godot/CHANGELOG.md

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Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog.

[4.0] - TBD

Added

Animation

Core

Editor

  • New TileMap and TileSet editors with better usability.
  • Support for multiple windows.
    • Docks can be moved out of the main window into separate windows.
    • Single-window mode can be enabled in the Editor Settings to revert to the old behavior.
  • Movement and scaling handles in the 2D editor (similar to the 3D editor).
  • New Replace in Files dialog in the script editor to complement Find in Files.
  • macOS: More built-in mouse cursors are now exposed (such as diagonal resize cursors).
  • macOS: Support for building Godot with Clang sanitizers.
  • HTML5: Support for profiling projects exported to HTML5.

Export

  • macOS: Projects can now optionally be exported to a application bundle contained within a ZIP archive.
    • Previously, a DMG image was always used when exporting from macOS.
  • macOS: DMG images can now be codesigned after exporting.

GDScript

  • GDScript was rewritten from scratch with a cleaner approach.
    • Annotations to replace keywords in certain cases (@export, @onready, @rpc(), @tool, @warning_ignore(), …).
    • Typed arrays (var array_of_nodes: Array[Node]). Any type can be used, including custom classes.
    • See individual progress reports for more information: #1, #2, #3.
  • New documentation generation system.
    • Comments starting with ## are considered documentation comments.
    • Documentation comments be placed before any member variable, constant, enum or function declaration, or at the top of a file.
    • Documentation comments appear in the editor help and when hovering exported properties in the inspector.

GUI

  • Support for multiple windows on desktop platforms. Projects can spawn additional windows, each with their own viewport.
    • Added NOTIFICATION_APPLICATION_FOCUS_IN and NOTIFICATION_APPLICATION_FOCUS_OUT notifications for "global" project focus changes (separate from NOTIFICATION_WM_FOCUS_IN and NOTIFICATION_WM_FOCUS_OUT).
  • RichTextLabel property fit_content_height to make the label's height fit its content automatically (not always reliable).
  • RichTextLabel's img tag now supports an optional color attribute to modulate the image.
  • get_char_size() is now exposed in Font, making it usable in DynamicFont rather than being limited to BitmapFont.
  • Tree can now highlight relationship lines for the currently selected item, its parents and direct children.
    • This is used in the scene tree dock in the editor.

Import

  • Support for importing lights from glTF scenes.

Input

  • Support for physical (keyboard layout-independent) key codes.
    • This can be used to provide W/A/S/D controls that work on any keyboard layout.
  • DisplayServer.keyboard_get_current_layout() and DisplayServer.keyboard_get_layout_*() methods to get information about keyboard layouts.
  • New Input.MOUSE_MODE_CONFINED_HIDDEN mouse mode to combine the confined and hidden mouse modes.

Mono/C#

Navigation

Networking

Porting

Physics

  • New CharacterBody node to supersede KinematicBody.
    • Some KinematicBody features were moved to PhysicsBody.

Porting

  • Android: Clients of the Godot library can now add their own command line arguments.

Rendering

  • New Vulkan renderer.
  • New OpenGL renderer, using OpenGL 3.3/OpenGL ES 3.0/WebGL 2.0 as a baseline.
    • Designed to target mobile/web platforms first, but also usable on desktop platforms.
    • Uses a low-end-friendly approach to maximize performance in simple scenes.
    • Currently supports 2D rendering only.
    • OpenGL 3D rendering is planned for a future 4.x release.
  • Support for specular mapping when using 2D lighting.
  • New DirectionalLight2D node for 2D lighting.
  • CanvasGroup node to modulate several 2D nodes as a group (or apply shaders to them).
  • Support for clipping in CanvasItem, replacing the use of Light2D as masks in a more convenient manner.
  • Support for light projectors/"cookies" in OmniLight3D and SpotLight3D.
    • Only supported for lights with shadows enabled.
  • 3D lights now have a Size property which can be set to simulate area lights.
    • This property also affects how fast shadow penumbras will grow over distance.
    • A shadow blur property is also available to set a constant blurring factor on a per-light basis.
  • Shadow mapping with improved filtering and PCSS-like penumbra simulation.
    • Shadow normal offset bias is now implemented to avoid issues with shadow acne or peter-panning.
  • New Decal node to project textures onto 3D surfaces.
  • New fully real-time VoxelGI (formerly GIProbe).
    • Dynamic lights and emissive can emit GI that's updated every frame (instead of only updating sporadically).
    • Dynamic objects can receive GI and contribute to it.
  • New signed distance field-based global illumination (SDFGI) for open world lighting.
    • Enabled in the WorldEnvironment. No node required, no baking.
    • Semi-realtime: dynamic objects can receive GI, but not contribute to it.
  • Volumetric fog with optional GI contribution.
  • Fog volumes to locally apply volumetric fog (or subtract to global fog using negative density).
  • More physically accurate exponential fog to replace the old distance-based fog.
  • New Aerial Scattering property in distance-based fog to fade out to the background sky instead of a fixed color.
    • Also available in volumetric fog with the Ambient Inject property.
  • New GPU-based lightmapper.
    • When using a dedicated GPU, this results in much faster bake speeds compared to the CPU lightmapper.
    • Optional support for storing directional lighting information and rough reflections using spherical harmonics.
    • Improved support for lighting dynamic objects with better performance and quality.
    • In addition to automatic generation, LightmapProbe nodes can now be placed manually to provide better lighting information for dynamic objects where needed.
  • Physical sky material and custom sky shaders, both supporting real-time updates.
  • Global and per-instance shader uniforms.
    • This can be used to better reuse shaders, leading to improved performance.
  • Support for automatically generating and using mesh LODs to improve performance.
    • Several LOD levels are generated for imported 3D scenes by default.
    • LODs are automatically used for mesh rendering using a pixel coverage-based selection algorithm.
    • Uses the meshoptimizer library.
  • Support for LOD visibility ranges in GeometryInstance3D.
    • Manually authored LODs can be configured using distance and hysteresis cutoffs.
    • Can be used for HLOD setups to reduce draw calls while preserving culling opportunities when up close.
  • Support for GeometryInstance3D distance fade to make distant meshes disappear smoothly without having to modify their material.
  • Support for automatically generating and using shadow meshes to improve performance.
    • The generated shadow meshes are welded aggressively to improve performance with no difference in visual quality.
    • To further improve performance, hand-made shadow meshes can be specified in the inspector in MeshInstance nodes.
  • Support for rendering a viewport's 3D contents at a lower resolution to improve performance.
    • 2D elements remain at full resolution to improve perceived sharpness.
    • A scaling factor above 1.0 can be used for supersampling, which is useful to maximize quality for offline rendering.
  • See individual progress reports for more information: #1, #2, #3, #4, #5, #6, #7.

