Update CHANGELOG.md for Godot 3.2
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CHANGELOG.md
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CHANGELOG.md
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@ -4,6 +4,726 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
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## [3.2] - YYYY-MM-DD
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### Added
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- Support for [pseudo-3D depth in 2D](https://godotengine.org/article/godot-32-will-get-pseudo-3d-support-2d-engine).
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- Support for importing 3D scenes using Assimp.
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- Many formats are supported, including FBX.
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- [Support for generating audio procedurally and analyzing audio spectrums.](https://godotengine.org/article/godot-32-will-get-new-audio-features)
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- WebRTC support.
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- Includes support for the high-level multiplayer API.
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- Supports NAT traversal using STUN or TURN.
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- Support for automatically building Android templates before exporting.
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- This makes 3rd-party SDK integration easier.
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- Support for [texture atlases in 2D](https://godotengine.org/article/atlas-support-returns-godot-3-2).
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- Major improvements to the visual shader system. ([News post 1](https://godotengine.org/article/major-update-for-visual-shader-in-godot-3-2), [News post 2](https://godotengine.org/article/major-update-visual-shaders-godot-3-2-part-2))
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- Redesigned visual shader editor with drag-and-drop capability.
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- Textures can be dragged from the FileSystem dock to be added as nodes.
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- Most functions available in GLSL are now exposed.
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- Many constants such as `Pi` or `Tau` can now be used directly.
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- Support for boolean uniforms and sampler inputs.
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- New Sampler port type.
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- New conditional nodes.
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- New Expression node, allowing shader code to be written in visual shaders.
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- Support for plugins (custom nodes).
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- Custom nodes can be drag-and-dropped from the FileSystem dock.
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- Ability to copy and paste nodes.
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- Ability to delete multiple nodes at once by pressing <kbd>Delete</kbd>.
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- The node creation menu is now displayed when dragging a connection to an empty space on the graph.
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- GLES3-only functions are now distinguished from others in the creation dialog.
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- Ability to preview the code generated by the visual shader.
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- Ability to convert visual shaders to text-based shaders.
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- See the [complete list of new functions](https://github.com/godotengine/godot/pull/26164).
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- Improved visual scripting.
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- Visual scripting now uses an unified graph where all functions are represented.
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- Nodes can now be edited directly in the graph.
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- Support for fuzzy searching.
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- The `tool` mode can now be enabled in visual scripts.
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- New Deconstruct node to deconstruct a complex value into a scalar value.
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- Miscellaneous UI improvements.
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- Support for enabling/disabling parts of the editor or specific nodes.
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- This is helpful for education, or when working with artists to help prevent inadvertent changes.
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- Language server for GDScript.
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- This can be used to get better integration with external editors.
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- Version control integration in the editor.
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- This integration is VCS-agnostic (GDNative plugins provide specific VCS support).
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- Improved GridMap editor.
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- The copied mesh is now displayed during pasting.
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- The duplication/paste indicator is now rotated correctly around the pivot point.
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- Ability to cancel paste and selection by pressing <kbd>Escape</kbd>.
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- Erasing is now done using <kbd>RMB</kbd> instead of <kbd>Shift + RMB</kbd>.
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- Freelook can still be accessed by pressing <kbd>Shift + F</kbd>.
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- Improved MeshLibrary generation.
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- When appending to an existing MeshLibrary, previews are now only generated for newly-added or modified meshes.
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- Tweaked the previews' camera angle and light directions for better results.
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- Materials assigned to the MeshInstance instead of the Mesh are now exported to the MeshLibrary.
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- This is useful when exporting meshes from an imported scene (such as glTF), as it allows materials to persist across re-imports.
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- [Improved Control anchor and margin workflow.](https://github.com/godotengine/godot/pull/27559)
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- [Network profiler.](https://github.com/godotengine/godot/pull/31870)
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- Improved NavigationMesh generation.
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- GridMaps can now be used to bake navigation meshes.
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- EditorNavigationMeshGenerator can now be used in `tool` scripts.
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- Support for generating navigation meshes from static colliders.
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- When using static colliders as a geometry source, a layer mask can be specified to ignore certain colliders.
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- The generator no longer relies on the global transform, making it possible to generate navmeshes on nodes that are not in the scene tree.
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- Navigation gizmos are now updated after every new bake.
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- Support for skinning in 3D skeletons.
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- CameraServer singleton to retrieve images from mobile cameras or webcams as textures.
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- A crosshair is now displayed when using freelook in the 3D editor.
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- Project camera override button at the top of the 2D and 3D editors.
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- When enabled, the editor viewport's camera will be replicated in the running project.
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- RichTextLabel can now be extended with real-time effects and custom BBCodes.
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- Effects are implemented using the ItemFX resource.
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- `[img=<width>x<height>]` tag to resize an image displayed in a RichTextLabel.
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- If `<width>` or `<height>` is 0, the image will be adjusted to keep its original aspect.
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- Revamped node connection dialog for improved ease of use.
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- The Signals dock now displays a signal's description in a tooltip when hovering it.
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- Input actions can now be reordered by dragging them.
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- Animation frames can now be reordered by dragging them.
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- Ruler tool to measure distances and angles in the 2D editor.
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- "Clear Guides" menu option in the 2D editor to remove all guides.
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- The 2D editor grid now displays a "primary" line every 8 lines for easier measurements.
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- This value can be adjusted in the Configure Snap dialog.
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- Projects can now have a description set in the Project Settings.
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- This description is displayed as a tooltip when hovering the project in the Project Manager.
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- All Variant types can now be added as project settings using the editor (instead of just `bool`, `int`, `float` and `String`).
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- Pressing <kbd>Ctrl + F</kbd> now focuses the search field in the Project Settings and Editor Settings.
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- Quick Open dialog (<kbd>Shift + Alt + O</kbd>) to open any resource in the project.
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- Unlike the existing dialogs, it's not limited to scenes or scripts.
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- Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D.
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- MultiMeshInstance2D node for using MultiMesh in 2D.
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- PointMesh primitive.
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- Drawn as a rectangle with a constant size on screen, which is cheaper compared to using triangle-based billboards.
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- 2D polygon boolean operations and Delaunay triangulation are now available in the Geometry singleton.
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- [New convex decomposition](https://godotengine.org/article/godot-3-2-adds-support-convex-decomposition) using the [V-HACD](https://github.com/kmammou/v-hacd) library.
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- Can decompose meshes into multiple convex shapes for increased accuracy.
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- Support for grouping nodes in the 3D editor.
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- "Slow" modifier in freelook (accessed by holding <kbd>Alt</kbd>).
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- The 2D editor panning limits can now be disabled in the Editor Settings.
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- "Undo Close Tab" option in the scene tabs context menu.
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- The editor is now capped to 20 FPS when the window is unfocused.
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- This decreases CPU/GPU usage if something causes the editor to redraw continuously (such as particles).
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- The editor's FPS cap can now be adjusted in the Editor Settings (both when focused and unfocused).
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- Version information is now displayed at the bottom of the editor.
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- This is intended to make the Godot version easily visible in video tutorials.
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- Support for constants in the shader language.
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- Support for local and varying arrays in the shader language.
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- Support for `switch` statements in the shader language.
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- Support for `do {...} while (...)` loops in the shader language.
