1551 lines
109 KiB
Markdown
1551 lines
109 KiB
Markdown
# Changelog
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [4.0] - TBD
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### Added
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#### Animation
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- [Revamped 3D animation storage.](https://godotengine.org/article/animation-data-redesign-40)
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- [New blend shape track to adjust blend shapes in animations more efficiently.](https://github.com/godotengine/godot/pull/53865)
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- [New expression-based transitions in AnimationTree state machines.](https://github.com/godotengine/godot/pull/54327)
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- [Support for animation compression to improve performance with long animations such as cutscenes.](https://github.com/godotengine/godot/pull/54050)
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- [Replaced transform tracks by position, rotation and scale tracks.](https://github.com/godotengine/godot/pull/53689)
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- [Removed the animation dependency on bone rests.](https://github.com/godotengine/godot/pull/53765)
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- Better compatibility with models that use non-uniform scaling in animations.
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- Better compatibility with models exported from Maya and 3DS Max.
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- Easier animation reuse across different models.
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- Easier procedural generation of animations.
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#### Core
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- New TileMap and TileSet resources.
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- New Vector2i, Vector3i and Rect2i types.
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- These are integer variants of Vector2, Vector3 and Rect2.
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- Callable type for first-class functions (can be created with lambdas in GDScript).
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- The Euler rotation order can now be adjusted in Node3D.
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- [New `Array.map()`, `Array.filter()` and `Array.reduce()` methods that can be used with Callables.](https://github.com/godotengine/godot/pull/38645)
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- [Rewritten Tween with more functionality](https://github.com/godotengine/godot/pull/41794).
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- Tween is no longer a node.
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- Easier chaining of tweens.
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- Low-level tweening option to get an interpolated value directly.
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- *Existing projects will have to be modified to account for this, as automatic conversion isn't feasible.*
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- [New and improved IK in Skeleton2D](https://github.com/godotengine/godot/pull/40347).
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- New classes: SkeletonModifier2D, SkeletonModifierStack2D, SkeletonModification2DLookAt, SkeletonModification2DCCDIK, SkeletonModification2DFABRIK, SkeletonModification2DJiggle, SkeletonModification2DTwoBoneIK, PhysicalBone2D, SkeletonModification2DPhysicalBones, SkeletonModification2DStackHolder.
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- New `Transform2D.looking_at()` function.
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- [Improvements to Skeleton3D](https://github.com/godotengine/godot/pull/39353).
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- The Bone struct now keeps track of its children bones, if it has any.
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- New `Basis.rotate_to_align()` function.
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- Refactored the BoneAttachment3D node.
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- Removed the `process_list` functions.
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- [New GradientTexture2D resource (useful for 2D lights, particles, …)](https://github.com/godotengine/godot/pull/53234).
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- [Support for gettext PO template generation from scene and script files.](https://github.com/godotengine/godot/pull/39415)
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- Translation parser plugins can be written to allow extracting strings from custom file types.
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- [New Time singleton to replace date/time handling methods in the OS singleton.](https://github.com/godotengine/godot/pull/49123)
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- Includes new methods to handle ISO 8601 timestamp conversion.
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- [Support for custom performance monitors](https://github.com/godotengine/godot/pull/39302).
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- New `randi_range()` global scope function to return a random *integer* number within a range.
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- New `randfn()` global scope function to return a floating-point number along a normal gaussian distribution.
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- [New `pingpong()` global scope function to return a floating-point number that increments then decrements in a "sawtooth" fashion.](https://github.com/godotengine/godot/pull/46346)
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- Vectors and Colors can now be clamped between two values their respective `clamp()` methods.
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- New `Vector3.limit_length()` method as a Vector3 counterpart to `Vector2.limit_length()` (formerly `Vector2.clamped()`).
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- New PackedArrays to replace PoolArrays.
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- 64-bit integer and float arrays are now available in addition to the existing 32-bit ones.
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- New `ConfigFile.parse(data: String)` method to load a string as if it was a ConfigFile on disk.
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- New `Image.save_png_to_buffer()` method to save a PNG image to memory as a PackedByteArray (instead of saving to disk).
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- [New File API to check, read and write symbolic links on macOS and Linux.](https://github.com/godotengine/godot/pull/46866)
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- [Replaced GDNative with GDExtension](https://godotengine.org/article/introducing-gd-extensions).
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- Easier setup and compilation for various platforms.
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- Code structure is more similar to [statically compiled C++ modules](https://docs.godotengine.org/en/stable/development/cpp/custom_modules_in_cpp.html).
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- Lower performance overhead compared to GDNative.
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#### Editor
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- New TileMap and TileSet editors with better usability.
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- Support for multiple windows.
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- Docks can be moved out of the main window into separate windows.
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- Single-window mode can be enabled in the Editor Settings to revert to the old behavior.
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- Movement and scaling handles in the 2D editor (similar to the 3D editor).
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- New Replace in Files dialog in the script editor to complement Find in Files.
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- **macOS:** More built-in mouse cursors are now exposed (such as diagonal resize cursors).
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- **macOS:** Support for building Godot with Clang sanitizers.
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- **HTML5:** [Support for profiling projects exported to HTML5.](https://godotengine.org/article/html5-export-profiling)
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#### Export
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- **macOS:** Projects can now optionally be exported to a application bundle contained within a ZIP archive.
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- Previously, a DMG image was always used when exporting from macOS.
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- **macOS:** DMG images can now be codesigned after exporting.
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#### GDScript
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- GDScript was rewritten from scratch with a cleaner approach.
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- Annotations to replace keywords in certain cases (`@export`, `@onready`, `@rpc()`, `@tool`, `@warning_ignore()`, …).
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- Typed arrays (`var array_of_nodes: Array[Node]`). Any type can be used, including custom classes.
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- See individual progress reports for more information:
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[#1](https://godotengine.org/article/gdscript-progress-report-writing-tokenizer),
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[#2](https://godotengine.org/article/gdscript-progress-report-writing-new-parser),
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[#3](https://godotengine.org/article/gdscript-progress-report-type-checking-back).
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- [New documentation generation system](https://github.com/godotengine/godot/pull/41095).
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- Comments starting with `##` are considered documentation comments.
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- Documentation comments be placed before any member variable, constant, enum or function declaration, or at the top of a file.
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- Documentation comments appear in the editor help and when hovering exported properties in the inspector.
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#### GUI
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- Support for multiple windows on desktop platforms. Projects can spawn additional windows, each with their own viewport.
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- 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`).
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- RichTextLabel property `fit_content_height` to make the label's height fit its content automatically (not always reliable).
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- RichTextLabel's `img` tag now supports an optional `color` attribute to modulate the image.
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- `get_char_size()` is now exposed in Font, making it usable in DynamicFont rather than being limited to BitmapFont.
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- [Tree can now highlight relationship lines for the currently selected item, its parents and direct children.](https://github.com/godotengine/godot/pull/48546)
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- This is used in the scene tree dock in the editor.
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#### Import
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- Support for importing lights from glTF scenes.
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#### Input
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- Support for physical (keyboard layout-independent) key codes.
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- This can be used to provide <kbd>W</kbd>/<kbd>A</kbd>/<kbd>S</kbd>/<kbd>D</kbd> controls that work on any keyboard layout.