Shaders

Miscellaneous

  • The engine is now unit-tested using doctest.
  • Switched from Travis CI and AppVeyor to GitHub Actions.
  • A Fish shell completion file is now available for the Godot editor's command line interface.

Changed

Audio

Core

  • Tweaked the output strings to be more human-readable when printing various built-in Variant and Object types.
  • Renamed File's endian_swap property to big_endian for consistency with ResourceSaver and StreamPeer.
  • Renamed File's get_len() method to get_length().
  • Renamed Object's PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR.
  • Renamed Vector2.clamped() to Vector2.limit_length() to differentiate it from the new Vector2.clamp().
  • Renamed rand_range() to randf_range() to avoid ambiguity with the new randi_range() and make its return type more obvious.
  • Replaced Node.add_child_below_node() with Node.add_sibling().
  • Replaced Directory.list_dir_begin()'s skip_navigational and skip_hidden arguments with show_navigational and show_hidden.
    • Both arguments are false by default, which means the default behavior is now to exclude both navigational and hidden files from the returned list.
  • Renamed the built-in Quat type to Quaternion.
  • Renamed the built-in Transform type to Transform3D.
  • Renamed Node3D's translation property to position for consistency with Node2D.
  • Moved YSort functionality to a Node2D property.
  • Viewports now use a size of 512×512 by default to make them visible out of the box.
  • Screen orientation is now represented as an enum in the Project Settings.
  • Renamed 3D nodes to contain an explicit "3D" prefix for clarity and consistency.
  • Renamed various nodes:
    • Spatial → Node3D
    • GIProbe → VoxelGI
    • BakedLightmap → LightmapGI
    • Light2D -> PointLight2D
    • VisibilityNotifier2D -> VisibleOnScreenNotifier2D
    • VisibilityNotifier3D -> VisibleOnScreenNotifier3D
    • VisibilityEnabler2D -> VisibleOnScreenEnabler2D
    • VisibilityEnabler3D -> VisibleOnScreenEnabler3D
  • Renamed various resources:
    • GradientTexture -> GradientTexture1D
  • Old node and resource names are automatically converted when loading scenes from Godot 3.x.

Editor

  • Renewed the editor theme for a more modern design.
  • Improved the audio bus editor appearance.
  • Improved layout and texts of the Manage Editor Features dialog.
  • Improved the Video RAM debugger usability.
    • The Video RAM tab is now refreshed automatically when switching to it.
  • Hovering layer checkboxes in the inspector now results in visual feedback.
    • Clicking between two checkboxes will now enable the checkbox that was last highlighted instead of doing nothing.
  • CSV profiler measures can now be saved anywhere on the filesystem, not just in the project folder.
  • Improved the 2D zooming algorithm to always visit powers of two (50%, 100%, 200%, …) and avoid floating-point precision issues.
  • Times are now displayed as milliseconds in the profiler and performance monitors (instead of seconds).
  • Improved the batch rename dialog usability and design consistency.
    • Clarified error messages when there are regular expression errors.
  • Optimized editor icon generation to speed up editor startup.
  • Script editor autocompletion now displays previews next to color constant suggestions.
  • The number of replaced results now appears in place of the matches counter when replacing text in the script editor.
  • Pressing Enter (or Shift + Enter) in the script editor replacement dialog now performs a forwards (or backwards) replacement operation.
  • Pressing Ctrl + F now focuses the search field in the AssetLib tab.
  • Pressing G now switches to the Pan mode in the 2D editor.
    • The TileMap editor's Bucket Fill shortcut was moved to B to cater for this change.
  • Mouse wheel behavior for zooming in the animation behavior is now inverted.
  • The Sync Scene Changes and Sync Script Changes settings' values now persist on a per-project basis instead of being always enabled by default.
  • Various tooltips have been added or modified to clarify the editor operation.
  • Various visual and formatting changes to the editor help to improve readability and be closer to the online class reference.
  • Tweaked Camera2D editor line colors for better visibility.
  • Light theme presets now use a negative contrast rate by default for a more logical preview of UI elevation.
  • Increased the use of bold fonts throughout the editor.
  • Revised icons for the Gradient and GradientTexture resources.
  • Renamed "Identifier" to "Bundle Identifier" in the macOS and iOS export presets for clarity.
  • Renamed the script editor's "Adaptive" syntax theme to "Default" and "Default" to "Godot 2", for consistency with the editor theme presets.
  • Flipped the 2D editor icon to match Godot's coordinate handedness.

GUI

  • Improved drive letter handling in EditorFileDialog and FileDialog.
  • Container nodes (except PanelContainer) now use the Pass mouse mode by default.
  • Pressing the left/right arrows while having selected text will now move the cursor to the beginning/end of the selection in LineEdit (while unselecting the text as usual).
  • TextEdit's search() method now returns a Dictionary instead of a PackedIntArray.
  • macOS: The Ctrl + A and Ctrl + E navigation shortcuts now work in LineEdit.

Input

  • Renamed InputEventKey's scancode to keycode.
  • Renamed InputMap's get_action_list() to get_action_events().

Networking

  • Optimized bandwidth usage in the high-level multiplayer API.

Physics

  • Split KinematicBody into the new CharacterBody node and PhysicsBody.
  • RayCast nodes are now enabled by default.
    • The disabled property was renamed to enabled with its behavior inverted.
  • Renamed PlaneShape to WorldBoundaryShape.