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- Unlike `while`, the expression in the `do` block will always be run at least once.
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- Support for hexadecimal number literals in the shader language.
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- Ported several GLES3 shader functions such as `round()` to GLES2.
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- `SHADOW_VEC` shader parameter to alter 2D shadow computations in custom shaders.
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- Filter search box in the remote scene tree dock.
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- Ability to expand/collapse nodes recursively in the scene tree dock by holding <kbd>Shift</kbd> and clicking on a folding arrow.
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- Support for depth of field, glow and BCS in the GLES2 renderer.
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- MSAA support in the GLES2 renderer.
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- Ability to render viewports directly to the screen in the GLES2 renderer.
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- This can be faster on low-end devices, but it comes at a convenience cost.
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- Project settings to set the maximum number of lights and reflections in the GLES3 renderer.
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- Decreasing these values can lead to faster shader compilations, resulting in lower loading times.
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- Heightmap collision shape for efficient terrain collisions.
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- AStar2D class, making A* use easier in 2D.
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- Disabled collision shapes can now be added directly, without having to disable them manually after one step.
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- Context menu options to close other scene tabs, scene tabs to the right, or all scene tabs.
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- The audio bus volumes can now be snapped by holding <kbd>Ctrl</kbd> while dragging the slider.
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- Hovering an audio bus' volume slider now displays its volume in a tooltip.
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- Values in the Gradient and Curve editors can now be snapped by holding <kbd>Ctrl</kbd>.
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- Precise snapping can be obtained by holding <kbd>Shift</kbd> as well.
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- Support for snapping when scaling nodes in the 2D editor.
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- Precise snapping in the 3D editor when holding <kbd>Shift</kbd>.
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- "Align Rotation with View" in the 3D editor.
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- Unlike "Align Transform with View", only the selected node's rotation will be modified.
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- "Align Selection with View" has been renamed to "Align Transform with View".
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- All 3D gizmos now make use of snapping if enabled.
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- CSG shapes are now highlighted with a translucent overlay when selected.
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- Shapes in Union mode will use a blue overlay color by default.
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- Shapes in Subtraction mode will use an orange overlay color by default.
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- Shapes in Intersection mode will use a white overlay color.
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- Ability to move a vertex along a single axis when holding <kbd>Shift</kbd> in polygon editors.
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- Support for binary literals in GDScript (e.g. `0b101010` for `42`).
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- AutoLoads can now be used as a type in GDScript.
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- Ability to define script templates on a per-project basis.
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- Template files should be placed into a `script_templates/` directory in the project and have an extension that matches the language (`.gd` for GDScript, `.cs` for C#).
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- The path to the script templates directory can be changed in the Project Settings.
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- Ability to limit the minimum and maximum window size using `OS.set_min_window_size()` and `OS.set_max_window_size()`.
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- `Node.process_priority` property to set or get a node's processing priority.
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- This was previously only available as `Node.set_process_priority()` (without an associated getter).
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- `Node.editor_description` property for documentation purposes.
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- When hovering a node with a description in the scene tree dock, the description will be displayed in a tooltip.
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- `Button.keep_pressed_outside` property to keep a button pressed when moving the pointer outside while pressed.
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- `Button.expand_icon` property to make a button's icon expand/shrink with the button's size.
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- `Popup.set_as_minsize()` method to shrink a popup to its minimum size.
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- `Tree.get_icon_modulate()` and `Tree.set_icon_modulate()` methods to change an icon's color in a Tree.
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- `Tree.call_recursive()` method to call a method on a TreeItem and its children recursively.
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- `Light.use_gi_probe` property to exclude specific lights from GIProbe computations.
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- TranslationServer method `get_loaded_locales()` to retrieve the list of languages with a translation loaded.
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- `FRUSTUM` 3D camera mode to create tilted frustums for mirror or portal effects.
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- `Camera.project_position()` now accepts an optional `depth` parameter.
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- `CanvasItem.draw_rect()` now has `width` and `antialiased` properties to match `draw_line()`'s functionality.
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- `Engine.get_idle_frames()` and `Engine.get_physics_frames()` to get the number of idle and physics frame iterations since the project started.
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- Unlike `Engine.get_frames_drawn()`, `Engine.get_idle_frames()` will be incremented even if the render loop is disabled.
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- `Engine.get_physics_interpolation_fraction()` to get the fraction through the current physics tick at the time of the current frame.
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- This can be used to implement fixed timestep interpolation.
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- Support for shadow-to-opacity in 3D to render shadows in augmented reality contexts.
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- Ability to change a Position2D gizmo's size.
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- New Vector2 and Vector3 methods:
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- `move_toward()` to retrieve a vector moved towards another by a specified number of units.
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- `direction_to()` to retrieve a normalized vector pointing from a vector to another.
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- This is a shorter alternative to `(b - a).normalized()`.
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- AStar functions `set_point_disabled()` and `is_point_disabled()` to selectively disable points.
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- Tween now emits a `tween_all_completed` signal when all tweens are completed.
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- `Input.get_current_cursor_shape()` to retrieve the current cursor shape.
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- `InputEventAction` now has a `strength` property to simulate analog inputs.
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- `String.repeat()` method to repeat a string several times and return it.
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- `String.count()` method to count the number of occurrences of a substring in a string.
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- `String.humanize_size()` method to display a file size as an human-readable string.
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- `String.strip_escapes()` to strip non-printable escape characters from a string, including tabulations and newlines (but not spaces).
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- `String.sha1_text()` and `String.sha1_buffer()` methods to return a string's SHA-1 hash.
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- Line2D `clear_points()` method to clear all points.
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- Line2D now has a "Width Curve" property to make its width vary at different points.
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- `assert()` now accepts an optional second parameter to display a custom message when the assertion fails.
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- `posmod()` built-in GDScript function that behaves like `fposmod()`, but returns an integer value.
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- `smoothstep()` built-in GDScript function for smooth easing of values.
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- `lerp_angle()` built-in GDScript function to interpolate between two angles.
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- `ord()` built-in GDScript function to return the Unicode code point of an 1-character string.
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- `PoolByteArray.hex_encode()` method to get a string of hexadecimal numbers.
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- `Font.get_wordwrap_string_size()` method to return the rectangle size needed to draw a word-wrapped text.
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- `Camera.get_camera_rid()` method to retrieve a Camera's RID.
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- `Array.slice()` method to duplicate a subset of an Array and return it.
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- The GraphEdit box selection colors can now be changed by tweaking the `selection_fill` and `selection_stroke` theme items.
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- Toggleable HSV mode for ColorPicker.
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- ColorPicker properties to toggle the visibility and editability of presets.
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- The default ColorPicker mode (RGB, HSV, RAW) can now be changed in the Editor Settings.
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- ColorPicker now displays an indicator to denote "overbright" colors (which can't be displayed as-is in the preview).
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- Hovering a Color property in the editor inspector now displays a tooltip with the exact values.
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- `Color.transparent` constant (equivalent to `Color(1, 1, 1, 0)`).
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- `KinematicBody.get_floor_normal()` and `KinematicBody2D.get_floor_normal()` to retrieve the collided floor's normal.
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- `VehicleWheel.get_rpm()` method to retrieve a vehicle wheel's rotations per minute.
