

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specialized, so not everyone's going to

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be interested in that, but it's there if

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we need it. Or some 2D stuff. And you

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have instance tiles. You can actually

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rotate those individually. Now, it can

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be helpful. 3D things like decoupling of

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the transform and select node, so you

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can move these around easier. There's a

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specialty stuff like line algorithm. You

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got this nice new spinable gizmo,

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though. That's nice. I do like this

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pivot placement because that's actually

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comes in handy quite a bit. You have a

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lot of quality life stuff like the click

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focus and the zero margins errors. You

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can deep dive into those if you like and

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a lot of behind the scenes editor stuff.

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Really cool. Then drag and drop. You can

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actually drag and drop your meshes and

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scenes into new scenes. Back here you

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drag it and hold it over the tab. It

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actually changes the tab just like that.

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Pretty cool. Other than that, I really

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like this live preview stuff. You can

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actually preview what it's going to look

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like on screen itself. That's really

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handy. So you don't have to actually put

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it in. So you don't like it, put in a

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different one, especially the typography

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stuff and dragging our animations.

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That's that's actually really nice too

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to key frame it or select our frames per

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second kind of thing with mathing out

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anything. And the patch and play. And

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then the I like this color one where you

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can actually change the PS5 controller

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with this simple line of code. might get

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me a PS5 controller hooked up so I can

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just test it out. This glow one's really

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nice, too. Nice glow effect. Really

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going to improve the lighting and the

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atmospheric things like the back rooms

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one we did. Here's some actual

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contrasting when you see before and

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after. And actually, this is the mobile

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one. It gets rid of those line waves in

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the reflections

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or I guess they call it banding.

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Yeah, it's nice for doing mobile stuff.

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That's cool. a lot of other mobile

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stuff, one of the other bigger things,

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especially if you're on Windows, is the

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fact that direct 3D12 is now the default

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and it's on par with Vulcan as they say.

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So, it's gonna be better for stable

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driver support and those kind of things.

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Why I like this too or the actual

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collision shape and actually match your

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mesh without having to manually do it.

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That's going to be really nice. Save a

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lot of time. And now we got JSON if

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you're interested in that. There's some

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debugging stuff is all cool and

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profiler. profilers that you can deep

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dive into what's slowing your thing down

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or making it better and some more

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quality life stuff like the placeholder

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highlighting. But how does this all

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affect you? Well, there's a cool

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website, the GD Quest. They actually

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link it on the release website. Let's

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check it out. So, right here above the

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general section, you'll see this GDQ

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Quest free library. You actually explore

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what those ch any and all of these

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changes mean for you. So, if you want to

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update your project and see if you

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should or if it matters, this is a good

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way to do that. And this is the website

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here. You can go over what changes mean

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for your projects. Now, three biggest

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things that we've done on this channel

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that might have this new engine affect

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that. Well, Jolt Physics, first one, big

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for 3D devs. Jolt Physics is now the

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default physics engine in GDO 4.6. So,

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if you've been building walking

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simulators of firstperson games, you

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know that standardizing on Jolt is a big

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win. So, it generally offers much more

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stable character controllers and better

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performance for complex collisions right

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out of the box. But anyone starting a

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new 3D project, you no longer need to

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hunt down the add-ons just to get rock

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solid physics behavior. Now, it's the

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default. So, for the 2D side of things,

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we have a game changer really. It's a

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batching support for the Forward Plus

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and the mobile renderers. This is

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specifically huge for the survivorlike

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rogike games or anything with massive

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sprite counts. Previously, to get the

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good performance with thousands of

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enemies, you often had to stick to the

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compatibility renderer. Now, with 4.6,

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GDAU now batches draw cells in the

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high-end renderers, too. This means you

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could finally use those fancy high-end

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lighting and glow effects without

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actually sacrificing the ability to

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render massive hords of enemies. It

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removes a major bottleneck for the

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genre. And finally, atmosphere. Now, the

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screen space reflections have been

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completely overhauled. Now, this is

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critical for horror games or liinal

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space environments like the back rooms

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one we did. The new implementation

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handles roughness and wet surfaces

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significantly better than before. Now,

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it gets rid of a lot of the visual noise

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on damp carpets or tiles, which is going

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to make the environment feel much more

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grounded and realistic. Now, paired with

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the new modern editor theme, it cleans

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up a lot of the UI quite a bit. So, GDAU

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is looking and feeling a lot better to

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use. Now, there's a ton more in the

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change log that we glossed over, but

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those three features that jumped out at

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me for the types of projects that we've

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built here so far. Now, I'm curious to

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hear from you. Are you planning to

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migrate your current projects to 4.6

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right away, or are you going to wait for

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a patch or two? Let me know in the

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comments below. Thanks for watching, and

6:44

I'll see you at the next checkpoint.

Interactive Summary

This video details the new features in GDAU 4.6, focusing on improvements relevant to previously made projects on the channel, such as 3D horror games and 2D survivor games. Key updates include a new default minimal theme for the editor, the integration of the Jolt physics engine for better 3D performance, and an overhaul of screen space reflections to enhance atmosphere and realism. The video also highlights improvements in 2D game development with batching support for renderers, enabling more sprites and enemies without performance loss. Other notable features include improved drag-and-drop functionality, live preview capabilities, enhanced lighting effects, and better mobile rendering. A resource from GD Quest is mentioned as a way for users to understand the impact of these changes on their projects.

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