Rendering

  • Some Environment settings such as depth of field have been moved to a CameraEffects resource which is assigned to individual Camera nodes.
  • The ACES Fitted tonemapping algorithm is now used in place of the old ACES algorithm.
    • The old non-fitted ACES tonemapping algorithm was removed.
  • Quality settings have been moved from individual nodes and resources to the Project Settings for better centralization.
  • Quality settings now have performance hints in their values' names, such as "Fast" or "Slow".

Shaders

  • Renamed the .shader file extension to .gdshader.
    • Existing text-based shader files will have to be renamed before loading the project in a new engine version.

Miscellaneous

  • Renamed the x11 platform to linuxbsd to prepare for Wayland support.
  • The engine is now written in C++17.
  • Python 3.6 and SCons 3.1 are now required to build Godot from source.

Removed

Buildsystem

  • Removed the server platform in favor of disabling specific DisplayServers at build-time (e.g. vulkan=no).

Core

  • Removed the YSort node in favor of the Node2D YSort property.
  • Removed the deprecated Color.gray() method.
    • Use Color.v() for a better grayscale approximation instead.
  • Removed built-in HQ2X implementation (used for crude hiDPI support in the default project theme).
    • This helps with binary size as HQ2X is made of particularly large functions.

Editor

  • Removed the Dim Dialog on Editor Popup editor setting since it was made obsolete by the multi-window paradigm.

GUI

Input

  • Removed the DisplayServer.get_latin_keyboard_variant() method (replaced by the more flexible DisplayServer.keyboard_get_current_layout()).

Networking

  • Removed the deprecated allow_object_decoding property from PacketPeer.
  • Removed the deprecated sync and slave high-level multiplayer keywords.

Export

Physics

  • Removed the deprecated PhysicsBody friction and bounce properties (replaced by PhysicsMaterial).

Rendering

  • Removed OpenGL ES 2.0 renderer (replaced by the new mobile-oriented OpenGL 3 renderer).
    • Vulkan, OpenGL 3.3, OpenGL ES 3.0 or WebGL 2.0 support is now required to run Godot.
  • Removed support for 16× MSAA due to driver bugs and low performance.
    • For high-quality offline rendering, using supersampling together with 8× MSAA is a better option anyway.

Fixed

Core

  • The positional command line argument now considers .res and .tres files as runnable scene formats.
    • This fixes Godot not running the main scene or a custom scene if they were saved with a .res or .tres extension.
  • macOS/Linux: Fix the result of Directory.get_space_left().
  • Windows: Godot can now kill its own PID using OS.kill().

Editor

  • The Android exporter no longer reports progress on each file, greatly speeding up the exporting process.
  • Searching with the Whole Words option enabled in the script editor is no longer exceedingly slow.

GUI

  • Fixed OptionButton minimum size.
  • TabContainer is no longer too large when tabs are hidden.
  • ScrollBar now allows using scroll_to_line() when Scroll Active is disabled.
  • DynamicFont outlines now have antialiasing disabled if it was disabled on the font itself.

Porting

  • Windows: OS.execute() now only quotes command line arguments if they contain special characters.

