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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.
3.2 - YYYY-MM-DD
Added
- Support for pseudo-3D depth in 2D.
- Support for importing 3D scenes using Assimp.
- Many formats are supported, including FBX.
- Support for generating audio procedurally and analyzing audio spectrums.
- WebRTC support.
- Includes support for the high-level multiplayer API.
- Supports NAT traversal using STUN or TURN.
- Support for automatically building Android templates before exporting.
- This makes 3rd-party SDK integration easier.
- Support for texture atlases in 2D.
- Major improvements to the visual shader system. (News post 1, News post 2)
- Redesigned visual shader editor with drag-and-drop capability.
- Textures can be dragged from the FileSystem dock to be added as nodes.
- Most functions available in GLSL are now exposed.
- Many constants such as
PiorTaucan now be used directly. - Support for boolean uniforms and sampler inputs.
- New Sampler port type.
- New conditional nodes.
- New Expression node, allowing shader code to be written in visual shaders.
- Support for plugins (custom nodes).
- Custom nodes can be drag-and-dropped from the FileSystem dock.
- Ability to copy and paste nodes.
- Ability to delete multiple nodes at once by pressing Delete.
- The node creation menu is now displayed when dragging a connection to an empty space on the graph.
- GLES3-only functions are now distinguished from others in the creation dialog.
- Ability to preview the code generated by the visual shader.
- Ability to convert visual shaders to text-based shaders.
- See the complete list of new functions.
- Redesigned visual shader editor with drag-and-drop capability.
- Improved visual scripting.
- Visual scripting now uses an unified graph where all functions are represented.
- Nodes can now be edited directly in the graph.
- Support for fuzzy searching.
- The
toolmode can now be enabled in visual scripts. - New Deconstruct node to deconstruct a complex value into a scalar value.
- Miscellaneous UI improvements.
- Support for enabling/disabling parts of the editor or specific nodes.
- This is helpful for education, or when working with artists to help prevent inadvertent changes.
- Language server for GDScript.
- This can be used to get better integration with external editors.
- Version control integration in the editor.
- This integration is VCS-agnostic (GDNative plugins provide specific VCS support).
- Improved GridMap editor.
- The copied mesh is now displayed during pasting.
- The duplication/paste indicator is now rotated correctly around the pivot point.
- Ability to cancel paste and selection by pressing Escape.
- Erasing is now done using RMB instead of Shift + RMB.
- Freelook can still be accessed by pressing Shift + F.
- Improved MeshLibrary generation.
- When appending to an existing MeshLibrary, previews are now only generated for newly-added or modified meshes.
- Tweaked the previews' camera angle and light directions for better results.
- Materials assigned to the MeshInstance instead of the Mesh are now exported to the MeshLibrary.
- This is useful when exporting meshes from an imported scene (such as glTF), as it allows materials to persist across re-imports.
- Improved Control anchor and margin workflow.
- Network profiler.
- Improved NavigationMesh generation.
- GridMaps can now be used to bake navigation meshes.
- EditorNavigationMeshGenerator can now be used in
toolscripts. - 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.
- If
- 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,floatandString). - Pressing Ctrl + F now focuses the search field in the Project Settings and Editor Settings.
- Quick Open dialog (Shift + Alt + O) to open any resource in the project.
- Unlike the existing dialogs, it's not limited to scenes or scripts.
- Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D.
- MultiMeshInstance2D node for using MultiMesh in 2D.
- PointMesh primitive.
- Drawn as a rectangle with a constant size on screen, which is cheaper compared to using triangle-based billboards.
- 2D polygon boolean operations and Delaunay triangulation are now available in the Geometry singleton.
- New convex decomposition using the V-HACD library.
- Can decompose meshes into multiple convex shapes for increased accuracy.
- Support for grouping nodes in the 3D editor.
- "Slow" modifier in freelook (accessed by holding Alt).
- The 2D editor panning limits can now be disabled in the Editor Settings.
- "Undo Close Tab" option in the scene tabs context menu.
- The editor is now capped to 20 FPS when the window is unfocused.
- This decreases CPU/GPU usage if something causes the editor to redraw continuously (such as particles).
- The editor's FPS cap can now be adjusted in the Editor Settings (both when focused and unfocused).
- Version information is now displayed at the bottom of the editor.
- This is intended to make the Godot version easily visible in video tutorials.
