Godot v3.0 Release Notes

Release Date: 2018-01-29 // about 3 years ago
  • 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