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- `DisplayServer.keyboard_get_current_layout()` and `DisplayServer.keyboard_get_layout_*()` methods to get information about keyboard layouts.
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- New `Input.MOUSE_MODE_CONFINED_HIDDEN` mouse mode to combine the confined and hidden mouse modes.
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#### Mono/C#
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- Support for exporting C# projects to iOS and HTML5.
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- [C# events can now be used to implement Godot signals](https://godotengine.org/article/csharp-ios-signals-events).
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- [New Visual Studio and Visual Studio Code add-ons.](https://godotengine.org/article/csharp-vs-and-vscode)
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#### Navigation
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- [New NavigationServer.](https://godotengine.org/article/navigation-server-godot-4-0)
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- Support for dynamic obstacle avoidance.
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#### Networking
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- [Support for DTLS encryption in UDP and ENet.](https://godotengine.org/article/enet-dtls-encryption)
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#### Porting
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- New DisplayServer abstraction, allowing for the creation of multiple windows.
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- This is used in the editor for detachable docks, but can also be used in projects.
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- **Android:** [Allow basic user data backup. This can be disabled in the export preset if needed.](https://github.com/godotengine/godot/pull/49069)
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- **Android:** [Support for changing the mouse cursor shape (no custom images)](https://github.com/godotengine/godot/pull/44201).
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- **iOS:** [The targeted device family (iPhone, iPad, iPhone and iPad) can now be specified in the export preset.](https://github.com/godotengine/godot/pull/49137)
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#### Physics
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- New CharacterBody node to supersede KinematicBody.
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- Some KinematicBody features were moved to PhysicsBody.
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#### Porting
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- **Android:** Clients of the Godot library can now add their own command line arguments.
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#### Rendering
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- New Vulkan renderer.
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- [New OpenGL renderer, using OpenGL 3.3/OpenGL ES 3.0/WebGL 2.0 as a baseline.](https://github.com/godotengine/godot/pull/53150)
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- Designed to target mobile/web platforms first, but also usable on desktop platforms.
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- Uses a low-end-friendly approach to maximize performance in simple scenes.
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- Currently supports 2D rendering only.
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- OpenGL 3D rendering is planned for a future 4.x release.
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- Support for specular mapping when using 2D lighting.
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- [New DirectionalLight2D node for 2D lighting.](https://github.com/godotengine/godot/pull/43297)
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- CanvasGroup node to modulate several 2D nodes as a group (or apply shaders to them).
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- Support for clipping in CanvasItem, replacing the use of Light2D as masks in a more convenient manner.
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- [Support for light projectors/"cookies" in OmniLight3D and SpotLight3D.](https://github.com/godotengine/godot/pull/37887)
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- Only supported for lights with shadows enabled.
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- 3D lights now have a Size property which can be set to simulate area lights.
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- This property also affects how fast shadow penumbras will grow over distance.
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- A shadow blur property is also available to set a constant blurring factor on a per-light basis.
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- Shadow mapping with improved filtering and PCSS-like penumbra simulation.
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- Shadow normal offset bias is now implemented to avoid issues with shadow acne or peter-panning.
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- [New Decal node to project textures onto 3D surfaces.](https://github.com/godotengine/godot/pull/37861)
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- New fully real-time VoxelGI (formerly GIProbe).
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- Dynamic lights and emissive can emit GI that's updated every frame (instead of only updating sporadically).
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- Dynamic objects can receive GI and contribute to it.
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- [New signed distance field-based global illumination](https://godotengine.org/article/godot-40-gets-sdf-based-real-time-global-illumination) (SDFGI) for open world lighting.
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- Enabled in the WorldEnvironment. No node required, no baking.
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- Semi-realtime: dynamic objects can receive GI, but not contribute to it.
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- [Volumetric fog](https://github.com/godotengine/godot/pull/41213) with optional GI contribution.
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- [Fog volumes to locally apply volumetric fog (or subtract to global fog using negative density).](https://github.com/godotengine/godot/pull/53353)
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- More physically accurate exponential fog to replace the old distance-based fog.
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- New Aerial Scattering property in distance-based fog to fade out to the background sky instead of a fixed color.
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- Also available in volumetric fog with the Ambient Inject property.
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- [New GPU-based lightmapper.](https://godotengine.org/article/godot-40-will-get-new-modernized-lightmapper)
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- When using a dedicated GPU, this results in much faster bake speeds compared to the CPU lightmapper.
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- Optional support for storing directional lighting information and rough reflections using spherical harmonics.
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- Improved support for lighting dynamic objects with better performance and quality.
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- In addition to automatic generation, LightmapProbe nodes can now be placed manually to provide better lighting information for dynamic objects where needed.
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- [Physical sky material and custom sky shaders](https://godotengine.org/article/custom-sky-shaders-godot-4-0), both supporting real-time updates.
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- [Global and per-instance shader uniforms.](https://godotengine.org/article/godot-40-gets-global-and-instance-shader-uniforms)
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- This can be used to better reuse shaders, leading to improved performance.
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- Support for automatically generating and using mesh LODs to improve performance.
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- Several LOD levels are generated for imported 3D scenes by default.
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- LODs are automatically used for mesh rendering using a pixel coverage-based selection algorithm.
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- Uses the [meshoptimizer](https://github.com/zeux/meshoptimizer) library.
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- Support for LOD visibility ranges in GeometryInstance3D.
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- Manually authored LODs can be configured using distance and hysteresis cutoffs.
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- Can be used for <abbr title="Hierarchical Level of Detail">HLOD</abbr> setups to reduce draw calls while preserving culling opportunities when up close.
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- [Support for GeometryInstance3D distance fade to make distant meshes disappear smoothly without having to modify their material.](https://github.com/godotengine/godot/pull/54222)
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- Support for automatically generating and using shadow meshes to improve performance.
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- The generated shadow meshes are welded aggressively to improve performance with no difference in visual quality.
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- To further improve performance, hand-made shadow meshes can be specified in the inspector in MeshInstance nodes.
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- [Support for rendering a viewport's 3D contents at a lower resolution to improve performance](https://github.com/godotengine/godot/pull/51870).
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- 2D elements remain at full resolution to improve perceived sharpness.
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- A scaling factor above 1.0 can be used for supersampling, which is useful to maximize quality for offline rendering.
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- See individual progress reports for more information:
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[#1](https://godotengine.org/article/vulkan-progress-report-1),
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[#2](https://godotengine.org/article/vulkan-progress-report-2),
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[#3](https://godotengine.org/article/vulkan-progress-report-3),
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[#4](https://godotengine.org/article/vulkan-progress-report-4),
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[#5](https://godotengine.org/article/vulkan-progress-report-5),
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[#6](https://godotengine.org/article/vulkan-progress-report-6),
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[#7](https://godotengine.org/article/vulkan-progress-report-7).
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#### Shaders
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- New shader compiler rewritten from scratch.
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- [Support for uniform arrays (including sampler arrays).](https://github.com/godotengine/godot/pull/49485)
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- [Arrays can now be passed as function parameters (including arrays of structs).](https://github.com/godotengine/godot/pull/48933)
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- [The return type of a function can now be an array (including arrays of structs).](https://github.com/godotengine/godot/pull/48933)
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- [Array size can now be optionally written before the identifier (`int[2] array;` instead of `int array[2]`).](https://github.com/godotengine/godot/pull/53527)
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- This eases porting shaders from GLSL.