- Support for constants in the shader language.
- Support for local and varying arrays in the shader language.
- Support for
switchstatements in the shader language. - Support for
do {...} while (...)loops in the shader language.- Unlike
while, the expression in thedoblock will always be run at least once.
- Unlike
- Support for hexadecimal number literals in the shader language.
- Ported several GLES3 shader functions such as
round()to GLES2. SHADOW_VECshader parameter to alter 2D shadow computations in custom shaders.- Filter search box in the remote scene tree dock.
- Ability to expand/collapse nodes recursively in the scene tree dock by holding Shift and clicking on a folding arrow.
- Support for depth of field, glow and BCS in the GLES2 renderer.
- MSAA support in the GLES2 renderer.
- Ability to render viewports directly to the screen in the GLES2 renderer.
- This can be faster on low-end devices, but it comes at a convenience cost.
- Project settings to set the maximum number of lights and reflections in the GLES3 renderer.
- Decreasing these values can lead to faster shader compilations, resulting in lower loading times.
- Heightmap collision shape for efficient terrain collisions.
- AStar2D class, making A* use easier in 2D.
- Disabled collision shapes can now be added directly, without having to disable them manually after one step.
- Context menu options to close other scene tabs, scene tabs to the right, or all scene tabs.
- The audio bus volumes can now be snapped by holding Ctrl while dragging the slider.
- Hovering an audio bus' volume slider now displays its volume in a tooltip.
- Values in the Gradient and Curve editors can now be snapped by holding Ctrl.
- Precise snapping can be obtained by holding Shift as well.
- Support for snapping when scaling nodes in the 2D editor.
- Precise snapping in the 3D editor when holding Shift.
- "Align Rotation with View" in the 3D editor.
- Unlike "Align Transform with View", only the selected node's rotation will be modified.
- "Align Selection with View" has been renamed to "Align Transform with View".
- All 3D gizmos now make use of snapping if enabled.
- CSG shapes are now highlighted with a translucent overlay when selected.
- Shapes in Union mode will use a blue overlay color by default.
- Shapes in Subtraction mode will use an orange overlay color by default.
- Shapes in Intersection mode will use a white overlay color.
- Ability to move a vertex along a single axis when holding Shift in polygon editors.
- Support for binary literals in GDScript (e.g.
0b101010for42). - 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 (.gdfor GDScript,.csfor C#). - The path to the script templates directory can be changed in the Project Settings.
- Template files should be placed into a
- Ability to limit the minimum and maximum window size using
OS.set_min_window_size()andOS.set_max_window_size(). Node.process_priorityproperty to set or get a node's processing priority.- This was previously only available as
Node.set_process_priority()(without an associated getter).
- This was previously only available as
Node.editor_descriptionproperty 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_outsideproperty to keep a button pressed when moving the pointer outside while pressed.Button.expand_iconproperty 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()andTree.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_probeproperty to exclude specific lights from GIProbe computations.- TranslationServer method
get_loaded_locales()to retrieve the list of languages with a translation loaded. FRUSTUM3D camera mode to create tilted frustums for mirror or portal effects.Camera.project_position()now accepts an optionaldepthparameter.CanvasItem.draw_rect()now haswidthandantialiasedproperties to matchdraw_line()'s functionality.Engine.get_idle_frames()andEngine.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.
- Unlike
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().
- This is a shorter alternative to
- AStar functions
set_point_disabled()andis_point_disabled()to selectively disable points. - Tween now emits a
tween_all_completedsignal when all tweens are completed. Input.get_current_cursor_shape()to retrieve the current cursor shape.InputEventActionnow has astrengthproperty 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()andString.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 likefposmod(), 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_fillandselection_stroketheme 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.transparentconstant (equivalent toColor(1, 1, 1, 0)).KinematicBody.get_floor_normal()andKinematicBody2D.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.
- In contrast to
Mesh.get_aabb()is now exposed to scripting.PhysicalBone.apply_impulse()andPhysicalBone.apply_central_impulse()methods to push ragdolls around.ProjectSettings.load_resource_pack()now features an optionalreplace_filesargument (defaulting totrue), 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 returnstrueif the window is currently focused.- Tracking the focus state manually using
NOTIFICATION_WM_FOCUS_INandNOTIFICATION_WM_FOCUS_OUTis no longer needed to achieve this.