3.2 - 2020-01-29

Added

  • Support for pseudo-3D depth in 2D.
  • Support for importing 3D scenes using Assimp.
    • Many formats are supported, including FBX.
  • Support for generating audio procedurally and analyzing audio spectrums.
  • WebRTC support.
    • Includes support for the high-level multiplayer API.
    • Supports NAT traversal using STUN or TURN.
  • Support for automatically building Android templates before exporting.
    • This makes 3rd-party SDK integration easier.
  • Support for texture atlases in 2D.
  • Major improvements to the visual shader system. (News post 1, News post 2)
    • Redesigned visual shader editor with drag-and-drop capability.
      • Textures can be dragged from the FileSystem dock to be added as nodes.
    • Most functions available in GLSL are now exposed.
    • Many constants such as Pi or Tau can now be used directly.
    • Support for boolean uniforms and sampler inputs.
    • New Sampler port type.
    • New conditional nodes.
    • New Expression node, allowing shader code to be written in visual shaders.
    • Support for plugins (custom nodes).
      • Custom nodes can be drag-and-dropped from the FileSystem dock.
    • Ability to copy and paste nodes.
    • Ability to delete multiple nodes at once by pressing Delete.
    • The node creation menu is now displayed when dragging a connection to an empty space on the graph.
    • GLES3-only functions are now distinguished from others in the creation dialog.
    • Ability to preview the code generated by the visual shader.
    • Ability to convert visual shaders to text-based shaders.
    • See the complete list of new functions.
  • Improved visual scripting.
    • Visual scripting now uses a unified graph where all functions are represented.
    • Nodes can now be edited directly in the graph.
    • Support for fuzzy searching.
    • The tool mode can now be enabled in visual scripts.
    • New Deconstruct node to deconstruct a complex value into a scalar value.
    • Miscellaneous UI improvements.
  • Support for enabling/disabling parts of the editor or specific nodes.
    • This is helpful for education, or when working with artists to help prevent inadvertent changes.
  • Language server for GDScript.
    • This can be used to get better integration with external editors.
  • Version control integration in the editor.
    • This integration is VCS-agnostic (GDNative plugins provide specific VCS support).
  • Improved GridMap editor.
    • The copied mesh is now displayed during pasting.
    • The duplication/paste indicator is now rotated correctly around the pivot point.
    • Ability to cancel paste and selection by pressing Escape.
    • Erasing is now done using RMB instead of Shift + RMB.
      • Freelook can still be accessed by pressing Shift + F.
  • Improved MeshLibrary generation.
    • When appending to an existing MeshLibrary, previews are now only generated for newly-added or modified meshes.
    • Tweaked the previews' camera angle and light directions for better results.
    • Materials assigned to the MeshInstance instead of the Mesh are now exported to the MeshLibrary.
      • This is useful when exporting meshes from an imported scene (such as glTF), as it allows materials to persist across re-imports.
  • Improved Control anchor and margin workflow.
  • Network profiler.
  • Improved NavigationMesh generation.
    • GridMaps can now be used to bake navigation meshes.
    • EditorNavigationMeshGenerator can now be used in tool scripts.
    • Support for generating navigation meshes from static colliders.
    • When using static colliders as a geometry source, a layer mask can be specified to ignore certain colliders.
    • The generator no longer relies on the global transform, making it possible to generate navmeshes on nodes that are not in the scene tree.
    • Navigation gizmos are now updated after every new bake.
  • Support for skinning in 3D skeletons.
  • CameraServer singleton to retrieve images from mobile cameras or webcams as textures.
  • A crosshair is now displayed when using freelook in the 3D editor.
  • Project camera override button at the top of the 2D and 3D editors.
    • When enabled, the editor viewport's camera will be replicated in the running project.
  • RichTextLabel can now be extended with real-time effects and custom BBCodes.
    • Effects are implemented using the ItemFX resource.
  • [img=<width>x<height>] tag to resize an image displayed in a RichTextLabel.
    • If <width> or <height> is 0, the image will be adjusted to keep its original aspect.
  • Revamped node connection dialog for improved ease of use.
  • The Signals dock now displays a signal's description in a tooltip when hovering it.
  • Input actions can now be reordered by dragging them.
  • Animation frames can now be reordered by dragging them.
  • Ruler tool to measure distances and angles in the 2D editor.
  • "Clear Guides" menu option in the 2D editor to remove all guides.
  • The 2D editor grid now displays a "primary" line every 8 lines for easier measurements.
    • This value can be adjusted in the Configure Snap dialog.
  • Projects can now have a description set in the Project Settings.
    • This description is displayed as a tooltip when hovering the project in the Project Manager.
  • All Variant types can now be added as project settings using the editor (instead of just bool, int, float and String).
  • Pressing Ctrl + F now focuses the search field in the Project Settings and Editor Settings.
  • Quick Open dialog (Shift + Alt + O) to open any resource in the project.
    • Unlike the existing dialogs, it's not limited to scenes or scripts.
  • Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D.
  • MultiMeshInstance2D node for using MultiMesh in 2D.
  • PointMesh primitive.
    • Drawn as a rectangle with a constant size on screen, which is cheaper compared to using triangle-based billboards.
  • 2D polygon boolean operations and Delaunay triangulation are now available in the Geometry singleton.
  • New convex decomposition using the V-HACD library.
    • Can decompose meshes into multiple convex shapes for increased accuracy.
  • Support for grouping nodes in the 3D editor.
  • "Slow" modifier in freelook (accessed by holding Alt).
  • The 2D editor panning limits can now be disabled in the Editor Settings.
  • "Undo Close Tab" option in the scene tabs context menu.
  • The editor is now capped to 20 FPS when the window is unfocused.
    • This decreases CPU/GPU usage if something causes the editor to redraw continuously (such as particles).
  • The editor's FPS cap can now be adjusted in the Editor Settings (both when focused and unfocused).
  • Version information is now displayed at the bottom of the editor.
    • This is intended to make the Godot version easily visible in video tutorials.
  • Support for constants in the shader language.
  • Support for local and varying arrays in the shader language.
  • Support for switch statements in the shader language.
  • Support for do {...} while (...) loops in the shader language.
    • Unlike while, the expression in the do block will always be run at least once.
  • Support for hexadecimal number literals in the shader language.
  • Ported several GLES3 shader functions such as round() to GLES2.
  • SHADOW_VEC shader parameter to alter 2D shadow computations in custom shaders.
  • Filter search box in the remote scene tree dock.
  • Ability to expand/collapse nodes recursively in the scene tree dock by holding Shift and clicking on a folding arrow.
  • Support for depth of field, glow and BCS in the GLES2 renderer.
  • MSAA support in the GLES2 renderer.
  • Ability to render viewports directly to the screen in the GLES2 renderer.
    • This can be faster on low-end devices, but it comes at a convenience cost.
  • Project settings to set the maximum number of lights and reflections in the GLES3 renderer.