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- Per-wheel throttle, brake and steering in VehicleBody.
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- `GeometryInstance.set_custom_aabb()` to set a custom bounding box (used for view frustum culling).
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- `FuncRef.call_funcv()` to call a FuncRef with an array containing arguments.
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- In contrast to `FuncRef.call_func()`, only a single array argument is expected.
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- `Mesh.get_aabb()` is now exposed to scripting.
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- `PhysicalBone.apply_impulse()` and `PhysicalBone.apply_central_impulse()` methods to push ragdolls around.
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- `ProjectSettings.load_resource_pack()` now features an optional `replace_files` argument (defaulting to `true`), which controls whether the loaded resource pack can override existing files in the virtual filesystem.
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- `SpinBox.apply()` method to evaluate and apply the expression in the SpinBox's value immediately.
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- `ConfigFile.erase_section_key()` method to remove a single key from a ConfigFile.
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- `OS.execute()` now returns the process' exit code when blocking mode is enabled.
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- `OS.is_window_focused()` method that returns `true` if the window is currently focused.
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- Tracking the focus state manually using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT` is no longer needed to achieve this.
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- `OS.low_processor_mode_sleep_usec` is now exposed as a property.
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- This makes it possible to change its value at runtime, rather than just defining it once in the Project Settings.
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- `SceneTree.quit()` now accepts an optional argument with an exit code.
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- If set to a value greater than or equal to 0, it will override the `OS.exit_code` property.
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- `VisualServer.get_video_adapter_name()` and `VisualServer.get_video_adapter_vendor()` methods to retreive the user's graphics card model and vendor.
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- `VisualServer.multimesh_create()` is now exposed to scripting.
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- Ability to override how scripted objects are converted to strings by defining a `_to_string()` method.
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- Export hints for 2D and 3D physics/render layers.
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- Editor plugins can now add new tabs to the Project Settings.
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- Standalone ternary expression warning in GDScript.
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- Variable shadowing warning in GDScript.
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- Will be displayed if:
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- a block variable shadows a member variable,
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- a subclass variable shadows a member variable,
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- a function argument shadows a member variable.
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- Script reflection methods are now exposed to GDScript.
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- See `Script.get_script_property_list()`, `Script.get_script_method_list()`, `Script.get_script_signal_list()`, `Script.get_script_constant_map()` and `Script.get_property_default_value()`.
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- `randfn(mean, deviation)` method to generate random numbers following a normal Gaussian distribution.
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- Ability to read the standard error stream when using `OS.execute()` (disabled by default).
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- Option to disable boot splash filtering (nearest-neighbor interpolation).
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- The GridMap editor now offers a search field and size slider.
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- DynamicFont resources now have a thumbnail in the editor.
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- Minimap in the script editor.
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- Bookmarks in the script editor for easier code navigation.
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- Filter search box for the script list and member list.
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- Singletons and `class_name`-declared classes are now highlighted with a separate color in the script editor.
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- The editor help now displays class properties' default and overridden values.
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- The script editor's Find in Files dialog can now search in user-defined file types (`editor/search_in_file_extensions` in the Project Settings).
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- The script editor search now displays the number of matches.
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- The script editor search now selects the current match for easier replacing.
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- "Evaluate Expression" contextual option in the script editor.
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- This option evaluates the selected expression and replaces it (e.g. `2 + 2` becomes `4`).
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- Autocompletion support for `change_scene()`.
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- Ability to skip breakpoints while debugging.
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- Drag-and-drop support in the TileSet editor.
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- Ability to attach scripts to nodes by dragging a name from the script list to a node in the scene tree.
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- Icons are now displayed next to code completion items, making their type easier to distinguish.
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- "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor.
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- Keyboard shortcuts to rotate tiles in the TileMap editor.
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- Default shortcuts are <kbd>A</kbd> (rotate left), <kbd>S</kbd> (rotate right), <kbd>X</kbd> (flip horizontally), <kbd>Y</kbd> (flip vertically).
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- Ability to keep a node's local transform when reparenting it by holding <kbd>Shift</kbd>.
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- Basis constants `IDENTITY`, `FLIP_X`, `FLIP_Y`, `FLIP_Z`.
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- Ability to create sprite frames in AnimatedSprite from a sprite sheet.
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- `frame_coords` property in Sprite and Sprite3D to set/get the coordinates of the frame to display from the sprite sheet.
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- `billboard` property in Sprite3D.
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- Reimplemented support for editing multiple keys at once in the animation editor.
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- Support for FPS snapping in the Animation editor.
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- Autokeying in the Animation editor.
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- Keyframes will be created automatically when translating, rotating or scaling nodes if a track exists already.
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- Keys must be inserted manually for the first time.
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- AnimationNodeBlendTreeEditor improvements.
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- Ability to exclude multiple selected nodes at once.
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- Context menu to add new nodes (activated by right-clicking).
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- The AnimationPlayer Call Method mode is now configurable.
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- Method calls can be "deferred" or "immediate", "deferred" being the default.
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- OccluderPolygon2D is now draggable in the editor.
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- The tooltip position offset is now configurable.
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- The default cursor used when hovering RichTextLabels can now be changed.
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- "Dialog Autowrap" property in AcceptDialog to wrap the label's text automatically.
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- The 2D editor's panning shortcut can now be changed.
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- The shortcuts to quit the editor can now be changed.
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- Support for emission masks in CPUParticles2D.
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- `direction` property in CPUParticles and ParticlesMaterial.
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- `lifetime_randomness` property in CPUParticles and ParticlesMaterial.
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- CPUParticles now uses a different gizmo icon to distinguish them from Particles.
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- "Restart" button to restart particle emission in the editor.
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- AnimatedSprites' animations can now be played backwards.
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- TextureRects can now have their texture flipped horizontally or vertically.
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- StyleBoxFlat shadows can now have an offset.
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- StyleBoxFlat now computes UV coordinates for its `canvas_item` vertices, which can be used in custom shaders.
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- Profiler data can now be exported to a CSV file.
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- The 2D polygon editor now displays vertex numbers when hovering vertices.
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- RectangleShapes now have a third handle to drag both axes at once.
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- Global class resources are now displayed in the Resource property inspector.
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- Double-clicking an easing property in the inspector will now make the editor display a numeric field.
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- This makes it easier to enter precise values for properties such as light attenuation.