- Tracking the focus state manually using
OS.low_processor_mode_sleep_usecis 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_codeproperty.
- If set to a value greater than or equal to 0, it will override the
VisualServer.get_video_adapter_name()andVisualServer.get_video_adapter_vendor()methods to retreive 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.
- Will be displayed if:
- 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()andScript.get_property_default_value().
- See
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_extensionsin 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 + 2becomes4).
- This option evaluates the selected expression and replaces it (e.g.
- 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.
- "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor.
- Keyboard shortcuts to rotate tiles in the TileMap editor.
- Default shortcuts are A (rotate left), S (rotate right), X (flip horizontally), Y (flip vertically).
- Ability to keep a node's local transform when reparenting it by holding Shift.
- Basis constants
IDENTITY,FLIP_X,FLIP_Y,FLIP_Z. - Ability to create sprite frames in AnimatedSprite from a sprite sheet.
frame_coordsproperty in Sprite and Sprite3D to set/get the coordinates of the frame to display from the sprite sheet.billboardproperty 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.
directionproperty in CPUParticles and ParticlesMaterial.lifetime_randomnessproperty 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_itemvertices, 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_stepeditor setting to configure floating-point values' default step in the Inspector.- Audio buses are now stylized to look like boxes that can be dragged.
- The default audio bus layout file path can now be changed in the Project Settings.
- The LineEdit and TextEdit controls now display their contextual menu when pressing the Menu key.
shortcut_keys_enabledandselecting_enabledLineEdit 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_iconset in scripts. - The
nine_patch_stretchTextureProgress property now enables stretching when using a radial fill mode. - Support for loading and saving encrypted files in ConfigFile.
get_path()andget_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
.tresfiles. - 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=yesflag to link with LLD on Linux when compiling with Clang.- This results in faster iteration times when developing Godot itself or modules.
use_thinlto=yesflag to link with ThinLTO when using Clang.- Multicast support in PacketPeerUDP.
NetworkedMultiplayerEnet.server_relayproperty 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.timeoutproperty (defaults to 0, which is disabled).HTTPRequest.download_chunk_sizeproperty.- This value can be adjusted to reduce the allocation overhead and file writes when downloading large files.
- The default value was increased for faster downloads (4 KB → 64 KB).
- WebSocket improvements.
- Support for SSL in WebSocketServer.
- WebSocketClient can now use custom SSL certificates (except on HTML5).
- WebSocketClient can now define custom headers.
- The editor now features a built-in Web server for testing HTML5 projects.
- Button to remove all missing projects in the Project Manager.
- Reimplemented support for embedding project data in the PCK file.
- Ability to take editor screenshots by pressing Ctrl + F12.
- Editor plugins can now set the current active editor as well as toggle the distraction-free mode.
- Android: Support for adaptive icons.
- All icon densities are now generated automatically by the exporter.
- Only 3 images now need to be supplied to support all icon formats and densities (legacy icon, adaptive foreground, adaptive background).
- Android: Support for the Oculus Mobile SDK.
- Android: Support for requesting permissions at runtime.
- Android:
NOTIFICATION_APP_PAUSEDandNOTIFICATION_APP_RESUMEDnotifications are now emitted when the app is paused and resumed. - Android: Support for pen input devices.
- Android/iOS: Support for vibrating the device.
- HTML5: Partial clipboard support.
- iOS: Support for ARKit.
- iOS:
OS.get_model_name()now returns a value with the device name. - iOS: The Home indicator is now hidden by default to avoid being in the way of the running project.
- It can be restored in the Project Settings.
- Windows: Ability to toggle the console window in the Editor Settings.
- Windows: Project setting to enable Vsync using the compositor (DWM), disabled by default.
- On some hardware, this may fix stuttering issues when running a project in windowed mode.
- Windows: Support for code signing using
signtoolon Windows andosslsigncodeon other platforms. - Windows: Support for using Clang and ThinLTO when compiling using MinGW.
- Windows/macOS:
OS.set_native_icon()method to set an.icoor.icnswindow/taskbar icon at runtime. - Windows/macOS/X11: Support for graphic tablet pen pressure and tilt in InputEventMouseMotion.
- macOS: LineEdit now supports keyboard shortcuts commonly available on macOS.
- macOS: Multiple instances of the editor can now be opened at once.