    • Decreasing these values can lead to faster shader compilations, resulting in lower loading times.
  • Heightmap collision shape for efficient terrain collisions.
  • AStar2D class, making A* use easier in 2D.
  • Disabled collision shapes can now be added directly, without having to disable them manually after one step.
  • Context menu options to close other scene tabs, scene tabs to the right, or all scene tabs.
  • The audio bus volumes can now be snapped by holding Ctrl while dragging the slider.
  • Hovering an audio bus' volume slider now displays its volume in a tooltip.
  • Values in the Gradient and Curve editors can now be snapped by holding Ctrl.
    • Precise snapping can be obtained by holding Shift as well.
  • Support for snapping when scaling nodes in the 2D editor.
  • Precise snapping in the 3D editor when holding Shift.
  • "Align Rotation with View" in the 3D editor.
    • Unlike "Align Transform with View", only the selected node's rotation will be modified.
    • "Align Selection with View" has been renamed to "Align Transform with View".
  • All 3D gizmos now make use of snapping if enabled.
  • CSG shapes are now highlighted with a translucent overlay when selected.
    • Shapes in Union mode will use a blue overlay color by default.
    • Shapes in Subtraction mode will use an orange overlay color by default.
    • Shapes in Intersection mode will use a white overlay color.
  • Ability to move a vertex along a single axis when holding Shift in polygon editors.
  • Support for binary literals in GDScript (e.g. 0b101010 for 42).
  • AutoLoads can now be used as a type in GDScript.
  • Ability to define script templates on a per-project basis.
    • 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#).
    • The path to the script templates directory can be changed in the Project Settings.
  • Ability to limit the minimum and maximum window size using OS.set_min_window_size() and OS.set_max_window_size().
  • Node.process_priority property to set or get a node's processing priority.
    • This was previously only available as Node.set_process_priority() (without an associated getter).
  • Node.editor_description property for documentation purposes.
    • When hovering a node with a description in the scene tree dock, the description will be displayed in a tooltip.
  • Button.keep_pressed_outside property to keep a button pressed when moving the pointer outside while pressed.
  • Button.expand_icon property to make a button's icon expand/shrink with the button's size.
  • Popup.set_as_minsize() method to shrink a popup to its minimum size.
  • Tree.get_icon_modulate() and Tree.set_icon_modulate() methods to change an icon's color in a Tree.
  • Tree.call_recursive() method to call a method on a TreeItem and its children recursively.
  • Light.use_gi_probe property to exclude specific lights from GIProbe computations.
  • TranslationServer method get_loaded_locales() to retrieve the list of languages with a translation loaded.
  • FRUSTUM 3D camera mode to create tilted frustums for mirror or portal effects.
  • CanvasItem.draw_rect() now has width and antialiased properties to match draw_line()'s functionality.
  • Engine.get_idle_frames() and Engine.get_physics_frames() to get the number of idle and physics frame iterations since the project started.
    • Unlike Engine.get_frames_drawn(), Engine.get_idle_frames() will be incremented even if the render loop is disabled.
  • Engine.get_physics_interpolation_fraction() to get the fraction through the current physics tick at the time of the current frame.
    • This can be used to implement fixed timestep interpolation.
  • Support for shadow-to-opacity in 3D to render shadows in augmented reality contexts.
  • Ability to change a Position2D gizmo's size.
  • New Vector2 and Vector3 methods:
    • move_toward() to retrieve a vector moved towards another by a specified number of units.
    • direction_to() to retrieve a normalized vector pointing from a vector to another.
      • This is a shorter alternative to (b - a).normalized().
  • AStar functions set_point_disabled() and is_point_disabled() to selectively disable points.
  • Tween now emits a tween_all_completed signal when all tweens are completed.
  • Input.get_current_cursor_shape() to retrieve the current cursor shape.
  • InputEventAction now has a strength property to simulate analog inputs.
  • String.repeat() method to repeat a string several times and return it.
  • String.count() method to count the number of occurrences of a substring in a string.
  • String.humanize_size() method to display a file size as an human-readable string.
  • String.strip_escapes() to strip non-printable escape characters from a string, including tabulations and newlines (but not spaces).
  • String.sha1_text() and String.sha1_buffer() methods to return a string's SHA-1 hash.
  • Line2D clear_points() method to clear all points.
  • Line2D now has a "Width Curve" property to make its width vary at different points.
  • assert() now accepts an optional second parameter to display a custom message when the assertion fails.
  • posmod() built-in GDScript function that behaves like fposmod(), but returns an integer value.
  • smoothstep() built-in GDScript function for smooth easing of values.
  • lerp_angle() built-in GDScript function to interpolate between two angles.
  • ord() built-in GDScript function to return the Unicode code point of an 1-character string.
  • PoolByteArray.hex_encode() method to get a string of hexadecimal numbers.
  • Font.get_wordwrap_string_size() method to return the rectangle size needed to draw a word-wrapped text.
  • Camera.get_camera_rid() method to retrieve a Camera's RID.
  • Array.slice() method to duplicate a subset of an Array and return it.
  • The GraphEdit box selection colors can now be changed by tweaking the selection_fill and selection_stroke theme items.
  • Toggleable HSV mode for ColorPicker.
  • ColorPicker properties to toggle the visibility and editability of presets.
  • The default ColorPicker mode (RGB, HSV, RAW) can now be changed in the Editor Settings.
  • ColorPicker now displays an indicator to denote "overbright" colors (which can't be displayed as-is in the preview).
  • Hovering a Color property in the editor inspector now displays a tooltip with the exact values.
  • Color.transparent constant (equivalent to Color(1, 1, 1, 0)).
  • KinematicBody.get_floor_normal() and KinematicBody2D.get_floor_normal() to retrieve the collided floor's normal.
  • VehicleWheel.get_rpm() method to retrieve a vehicle wheel's rotations per minute.
  • Per-wheel throttle, brake and steering in VehicleBody.
  • GeometryInstance.set_custom_aabb() to set a custom bounding box (used for view frustum culling).
  • FuncRef.call_funcv() to call a FuncRef with an array containing arguments.
    • In contrast to FuncRef.call_func(), only a single array argument is expected.
  • Mesh.get_aabb() is now exposed to scripting.
  • PhysicalBone.apply_impulse() and PhysicalBone.apply_central_impulse() methods to push ragdolls around.
  • 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.
  • SpinBox.apply() method to evaluate and apply the expression in the SpinBox's value immediately.
  • ConfigFile.erase_section_key() method to remove a single key from a ConfigFile.
  • OS.execute() now returns the process' exit code when blocking mode is enabled.
  • OS.is_window_focused() method that returns true if the window is currently focused.
    • Tracking the focus state manually using NOTIFICATION_WM_FOCUS_IN and NOTIFICATION_WM_FOCUS_OUT is no longer needed to achieve this.
  • OS.low_processor_mode_sleep_usec is now exposed as a property.
    • This makes it possible to change its value at runtime, rather than just defining it once in the Project Settings.
  • SceneTree.quit() now accepts an optional argument with an exit code.