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- [Array constructors can now be called at any time after initialization.](https://github.com/godotengine/godot/pull/44705)
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- For example, `int array[3]; array = {1, 2, 3}` is now valid.
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- [New `fma()` (fused multiply-add) built-in function to optimize shaders in a low-level way.](https://github.com/godotengine/godot/pull/36225)
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- [New built-in data (un)packing functions to optimize shaders in a low-level way.](https://github.com/godotengine/godot/pull/53066)
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- Warning system for common issues such as floating-point comparison and unused variables.
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- Argument names now appear in code completion tooltips.
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- More information in the [progress report](https://godotengine.org/article/improvements-shaders-visual-shaders-godot-4).
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- [Add Billboard mode to visual shaders.](https://github.com/godotengine/godot/pull/49157)
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- [The constants `PI`, `TAU` and `E` are now available in the shader language.](https://github.com/godotengine/godot/pull/48837)
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#### Miscellaneous
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- The engine is now unit-tested using [doctest](https://github.com/onqtam/doctest).
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- [GDScript also now has integration tests.](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html#integration-tests-for-gdscript)
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- Switched from Travis CI and AppVeyor to GitHub Actions.
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- A Fish shell completion file is now available for the Godot editor's command line interface.
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### Changed
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#### Audio
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- [Increased the default AudioStreamPlayer3D unit size to (1 → 10) to make sounds more audible while setting up the node.](https://github.com/godotengine/godot/pull/38224)
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- Renamed the audio-related `FFT_Size` enum to `FFTSize` for consistency.
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#### Core
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- Tweaked the output strings to be more human-readable when printing various built-in Variant and Object types.
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- Renamed File's `endian_swap` property to `big_endian` for consistency with ResourceSaver and StreamPeer.
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- [Renamed File's `get_len()` method to `get_length()`.](https://github.com/godotengine/godot/pull/49061)
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- [Renamed Object's `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`.](https://github.com/godotengine/godot/pull/54571)
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- Renamed `Vector2.clamped()` to `Vector2.limit_length()` to differentiate it from the new `Vector2.clamp()`.
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- Renamed `rand_range()` to `randf_range()` to avoid ambiguity with the new `randi_range()` and make its return type more obvious.
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- Replaced `Node.add_child_below_node()` with `Node.add_sibling()`.
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- Replaced `Directory.list_dir_begin()`'s `skip_navigational` and `skip_hidden` arguments with `show_navigational` and `show_hidden`.
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- Both arguments are `false` by default, which means the default behavior is now to exclude both navigational and hidden files from the returned list.
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- Renamed the built-in Quat type to Quaternion.
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- Renamed the built-in Transform type to Transform3D.
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- Renamed Node3D's `translation` property to `position` for consistency with Node2D.
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- Moved YSort functionality to a Node2D property.
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- Viewports now use a size of 512×512 by default to make them visible out of the box.
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- [Screen orientation is now represented as an enum in the Project Settings.](https://github.com/godotengine/godot/pull/48939)
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- [Renamed 3D nodes to contain an explicit "3D" prefix for clarity and consistency](https://github.com/godotengine/godot/pull/37340).
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- Renamed various nodes:
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- Spatial → Node3D
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- GIProbe → VoxelGI
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- BakedLightmap → LightmapGI
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- Light2D -> PointLight2D
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- VisibilityNotifier2D -> VisibleOnScreenNotifier2D
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- VisibilityNotifier3D -> VisibleOnScreenNotifier3D
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- VisibilityEnabler2D -> VisibleOnScreenEnabler2D
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- VisibilityEnabler3D -> VisibleOnScreenEnabler3D
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- Renamed various resources:
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- GradientTexture -> GradientTexture1D
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- Old node and resource names are automatically converted when loading scenes from Godot 3.x.
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#### Editor
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- Renewed the editor theme for a more modern design.
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- [Increased icon saturation by 30% when using a dark theme.](https://github.com/godotengine/godot/pull/48644)
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- Icon saturation can now be adjusted in the Editor Settings.
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- [Improved the audio bus editor appearance.](https://github.com/godotengine/godot/pull/49130)
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- Improved layout and texts of the Manage Editor Features dialog.
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- Improved the Video RAM debugger usability.
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- The Video RAM tab is now refreshed automatically when switching to it.
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- Hovering layer checkboxes in the inspector now results in visual feedback.
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- Clicking between two checkboxes will now enable the checkbox that was last highlighted instead of doing nothing.
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- CSV profiler measures can now be saved anywhere on the filesystem, not just in the project folder.
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- Improved the 2D zooming algorithm to always visit powers of two (50%, 100%, 200%, …) and avoid floating-point precision issues.
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- Times are now displayed as milliseconds in the profiler and performance monitors (instead of seconds).
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- Improved the batch rename dialog usability and design consistency.
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- Clarified error messages when there are regular expression errors.
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- Optimized editor icon generation to speed up editor startup.
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- Script editor autocompletion now displays previews next to color constant suggestions.
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- The number of replaced results now appears in place of the matches counter when replacing text in the script editor.
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- Pressing <kbd>Enter</kbd> (or <kbd>Shift + Enter</kbd>) in the script editor replacement dialog now performs a forwards (or backwards) replacement operation.
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- Pressing <kbd>Ctrl + F</kbd> now focuses the search field in the AssetLib tab.
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- Pressing <kbd>G</kbd> now switches to the Pan mode in the 2D editor.
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- The TileMap editor's Bucket Fill shortcut was moved to <kbd>B</kbd> to cater for this change.
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- Mouse wheel behavior for zooming in the animation behavior is now inverted.
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- The Sync Scene Changes and Sync Script Changes settings' values now persist on a per-project basis instead of being always enabled by default.
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- Various tooltips have been added or modified to clarify the editor operation.
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- Various visual and formatting changes to the editor help to improve readability and be closer to the online class reference.
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- Tweaked Camera2D editor line colors for better visibility.
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- Light theme presets now use a negative contrast rate by default for a more logical preview of UI elevation.
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- Increased the use of bold fonts throughout the editor.
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- Revised icons for the Gradient and GradientTexture resources.
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- Renamed "Identifier" to "Bundle Identifier" in the macOS and iOS export presets for clarity.
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- Renamed the script editor's "Adaptive" syntax theme to "Default" and "Default" to "Godot 2", for consistency with the editor theme presets.
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- Flipped the 2D editor icon to match Godot's coordinate handedness.