- macOS: Recent and favorite projects are now listed in the project manager dock menu.
- macOS: The list of open scenes is now displayed in the editor dock menu.
- macOS: Support for modifying global and dock menus.
- macOS: Improved support for code signing when exporting projects.
- macOS: Support for defining camera and microphone usage descriptions when exporting a project.
- macOS/X11: A zsh completion file for the editor is now available.
- X11: The instance PID is now set as the
_NET_WM_PIDwindow 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_OPTIONSenvironment 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_policyproject setting to keep running after an unhandled exception. - Mono: New Godot constants to conditionally react to system variables at compile-time.
- Mono: Support for Visual Studio 2019's MSBuild.
Changed
- Tween and Timer now display an error message if they are started without being added to the scene tree first.
- Tweaked Timer's wait time property hint to allow values with 3 decimals and above 4096.
- Functions called from a signal can no longer disconnect the node from the signal they're connected to (unless using
call_deferred()). - Tabs and space indentation can no longer be mixed in the same GDScript file.
- Each file must now use only tabs or spaces for indentation (not both).
- The "Trim" and "Normalize" WAV import options are now disabled by default.
- This makes the default behavior more consistent with Ogg import.
- Ogg samples now have an icon in the editor, like WAV samples.
- Camera2D drag margins are now disabled by default.
- If porting a project from Godot 3.1 where drag margins were used, these must be enabled manually again.
Camera.project_position()now requires a seconddepthargument to determine the distance of the point from the camera.- To get the old behavior back, pass the Camera's
nearproperty value as the second argument.
- To get the old behavior back, pass the Camera's
Skeleton.set_bone_global_pose()was replaced bySkeleton.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.
- If the search term contains a
- 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_modulateconstant, 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
farvalue (0..100).- This makes fog display consistent between the editor and a running project.
- Tweaked the default height fog values to be more logical (0..100 → 10..0).
- This means height fog will be drawn from top-to-bottom, instead of being drawn from bottom-to-top.
- Significantly improved SSAO performance by using a lower sample count.
- SSAO now uses 3×3 blurring by default, resulting in less visible noise patterns.
- When "Keep 3D Linear" is enabled, colors are no longer clamped to [0, 1] when using Linear tonemapping.
- This allows rendering HDR values in floating-point texture targets for further processing or saving HDR data into files.
- The lightmap baker now calculates lightmap sizes dynamically based on surface area.
- Improved 3D KinematicBody performance and reliability.
- Orbiting in the 3D editor can now be done while holding Alt, for better compatibility with graphics tablets.
- Keys and actions are now released when the window loses focus.
- Tweens can now have a duration of 0.
- Particles and CPUParticles' Sphere emission shape now uses an uniform density sphere.
Viewport.size_override_stretchis now exposed as a property (rather than just setter/getter methods).- One-click deploy to Android now requires just one click if only one device is connected.
- The Project Manager will now infer a project name from the project path if the name was left to the default value.
- The WebSockets implementation now uses the smaller wslay library instead of libwebsockets.
- Box selections in the editor now use a subtle outline for better visibility.
- Most 2D lines are now antialiased in the editor.
- CheckButtons now use a simpler design in the editor.
- Messages originating from the editor are now faded in the editor log.
- This makes messages printed by the project stand out more.
- Folding arrows in the editor inspector are now displayed at the left for consistency with other foldable elements.
- Hovering or dragging guides in the 2D editor will now turn the cursor into a "resizing" shape.
- The editor update spinner is now hidden by default.
- It can be enabled again in the Editor Settings.
- The "Update Always" option is now editor-wide instead of being project-specific.
- ColorPicker, OptionButton and MenuButton now use toggle mode, making them appear pressed when clicked.
- The ColorPicker preview was moved below the picker area to be closer to the sliders.
- Increased the Light2D height range from -100..100 to -2048..2048.
- Lower and higher values can be entered manually too.
- Decreased the
rotation_degreesrange in various nodes to -360..360 to be easier to adjust using the slider.- Lower and higher values can still be entered manually, which is useful for animation purposes.
- The default RichTextLabel color is now
#ffffff, matching the default Label color for better consistency. - Label's
visible_charactersproperty now takes spaces into account to be consistent with RichTextLabel. - SpinBoxes now calculate the entered value using the Expression class.