    • If set to a value greater than or equal to 0, it will override the OS.exit_code property.
  • VisualServer.get_video_adapter_name() and VisualServer.get_video_adapter_vendor() methods to retrieve the user's graphics card model and vendor.
  • VisualServer.multimesh_create() is now exposed to scripting.
  • Ability to override how scripted objects are converted to strings by defining a _to_string() method.
  • Export hints for 2D and 3D physics/render layers.
  • Editor plugins can now add new tabs to the Project Settings.
  • Standalone ternary expression warning in GDScript.
  • Variable shadowing warning in GDScript.
    • Will be displayed if:
      • a block variable shadows a member variable,
      • a subclass variable shadows a member variable,
      • a function argument shadows a member variable.
  • Script reflection methods are now exposed to GDScript.
    • 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().
  • randfn(mean, deviation) method to generate random numbers following a normal Gaussian distribution.
  • Ability to read the standard error stream when using OS.execute() (disabled by default).
  • Option to disable boot splash filtering (nearest-neighbor interpolation).
  • The GridMap editor now offers a search field and size slider.
  • DynamicFont resources now have a thumbnail in the editor.
  • Minimap in the script editor.
  • Bookmarks in the script editor for easier code navigation.
  • Filter search box for the script list and member list.
  • Singletons and class_name-declared classes are now highlighted with a separate color in the script editor.
  • The editor help now displays class properties' default and overridden values.
  • 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).
  • The script editor search now displays the number of matches.
  • The script editor search now selects the current match for easier replacing.
  • "Evaluate Expression" contextual option in the script editor.
    • This option evaluates the selected expression and replaces it (e.g. 2 + 2 becomes 4).
  • Autocompletion support for change_scene().
  • Ability to skip breakpoints while debugging.
  • Drag-and-drop support in the TileSet editor.
  • Ability to attach scripts to nodes by dragging a name from the script list to a node in the scene tree.
  • Icons are now displayed next to code completion items, making their type easier to distinguish.
  • TileMap property centered_textures can be used to center textures on their tile, instead of using the tile's top-left corner as position for the texture.
  • "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor.
  • Keyboard shortcuts to rotate tiles in the TileMap editor.
    • Default shortcuts are A (rotate left), S (rotate right), X (flip horizontally), Y (flip vertically).
  • Ability to keep a node's local transform when reparenting it by holding Shift.
  • Basis constants IDENTITY, FLIP_X, FLIP_Y, FLIP_Z.
  • Ability to create sprite frames in AnimatedSprite from a sprite sheet.
  • frame_coords property in Sprite and Sprite3D to set/get the coordinates of the frame to display from the sprite sheet.
  • billboard property in Sprite3D.
  • Reimplemented support for editing multiple keys at once in the animation editor.
  • Support for FPS snapping in the Animation editor.
  • Autokeying in the Animation editor.
    • Keyframes will be created automatically when translating, rotating or scaling nodes if a track exists already.
    • Keys must be inserted manually for the first time.
  • AnimationNodeBlendTreeEditor improvements.
    • Ability to exclude multiple selected nodes at once.
    • Context menu to add new nodes (activated by right-clicking).
  • The AnimationPlayer Call Method mode is now configurable.
    • Method calls can be "deferred" or "immediate", "deferred" being the default.
  • OccluderPolygon2D is now draggable in the editor.
  • The tooltip position offset is now configurable.
  • The default cursor used when hovering RichTextLabels can now be changed.
  • "Dialog Autowrap" property in AcceptDialog to wrap the label's text automatically.
  • The 2D editor's panning shortcut can now be changed.
  • The shortcuts to quit the editor can now be changed.
  • Support for emission masks in CPUParticles2D.
  • direction property in CPUParticles and ParticlesMaterial.
  • lifetime_randomness property in CPUParticles and ParticlesMaterial.
  • CPUParticles now uses a different gizmo icon to distinguish them from Particles.
  • "Restart" button to restart particle emission in the editor.
  • AnimatedSprites' animations can now be played backwards.
  • TextureRects can now have their texture flipped horizontally or vertically.
  • StyleBoxFlat shadows can now have an offset.
  • StyleBoxFlat now computes UV coordinates for its canvas_item vertices, which can be used in custom shaders.
  • Profiler data can now be exported to a CSV file.
  • The 2D polygon editor now displays vertex numbers when hovering vertices.
  • RectangleShapes now have a third handle to drag both axes at once.
  • Global class resources are now displayed in the Resource property inspector.
  • Double-clicking an easing property in the inspector will now make the editor display a numeric field.
    • This makes it easier to enter precise values for properties such as light attenuation.
  • 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 Menu 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 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 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 Ctrl + F12.
  • Editor plugins can now set the current active editor as well as toggle the distraction-free mode.
  • Android: Support for adaptive 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.
  • iOS: Support for ARKit.
  • 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.
  • 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.
  • 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).
  • assert() in GDScript must now always be used with parentheses.
    • assert(true) is still valid, but assert true isn't valid anymore.
    • This is to account for the optional second parameter that defines a custom message.
  • 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.
  • The Camera2D Offset property now ignores the Limit property.
    • To get the old behavior back, move the camera itself instead of changing the offset.
  • 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 Alt, 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 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.
  • 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 Ctrl 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 Ctrl 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 Ctrl key.
    • Snapping can be made more precise by holding the Shift 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.
  • TileMap support for transform operations on cell textures bigger than the cell size has been reworked to properly support isometric tiles.
    • Breaks compatibility with some TileMaps from previous Godot versions. An opt-in compatibility_mode property can be used to restore the previous behavior.
  • 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 Shift + F1, for consistency with other applications.
    • Contextural help is now accessed using Alt + F1 to accommodate for this change.
  • The script editor's Find in Files dialog is now always available, even when no script is opened.
  • Pressing Shift + Enter 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 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: Control + H and Control + D in TextEdit now delete the character at the left and right of the cursor (respectively).
  • macOS: Command + Left 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 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 Tab 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

