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Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
3.0 - 2018-01-29
Added
- Physically-based renderer using OpenGL ES 3.0.
- Uses the Disney PBR model, with clearcoat, sheen and anisotropy parameters available.
 - Uses a forward renderer, supporting multi-sample anti-aliasing (MSAA).
 - Parallax occlusion mapping.
 - Reflection probes.
 - Screen-space reflections.
 - Real-time global illumination using voxel cone tracing (GIProbe).
 - Proximity fade and distance fade (useful for creating soft particles and various effects).
 - Lightmapper for lower-end desktop and mobile platforms, as an alternative to GIProbe.
 
 - New SpatialMaterial resource, replacing FixedMaterial.
- Multiple passes can now be specified (with an optional "grow" property), allowing for effects such as cel shading.
 
 - Brand new 3D post-processing system.
- Depth of field (near and far).
 - Fog, supporting light transmittance, sun-oriented fog, depth fog and height fog.
 - Tonemapping and Auto-exposure.
 - Screen-space ambient occlusion.
 - Multi-stage glow and bloom, supporting optional bicubic upscaling for better quality.
 - Color grading and various adjustments.
 
 - Rewritten audio engine from scratch.
- Supports audio routing with arbitrary number of channels, including Area-based audio redirection (video).
 - More than a dozen of audio effects included.
 
 - Rewritten 3D physics using Bullet.
 - UDP-based high-level networking API using ENet.
 - IPv6 support for all of the engine's networking APIs.
 - Visual scripting.
 - Rewritten import system.
- Assets are now referenced with their source files, then imported in a transparent manner by the engine.
 - Imported assets are now cached in a 
.importdirectory, 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 
matchkeyword. $shorthand forget_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).
 
 - Pattern matching using the 
 - Feature tags in the Project Settings, for custom per-platform settings.
 - Full support for the glTF 2.0 3D interchange format.
 - Freelook and fly navigation to the 3D editor.
 - Built-in editor logging (logging standard output to a file), disabled by default.
 - Improved, more intuitive file chooser in the editor.
 - Smoothed out 3D editor zooming, panning and movement.
 - Toggleable rendering information box in the 3D editor viewport.
- FPS display can also be enabled in the editor viewport.
 
 - Ability to render the 3D editor viewport at half resolution to achieve better performance.
 - GDNative for binding languages like C++ to Godot as dynamic libraries.
 - 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 
.dmgdisk image if exporting from an editor running on macOS.- Signing the macOS export now is possible if running macOS (requires a valid code signing certificate).
 
 - Exporting to Windows now changes the exported project's icon using 
rcedit(requires WINE if exporting from Linux or macOS). - Improved build system.
- Support for compiling using Visual Studio 2017.
 - SCons 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
 - Link-time optimization can now be enabled by passing 
use_lto=yesto the SCons command line.- Produces faster and sometimes smaller binaries.
 - Currently only supported with GCC and MSVC.
 
 - Added a progress percentage when compiling Godot.
 .ziparchives are automatically created when compiling HTML5 export templates.
 - Easier and more powerful way to create editor plugins with EditorPlugin and related APIs.
 
Changed
- Increased the default low-processor-usage mode FPS limit (60 → 125).
- This makes the editor smoother and more responsive.
 
 - Increased the default 3D editor camera's field of view (55 → 70).
 - Increased the default 3D Camera node's field of view (65 → 70).
 - Changed the default editor font (Droid Sans → Noto Sans).
 - Changed the default script editor font (Source Code Pro → Hack)
 - Renamed 
engine.cfgtoproject.godot.- This allows users to open a project by double-clicking the file if Godot is associated to 
.godotfiles. 
 - This allows users to open a project by double-clicking the file if Godot is associated to 
 - Some methods from the 
OSsingleton were moved to the newEnginesingleton. - Switched from GLEW to GLAD 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
opacityandself_opacityare replaced bymodulateandself_modulatein 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.