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#### GUI
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- 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 <kbd>Ctrl + A</kbd> and <kbd>Ctrl + E</kbd> 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 CameraAttributes resource which is assigned to individual Camera nodes.
|
||
- [The ACES Fitted tonemapping algorithm is now used in place of the old ACES algorithm.](https://github.com/godotengine/godot/pull/52476)
|
||
- 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
|
||
|
||
- [`DEPTH_TEXTURE` now uses normalized device coordinates between `0.0` and `1.0` (inclusive) to match Vulkan behavior.](https://docs.godotengine.org/en/latest/tutorials/shaders/advanced_postprocessing.html#depth-texture)
|
||
- This requires modifying most shaders that rely on `DEPTH_TEXTURE` to make them still work as expected.
|
||
- Previously, coordinates would be between `-1.0` and `1.0` (inclusive) to match OpenGL behavior.
|
||
- 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
|
||
|
||
- [Removed the ToolButton node in favor of Button.](https://github.com/godotengine/godot/pull/39690)
|
||
- Existing ToolButton nodes from Godot 3.x projects will be converted to Button nodes.
|
||
|
||
#### 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
|
||
|
||
- **iOS:** [Remove redundant orientation export setting in favor of the orientation project setting.](https://github.com/godotengine/godot/pull/48939)
|
||
|
||
#### 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.](https://github.com/godotengine/godot/pull/49063)
|
||
- 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](https://godotengine.org/article/godot-32-will-get-pseudo-3d-support-2d-engine).
|
||
- Support for importing 3D scenes using Assimp.
|
||
- Many formats are supported, including FBX.
|
||
- [Support for generating audio procedurally and analyzing audio spectrums.](https://godotengine.org/article/godot-32-will-get-new-audio-features)
|
||
- 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](https://godotengine.org/article/atlas-support-returns-godot-3-2).
|
||
- Major improvements to the visual shader system. ([News post 1](https://godotengine.org/article/major-update-for-visual-shader-in-godot-3-2), [News post 2](https://godotengine.org/article/major-update-visual-shaders-godot-3-2-part-2))
|
||
- 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 <kbd>Delete</kbd>.
|
||
- 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](https://github.com/godotengine/godot/pull/26164).
|
||
- 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 <kbd>Escape</kbd>.
|
||
- Erasing is now done using <kbd>RMB</kbd> instead of <kbd>Shift + RMB</kbd>.
|
||
- Freelook can still be accessed by pressing <kbd>Shift + F</kbd>.
|
||
- 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.](https://github.com/godotengine/godot/pull/27559)
|
||
- [Network profiler.](https://github.com/godotengine/godot/pull/31870)
|
||
- 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 <kbd>Ctrl + F</kbd> now focuses the search field in the Project Settings and Editor Settings.
|
||
- Quick Open dialog (<kbd>Shift + Alt + O</kbd>) 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](https://godotengine.org/article/godot-3-2-adds-support-convex-decomposition) using the [V-HACD](https://github.com/kmammou/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 <kbd>Alt</kbd>).
|
||
- 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 <kbd>Shift</kbd> 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 <kbd>Ctrl</kbd> 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 <kbd>Ctrl</kbd>.
|
||
- Precise snapping can be obtained by holding <kbd>Shift</kbd> as well.
|
||
- Support for snapping when scaling nodes in the 2D editor.
|
||
- Precise snapping in the 3D editor when holding <kbd>Shift</kbd>.
|
||
- "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 <kbd>Shift</kbd> 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 <kbd>A</kbd> (rotate left), <kbd>S</kbd> (rotate right), <kbd>X</kbd> (flip horizontally), <kbd>Y</kbd> (flip vertically).
|
||
- Ability to keep a node's local transform when reparenting it by holding <kbd>Shift</kbd>.
|
||
- 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 <kbd>Menu</kbd> key.
|
||
- `shortcut_keys_enabled` and `selecting_enabled` LineEdit and TextEdit properties to disable keyboard shortcuts and selecting text.
|
||
- The LineEdit "disabled" font color can now be changed.
|
||
- The TextEdit "readonly" font color can now be changed.
|
||
- LineEdit can now have its `right_icon` set in scripts.
|
||
- The `nine_patch_stretch` TextureProgress property now enables stretching when using a radial fill mode.
|
||
- Support for loading and saving encrypted files in ConfigFile.
|
||
- `get_path()` and `get_path_absolute()` are now implemented in FileAccessEncrypted.
|
||
- "Disabled" attenuation model for AudioStreamPlayer3D, making the sound not fade with distance while keeping it positional.
|
||
- AudioEffectPitchShift's FFT size and oversampling are now adjustable.
|
||
- TextEdit's tab drawing and folding is now exposed to GDScript.
|
||
- Orphan node monitor in the Performance singleton.
|
||
- Counts the number of nodes that were created but aren't instanced in the scene tree.
|
||
- Ability to change eye height in VR.
|
||
- CSV files can now be imported as non-translation files.
|
||
- Scene resources such as materials can now be imported as `.tres` files.
|
||
- Support for importing 1-bit, 4-bit and 8-bit BMP files.
|
||
- Size dimensions must be a multiple of 8 for 1-bit images and 2 for 4-bit images.
|
||
- `use_lld=yes` flag to link with [LLD](https://lld.llvm.org/) on Linux when compiling with Clang.
|
||
- This results in faster iteration times when developing Godot itself or modules.
|
||
- `use_thinlto=yes` flag to link with [ThinLTO](https://clang.llvm.org/docs/ThinLTO.html) when using Clang.
|
||
- Multicast support in PacketPeerUDP.
|
||
- `NetworkedMultiplayerEnet.server_relay` property to disable server relaying.
|
||
- This can be used to increase security when building a fully-authoritative server.
|
||
- Automatic timeout for TCP connections (defaults to 30 seconds, can be changed in the Project Settings).
|
||
- `HTTPRequest.timeout` property (defaults to 0, which is disabled).
|
||
- `HTTPRequest.download_chunk_size` property.
|
||
- This value can be adjusted to reduce the allocation overhead and file writes when downloading large files.
|
||
- The default value was increased for faster downloads (4 KB → 64 KB).
|
||
- WebSocket improvements.
|
||
- Support for SSL in WebSocketServer.
|
||
- WebSocketClient can now use custom SSL certificates (except on HTML5).
|
||
- WebSocketClient can now define custom headers.
|
||
- The editor now features a built-in Web server for testing HTML5 projects.
|
||
- Button to remove all missing projects in the Project Manager.
|
||
- Reimplemented support for embedding project data in the PCK file.
|
||
- Ability to take editor screenshots by pressing <kbd>Ctrl + F12</kbd>.
|
||
- Editor plugins can now set the current active editor as well as toggle the distraction-free mode.
|
||
- **Android:** [Support for adaptive icons.](https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_android.html#providing-launcher-icons)
|
||
- All icon densities are now generated automatically by the exporter.
|
||
- Only 3 images now need to be supplied to support all icon formats and densities (legacy icon, adaptive foreground, adaptive background).
|
||
- **Android:** Support for the Oculus Mobile SDK.
|
||
- **Android:** Support for requesting permissions at runtime.
|
||
- **Android:** `NOTIFICATION_APP_PAUSED` and `NOTIFICATION_APP_RESUMED` notifications are now emitted when the app is paused and resumed.
|
||
- **Android:** Support for pen input devices.
|
||
- **Android/iOS:** Support for vibrating the device.
|
||
- [**HTML5:** Partial clipboard support.](https://github.com/godotengine/godot/pull/29298)
|
||
- **iOS:** Support for [ARKit](https://developer.apple.com/augmented-reality/).
|
||
- **iOS:** `OS.get_model_name()` now returns a value with the device name.
|
||
- **iOS:** The Home indicator is now hidden by default to avoid being in the way of the running project.
|
||
- It can be restored in the Project Settings.
|
||
- **Windows:** Ability to toggle the console window in the Editor Settings.
|
||
- **Windows:** Project setting to enable Vsync using the compositor (DWM), disabled by default.
