All Versions
15
Latest Version
Avg Release Cycle
120 days
Latest Release
166 days ago

Changelog History
Page 2

  • v3.0.5-stable

    July 09, 2018

    ๐Ÿš€ This maintenance release fixes two main issues:

    • Android export templates no longer contain the placeholder permissions which Google Play started complaining about. Now only requested permissions will be written to the manifest when exporting.
    • ๐Ÿšฆ User defined signals in the exported C# projects were misbehaving, this has now been fixed.

    ๐Ÿ”— Links:

  • v3.0.4-stable

    August 30, 2018

    ๐Ÿš‘ This is a hotfix for the previous 3.0.3-stable release, which included a regression causing crashes in the Asset Library.

  • v3.0

    January 29, 2018

    โž• Added

    • Physically-based renderer using OpenGL ES 3.0.
      • Uses the Disney PBR model, with clearcoat, sheen and anisotropy parameters available.
      • Uses a forward renderer, supporting multi-sample anti-aliasing (MSAA).
      • Parallax occlusion mapping.
      • Reflection probes.
      • Screen-space reflections.
      • Real-time global illumination using voxel cone tracing (GIProbe).
      • Proximity fade and distance fade (useful for creating soft particles and various effects).
      • Lightmapper for lower-end desktop and mobile platforms, as an alternative to GIProbe.
    • ๐Ÿ†• New SpatialMaterial resource, replacing FixedMaterial.
      • Multiple passes can now be specified (with an optional "grow" property), allowing for effects such as cel shading.
    • Brand new 3D post-processing system.
      • Depth of field (near and far).
      • Fog, supporting light transmittance, sun-oriented fog, depth fog and height fog.
      • Tonemapping and Auto-exposure.
      • Screen-space ambient occlusion.
      • Multi-stage glow and bloom, supporting optional bicubic upscaling for better quality.
      • Color grading and various adjustments.
    • Rewritten audio engine from scratch.
      • Supports audio routing with arbitrary number of channels, including Area-based audio redirection (video).
      • More than a dozen of audio effects included.
    • Rewritten 3D physics using Bullet.
    • UDP-based high-level networking API using ENet.
    • ๐Ÿ‘ IPv6 support for all of the engine's networking APIs.
    • Visual scripting.
    • Rewritten import system.
      • Assets are now referenced with their source files, then imported in a transparent manner by the engine.
      • Imported assets are now cached in a .import directory, making distribution and versioning easier.
      • Support for ETC2 compression.
      • Support for uncompressed Targa (.tga) textures, allowing for faster importing.
    • Rewritten export system.
      • GPU-based texture compression can now be tweaked per-target.
      • Support for exporting resource packs to build DLC / content addons.
    • ๐Ÿ‘Œ Improved GDScript.
      • Pattern matching using the match keyword.
      • $ shorthand for get_node().
      • Setters and getters for node properties.
      • Underscores in number literals are now allowed for improved readability (for example,1_000_000).
      • Improved performance (+20% to +40%, based on various benchmarks).
    • Feature tags in the Project Settings, for custom per-platform settings.
    • ๐Ÿ‘ Full support for the glTF 2.0 3D interchange format.
    • Freelook and fly navigation to the 3D editor.
    • 0๏ธโƒฃ Built-in editor logging (logging standard output to a file), disabled by default.
    • ๐Ÿ‘Œ Improved, more intuitive file chooser in the editor.
    • ๐Ÿšš Smoothed out 3D editor zooming, panning and movement.
    • Toggleable rendering information box in the 3D editor viewport.
      • FPS display can also be enabled in the editor viewport.
    • ๐ŸŽ Ability to render the 3D editor viewport at half resolution to achieve better performance.
    • GDNative for binding languages like C++ to Godot as dynamic libraries.
      • Community bindings for D, Nim and Python are available.
    • Editor settings and export templates are now versioned, making it easier to use several Godot versions on the same system.
    • Optional soft shadows for 2D rendering.
    • ๐Ÿ‘ HDR sky support.
    • ๐Ÿ”€ Ability to toggle V-Sync while the project is running.
    • ๐Ÿ‘ Panorama sky support (sphere maps).
    • ๐Ÿ‘Œ Support for WebM videos (VP8/VP9 with Vorbis/Opus).
    • Exporting to HTML5 using WebAssembly.
    • ๐Ÿ‘ C# support using Mono.
      • The Mono module is disabled by default, and needs to be compiled in at build-time.
      • The latest Mono version (5.4) can be used, fully supporting C# 7.0.
    • ๐Ÿ‘Œ Support for rasterizing SVG to images on-the-fly, using the nanosvg library.
      • Editor icons are now in SVG format, making them better-looking at non-integer scales.
      • Due to the library used, only simpler SVGs are well-supported, more complex SVGs may not render correctly.
    • ๐Ÿ‘Œ Support for oversampling DynamicFonts, keeping them sharp when scaled to high resolutions.
    • ๐Ÿ‘Œ Improved StyleBoxFlat.
      • Border widths can now be set per-corner.
      • Support for anti-aliased rounded and beveled corners.
      • Support for soft drop shadows.
    • VeryLoDPI (75%) and MiDPI (150%) scaling modes for the editor.
    • ๐Ÿ‘Œ Improved internationalization support for projects.
      • Language changes are now effective without reloading the current scene.
    • Implemented missing features in the HTML5 platform.
      • Cursor style changes.
      • Cursor capturing and hiding.
    • ๐Ÿ‘Œ Improved styling and presentation of HTML5 exports.
      • A spinner is now displayed during loading.
    • Rewritten the 2D and 3D particle systems.
      • Particles are now GPU-based, allowing their use in much higher quantities than before.
      • Meshes can now be used as particles.
      • Particles can now be emitted from a mesh's shape.
      • Properties can now be modified over time using an editable curve.
      • Custom particle shaders can now be used.
    • ๐Ÿ†• New editor theme, with customizable base color, highlight color and contrast.
      • A light editor theme option is now available, with icons suited to light backgrounds.
      • Alternative dark gray and Arc colors are available out of the box.
    • ๐Ÿ†• New adaptive text editor theme, adjusting automatically based on the editor colors.
    • ๐Ÿ‘Œ Support for macOS trackpad gestures in the editor.
    • ๐ŸŽ Exporting to macOS now creates a .dmg disk image if exporting from an editor running on macOS.
      • Signing the macOS export now is possible if running macOS (requires a valid code signing certificate).
    • ๐ŸŽ Exporting to Windows now changes the exported project's icon using rcedit (requires WINE if exporting from Linux or macOS).
    • ๐Ÿ‘Œ Improved build system.
      • Support for compiling using Visual Studio 2017.
      • SCons 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
      • Link-time optimization can now be enabled by passing use_lto=yes to the SCons command line.
      • Produces faster and sometimes smaller binaries.
      • Currently only supported with GCC and MSVC.
      • Added a progress percentage when compiling Godot.
      • .zip archives are automatically created when compiling HTML5 export templates.
    • ๐Ÿ”Œ Easier and more powerful way to create editor plugins with EditorPlugin and related APIs.