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- `interface/editor/default_float_step` editor setting to configure floating-point values' default step in the Inspector.
|
||||
- Audio buses are now stylized to look like boxes that can be dragged.
|
||||
- The default audio bus layout file path can now be changed in the Project Settings.
|
||||
- The LineEdit and TextEdit controls now display their contextual menu when pressing the <kbd>Menu</kbd> key.
|
||||
- `shortcut_keys_enabled` and `selecting_enabled` LineEdit and TextEdit properties to disable keyboard shortcuts and selecting text.
|
||||
- The LineEdit "disabled" font color can now be changed.
|
||||
- The TextEdit "readonly" font color can now be changed.
|
||||
- LineEdit can now have its `right_icon` set in scripts.
|
||||
- The `nine_patch_stretch` TextureProgress property now enables stretching when using a radial fill mode.
|
||||
- Support for loading and saving encrypted files in ConfigFile.
|
||||
- `get_path()` and `get_path_absolute()` are now implemented in FileAccessEncrypted.
|
||||
- "Disabled" attenuation model for AudioStreamPlayer3D, making the sound not fade with distance while keeping it positional.
|
||||
- AudioEffectPitchShift's FFT size and oversampling are now adjustable.
|
||||
- TextEdit's tab drawing and folding is now exposed to GDScript.
|
||||
- Orphan node monitor in the Performance singleton.
|
||||
- Counts the number of nodes that were created but aren't instanced in the scene tree.
|
||||
- Ability to change eye height in VR.
|
||||
- CSV files can now be imported as non-translation files.
|
||||
- Scene resources such as materials can now be imported as `.tres` files.
|
||||
- Support for importing 1-bit, 4-bit and 8-bit BMP files.
|
||||
- Size dimensions must be a multiple of 8 for 1-bit images and 2 for 4-bit images.
|
||||
- `use_lld=yes` flag to link with [LLD](https://lld.llvm.org/) on Linux when compiling with Clang.
|
||||
- This results in faster iteration times when developing Godot itself or modules.
|
||||
- `use_thinlto=yes` flag to link with [ThinLTO](https://clang.llvm.org/docs/ThinLTO.html) when using Clang.
|
||||
- Multicast support in PacketPeerUDP.
|
||||
- `NetworkedMultiplayerEnet.server_relay` property to disable server relaying.
|
||||
- This can be used to increase security when building a fully-authoritative server.
|
||||
- Automatic timeout for TCP connections (defaults to 30 seconds, can be changed in the Project Settings).
|
||||
- `HTTPRequest.timeout` property (defaults to 0, which is disabled).
|
||||
- `HTTPRequest.download_chunk_size` property.
|
||||
- This value can be adjusted to reduce the allocation overhead and file writes when downloading large files.
|
||||
- The default value was increased for faster downloads (4 KB → 64 KB).
|
||||
- WebSocket improvements.
|
||||
- Support for SSL in WebSocketServer.
|
||||
- WebSocketClient can now use custom SSL certificates (except on HTML5).
|
||||
- WebSocketClient can now define custom headers.
|
||||
- The editor now features a built-in Web server for testing HTML5 projects.
|
||||
- Button to remove all missing projects in the Project Manager.
|
||||
- Reimplemented support for embedding project data in the PCK file.
|
||||
- Ability to take editor screenshots by pressing <kbd>Ctrl + F12</kbd>.
|
||||
- Editor plugins can now set the current active editor as well as toggle the distraction-free mode.
|
||||
- **Android:** [Support for adaptive icons.](https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_android.html#providing-launcher-icons)
|
||||
- All icon densities are now generated automatically by the exporter.
|
||||
- Only 3 images now need to be supplied to support all icon formats and densities (legacy icon, adaptive foreground, adaptive background).
|
||||
- **Android:** Support for the Oculus Mobile SDK.
|
||||
- **Android:** Support for requesting permissions at runtime.
|
||||
- **Android:** `NOTIFICATION_APP_PAUSED` and `NOTIFICATION_APP_RESUMED` notifications are now emitted when the app is paused and resumed.
|
||||
- **Android:** Support for pen input devices.
|
||||
- **Android/iOS:** Support for vibrating the device.
|
||||
- [**HTML5:** Partial clipboard support.](https://github.com/godotengine/godot/pull/29298)
|
||||
- **iOS:** Support for [ARKit](https://developer.apple.com/augmented-reality/).
|
||||
- **iOS:** `OS.get_model_name()` now returns a value with the device name.
|
||||
- **iOS:** The Home indicator is now hidden by default to avoid being in the way of the running project.
|
||||
- It can be restored in the Project Settings.
|
||||
- **Windows:** Ability to toggle the console window in the Editor Settings.
|
||||
- **Windows:** Project setting to enable Vsync using the compositor (DWM), disabled by default.
|
||||
- On some hardware, this may fix stuttering issues when running a project in windowed mode.
|
||||
- **Windows:** Support for code signing using `signtool` on Windows and `osslsigncode` on other platforms.
|
||||
- **Windows:** Support for using Clang and ThinLTO when compiling using MinGW.
|
||||
- **Windows/macOS:** `OS.set_native_icon()` method to set an `.ico` or `.icns` window/taskbar icon at runtime.
|
||||
- **Windows/macOS/X11:** Support for graphic tablet pen pressure and tilt in InputEventMouseMotion.
|
||||
- **macOS:** LineEdit now supports keyboard shortcuts commonly available on macOS.
|
||||
- **macOS:** Multiple instances of the editor can now be opened at once.
|
||||
- **macOS:** Recent and favorite projects are now listed in the project manager dock menu.
|
||||
- **macOS:** The list of open scenes is now displayed in the editor dock menu.
|
||||
- **macOS:** Support for modifying global and dock menus.
|
||||
- **macOS:** Improved support for code signing when exporting projects.
|
||||
- **macOS:** Support for defining camera and microphone usage descriptions when exporting a project.
|
||||
- **macOS/X11:** [A zsh completion file for the editor is now available.](https://github.com/godotengine/godot/blob/master/misc/dist/shell/_godot.zsh-completion)
|
||||
- **X11:** The instance PID is now set as the `_NET_WM_PID` window attribute, so that external programs can easily access it.
|
||||
- **Mono:** Support for exporting to Android and HTML5.
|
||||
- **Mono:** Support for using Rider as an external editor.
|
||||
- **Mono:** Support for attaching external profilers like dotTrace using the `MONO_ENV_OPTIONS` environment variable.
|
||||
- **Mono:** New DynamicGodotObject class to access dynamic properties from scripts written in GDScript.
|
||||
- **Mono:** Support for resource type hints in exported arrays.
|
||||
- **Mono:** New `mono/unhandled_exception_policy` project setting to keep running after an unhandled exception.
|
||||
- [**Mono:** New Godot constants to conditionally react to system variables at compile-time.](https://github.com/godotengine/godot/pull/28786)
|
||||
- **Mono:** Support for Visual Studio 2019's MSBuild.
|
||||
|
||||
### Changed
|
||||
|
||||
- Tween and Timer now display an error message if they are started without being added to the scene tree first.
|
||||
- Tweaked Timer's wait time property hint to allow values with 3 decimals and above 4096.
|
||||
- Functions called from a signal can no longer disconnect the node from the signal they're connected to (unless using `call_deferred()`).
|
||||
- Tabs and space indentation can no longer be mixed in the same GDScript file.
|
||||
- Each file must now use only tabs or spaces for indentation (not both).
|
||||
- The "Trim" and "Normalize" WAV import options are now disabled by default.
|
||||
- This makes the default behavior more consistent with Ogg import.
|
||||
- Ogg samples now have an icon in the editor, like WAV samples.
|
||||
- Camera2D drag margins are now disabled by default.
|
||||
- If porting a project from Godot 3.1 where drag margins were used, these must be enabled manually again.
|
||||
- `Camera.project_position()` now requires a second `depth` argument to determine the distance of the point from the camera.
|
||||
- To get the old behavior back, pass the Camera's `near` property value as the second argument.
|
||||
- `Skeleton.set_bone_global_pose()` was replaced by `Skeleton.set_bone_global_pose_override()`.