  • OpenGL ES 2.0 renderer.
  • Visual shader editor.
    • New PBR output nodes.
    • Conversion between Vector3 and scalar types is now automatic.
    • Ability to create custom nodes via scripting.
    • Ports can now be previewed.
  • 3D soft body physics.
  • 3D ragdoll system.
  • Constructive solid geometry in 3D.
  • 2D meshes and skeletal deformation.
  • Various improvements to KinematicBody2D.
    • Support for snapping the body to the floor.
    • Support for RayCast shapes in kinematic bodies.
    • Support for synchronizing kinematic movement to physics, avoiding an one-frame delay.
  • WebSockets support using libwebsockets.
  • UPnP support using MiniUPnP.
  • Revamped inspector.
    • Improved visualization and editing of numeric properties.
    • Vector and matrix types can now be edited directly (no pop-ups).
    • Subresources can now be edited directly within the same inspector.
    • Layer names can now be displayed in the inspector.
    • Proper editing of arrays and dictionaries.
    • Ability to reset any property to its default value.
  • Improved animation editor.
    • Simpler, less cluttered layout.
    • New Bezier, Audio and Animation tracks.
    • Several key types can be previewed directly in the track editor.
    • Tracks can now be grouped and filtered on a per-node basis.
    • Copying and pasting tracks between animations is now possible.
    • New Capture mode to blend from a node's current value to the first key in a track.
  • Improved animation tree and new state machine.
    • More visual feedback in the blend tree editor.
    • 1D and 2D blend spaces are now supported.
    • Ability to write custom blending logic.
    • Support for root motion.
  • New FileSystem dock.
    • Unified view of folders and files in the same panel.
    • Files can now be marked as favorites, not only folders.
    • Files now have icons representing their type, or thumbnail previews when relevant.
    • New search field to filter entries in the tree.
  • OpenSimplexNoise and NoiseTexture resources.
  • Optional static typing in GDScript.
    • Does not currently improve performance, but helps write more robust code.
  • Warning system in GDScript.
    • Reports potential code issues such as:
      • unused variables,
      • standalone expressions,
      • discarded return values from functions,
      • unreachable code after a return statement,
    • Warnings can be disabled in the Project Settings or by writing special comments.
  • GDScript keyword class_name to register scripts as classes.
  • Simple expression language independent from GDScript, used by inspector boxes that accept numeric values.
    • Can also be used in projects.
  • C# projects can now be exported for Windows, Linux, and macOS targets.
  • The server platform is back as it was in Godot 2.1.
    • It is now again possible to run a headless Godot instance on Linux.
  • Support for BPTC texture compression on desktop platforms.
  • New properties for SpatialMaterial.
    • Dithering-based distance fade, for fading materials without making them transparent.
    • Disable ambient light on a per-material basis.
  • Option to link Mono statically on Windows.
  • Unified class and reference search in the editor.
  • Revamped TileSet editor with support for undo/redo operations.
  • Various quality-of-life improvements to the Polygon2D and TextureRegion editors.
  • RandomNumberGenerator class that allows for multiple instances at once.
  • Array methods min() and max() to return the smallest and largest value respectively.
  • Dictionary method get(key[, default]) where default is returned if the key does not exist.
  • Node method print_tree_pretty() to print a graphical view of the scene tree.
  • String methods trim_prefix(), trim_suffix(), lstrip(), rstrip().
  • OS methods:
    • get_system_time_msecs(): Return the system time with milliseconds.
    • get_audio_driver_name() and get_audio_driver_count() to query audio driver information.
    • get_video_driver_count() and get_video_driver_name() to query renderer information.
    • center_window(): Center the window on the screen.
    • move_window_to_foreground(): Move the window to the foreground.
  • StreamPeerTCP method set_no_delay() to enable the TCP_NODELAY option.
  • EditorPlugin method remove_control_from_container().
  • Ability to set Godot windows as "always on top".
  • Ability to create windows with per-pixel transparency.
  • New GLSL built-in functions in the shader language:
    • radians()
    • degrees()
    • asinh()
    • acosh()
    • atanh()
    • exp2()
    • log2()
    • roundEven()
  • New command-line options:
    • --build-solutions: Build C# solutions without starting the editor.
    • --print-fps: Display frames per second to standard output.
    • --quit: Quit the engine after the first main loop iteration.
  • Debugger button to copy error messages.
  • Support for .escn scenes has been added for use with the new Blender exporter.
  • It is now possible to scale an OBJ mesh when importing.
  • popup_closed signal for ColorPickerButton.
  • Methods that are deprecated can now print warnings.
  • Input actions can now provide an analog value.
  • Input actions can now be mapped to either a specific device or all devices.
  • DNS resolution for high-level networking.
  • Servers can now kick/disconnect peers in high-level networking.
  • Servers can now access IP and port information of peers in high-level networking.
  • High-level multiplayer API decoupled from SceneTree (see SceneTree.multiplayer_api/SceneTree.custom_multiplayer_api), can now be extended.
  • Input.set_default_cursor_shape() to change the default shape in the viewport.
  • Custom cursors can now be as large as 256×256 (needed to be exactly 32×32 before).
  • Support for radio-looking items with icon in PopupMenus.
  • Drag and drop to rearrange Editor docks.
  • TileSet's TileMode is now exposed to GDScript.
  • OS.get_ticks_usec() is now exposed to GDScript.
  • Normals can now be flipped when generated via SurfaceTool.
  • TextureProgress bars can now be bilinear (extending in both directions).
  • The character used for masking secrets in LineEdit can now be changed.
  • Improved DynamicFont:
    • DynamicFonts can now use high-quality outlines generated by FreeType.
    • DynamicFonts can now have their anti-aliasing disabled.
    • DynamicFonts can now have their hinting tweaked ("Normal", "Light" or "None").
    • Colored glyphs such as emoji are now supported.
  • Universal translation of touch input to mouse input.
  • AudioStreamPlayer, AudioStreamPlayer2D, and AudioStreamPlayer3D now have a pitch scale property.
  • Support for MIDI input.
  • Support for audio capture from microphones.
  • GROW_DIRECTION_BOTH for Controls.
  • Selected tiles can be moved in the tile map editor.
  • The editor can now be configured to display the project window on the previous or next monitor (relative to the editor).
    • If either end is reached, then the project will start on the last or first monitor (respectively).
  • Signal in VideoPlayer to notify when the video finished playing.
  • Image.bumpmap_to_normalmap() to convert bump maps to normal maps.
  • File.get_path() and File.get_path_absolute().
  • Unselected tabs in the editor now have a subtle background for easier identification.
  • The depth fog's end distance is now configurable independently of the far plane distance.
  • The alpha component of the fog color can now be used to control fog density.
  • The 3D editor's information panel now displays the camera's coordinates.
  • New options to hide the origin and viewport in the 2D editor.
  • Improved 3D editor grid:
    • The grid size and number of subdivisions can now be configured.
    • Its primary and secondary colors can now also be changed.
  • Ctrl now toggles snapping in the 3D viewport.
  • Find & replace in files (Ctrl + Shift + F by default).
  • Batch node renaming tool (Ctrl + F2 by default).
  • More editor scaling options to support HiDPI displays.
  • Type icons can now be enabled in the editor again.
  • Buttons in the editor to open common directories in the OS file manager:
    • project data directory,
    • user data directory,
    • user settings directory.
  • Projects can now be sorted by name or modification date in the project manager.
  • Projects can now be imported from ZIP archives in the project manager.
  • Improved autocompletion.
    • Keywords are now present in autocompletion results.
  • editor and standalone feature tags to check whether the project is running from an editor or non-editor binary.
  • android_add_asset_dir("...") method to Android module Gradle build configuration.
  • iOS: Support for exporting to the iPhone X.
  • iOS: Re-added support for in-app purchases.