    ๐Ÿ”„ Changed

    • 0๏ธโƒฃ Increased the default low-processor-usage mode FPS limit (60 โ†’ 125).
      • This makes the editor smoother and more responsive.
    • 0๏ธโƒฃ Increased the default 3D editor camera's field of view (55 โ†’ 70).
    • 0๏ธโƒฃ Increased the default 3D Camera node's field of view (65 โ†’ 70).
    • ๐Ÿ”„ Changed the default editor font (Droid Sans โ†’ Noto Sans).
    • ๐Ÿ”„ Changed the default script editor font (Source Code Pro โ†’ Hack)
    • ๐Ÿ“‡ Renamed engine.cfg to project.godot.
      • This allows users to open a project by double-clicking the file if Godot is associated to .godot files.
    • ๐Ÿšš Some methods from the OS singleton were moved to the new Engine singleton.
    • Switched from GLEW to GLAD for OpenGL wrapping.
    • ๐Ÿ”„ Changed the SCons build flag for simple logs (colored=yes โ†’ verbose=no).
    • The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
    • Redesigned the Godot logo to be more legible at small sizes.

    ๐Ÿ—„ Deprecated

    • opacity and self_opacity are replaced by modulate and self_modulate in all 2D nodes, allowing for full color changes in addition to opacity changes.

    โœ‚ Removed

    • ๐Ÿ‘ Skybox support.
      • Replaced with panorama skies, which are easier to import.
    • ๐Ÿ‘ Opus audio codec support.
      • This is due to the way the new audio engine is designed.
    • HTML5 export using asm.js.
      • Only WebAssembly is supported now, since all browsers supporting WebGL 2.0 also support WebAssembly.

    ๐Ÿš€ [Unreleased]: https://github.com/godotengine/godot/compare/3.2-stable...HEAD

  • v2.1.6-stable

    July 11, 2019

    โšก๏ธ This maintenance update fixes some issues in the 2.1 branch, updates thirdparty libraries, and updates the export templates to matching changing distribution requirements of Google Play and Apple Store.
    In particular, the Android templates now include x86_64 libraries and target the Android SDK 28. The iOS templates now target the iOS SDK 12.1.

  • v2.1.5-stable

    August 30, 2018

    ๐Ÿš€ This maintenance update brings many improvements over the previous 2.1.4-stable release, especially to distribute Godot games following Google Play and Apple Store's recent policy changes.

    ๐Ÿš€ The release also fixes the same security vulnerability (CVE-2018-1000224) as Godot 3.0.6.