|
||||
- UDP broadcasting is now disabled by default and must be enabled by calling `set_broadcast_enabled(true)` on the PacketPeerUDP instance.
|
||||
- The editor and project manager now open slightly faster.
|
||||
- Improved the Project Manager user interface.
|
||||
- New, simpler design with more space available for the project list.
|
||||
- Improved reporting of missing projects.
|
||||
- The search field is now focused when starting the Project Manager if there is at least one project in the list.
|
||||
- The search field now searches in both the project name and path.
|
||||
- If the search term contains a `/`, the whole path will be used to match the search them. Otherwise, only the last path component will be searched in.
|
||||
- Refactored the Project Manager to be more efficient, especially with large project lists.
|
||||
- Images in the Project Manager and Asset Library are now resized with Lanczos filtering for a smoother appearance.
|
||||
- The editor now uses the font hinting algorithm that best matches the OS' default.
|
||||
- Hinting is set to "None" on macOS, and set to "Light" on Windows and Linux.
|
||||
- This can be changed in the Editor Settings.
|
||||
- The editor window dimming when a popup appears is now less intense (60% → 50%).
|
||||
- The animation was also removed as it made the editor feel sluggish at lower FPS.
|
||||
- Several editor menus have been reorganized for consistency and conciseness.
|
||||
- Undo/Redo now supports more actions throughout the editor.
|
||||
- Increased the height of the ItemList editor popup.
|
||||
- This makes it easier to edit large amounts of items.
|
||||
- Opening a folder in FileDialog will now scroll back to the top.
|
||||
- Folder icons in FileDialog can now be displayed with a different color using the `folder_icon_modulate` constant, making them easier to distinguish from files.
|
||||
- Folder icons in editor file dialogs are now tinted with the accent color.
|
||||
- Improved colors in the light editor theme for better readability and consistency.
|
||||
- Improved A* performance significantly by using a binary heap and OAHashMap.
|
||||
- Tweaked the AABB transform algorithm to be ~1.2 times faster.
|
||||
- Optimized the variant reference function, making complex scripts slightly faster.
|
||||
- Disabled high-quality voxel cone tracing by default.
|
||||
- This makes GIProbe much faster out of the box, at the cost of less realistic reflections.
|
||||
- Lowered the default maximum directional shadow distance (200 → 100).
|
||||
- This makes directional shadow rendering consistent between the editor and running project when using the default Camera node settings.
|
||||
- Tweaked the default depth fog maximum distance to be independent of the Camera's `far` value (0..100).
|
||||
- This makes fog display consistent between the editor and a running project.
|
||||
- Tweaked the default height fog values to be more logical (0..100 → 10..0).
|
||||
- This means height fog will be drawn from top-to-bottom, instead of being drawn from bottom-to-top.
|
||||
- Significantly improved SSAO performance by using a lower sample count.
|
||||
- SSAO now uses 3×3 blurring by default, resulting in less visible noise patterns.
|
||||
- When "Keep 3D Linear" is enabled, colors are no longer clamped to [0, 1] when using Linear tonemapping.
|
||||
- This allows rendering HDR values in floating-point texture targets for further processing or saving HDR data into files.
|
||||
- The lightmap baker now calculates lightmap sizes dynamically based on surface area.
|
||||
- Improved 3D KinematicBody performance and reliability.
|
||||
- Orbiting in the 3D editor can now be done while holding <kbd>Alt</kbd>, for better compatibility with graphics tablets.
|
||||
- Keys and actions are now released when the window loses focus.
|
||||
- Tweens can now have a duration of 0.
|
||||
- Particles and CPUParticles' Sphere emission shape now uses an uniform density sphere.
|
||||
- `Viewport.size_override_stretch` is now exposed as a property (rather than just setter/getter methods).
|
||||
- One-click deploy to Android now requires just one click if only one device is connected.
|
||||
- The Project Manager will now infer a project name from the project path if the name was left to the default value.
|
||||
- The WebSockets implementation now uses the smaller [wslay](https://tatsuhiro-t.github.io/wslay/) library instead of libwebsockets.
|
||||
- Box selections in the editor now use a subtle outline for better visibility.
|
||||
- Most 2D lines are now antialiased in the editor.
|
||||
- CheckButtons now use a simpler design in the editor.
|
||||
- Messages originating from the editor are now faded in the editor log.
|
||||
- This makes messages printed by the project stand out more.
|
||||
- Folding arrows in the editor inspector are now displayed at the left for consistency with other foldable elements.
|
||||
- Hovering or dragging guides in the 2D editor will now turn the cursor into a "resizing" shape.
|
||||
- The editor update spinner is now hidden by default.
|
||||
- It can be enabled again in the Editor Settings.
|
||||
- The "Update Always" option is now editor-wide instead of being project-specific.
|
||||
- ColorPicker, OptionButton and MenuButton now use toggle mode, making them appear pressed when clicked.
|
||||
- The ColorPicker preview was moved below the picker area to be closer to the sliders.
|
||||
- Increased the Light2D height range from -100..100 to -2048..2048.
|
||||
- Lower and higher values can be entered manually too.
|
||||
- Decreased the `rotation_degrees` range in various nodes to -360..360 to be easier to adjust using the slider.
|
||||
- Lower and higher values can still be entered manually, which is useful for animation purposes.
|
||||
- The default RichTextLabel color is now `#ffffff`, matching the default Label color for better consistency.
|
||||
- Label's `visible_characters` property now takes spaces into account to be consistent with RichTextLabel.
|
||||
- SpinBoxes now calculate the entered value using the Expression class.
|
||||
- For example, writing `2 + 2` in a SpinBox then pressing Enter will result in `4`.
|
||||
- Saved resources no longer contain dependency indices and metadata such as node folding, resulting in more VCS-friendly files.
|
||||
- The script editor's line length guideline is now enabled by default.
|
||||
- The script editor state (such as breakpoints or the current line) is now preserved across editor sessions.
|
||||
- The script editor's "Auto Brace Complete" setting is now enabled by default.
|
||||
- The scripts panel toggle button is now located at the bottom-left of the script editor (instead of the File menu).
|
||||
- Editor plugins can now be enabled without having an init script defined.
|
||||
- Custom nodes added by plugins now have a translucent script icon in the scene tree dock.
|
||||
- `EditorInterface.get_current_path()` to get the full path currently displayed in the FileSystem dock in an editor plugin.
|
||||
- Copy constructors are now allowed for built-in types in GDScript.
|
||||
- This allows constructs such as `Vector2(Vector2(12, 34))`, which may be useful to simplify code in some cases.
|
||||
- `weakref(null)` is now allowed in GDScript.
|
||||
- This makes checking for a valid reference more concise, as `if my_ref.get_ref()` is now sufficient (no need for `if my_ref and my_ref.get_ref()`).
|
||||
- The number of signal connections and groups is now displayed in a tooltip when hovering the associated buttons in the scene tree dock.
|
||||
- The right mouse button can now be used to pan in the 2D editor.
|
||||
- This is to improve usability when using a touchpad.
|
||||
- The middle mouse button can still be used to pan in the 2D editor.
|
||||
- Zooming is now allowed while panning in the 2D editor.
|
||||
- When the "Scroll To Pan" editor setting is enabled, the 2D editor can now be zoomed in by holding <kbd>Ctrl</kbd> and scrolling the mouse wheel.