- For example, writing
2 + 2in a SpinBox then pressing Enter will result in4.
- For example, writing
- 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.
- This allows constructs such as
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 forif my_ref and my_ref.get_ref()).
- This makes checking for a valid reference more concise, as
- The number of signal connections and groups is now displayed in a tooltip when hovering the associated buttons in the scene tree dock.
- The right mouse button can now be used to pan in the 2D editor.
- This is to improve usability when using a touchpad.
- The middle mouse button can still be used to pan in the 2D editor.
- Zooming is now allowed while panning in the 2D editor.
- When the "Scroll To Pan" editor setting is enabled, the 2D editor can now be zoomed in by holding Ctrl and scrolling the mouse wheel.
- Zoom percentages in the 2D editor are now relative to the editor scale if the editor scale is higher than 100%.
- The 2D editor now displays the current zoom percentage.
- The zoom percentage can be clicked to reset the zoom level to 100%.
- Improved sorting options in the Asset Library.
- Images now load faster in the Asset Library.
- A loading placeholder is now displayed while icons are loading in the Asset Library.
- Images failing to load in the Asset Library display a "broken file" icon.
- Improved the Asset Library page loading transitions.
- Tweaked the Asset Library detail page layout for better readability.
- Audio mixer faders now use a non-linear algorithm to better fit human hearing.
- Tooltips now appear faster when hovering elements in the editor (0.7 seconds → 0.5 seconds).
- Increased the low-processor usage mode's default maximum refresh rate (125 FPS → 144 FPS).
- This makes the editor feel slightly smoother on 144 Hz displays.
- Tree scrolling when dragging now uses a larger drag margin, making drag-and-drop more convenient.
- Holding Ctrl now toggles snapping in GraphEdit.
- Improved the timeline's appearance in the animation editor.
- Improved snapping in the animation editor.
- Snapping can be toggled temporarily by holding the Ctrl key.
- Snapping can be made more precise by holding the Shift key.
- Timeline snapping is now toggled by the Snap setting (like when moving keyframes).
- Keyframes are now easier to select in the animation editor.
- Selected keyframes now appear slightly larger in the animation editor.
- Boolean and color keyframe icons are now aligned to other keyframes in the animation editor.
- The Animation editor's line widths are now resized to match the editor scale.
- BPTC compression is now available for all HDR image formats.
Image.save_exr()to save an image in EXR format, which supports high bit depths.- Improved path and polygon editors.
- New handle icons for path and polygon points.
- Smooth path point and curve tangents now use different icons to be distinguished from sharp points.
- Tangent lines are now gray in the Path2D and Path editors.
- Path2D lines are now antialiased.
- Increased the TileSet and polygon UV editor's maximum zoom levels (400% → 1600%).
- Decreased the maximum allowed StyleBoxFlat corner detail (128 → 20).
- This prevents slowness and glitches caused by using overly detailed corners.
- 3D collision shapes and RayCasts are now drawn in gray when disabled.
- Improved RayCast2D and one-way collision drawing.
- Disabled RayCast2Ds are now displayed in gray.
- One-way collision arrows are now orange by default, making them easier to distinguish them from RayCast2Ds.
- Tweaked RayCast2D and one-way collision line shapes to look more like arrows.
- Improved rendering in the curve editor.
- The grid is now rendered correctly when using a light theme.
- The main line and edge line colors have been swapped for better visibility.
- Tangent line widths are now resized to match the editor scale.
- Improved rendering in the performance monitor.
- Dark colors are now used on light backgrounds for better visibility.
- Graph lines are now thinner and opaque.
- Graph line widths are now resized to match the editor scale.
- Rounded values now display trailing zeroes to make their precision clearer.
- Some TileMap editor options were moved to the toolbar.
- The TileMap editor now displays coordinate information in the 2D viewport's bottom-left corner.
- This fixes the TileMap editor width changing when hovering tiles in a small window.
- Brackets are now only inserted when necessary when autocompleting methods in the script editor.
- Improved dialogs when saving or removing an editor layout.
- Whitespace-only selections no longer cause the script editor to highlight all occurrences.
- Saving a script will now add a newline at the end of file if none was present already.
- Reorganized sections in the editor help to be in a more logical order.
- The editor help now uses horizontal margins if the screen is wide enough.
- This makes sure lines keep a reasonable length for better readability.