|
||
- On some hardware, this may fix stuttering issues when running a project in windowed mode.
|
||
- **Windows:** Support for code signing using `signtool` on Windows and `osslsigncode` on other platforms.
|
||
- **Windows:** Support for using Clang and ThinLTO when compiling using MinGW.
|
||
- **Windows/macOS:** `OS.set_native_icon()` method to set an `.ico` or `.icns` window/taskbar icon at runtime.
|
||
- **Windows/macOS/X11:** Support for graphic tablet pen pressure and tilt in InputEventMouseMotion.
|
||
- **macOS:** LineEdit now supports keyboard shortcuts commonly available on macOS.
|
||
- **macOS:** Multiple instances of the editor can now be opened at once.
|
||
- **macOS:** Recent and favorite projects are now listed in the project manager dock menu.
|
||
- **macOS:** The list of open scenes is now displayed in the editor dock menu.
|
||
- **macOS:** Support for modifying global and dock menus.
|
||
- **macOS:** Improved support for code signing when exporting projects.
|
||
- **macOS:** Support for defining camera and microphone usage descriptions when exporting a project.
|
||
- **macOS/X11:** [A zsh completion file for the editor is now available.](https://github.com/godotengine/godot/blob/master/misc/dist/shell/_godot.zsh-completion)
|
||
- **X11:** The instance PID is now set as the `_NET_WM_PID` window attribute, so that external programs can easily access it.
|
||
- **Mono:** Support for exporting to Android and HTML5.
|
||
- **Mono:** Support for using Rider as an external editor.
|
||
- **Mono:** Support for attaching external profilers like dotTrace using the `MONO_ENV_OPTIONS` environment variable.
|
||
- **Mono:** New DynamicGodotObject class to access dynamic properties from scripts written in GDScript.
|
||
- **Mono:** Support for resource type hints in exported arrays.
|
||
- **Mono:** New `mono/unhandled_exception_policy` project setting to keep running after an unhandled exception.
|
||
- [**Mono:** New Godot constants to conditionally react to system variables at compile-time.](https://github.com/godotengine/godot/pull/28786)
|
||
- **Mono:** Support for Visual Studio 2019's MSBuild.
|
||
|
||
### Changed
|
||
|
||
- Tween and Timer now display an error message if they are started without being added to the scene tree first.
|
||
- Tweaked Timer's wait time property hint to allow values with 3 decimals and above 4096.
|
||
- Functions called from a signal can no longer disconnect the node from the signal they're connected to (unless using `call_deferred()`).
|
||
- Tabs and space indentation can no longer be mixed in the same GDScript file.
|
||
- Each file must now use only tabs or spaces for indentation (not both).
|
||
- `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 <kbd>Alt</kbd>, for better compatibility with graphics tablets.
|
||
- Keys and actions are now released when the window loses focus.
|
||
- Tweens can now have a duration of 0.
|
||
- Particles and CPUParticles' Sphere emission shape now uses an uniform density sphere.
|
||
- `Viewport.size_override_stretch` is now exposed as a property (rather than just setter/getter methods).
|
||
- One-click deploy to Android now requires just one click if only one device is connected.
|
||
- The Project Manager will now infer a project name from the project path if the name was left to the default value.
|
||
- The WebSockets implementation now uses the smaller [wslay](https://tatsuhiro-t.github.io/wslay/) library instead of libwebsockets.
|
||
- Box selections in the editor now use a subtle outline for better visibility.
|
||
- Most 2D lines are now antialiased in the editor.
|
||
- CheckButtons now use a simpler design in the editor.
|
||
- Messages originating from the editor are now faded in the editor log.
|
||
- This makes messages printed by the project stand out more.
|
||
- Folding arrows in the editor inspector are now displayed at the left for consistency with other foldable elements.
|
||
- Hovering or dragging guides in the 2D editor will now turn the cursor into a "resizing" shape.
|
||
- The editor update spinner is now hidden by default.
|
||
- It can be enabled again in the Editor Settings.
|
||
- The "Update Always" option is now editor-wide instead of being project-specific.
|
||
- ColorPicker, OptionButton and MenuButton now use toggle mode, making them appear pressed when clicked.
|
||
- The ColorPicker preview was moved below the picker area to be closer to the sliders.
|
||
- Increased the Light2D height range from -100..100 to -2048..2048.
|
||
- Lower and higher values can be entered manually too.
|
||
- Decreased the `rotation_degrees` range in various nodes to -360..360 to be easier to adjust using the slider.
|
||
- Lower and higher values can still be entered manually, which is useful for animation purposes.
|
||
- The default RichTextLabel color is now `#ffffff`, matching the default Label color for better consistency.
|
||
- SpinBoxes now calculate the entered value using the Expression class.
|
||
- For example, writing `2 + 2` in a SpinBox then pressing Enter will result in `4`.
|
||
- Saved resources no longer contain dependency indices and metadata such as node folding, resulting in more VCS-friendly files.
|
||
- The script editor's line length guideline is now enabled by default.
|
||
- The script editor state (such as breakpoints or the current line) is now preserved across editor sessions.
|
||
- The script editor's "Auto Brace Complete" setting is now enabled by default.
|
||
- The scripts panel toggle button is now located at the bottom-left of the script editor (instead of the File menu).
|
||
- Editor plugins can now be enabled without having an init script defined.
|
||
- Custom nodes added by plugins now have a translucent script icon in the scene tree dock.
|
||
- `EditorInterface.get_current_path()` to get the full path currently displayed in the FileSystem dock in an editor plugin.
|
||
- Copy constructors are now allowed for built-in types in GDScript.
|
||
- This allows constructs such as `Vector2(Vector2(12, 34))`, which may be useful to simplify code in some cases.
|
||
- `weakref(null)` is now allowed in GDScript.
|
||
- This makes checking for a valid reference more concise, as `if my_ref.get_ref()` is now sufficient (no need for `if my_ref and my_ref.get_ref()`).
|
||
- The number of signal connections and groups is now displayed in a tooltip when hovering the associated buttons in the scene tree dock.
|
||
- The right mouse button can now be used to pan in the 2D editor.
|
||
- This is to improve usability when using a touchpad.
|
||
- The middle mouse button can still be used to pan in the 2D editor.
|
||
- Zooming is now allowed while panning in the 2D editor.
|
||
- When the "Scroll To Pan" editor setting is enabled, the 2D editor can now be zoomed in by holding <kbd>Ctrl</kbd> and scrolling the mouse wheel.
|
||
- Zoom percentages in the 2D editor are now relative to the editor scale if the editor scale is higher than 100%.
|
||
- The 2D editor now displays the current zoom percentage.
|
||
- The zoom percentage can be clicked to reset the zoom level to 100%.
|
||
- Improved sorting options in the Asset Library.
|
||
- Images now load faster in the Asset Library.
|
||
- A loading placeholder is now displayed while icons are loading in the Asset Library.
|
||
- Images failing to load in the Asset Library display a "broken file" icon.
|
||
- Improved the Asset Library page loading transitions.
|
||
- Tweaked the Asset Library detail page layout for better readability.
|
||
- Audio mixer faders now use a non-linear algorithm to better fit human hearing.
|
||
- Tooltips now appear faster when hovering elements in the editor (0.7 seconds → 0.5 seconds).