|
||||
- Zoom percentages in the 2D editor are now relative to the editor scale if the editor scale is higher than 100%.
|
||||
- The 2D editor now displays the current zoom percentage.
|
||||
- The zoom percentage can be clicked to reset the zoom level to 100%.
|
||||
- Improved sorting options in the Asset Library.
|
||||
- Images now load faster in the Asset Library.
|
||||
- A loading placeholder is now displayed while icons are loading in the Asset Library.
|
||||
- Images failing to load in the Asset Library display a "broken file" icon.
|
||||
- Improved the Asset Library page loading transitions.
|
||||
- Tweaked the Asset Library detail page layout for better readability.
|
||||
- Audio mixer faders now use a non-linear algorithm to better fit human hearing.
|
||||
- Tooltips now appear faster when hovering elements in the editor (0.7 seconds → 0.5 seconds).
|
||||
- Increased the low-processor usage mode's default maximum refresh rate (125 FPS → 144 FPS).
|
||||
- This makes the editor feel slightly smoother on 144 Hz displays.
|
||||
- Tree scrolling when dragging now uses a larger drag margin, making drag-and-drop more convenient.
|
||||
- Holding <kbd>Ctrl</kbd> now toggles snapping in GraphEdit.
|
||||
- Improved the timeline's appearance in the animation editor.
|
||||
- Improved snapping in the animation editor.
|
||||
- Snapping can be toggled temporarily by holding the <kbd>Ctrl</kbd> key.
|
||||
- Snapping can be made more precise by holding the <kbd>Shift</kbd> key.
|
||||
- Timeline snapping is now toggled by the Snap setting (like when moving keyframes).
|
||||
- Keyframes are now easier to select in the animation editor.
|
||||
- Selected keyframes now appear slightly larger in the animation editor.
|
||||
- Boolean and color keyframe icons are now aligned to other keyframes in the animation editor.
|
||||
- The Animation editor's line widths are now resized to match the editor scale.
|
||||
- BPTC compression is now available for all HDR image formats.
|
||||
- `Image.save_exr()` to save an image in EXR format, which supports high bit depths.
|
||||
- Improved path and polygon editors.
|
||||
- New handle icons for path and polygon points.
|
||||
- Smooth path point and curve tangents now use different icons to be distinguished from sharp points.
|
||||
- Tangent lines are now gray in the Path2D and Path editors.
|
||||
- Path2D lines are now antialiased.
|
||||
- Increased the TileSet and polygon UV editor's maximum zoom levels (400% → 1600%).
|
||||
- Decreased the maximum allowed StyleBoxFlat corner detail (128 → 20).
|
||||
- This prevents slowness and glitches caused by using overly detailed corners.
|
||||
- 3D collision shapes and RayCasts are now drawn in gray when disabled.
|
||||
- Improved RayCast2D and one-way collision drawing.
|
||||
- Disabled RayCast2Ds are now displayed in gray.
|
||||
- One-way collision arrows are now orange by default, making them easier to distinguish them from RayCast2Ds.
|
||||
- Tweaked RayCast2D and one-way collision line shapes to look more like arrows.
|
||||
- Improved rendering in the curve editor.
|
||||
- The grid is now rendered correctly when using a light theme.
|
||||
- The main line and edge line colors have been swapped for better visibility.
|
||||
- Tangent line widths are now resized to match the editor scale.
|
||||
- Improved rendering in the performance monitor.
|
||||
- Dark colors are now used on light backgrounds for better visibility.
|
||||
- Graph lines are now thinner and opaque.
|
||||
- Graph line widths are now resized to match the editor scale.
|
||||
- Rounded values now display trailing zeroes to make their precision clearer.
|
||||
- Some TileMap editor options were moved to the toolbar.
|
||||
- The TileMap editor now displays coordinate information in the 2D viewport's bottom-left corner.
|
||||
- This fixes the TileMap editor width changing when hovering tiles in a small window.
|
||||
- Brackets are now only inserted when necessary when autocompleting methods in the script editor.
|
||||
- Improved dialogs when saving or removing an editor layout.
|
||||
- Whitespace-only selections no longer cause the script editor to highlight all occurrences.
|
||||
- Saving a script will now add a newline at the end of file if none was present already.
|
||||
- Reorganized sections in the editor help to be in a more logical order.
|
||||
- The editor help now uses horizontal margins if the screen is wide enough.
|
||||
- This makes sure lines keep a reasonable length for better readability.
|
||||
- Increased line spacing in the editor help and asset library descriptions.
|
||||
- The editor help now displays bold text using a bold font (instead of using a monospace font).
|
||||
- The editor help now displays code using a slightly different color to be easier to distinguish.
|
||||
- The editor help now displays types after parameter names to follow the GDScript static typing syntax.
|
||||
- Editor help is now accessed using <kbd>Shift + F1</kbd>, for consistency with other applications.
|
||||
- Contextural help is now accessed using <kbd>Alt + F1</kbd> to accommodate for this change.
|
||||
- The script editor's Find in Files dialog is now always available, even when no script is opened.
|
||||
- Pressing <kbd>Shift + Enter</kbd> in the script editor Find dialog will now go to the previous match.
|
||||
- Improved the node deletion confirmation message.
|
||||
- If there is only one node to delete, its name is displayed in the message.
|
||||
- If there is more than one node to delete, the number of nodes to delete is displayed.
|
||||
- Improved the "Snap Object to Floor" functionality in the 3D editor.
|
||||
- An error message is now displayed if no nodes could be snapped.
|
||||
- Increased the maximum snapping height (10 → 20).
|
||||
- Increased the maximum snapping tolerance (0.1 → 0.2).
|
||||
- 2D/3D selections, rotations and selected texts are now highlighted with the editor theme's accent color.
|
||||
- 3D light gizmos are now tinted using the light's color, making navigation easier while using the unshaded display mode.
|
||||
- Improved the 3D light and AudioStreamPlayer3D gizmos to better represent their depth in the 3D world.
|
||||
- Tweaked the 3D manipulator gizmo's colors for better visibility.
|
||||
- Tweaked the 2D and 3D axis colors for consistency with gizmo colors.
|
||||
- Increased the default 3D manipulator gizmo opacity (0.2 → 0.4).
|
||||
- The multiline text editor popup dialog's width is now capped on large displays.
|
||||
- This prevents lines from becoming very long, which could hamper text readability.
|
||||
- Non-printable escape characters are now stripped when pasting text into a LineEdit.
|
||||
- The TextEdit caret color now matches the default font color, making it easier to see.
|
||||
- Empty exported NodePath properties now return `null` instead of `self`.
|
||||
- Built-in scripts are no longer allowed to use `class_name` as it wasn't working properly.
|
||||
- The second parameter of `substr()` is now optional and defaults to `-1`.
|
||||
- More editor actions can now have shortcuts assigned (such as Revert Scene or Export).
|
||||
- The project export path may now be written in a relative path.
|
||||
- Directories will be created recursively if the target directory doesn't exist.
|
||||
- Items in the FileSystem dock can now be deselected by clicking empty space.
|
||||
- "Set as Main Scene" context option for scenes in the FileSystem dock.