- Increased line spacing in the editor help and asset library descriptions.
- The editor help now displays bold text using a bold font (instead of using a monospace font).
- The editor help now displays code using a slightly different color to be easier to distinguish.
- The editor help now displays types after parameter names to follow the GDScript static typing syntax.
- Editor help is now accessed using Shift + F1, for consistency with other applications.
- Contextural help is now accessed using Alt + F1 to accommodate for this change.
- The script editor's Find in Files dialog is now always available, even when no script is opened.
- Pressing Shift + Enter in the script editor Find dialog will now go to the previous match.
- Improved the node deletion confirmation message.
- If there is only one node to delete, its name is displayed in the message.
- If there is more than one node to delete, the number of nodes to delete is displayed.
- Improved the "Snap Object to Floor" functionality in the 3D editor.
- An error message is now displayed if no nodes could be snapped.
- Increased the maximum snapping height (10 → 20).
- Increased the maximum snapping tolerance (0.1 → 0.2).
- 2D/3D selections, rotations and selected texts are now highlighted with the editor theme's accent color.
- 3D light gizmos are now tinted using the light's color, making navigation easier while using the unshaded display mode.
- Improved the 3D light and AudioStreamPlayer3D gizmos to better represent their depth in the 3D world.
- Tweaked the 3D manipulator gizmo's colors for better visibility.
- Tweaked the 2D and 3D axis colors for consistency with gizmo colors.
- Increased the default 3D manipulator gizmo opacity (0.2 → 0.4).
- The multiline text editor popup dialog's width is now capped on large displays.
- This prevents lines from becoming very long, which could hamper text readability.
- Non-printable escape characters are now stripped when pasting text into a LineEdit.
- The TextEdit caret color now matches the default font color, making it easier to see.
- Empty exported NodePath properties now return
nullinstead ofself. - Built-in scripts are no longer allowed to use
class_nameas 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_templateproperty in each export preset to store the path to the custom export template (instead ofcustom_packagefor some platforms). - Tween methods'
trans_typeandease_typearguments are now optional, defaulting toTRANS_LINEARandEASE_IN_OUTrespectively. PCKPacker.pck_start()andPCKPacker.flush()'salignmentandverbosearguments (respectively) are now optional, defaulting to0andfalse.- 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-packcommand-line argument.- This was done to remove the ambiguity when exporting a project to macOS from the command line.
- Updated FreeType to 2.10, which changes how font metrics are calculated.
- This may affect the appearance of some Controls, see this issue for details.
- The SCons build system now automatically detects the host platform.
platform=<platform>is no longer required when compiling for the host platform.platform=listcan be used to list the supported target platforms.
- Windows: Drive letters in file paths are now capitalized.
- macOS: Control + H and Control + D in TextEdit now delete the character at the left and right of the cursor (respectively).
- macOS: Command + Left in TextEdit now moves the cursor to the first non-whitespace character.
- macOS: Non-resizable windows are now allowed to enter fullscreen mode.
- macOS: The editor's title bar now uses dark mode on Mojave.
- X11:
OS.set_window_postion()now takes window decorations into account.
Removed
- Unused Panel
panelfandpanelncstyles. - thekla_atlas dependency, as light baking now relies on xatlas for UV unwrapping.
- Rating icons in the Asset Library, as this feature isn't implemented in the backend.
- Some editor languages are no longer available due to missing support for RTL and text shaping in Godot:
- Affected languages are Arabic, Bengali, Persian, Hebrew, Hindi, Malayalam, Sinhalese, Tamil, Telugu and Urdu.
- These languages will be re-added once Godot supports RTL and text shaping.
- Android: ARMv6 support.
- iOS: ARMv7 support.
- ARMv7 export templates can still be compiled from source to support the iPhone 5 and older.
Fixed
- The Project Manager now remembers the sorting option that was previously set.
- The editor and project manager now have a minimum window size defined.
- This prevents controls from overlapping each other by resizing the window to a very small size.
- Fixed radiance map generation, resulting in improved 3D performance and visual quality.
- Fixed issues with PBR environment mapping.
- Materials should now look closer to what they look like in Substance Designer/Painter.
- Depth of field now affects transparent objects.
- Radiance is now generated when using a clear color sky.
- Contact shadows no longer display when shadow casting is disabled.