Changed

  • Built-in vector types now use copy-on-write mode as originally intended, resulting in increased engine performance.
  • The mbedtls library is now used instead of OpenSSL.
  • Renamed several core files.
    • Third-party modules may have to be updated to reflect this.
  • SSL certificates are now bundled in exported projects unless a custom bundle is specified.
  • Improved buffer writing performance on Windows and Linux.
  • Removed many debugging prints in the console.
  • Export templates now display an error dialog if no project was found when starting.
  • DynamicFont oversampling is now enabled by default.
  • Nodes' internal logic now consistently uses internal physics processing.
  • Allow attaching and clearing scripts on multiple nodes at once.
  • Default values are no longer saved in scene and resource files.
  • The selection rectangle of 2D nodes is now hidden when not pertinent (no more rectangle for collision shapes).
  • SSE2 is now enabled in libsquish, resulting in improved S3TC encoding performance.
  • Tangent and binormal coordinates are now more consistent across mesh types (primitive/imported), resulting in more predictable normal map and depth map appearance.
  • Better defaults for 3D scenes.
    • The default procedural sky now has a more neutral blue tone.
    • The default SpatialMaterial now has a roughness value of 1 and metallic value of 0.
    • The fallback material now uses the same values as the default SpatialMaterial.
  • Text editor themes are now sorted alphabetically in the selection dropdown.
  • The 3D manipulator gizmo now has a smoother, more detailed appearance.
  • The 3D viewport menu button now has a background to make it easier to read.
  • QuadMeshes are now built using two triangles (6 vertices) instead of one quad (4 vertices).
    • This was done because quads are deprecated in OpenGL.
  • Controls inside containers are no longer movable or resizable but can still be selected.
  • The is GDScript keyword can now be used to compare a value against built-in types.
  • Exported variables with type hints are now always initialized.
    • For example, export(int) var a will be initialized to 0.
  • Named enums in GDScript no longer create script constants.
    • This means enum Name { VALUE } must now be accessed with Name.VALUE instead of VALUE.
  • Cyclic references to other scripts with preload() are no longer allowed.
    • load() should be used in at least one of the scripts instead.
  • switch, case and do are no longer reserved identifiers in GDScript.
  • Shadowing variables from parent scopes is no longer allowed in GDScript.
  • Function parameters' default values can no longer depend on other parameters in GDScript.
  • Indentation guides are now displayed in a more subtle way in the script editor.
    • Indentation guides are now displayed when indenting using spaces.
  • Multi-line strings are now highlighted as strings rather than as comments in the script editor.
    • This is because GDScript does not officially support multiline comments.
  • Increased the script editor's line spacing (4 pixels → 6 pixels).
  • Increased the caret width in the script editor (1 pixel → 2 pixels).
  • The project manager window is now resized to match the editor scale.
  • The asset library now makes use of threading, making loading more responsive.
  • Line spacing in the script editor, underlines and caret widths are now resized to match the editor scale.
  • Replaced editor icons for checkboxes and radio buttons with simpler designs.
  • Tweaked the editor's success, error, and warning text colors for better readability and consistency.
  • Android: Custom permissions are now stored in an array and their amount is no longer limited to 20.
    • Custom permissions will have to be redefined in projects imported from older versions.
  • Android: Provide error details when an in-app purchase fails.
  • Linux: OS.alert() now uses Zenity or KDialog if available instead of xmessage.
  • Mono: Display stack traces for inner exceptions.
  • Mono: Bundle mscorlib.dll with Godot to improve portability.

Removed

  • Removed the RtAudio backend on Windows in favor of WASAPI, which is the default since 3.0.
  • macOS: Support for 32-bit and fat binaries.

Fixed

  • move_and_slide() now behaves differently at low velocities, which makes it function as originally intended.
  • AnimatedSprite2D's animation_finished signal is now triggered at the end of the animation, instead of as soon as the last frame displays.
  • Audio buses can now be removed in the editor while they are used by AudioStreamPlayer2D/3D nodes.
  • Do not show the project manager unless no project was found at all.
  • The animation editor time offset indicator no longer "walks" when resizing the editor.
  • Allow creation of a built-in GDScript file even if the filename suggested already exists.
  • Show tooltips in the editor when physics object picking is disabled.
  • Button shortcuts can now be triggered by gamepad buttons.
  • Fix a serialization bug that could cause TSCN files to grow very large.
  • Gizmos are now properly hidden on scene load if the object they control is hidden.
  • Camera gizmos in the 3D viewport no longer look twice as wide as they actually are.
  • Copy/pasting from the editor on X11 will now work more reliably.
  • libgcc_s and libstdc++ are now linked statically for better Linux binary portability.
  • The FPS cap set by force_fps in the Project Settings is no longer applied to the editor.
    • Low FPS caps no longer cause the editor to feel sluggish.
  • hiDPI is now detected and used if needed in the project manager.
  • The Visual Studio Code external editor option now recognizes more binary names such as code-oss, making detection more reliable.
  • The -ffast-math flag is no longer used when compiling Godot, resulting in increased floating-point determinism.
  • Fix spelling of apply_torque_impulse() and deprecate the misspelled method.
  • Escape sequences like \n and \t are now recognized in CSV translation files.
  • Remove spurious errors when using a PanoramaSky without textures.
  • The lightmap baker will now use all available cores on Windows.
  • Bullet physics now correctly calculates effective gravity on KinematicBodies.
  • Setting the color v member now correctly sets the s member.
  • RichTextLabels now correctly determine the baseline for all fonts.
  • SpinBoxes now correctly calculate their initial size.
  • OGG streams now correctly signal the end of playback.
  • Android exporter no longer writes unnecessary permissions to the exported APK.
  • Debugger "focus stealing" now works more reliably.
  • Subresources are now always saved when saving a scene.
  • Many fixes related to importers (glTF, Collada, audio), physics (Bullet), Mono/C#, GDNative, Android/iOS.
  • Mono: Many fixes and improvements to C# support (including a [Signal] attribute).
  • WebAssembly: Supply proper CORS headers.

Security

  • Fixed a security issue relating to deserializing Variants.

3.0 - 2018-01-29

Added

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

Changed

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

Deprecated

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

Removed

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