|
||||
- The unused class variable GDScript warning is now disabled by default due to false positives.
|
||||
- Warning-ignore comments now allow whitespace after the `#` character.
|
||||
- Improved error reporting in the Particles emission point creation dialog.
|
||||
- The number of warnings and errors that can be received in the remote debugger is now capped per second rather than per frame.
|
||||
- The default limit is 100 errors and 100 warnings per second, making it possible for the script editor to report up to 100 warnings before having messages hidden.
|
||||
- UTF-8 characters are now supported in input action names.
|
||||
- All platforms now use the `custom_template` property in each export preset to store the path to the custom export template (instead of `custom_package` for some platforms).
|
||||
- Tween methods' `trans_type` and `ease_type` arguments are now optional, defaulting to `TRANS_LINEAR` and `EASE_IN_OUT` respectively.
|
||||
- `PCKPacker.pck_start()` and `PCKPacker.flush()`'s `alignment` and `verbose` arguments (respectively) are now optional, defaulting to `0` and `false`.
|
||||
- Exported PCK files now contain the Godot patch version in their header.
|
||||
- This can be used by external tools to detect the Godot version more accurately.
|
||||
- Exporting a project PCK or ZIP from the command line must now be done with the new `--export-pack` command-line argument.
|
||||
- This was done to remove the ambiguity when exporting a project to macOS from the command line.
|
||||
- Updated FreeType to 2.10, which changes how font metrics are calculated.
|
||||
- This may affect the appearance of some Controls, see [this issue](https://github.com/godotengine/godot/issues/28335) for details.
|
||||
- The SCons build system now automatically detects the host platform.
|
||||
- `platform=<platform>` is no longer required when compiling for the host platform.
|
||||
- `platform=list` can be used to list the supported target platforms.
|
||||
- **Windows:** Drive letters in file paths are now capitalized.
|
||||
- **macOS:** <kbd>Control + H</kbd> and <kbd>Control + D</kbd> in TextEdit now delete the character at the left and right of the cursor (respectively).
|
||||
- **macOS:** <kbd>Command + Left</kbd> in TextEdit now moves the cursor to the first non-whitespace character.
|
||||
- **macOS:** Non-resizable windows are now allowed to enter fullscreen mode.
|
||||
- **macOS:** The editor's title bar now uses dark mode on Mojave.
|
||||
- **X11:** `OS.set_window_postion()` now takes window decorations into account.
|
||||
|
||||
### Removed
|
||||
|
||||
- Unused Panel `panelf` and `panelnc` styles.
|
||||
- thekla_atlas dependency, as light baking now relies on [xatlas](https://github.com/jpcy/xatlas) for UV unwrapping.
|
||||
- Rating icons in the Asset Library, as this feature isn't implemented in the backend.
|
||||
- Some editor languages are no longer available due to missing support for RTL and text shaping in Godot:
|
||||
- Affected languages are Arabic, Bengali, Persian, Hebrew, Hindi, Malayalam, Sinhalese, Tamil, Telugu and Urdu.
|
||||
- These languages will be re-added once Godot supports RTL and text shaping.
|
||||
- **Android:** ARMv6 support.
|
||||
- **iOS:** ARMv7 support.
|
||||
- ARMv7 export templates can still be compiled from source to support the iPhone 5 and older.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The Project Manager now remembers the sorting option that was previously set.
|
||||
- The editor and project manager now have a minimum window size defined.
|
||||
- This prevents controls from overlapping each other by resizing the window to a very small size.
|
||||
- Fixed radiance map generation, resulting in improved 3D performance and visual quality.
|
||||
- Fixed issues with PBR environment mapping.
|
||||
- Materials should now look closer to what they look like in Substance Designer/Painter.
|
||||
- Depth of field now affects transparent objects.
|
||||
- Radiance is now generated when using a clear color sky.
|
||||
- Contact shadows no longer display when shadow casting is disabled.
|
||||
- Larger data types can now be constructed by swizzling in the shader language.
|
||||
- For instance, `vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx;` now works as in GLSL.
|
||||
- The `AMBIENT_LIGHT_DISABLED` and `SHADOWS_DISABLED` flags now work when using the GLES2 renderer.
|
||||
- The Keep background mode now works when using the GLES2 renderer.
|
||||
- Several fixes to the GLES2 renderer:
|
||||
- Fixed transparency order.
|
||||
- Fixed vertex lighting being too bright.
|
||||
- Fixed occasional light flickering.
|
||||
- Fixed shadows cast from transparent materials.
|
||||
- Fog is no longer computed on unshaded materials.
|
||||
- This matches the GLES3 renderer's behavior.
|
||||
- GLES2 shader uniforms now use `highp` precision by default.
|
||||
- This prevents linking issues on some Android devices.
|
||||
- Negative OmniLights and SpotLights now work as expected.
|
||||
- The 3D editor's View Information pane now displays statistics correctly when using the GLES2 renderer.
|
||||
- Textures compressed with ETC now support transparency by falling back to RGBA4444 or LA8.
|
||||
- Alternate display modes are now marked as disabled in the editor when using the GLES2 renderer, as these are only supported when using GLES3.
|
||||
- Fixed several inconsistencies between Particles and CPUParticles.
|
||||
- Fixed particles scale randomization.
|
||||
- Particles are now set to emit correctly when restarting.
|
||||
- CheckBox and CheckButton now use the `check_vadjust` custom constant to adjust the icon Y position as intended.
|
||||
- Fixed various issues with tab-related icons.
|
||||
- Fixed issues in WebM colorspace corrections, resulting in better color output.
|
||||
- CSG is now taken into account when generating navigation meshes.
|
||||
- Curve2D and Curve3D interpolated values now behave as expected.
|
||||
- Numeric slider grabbers in the editor inspector now update when scrolling using the mouse wheel.
|
||||
- Scene modifications are no longer lost when renaming a file in the FileSystem dock.
|
||||
- "Show in FileSystem" now clears the current search, so that the selected item can be seen immediately.
|
||||
- LineEdit and TextEdit's context menus no longer display editing options if they are read-only.
|
||||
- SpinBox mouse events are now correctly triggered by its LineEdit part.
|
||||
- Per-word navigation in LineEdit and TextEdit now handles UTF-8 characters correctly.
|
||||
- LineEdit placeholders, Tabs' names and WindowDialog titles now react correctly to translation changes.
|
||||
- Fixed UI navigation when using gamepad analog sticks.
|
||||
- Buttons' state is now reset when they exit the scene tree.
|
||||
- This prevents them from lingering in a "hovered" or "pressed" state.
|
||||
- Tooltips now disappear when hiding the node they belong to.
|
||||
- Encoded packet flags are no longer sent in the ENet multiplayer protocol, as ENet itself already sends that data.
|
||||
- This saves 4 bytes per packet.
|
||||
- Audio trimming is now less aggressive, cutting at -50 dB instead of -30 dB.
|
||||
- Audio trimming now has a small fade-out period, preventing audible pops.
|
||||
- Audio mix rate and output latency settings are now consistently applied on all platforms.
|
||||
- Fixed multichannel panning for AudioStreamPlayer3D.
|
||||
- Opening a recent built-in script will now load the associated scene automtaically since doing so is required to edit the script.
|
||||
- Declaring a class with `class_name` that has the same name as a singleton will now display a clearer error message.
