Add changelogs for 3.2.x releases
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CHANGELOG.md
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CHANGELOG.md
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@ -4,6 +4,191 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [3.2.3] - 2020-09-17
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See the [release announcement](https://godotengine.org/article/maintenance-release-godot-3-2-3) for details.
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### Added
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- Android: Add option to enable high precision float in GLES2
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- C#: Add Visual Studio support
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- HTML5: Improvements and bugfixes backported from the `master` branch
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* Note: This PR adds threads support, but as this support is still [disabled in many browsers](https://caniuse.com/#feat=sharedarraybuffer) due to security concerns, the option is not enabled by default. Build HTML5 templates with `threads_enabled=yes` to test it.
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- Input: Support SDL2 half axes and inverted axes mappings
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- iOS: Add support of iOS's dynamic libraries to GDNative
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- iOS: Add methods to embed a framework
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- LineEdit: Add option to disable virtual keyboard for LineEdit
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- macOS: Implement confined mouse mode
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- macOS: Implement seamless display scaling
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- Rendering: Allow nearest neighbor lookup when using mipmaps
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### Changed
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- C#: New `csproj` style with backport of Godot.NET.Sdk
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- This change breaks forward compatibility, C# projects opened in 3.2.3 will no longer work with 3.2.2 or earlier. Backup your project files before upgrading.
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- GDScript: Auto completion enhanced for extends and class level identifier
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- HTML5: Implement HTML5 cancel/ok button swap on Windows
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- Physics: Better damping implementation for Bullet rigid bodies
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- This makes the behavior of the GodotPhysics and Bullet backends consistent, and more user-friendly with Bullet. If you're using damping with the Bullet backend, you may need to adjust some properties to restore the behavior from 3.2.2 or earlier (see [GH-42051](https://github.com/godotengine/godot/issues/42051#issuecomment-692132877)).
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- Project Settings: Enable file logging by default on desktops to help with troubleshooting
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- Script editor: Don't open dominant script in external editor
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- Sprite3D: Use mesh instead of immediate for drawing Sprite3D
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### Fixed
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- Android: Fix Return key events in LineEdit & TextEdit on Android
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- C#: Fix crash when pass null in print array in `GD.Print`
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- C#: Fix restore not called when building game projects
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- C#: Fix potential crash with nested classes
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- C#: Fix endless reload loop if project has unicode chars
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- Core: Fix debugger error when Dictionary key is a freed Object
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- Core: Fix leaked ObjectRCs on object Variant reassignment
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- GLES2: Fixed mesh data access errors in GLES2
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- GLES2: Batching - Fix `FORCE_REPEAT` not being set properly on npot hardware
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- GLES3: Force depth prepass when using alpha prepass
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- GLES3: Fix OpenGL error when generating radiance
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- HTML5: More fixes, audio fallback, fixed FPS
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- IK: Fixed SkeletonIK not working with scaled skeletons
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- Import: Fix custom tracks causing issues on reimport
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- Import: Fix upstream stb_vorbis regression causing crashes with some OGG files
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- iOS: Fix for iOS touch recognition
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- iOS: Fix possible crash on exit when leaking translation remappings
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- macOS: Add support for the Apple Silicon (ARM64) build target
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- ARM64 binaries are not included in macOS editor or template builds yet. It's going to take some time before our [dependencies and toolchains](https://github.com/godotengine/godot-build-scripts/pull/10) are updated to support it.
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- macOS: Set correct external file attributes, and creation time
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- macOS: Refocus last key window after `OS::alert` is closed
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- macOS: Fix crash of failed `fork`
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- Networking: Fix `UDPServer` and `DTLSServer` on Windows compatibility
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- Particles: Fix 2D Particle velocity with directed emission mask
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- PathFollow3D: Fix repeated updates of PathFollow3D Transform
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- Physics: Trigger broadphase update when changing collision layer/mask
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- Physics: Fix laxist collision detection on one way shapes
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- Physics: Properly pass safe margin on initialization (fixes jitter in GodotPhysics backend)
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- Project Settings: Fix overriding compression related settings
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- Rendering: Fixed images in black margins
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- Rendering: Properly calculate Polygon2D AABB with skeleton
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- RichTextLabel: Fix RichTextLabel fill alignment regression
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- RichTextLabel: Fix `center` alignment bug
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- Shaders: Fix specular `render_mode` for Visual Shaders
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- SkeletonIK: Fix calling `reload_goal()` when starting IK with `start(true)`
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- TileSet: Fix potential crash when editing polygons
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- Tree: Fix crash when hovering columns after removing a column
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- Windows: DirectInput: Use correct joypad ID
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- Thirdparty library updates: mbedtls 2.16.8, stb_vorbis 1.20, wslay 1.1.1
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## [3.2.2] - 2020-06-26
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See the [release announcement](https://godotengine.org/article/maintenance-release-godot-3-2-2) for details.