|
||
- Increased the low-processor usage mode's default maximum refresh rate (125 FPS → 144 FPS).
|
||
- This makes the editor feel slightly smoother on 144 Hz displays.
|
||
- Tree scrolling when dragging now uses a larger drag margin, making drag-and-drop more convenient.
|
||
- Holding <kbd>Ctrl</kbd> now toggles snapping in GraphEdit.
|
||
- Improved the timeline's appearance in the animation editor.
|
||
- Improved snapping in the animation editor.
|
||
- Snapping can be toggled temporarily by holding the <kbd>Ctrl</kbd> key.
|
||
- Snapping can be made more precise by holding the <kbd>Shift</kbd> key.
|
||
- Timeline snapping is now toggled by the Snap setting (like when moving keyframes).
|
||
- Keyframes are now easier to select in the animation editor.
|
||
- Selected keyframes now appear slightly larger in the animation editor.
|
||
- Boolean and color keyframe icons are now aligned to other keyframes in the animation editor.
|
||
- The Animation editor's line widths are now resized to match the editor scale.
|
||
- BPTC compression is now available for all HDR image formats.
|
||
- `Image.save_exr()` to save an image in EXR format, which supports high bit depths.
|
||
- Improved path and polygon editors.
|
||
- New handle icons for path and polygon points.
|
||
- Smooth path point and curve tangents now use different icons to be distinguished from sharp points.
|
||
- Tangent lines are now gray in the Path2D and Path editors.
|
||
- Path2D lines are now antialiased.
|
||
- Increased the TileSet and polygon UV editor's maximum zoom levels (400% → 1600%).
|
||
- Decreased the maximum allowed StyleBoxFlat corner detail (128 → 20).
|
||
- This prevents slowness and glitches caused by using overly detailed corners.
|
||
- 3D collision shapes and RayCasts are now drawn in gray when disabled.
|
||
- Improved RayCast2D and one-way collision drawing.
|
||
- Disabled RayCast2Ds are now displayed in gray.
|
||
- One-way collision arrows are now orange by default, making them easier to distinguish them from RayCast2Ds.
|
||
- Tweaked RayCast2D and one-way collision line shapes to look more like arrows.
|
||
- Improved rendering in the curve editor.
|
||
- The grid is now rendered correctly when using a light theme.
|
||
- The main line and edge line colors have been swapped for better visibility.
|
||
- Tangent line widths are now resized to match the editor scale.
|
||
- Improved rendering in the performance monitor.
|
||
- Dark colors are now used on light backgrounds for better visibility.
|
||
- Graph lines are now thinner and opaque.
|
||
- Graph line widths are now resized to match the editor scale.
|
||
- Rounded values now display trailing zeroes to make their precision clearer.
|
||
- 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 <kbd>Shift + F1</kbd>, for consistency with other applications.
|
||
- Contextural help is now accessed using <kbd>Alt + F1</kbd> to accommodate for this change.
|
||
- The script editor's Find in Files dialog is now always available, even when no script is opened.
|
||
- Pressing <kbd>Shift + Enter</kbd> in the script editor Find dialog will now go to the previous match.
|
||
- Improved the node deletion confirmation message.
|
||
- If there is only one node to delete, its name is displayed in the message.
|
||
- If there is more than one node to delete, the number of nodes to delete is displayed.
|
||
- Improved the "Snap Object to Floor" functionality in the 3D editor.
|
||
- An error message is now displayed if no nodes could be snapped.
|
||
- Increased the maximum snapping height (10 → 20).
|
||
- Increased the maximum snapping tolerance (0.1 → 0.2).
|
||
- 2D/3D selections, rotations and selected texts are now highlighted with the editor theme's accent color.
|
||
- 3D light gizmos are now tinted using the light's color, making navigation easier while using the unshaded display mode.
|
||
- Improved the 3D light and AudioStreamPlayer3D gizmos to better represent their depth in the 3D world.
|
||
- Tweaked the 3D manipulator gizmo's colors for better visibility.
|
||
- Tweaked the 2D and 3D axis colors for consistency with gizmo colors.
|
||
- Increased the default 3D manipulator gizmo opacity (0.2 → 0.4).
|
||
- The multiline text editor popup dialog's width is now capped on large displays.
|
||
- This prevents lines from becoming very long, which could hamper text readability.
|
||
- Non-printable escape characters are now stripped when pasting text into a LineEdit.
|
||
- The TextEdit caret color now matches the default font color, making it easier to see.
|
||
- Empty exported NodePath properties now return `null` instead of `self`.
|
||
- Built-in scripts are no longer allowed to use `class_name` as it wasn't working properly.
|
||
- The second parameter of `substr()` is now optional and defaults to `-1`.
|
||
- More editor actions can now have shortcuts assigned (such as Revert Scene or Export).
|
||
- The project export path may now be written in a relative path.
|
||
- Directories will be created recursively if the target directory doesn't exist.
|
||
- Items in the FileSystem dock can now be deselected by clicking empty space.
|
||
- "Set as Main Scene" context option for scenes in the FileSystem dock.
|
||
- The unused class variable GDScript warning is now disabled by default due to false positives.
|
||
- Warning-ignore comments now allow whitespace after the `#` character.
|
||
- Improved error reporting in the Particles emission point creation dialog.
|
||
- The number of warnings and errors that can be received in the remote debugger is now capped per second rather than per frame.
|
||
- The default limit is 100 errors and 100 warnings per second, making it possible for the script editor to report up to 100 warnings before having messages hidden.
|
||
- UTF-8 characters are now supported in input action names.
|
||
- All platforms now use the `custom_template` property in each export preset to store the path to the custom export template (instead of `custom_package` for some platforms).
|
||
- Tween methods' `trans_type` and `ease_type` arguments are now optional, defaulting to `TRANS_LINEAR` and `EASE_IN_OUT` respectively.
|
||
- `PCKPacker.pck_start()` and `PCKPacker.flush()`'s `alignment` and `verbose` arguments (respectively) are now optional, defaulting to `0` and `false`.
|
||
- Exported PCK files now contain the Godot patch version in their header.
|
||
- This can be used by external tools to detect the Godot version more accurately.
|
||
- Exporting a project PCK or ZIP from the command line must now be done with the new `--export-pack` command-line argument.
|
||
- This was done to remove the ambiguity when exporting a project to macOS from the command line.
|
||
- Updated FreeType to 2.10, which changes how font metrics are calculated.
|
||
- This may affect the appearance of some Controls, see [this issue](https://github.com/godotengine/godot/issues/28335) for details.
|
||
- The SCons build system now automatically detects the host platform.
|
||
- `platform=<platform>` is no longer required when compiling for the host platform.
|
||
- `platform=list` can be used to list the supported target platforms.
|
||
- **Windows:** Drive letters in file paths are now capitalized.
|
||
- **macOS:** <kbd>Control + H</kbd> and <kbd>Control + D</kbd> in TextEdit now delete the character at the left and right of the cursor (respectively).
|
||
- **macOS:** <kbd>Command + Left</kbd> in TextEdit now moves the cursor to the first non-whitespace character.
|
||
- **macOS:** Non-resizable windows are now allowed to enter fullscreen mode.
|
||
- **macOS:** The editor's title bar now uses dark mode on Mojave.
|
||
- **X11:** `OS.set_window_postion()` now takes window decorations into account.