|
||||
- `script` is no longer allowed as a member variable name in GDScript, as that conflicts with the internal `script` property used by Object.
|
||||
- Assigning a variable with a function index will no longer evaluate the function twice.
|
||||
- For instance, doing `a[function()] += 1` will no longer evaluate `function()` twice.
|
||||
- If the function has side effects, this may change the resulting program behavior.
|
||||
- GDScript type checks are now enabled in release export templates.
|
||||
- The Label font shadow now draws the font outline as well (if the base font has one).
|
||||
- `Font.draw_char()` now draws the font outline as well (if the base font has one).
|
||||
- The editor no longer redraws continuously when selecting a Control in a Container.
|
||||
- Added some missing feature tags to the Project Settings "Override For..." menu.
|
||||
- The `low_processor_mode_sleep_usec` project setting no longer affects the editor.
|
||||
- Typed arrays and dictionaries no longer have their values shared across instances.
|
||||
- `self` and object types can now be indexed as a dictionary again (like in Godot 3.0 and prior).
|
||||
- Fixed `to_lower()` conversion with Cyrillic characters.
|
||||
- The Find in Files replace dialog now allows empty replacement texts.
|
||||
- The bottom panel no longer disappears when opening the theme editor on small displays.
|
||||
- The script editor's color picker now changes only one color if multiple colors are present on the same line.
|
||||
- The script editor's line length guideline is now drawn behind text.
|
||||
- The script editor's line length guideline is now drawn at the correct position when font hinting is disabled.
|
||||
- The script editor now automatically indents a line if the previous one ends with `[` or `(`.
|
||||
- This makes it possible to wrap arrays or function declarations/calls without pressing <kbd>Tab</kbd> every line.
|
||||
- Fixed autocompletion in the script editor.
|
||||
- The script editor can now autocomplete enum values.
|
||||
- The script editor can now autocomplete node paths starting with `$"` or `$'`.
|
||||
- Custom script editor templates can now use type hints.
|
||||
- Shift operators with a number not between 0 and 63 (inclusive) will now result in a compile-time error in GDScript.
|
||||
- Warnings no longer count towards the "Too many errors!" message.
|
||||
- AnimationTrackEdit now displays invalid value keys again (as it did in 3.0).
|
||||
- Fixed the display of function/audio/animation tracks in the blend tree animation filter.
|
||||
- The editor shortcuts menu no longer displays all unassigned shortcuts when searching for a substring of "None".
|
||||
- The editor's performance monitor now displays memory/file sizes larger than 2 GB correctly.
|
||||
- The editor debugger now displays keyboard shortcuts when hovering the "Step Into", "Step Over", "Break" and "Continue" buttons.
|
||||
- The editor debugger now always handles connections.
|
||||
- Subsequent connections will be dropped immediately to avoid locking.
|
||||
- Large rotation offset/snap values no longer appear to be cut off in the Configure Snap dialog.
|
||||
- Documentation tooltips in the editor now wrap to multiple lines correctly.
|
||||
- Locked 3D nodes are no longer selectable in the 3D viewport, matching the 2D editor's behavior.
|
||||
- All 3D gizmos now notify changes correctly, which means the inspector now displays up-to-date properties after using them.
|
||||
- The 3D manipulator gizmo's size is now capped at low viewport heights, preventing it from outgrowing the viewport's bounds.
|
||||
- The editor filesystem now refreshes on file changes if the project is located on an exFAT filesystem.
|
||||
- Fixed many cases of colors not changing correctly when switching the editor from a dark theme to a light theme (or vice versa) without restarting.
|
||||
- The Show in File Manager context menu option now works with files marked as favorite.
|
||||
- The random number generator's seed is now properly set up.
|
||||
- Antialiased and rounded StyleBoxFlat corners now handle different border widths correctly.
|
||||
- The StyleBox preview now accounts for shadows and content margins.
|
||||
- This fixes the preview going out of bounds in the inspector.
|
||||
- Text resources no longer contain an extraneous line break at the end of file.
|
||||
- Transform's `FLIP_Y` and `FLIP_Z` constants now work as expected.
|
||||
- Fixed importing BMP images.
|
||||
- The positional command-line argument is now only considered to be a scene path if it ends with `.scn`, `.tscn` or `.escn`.
|
||||
- This makes it possible to parse command-line arguments in a standard fashion (`--foo bar` now works, not just `--foo=bar`).
|
||||
- This also makes it possible to use file associations or drag-and-drop and have the positional argument parsed by the project.
|
||||
- The `--audio-driver` and `--video-driver` command-line arguments are now validated; an error message will be printed if an invalid value is passed.
|
||||
- The `--check-only` command-line argument now returns a non-zero exit code if an invalid script is passed using `--script`.
|
||||
- Exporting a project via the command-line now returns a non-zero exit code if an error occurred during exporting.
|
||||
- Console output is no longer colored when standard output isn't a TTY.
|
||||
- This prevents Godot from writing ANSI escape codes when redirecting standard output or standard error to a file.
|
||||
- **Android:** Gamepads are now correctly detected when the application starts.
|
||||
- **Android:** Fix some keyboards being detected as gamepads and not working as a result.
|
||||
- **Android:** The editor now detects if the device is connected using wireless `adb` and will debug using Wi-Fi in this case.
|
||||
- **HTML5:** Fixed the pointer position on hiDPI displays.
|
||||
- **HTML5:** `OS.get_system_time_msec()` now returns the correct value like on other platforms.
|
||||
- **iOS:** On iOS 11 or later, gestures near screen edges are now handled by Godot instead of the OS.
|
||||
- **Windows:** Line endings are now converted to CRLF when setting clipboard content.
|
||||
- **Windows:** Getting the path to the Downloads directory using `OS.get_system_dir()` now works correctly.
|
||||
- This fixes line endings being invisible when pasting into other applications.
|
||||
- **macOS:** `OS.get_real_window_size()` and `OS.set_window_size()` are now handled correctly on hiDPI displays.
|
||||
- **X11:** `OS.get_window_position()` now returns absolute coordinates.
|
||||
- **X11:** Fixed audio playing on the wrong speakers when using PulseAudio on 5.1 setups.
|
||||
- **X11:** `OS.set_window_maximized()` now gives up after 0.5 seconds.
|
||||
- This makes the editor no longer freeze on startup when using fvwm.
|
||||
|
||||
## [3.1] - 2019-03-13
|
||||
|
||||
### Added
|
||||
|
@ -396,5 +1116,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
|
|||
- HTML5 export using asm.js.
|
||||
- Only WebAssembly is supported now, since all browsers supporting WebGL 2.0 also support WebAssembly.
|
||||
|
||||
[Unreleased]: https://github.com/godotengine/godot/compare/3.0-stable...HEAD
|
||||
[Unreleased]: https://github.com/godotengine/godot/compare/3.2-stable...HEAD
|
||||
[3.2]: https://github.com/godotengine/godot/compare/3.1-stable...3.2-stable
|
||||
[3.1]: https://github.com/godotengine/godot/compare/3.0-stable...3.1-stable
|
||||
[3.0]: https://github.com/godotengine/godot/compare/2.1-stable...3.0-stable
|
||||
|
|
Loading…
Reference in New Issue