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### Added
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- 2D: Expose the `cell_size` affecting `VisibilityNotifier2D` precision
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- 2D: Add `MODULATE` builtin to canvas item shaders
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- Android: Add signal support to Godot Android plugins
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- AStar: Implements `estimate_cost`/`compute_cost` for AStar2D
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- C#: Add iOS support
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- C#: Allow debugging exported games
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- Debug: Add a suffix to the window title when running from a debug build
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- Editor: Add rotation widget to 3D viewport
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- Editor: Add editor freelook navigation scheme settings
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- Editor: Allow duplicating files when holding Control
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- GLES2: Add 2D batch rendering across items
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- GLES3: Add Nvidia `draw_rect` flickering workaround
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- GLES2/GLES3: Add support for OpenGL external textures
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- Input: Add keyboard layout enumeration / set / get functions
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- macOS: Enable signing of DMG and ZIP'ed exports
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- Networking: DTLS support + optional ENet encryption
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- Object: Add `has_signal` method
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- RichTextLabel: Add option to fit height to contents
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- Shaders: Add shader time scaling
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- Windows: Add tablet driver selection (WinTab, Windows Ink)
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### Changed
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- Android: Re-architecture of the plugin system
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- Android: The `GodotPayments` plugin was moved to an external first-party plugin using the Google Play Billing library
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- Core: Ensure COWData does not always reallocate on resize
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- Core: Better handling of `Variant`s pointing to released `Object`s
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- Editor: Account for file deletion and renaming in Export Presets
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- Editor: Improved go-to definition (Ctrl + Click) in script editor
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- Files: Improve UX of drive letters
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- HTML5: Switch key detection from `keyCode` to `code`
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- HTML5: Use 2-phase setup in JavaScript
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- Import: Add support for glTF lights
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- Input: Fix joypad GUID conversion to match new SDL format on OSX and Windows
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- Language Server: Switch the GDScript LSP from WebSocket to TCP, compatible with more external editors
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- Main: Improve the low processor mode sleep precision
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- Physics: Normalize up direction vector in `move_and_slide()`
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- UWP: Renamed the "Windows Universal" export preset to "UWP", to avoid confusion
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- Windows: Make stack size on Windows match Linux and macOS
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### Fixed
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- Android: Fix `LineEdit` virtual keyboard issues
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- AStar: Make `get_closest_point()` deterministic for equidistant points
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- Audio: Fix volume interpolation in positional audio nodes
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- C#: Sync csproj when files are changed from the FileSystem dock
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- C#: Replace uses of old Configuration and update old csprojs
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- C#: Revert marshalling of IDictionary/IEnumerable implementing types
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- C#: Fix inherited scene not inheriting parent's exported properties
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- C#: Fix exported values not updated in the remote inspector
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- Core: Fixed false positives in the culling system
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- Core: Fix leaks and crashes in `OAHashMap`
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- CSG: Various bug fixes
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- GDNative: Fix Variant size on 32-bit platforms
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- GDScript: Fix leaked objects when game ends with yields in progress
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- GDScript: Fix object leaks caused by unfulfilled yields
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- GDScript: Various bugs fixed in the parser
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- GLES2: Avoid unnecessary material rebind when using skeleton
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- GLES2/GLES3: Reset texture flags after radiance map generation
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- HTML5: Implement audio buffer size calculation, should fix iOS Safari audio issues
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- Image: Fixing wrong blending rect methods
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- Image: Fix upscaling image with bilinear interpolation option specified
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- Import: Fix changing the import type of multiple files at once
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- Import: Respect 'mesh compression' editor import option in Assimp and glTF importers
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- Input: Various fixes for touch pen input
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- macOS: Ignore process serial number argument passed by macOS Gatekeeper
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- macOS: Fix exports losing executable permission when unzipped
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- Particles: Fix uninitialized memory in CPUParticles and CPUParticles2D
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- Physics: Make soft body completely stiff to attachment point
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- Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D
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- RegEx: Enable Unicode support for RegEx class
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- RichTextLabel: Fix alignment bug with `[center]` and `[right]` tags
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- Skeleton: Fix IK rotation issue
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- VR: Fix aspect ratio on HMD projection matrix
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- Windows: Fix certain characters being recognized as special keys when using the US international layout
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- Windows: Fix quoting arguments with special characters in `OS.execute()`
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- Windows: Do not probe joypads if `DirectInput` cannot be initializer
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- Windows: Fix overflow condition with QueryPerformanceCounter
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## [3.2.1] - 2020-03-10
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See the [release announcement](https://godotengine.org/article/maintenance-release-godot-3-2-1) for details.
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### Added
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- Skin: Add support for named binds
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### Changed
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- TileSet: Hide TileSet properties from Inspector, fixing OOM crash on huge tilesets
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### Fixed
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- Android: Fix double tap pressed event regression
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- Android: Fix LineEdit virtual keyboard inputs
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- Bullet: Fix detection of concave shape in Area
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- Camera2D: Fix inverted use of Camera2D `offset_v`
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- Debugger: Fix crash inspecting freed objects
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- Expression: Fix parsing integers as 32-bit
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- HTML5: Fix `EMWSClient::get_connection_status()`
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- HTML5: Fix touch events support with Emscripten 1.39.5+
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- macOS: Fix gamepad disconnection callback on macOS Catalina
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- Particles: Fix undefined behavior with atan in GPU Particles
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- Video: Workaround WebM playback bug after AudioServer latency fixes
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- Windows: Fix UPNP regression after upstream update
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- Windows: Disable NetSocket address reuse
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## [3.2] - 2020-01-29
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### Added
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