|
||
|
||
### Removed
|
||
|
||
- Unused Panel `panelf` and `panelnc` styles.
|
||
- thekla_atlas dependency, as light baking now relies on [xatlas](https://github.com/jpcy/xatlas) for UV unwrapping.
|
||
- Rating icons in the Asset Library, as this feature isn't implemented in the backend.
|
||
- Some editor languages are no longer available due to missing support for RTL and text shaping in Godot:
|
||
- Affected languages are Arabic, Bengali, Persian, Hebrew, Hindi, Malayalam, Sinhalese, Tamil, Telugu and Urdu.
|
||
- These languages will be re-added once Godot supports RTL and text shaping.
|
||
- **Android:** ARMv6 support.
|
||
- **iOS:** ARMv7 support.
|
||
- ARMv7 export templates can still be compiled from source to support the iPhone 5 and older.
|
||
|
||
### Fixed
|
||
|
||
- The Project Manager now remembers the sorting option that was previously set.
|
||
- The editor and project manager now have a minimum window size defined.
|
||
- This prevents controls from overlapping each other by resizing the window to a very small size.
|
||
- Fixed radiance map generation, resulting in improved 3D performance and visual quality.
|
||
- Fixed issues with PBR environment mapping.
|
||
- Materials should now look closer to what they look like in Substance Designer/Painter.
|
||
- Depth of field now affects transparent objects.
|
||
- Radiance is now generated when using a clear color sky.
|
||
- Contact shadows no longer display when shadow casting is disabled.
|
||
- Larger data types can now be constructed by swizzling in the shader language.
|
||
- For instance, `vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx;` now works as in GLSL.
|
||
- The `AMBIENT_LIGHT_DISABLED` and `SHADOWS_DISABLED` flags now work when using the GLES2 renderer.
|
||
- The Keep background mode now works when using the GLES2 renderer.
|
||
- Several fixes to the GLES2 renderer:
|
||
- Fixed transparency order.
|
||
- Fixed vertex lighting being too bright.
|
||
- Fixed occasional light flickering.
|
||
- Fixed shadows cast from transparent materials.
|
||
- Fog is no longer computed on unshaded materials.
|
||
- This matches the GLES3 renderer's behavior.
|
||
- GLES2 shader uniforms now use `highp` precision by default.
|
||
- This prevents linking issues on some Android devices.
|
||
- Negative OmniLights and SpotLights now work as expected.
|
||
- The 3D editor's View Information pane now displays statistics correctly when using the GLES2 renderer.
|
||
- Textures compressed with ETC now support transparency by falling back to RGBA4444 or LA8.
|
||
- Alternate display modes are now marked as disabled in the editor when using the GLES2 renderer, as these are only supported when using GLES3.
|
||
- Fixed several inconsistencies between Particles and CPUParticles.
|
||
- Fixed particles scale randomization.
|
||
- Particles are now set to emit correctly when restarting.
|
||
- CheckBox and CheckButton now use the `check_vadjust` custom constant to adjust the icon Y position as intended.
|
||
- Fixed various issues with tab-related icons.
|
||
- Fixed issues in WebM colorspace corrections, resulting in better color output.
|
||
- CSG is now taken into account when generating navigation meshes.
|
||
- Curve2D and Curve3D interpolated values now behave as expected.
|
||
- Numeric slider grabbers in the editor inspector now update when scrolling using the mouse wheel.
|
||
- Scene modifications are no longer lost when renaming a file in the FileSystem dock.
|
||
- "Show in FileSystem" now clears the current search, so that the selected item can be seen immediately.
|
||
- LineEdit and TextEdit's context menus no longer display editing options if they are read-only.
|
||
- SpinBox mouse events are now correctly triggered by its LineEdit part.
|
||
- Per-word navigation in LineEdit and TextEdit now handles UTF-8 characters correctly.
|
||
- LineEdit placeholders, Tabs' names and WindowDialog titles now react correctly to translation changes.
|
||
- Fixed UI navigation when using gamepad analog sticks.
|
||
- Buttons' state is now reset when they exit the scene tree.
|
||
- This prevents them from lingering in a "hovered" or "pressed" state.
|
||
- Tooltips now disappear when hiding the node they belong to.
|
||
- Encoded packet flags are no longer sent in the ENet multiplayer protocol, as ENet itself already sends that data.
|
||
- This saves 4 bytes per packet.
|
||
- Audio trimming is now less aggressive, cutting at -50 dB instead of -30 dB.
|
||
- Audio trimming now has a small fade-out period, preventing audible pops.
|
||
- Audio mix rate and output latency settings are now consistently applied on all platforms.
|
||
- Fixed multichannel panning for AudioStreamPlayer3D.
|
||
- Opening a recent built-in script will now load the associated scene automtaically since doing so is required to edit the script.
|
||
- Declaring a class with `class_name` that has the same name as a singleton will now display a clearer error message.
|
||
- `script` is no longer allowed as a member variable name in GDScript, as that conflicts with the internal `script` property used by Object.
|
||
- Assigning a variable with a function index will no longer evaluate the function twice.
|
||
- For instance, doing `a[function()] += 1` will no longer evaluate `function()` twice.
|
||
- If the function has side effects, this may change the resulting program behavior.
|
||
- GDScript type checks are now enabled in release export templates.
|
||
- The Label font shadow now draws the font outline as well (if the base font has one).
|
||
- `Font.draw_char()` now draws the font outline as well (if the base font has one).
|
||
- The editor no longer redraws continuously when selecting a Control in a Container.
|
||
- Added some missing feature tags to the Project Settings "Override For..." menu.
|
||
- The `low_processor_mode_sleep_usec` project setting no longer affects the editor.
|
||
- Typed arrays and dictionaries no longer have their values shared across instances.
|
||
- `self` and object types can now be indexed as a dictionary again (like in Godot 3.0 and prior).
|
||
- Fixed `to_lower()` conversion with Cyrillic characters.
|
||
- The Find in Files replace dialog now allows empty replacement texts.
|
||
- The bottom panel no longer disappears when opening the theme editor on small displays.
|
||
- The script editor's color picker now changes only one color if multiple colors are present on the same line.
|
||
- The script editor's line length guideline is now drawn behind text.
|
||
- The script editor's line length guideline is now drawn at the correct position when font hinting is disabled.
|
||
- The script editor now automatically indents a line if the previous one ends with `[` or `(`.
|
||
- This makes it possible to wrap arrays or function declarations/calls without pressing <kbd>Tab</kbd> every line.
|
||
- Fixed autocompletion in the script editor.
|
||
- The script editor can now autocomplete enum values.
|
||
- The script editor can now autocomplete node paths starting with `$"` or `$'`.
|
||
- Custom script editor templates can now use type hints.
|
||
- Shift operators with a number not between 0 and 63 (inclusive) will now result in a compile-time error in GDScript.
|
||
- Warnings no longer count towards the "Too many errors!" message.
|
||
- AnimationTrackEdit now displays invalid value keys again (as it did in 3.0).
|
||
- Fixed the display of function/audio/animation tracks in the blend tree animation filter.
|
||
- The editor shortcuts menu no longer displays all unassigned shortcuts when searching for a substring of "None".
|
||
- The editor's performance monitor now displays memory/file sizes larger than 2 GB correctly.
|
||
- The editor debugger now displays keyboard shortcuts when hovering the "Step Into", "Step Over", "Break" and "Continue" buttons.
|
||
- The editor debugger now always handles connections.
|
||
- Subsequent connections will be dropped immediately to avoid locking.
|
||
- Large rotation offset/snap values no longer appear to be cut off in the Configure Snap dialog.
|
||
- Documentation tooltips in the editor now wrap to multiple lines correctly.
|
||
- Locked 3D nodes are no longer selectable in the 3D viewport, matching the 2D editor's behavior.
|
||
- All 3D gizmos now notify changes correctly, which means the inspector now displays up-to-date properties after using them.
|
||
- The 3D manipulator gizmo's size is now capped at low viewport heights, preventing it from outgrowing the viewport's bounds.
|
||
- The editor filesystem now refreshes on file changes if the project is located on an exFAT filesystem.
|
||
- Fixed many cases of colors not changing correctly when switching the editor from a dark theme to a light theme (or vice versa) without restarting.
|
||
- The Show in File Manager context menu option now works with files marked as favorite.
|
||
- The random number generator's seed is now properly set up.
|
||
- Antialiased and rounded StyleBoxFlat corners now handle different border widths correctly.
|
||
- The StyleBox preview now accounts for shadows and content margins.
|
||
- This fixes the preview going out of bounds in the inspector.
|
||
- Text resources no longer contain an extraneous line break at the end of file.
|
||
- Transform's `FLIP_Y` and `FLIP_Z` constants now work as expected.
|
||
- Fixed importing BMP images.
|
||
- The positional command-line argument is now only considered to be a scene path if it ends with `.scn`, `.tscn` or `.escn`.
|
||
- This makes it possible to parse command-line arguments in a standard fashion (`--foo bar` now works, not just `--foo=bar`).
|
||
- This also makes it possible to use file associations or drag-and-drop and have the positional argument parsed by the project.
|
||
- The `--audio-driver` and `--video-driver` command-line arguments are now validated; an error message will be printed if an invalid value is passed.
|
||
- The `--check-only` command-line argument now returns a non-zero exit code if an invalid script is passed using `--script`.
|
||
- Exporting a project via the command-line now returns a non-zero exit code if an error occurred during exporting.
|
||
- Console output is no longer colored when standard output isn't a TTY.
|
||
- This prevents Godot from writing ANSI escape codes when redirecting standard output or standard error to a file.
|
||
- **Android:** Gamepads are now correctly detected when the application starts.
|
||
- **Android:** Fix some keyboards being detected as gamepads and not working as a result.
|
||
- **Android:** The editor now detects if the device is connected using wireless `adb` and will debug using Wi-Fi in this case.
|
||
- **HTML5:** Fixed the pointer position on hiDPI displays.
|
||
- **HTML5:** `OS.get_system_time_msec()` now returns the correct value like on other platforms.
|
||
- **iOS:** On iOS 11 or later, gestures near screen edges are now handled by Godot instead of the OS.
|
||
- **Windows:** Line endings are now converted to CRLF when setting clipboard content.
|
||
- **Windows:** Getting the path to the Downloads directory using `OS.get_system_dir()` now works correctly.
|
||
- This fixes line endings being invisible when pasting into other applications.
|
||
- **macOS:** `OS.get_real_window_size()` and `OS.set_window_size()` are now handled correctly on hiDPI displays.
|
||
- **X11:** `OS.get_window_position()` now returns absolute coordinates.
|
||
- **X11:** Fixed audio playing on the wrong speakers when using PulseAudio on 5.1 setups.
|
||
- **X11:** `OS.set_window_maximized()` now gives up after 0.5 seconds.
|
||
- This makes the editor no longer freeze on startup when using fvwm.
|
||
|
||
## [3.1] - 2019-03-13
|
||
|
||
### Added
|
||
|
||
- OpenGL ES 2.0 renderer.
|
||
- [Visual shader editor.](https://godotengine.org/article/visual-shader-editor-back)
|
||
- 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.](https://godotengine.org/article/soft-body)
|
||
- [3D ragdoll system.](https://godotengine.org/article/godot-ragdoll-system)
|
||
- [Constructive solid geometry in 3D.](https://godotengine.org/article/godot-gets-csg-support)
|
||
- [2D meshes and skeletal deformation.](https://godotengine.org/article/godot-gets-2d-skeletal-deform)
|
||
- [Various improvements to KinematicBody2D.](https://godotengine.org/article/godot-31-will-get-many-improvements-kinematicbody)
|
||
- 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](https://libwebsockets.org/).
|
||
- UPnP support using [MiniUPnP](http://miniupnp.free.fr).
|
||
- [Revamped inspector.](https://godotengine.org/article/godot-gets-new-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.](https://godotengine.org/article/godot-gets-brand-new-animation-editor-cinematic-support)
|
||
- 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.](https://godotengine.org/article/godot-gets-new-animation-tree-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.](https://godotengine.org/article/godot-gets-new-filesystem-dock-3-1)
|
||
- 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.](https://godotengine.org/article/simplex-noise-lands-godot-31)
|
||
- [Optional static typing in GDScript.](https://godotengine.org/article/optional-typing-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.](https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#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 `PopupMenu`s.
|
||
- 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.
|
||
- <kbd>Ctrl</kbd> now toggles snapping in the 3D viewport.
|
||
- Find & replace in files (<kbd>Ctrl + Shift + F</kbd> by default).
|
||
- Batch node renaming tool (<kbd>Ctrl + F2</kbd> 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](https://godotengine.org/article/why-we-broke-your-pr), resulting in increased engine performance.
|
||
- The [mbedtls](https://tls.mbed.org/) library is now used instead of OpenSSL.
|
||
- [Renamed several core files](https://github.com/godotengine/godot/pull/25821).
|
||
- 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](https://github.com/godotengine/godot/issues/21683), 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](https://godotengine.org/article/introducing-new-last-minute-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](https://youtu.be/K2XOBaJ5OQ0)).
|
||
- More than a dozen of audio effects included.
|
||
- Rewritten 3D physics using [Bullet](https://bulletphysics.org/).
|
||
- UDP-based high-level networking API using [ENet](http://enet.bespin.org/).
|
||
- 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](https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
|
||
- Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 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](https://github.com/GodotNativeTools/godot-d), [Nim](https://github.com/pragmagic/godot-nim) and [Python](https://github.com/touilleMan/godot-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](https://scons.org/) 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](https://www.google.com/get/noto/)).
|
||
- Changed the default script editor font (Source Code Pro → [Hack](https://sourcefoundry.org/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](http://glew.sourceforge.net/) to [GLAD](https://glad.dav1d.de/) for OpenGL wrapping.
|
||
- Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`).
|
||
- The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
|
||
- Redesigned the Godot logo to be more legible at small sizes.
|
||
|
||
### 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.
|
||
|
||
[Unreleased]: https://github.com/godotengine/godot/compare/3.2-stable...HEAD
|
||
[3.2]: https://github.com/godotengine/godot/compare/3.1-stable...3.2-stable
|
||
[3.1]: https://github.com/godotengine/godot/compare/3.0-stable...3.1-stable
|
||
[3.0]: https://github.com/godotengine/godot/compare/2.1-stable...3.0-stable
|