- Larger data types can now be constructed by swizzling in the shader language.
- For instance,
vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx;now works as in GLSL.
- For instance,
- The
AMBIENT_LIGHT_DISABLEDandSHADOWS_DISABLEDflags 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
highpprecision 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_vadjustcustom 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_namethat has the same name as a singleton will now display a clearer error message. scriptis no longer allowed as a member variable name in GDScript, as that conflicts with the internalscriptproperty used by Object.- Assigning a variable with a function index will no longer evaluate the function twice.
- For instance, doing
a[function()] += 1will no longer evaluatefunction()twice. - If the function has side effects, this may change the resulting program behavior.
- For instance, doing
- 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_usecproject setting no longer affects the editor. - Typed arrays and dictionaries no longer have their values shared across instances.
selfand object types can now be indexed as a dictionary again (like in Godot 3.0 and prior).- Fixed
to_lower()conversion with Cyrillic characters. - The Find in Files replace dialog now allows empty replacement texts.
- The bottom panel no longer disappears when opening the theme editor on small displays.
- The script editor's color picker now changes only one color if multiple colors are present on the same line.
- The script editor's line length guideline is now drawn behind text.
- The script editor's line length guideline is now drawn at the correct position when font hinting is disabled.
- The script editor now automatically indents a line if the previous one ends with
[or(.- This makes it possible to wrap arrays or function declarations/calls without pressing Tab every line.
- Fixed autocompletion in the script editor.
- The script editor can now autocomplete enum values.
- The script editor can now autocomplete node paths starting with
$"or$'.
- Custom script editor templates can now use type hints.
- Shift operators with a number not between 0 and 63 (inclusive) will now result in a compile-time error in GDScript.
- Warnings no longer count towards the "Too many errors!" message.
- AnimationTrackEdit now displays invalid value keys again (as it did in 3.0).
- Fixed the display of function/audio/animation tracks in the blend tree animation filter.
- The editor shortcuts menu no longer displays all unassigned shortcuts when searching for a substring of "None".
- The editor's performance monitor now displays memory/file sizes larger than 2 GB correctly.
- The editor debugger now displays keyboard shortcuts when hovering the "Step Into", "Step Over", "Break" and "Continue" buttons.
- The editor debugger now always handles connections.
- Subsequent connections will be dropped immediately to avoid locking.
- Large rotation offset/snap values no longer appear to be cut off in the Configure Snap dialog.
- Documentation tooltips in the editor now wrap to multiple lines correctly.
- Locked 3D nodes are no longer selectable in the 3D viewport, matching the 2D editor's behavior.
- All 3D gizmos now notify changes correctly, which means the inspector now displays up-to-date properties after using them.
- The 3D manipulator gizmo's size is now capped at low viewport heights, preventing it from outgrowing the viewport's bounds.
- The editor filesystem now refreshes on file changes if the project is located on an exFAT filesystem.
- Fixed many cases of colors not changing correctly when switching the editor from a dark theme to a light theme (or vice versa) without restarting.
- The Show in File Manager context menu option now works with files marked as favorite.
- The random number generator's seed is now properly set up.
- Antialiased and rounded StyleBoxFlat corners now handle different border widths correctly.
- The StyleBox preview now accounts for shadows and content margins.
- This fixes the preview going out of bounds in the inspector.
- Text resources no longer contain an extraneous line break at the end of file.
- Transform's
FLIP_YandFLIP_Zconstants 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,.tscnor.escn.- This makes it possible to parse command-line arguments in a standard fashion (
--foo barnow 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.
- This makes it possible to parse command-line arguments in a standard fashion (
- The
--audio-driverand--video-drivercommand-line arguments are now validated; an error message will be printed if an invalid value is passed. - The
--check-onlycommand-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
adband 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()andOS.set_window_size()are now handled correctly on hiDPI displays. - X11:
OS.get_window_position()now returns absolute coordinates. - X11: Fixed audio playing on the wrong speakers when using PulseAudio on 5.1 setups.
- X11:
OS.set_window_maximized()now gives up after 0.5 seconds.- This makes the editor no longer freeze on startup when using fvwm.
3.1 - 2019-03-13
Added
- OpenGL ES 2.0 renderer.
- Visual shader editor.
- New PBR output nodes.
- Conversion between Vector3 and scalar types is now automatic.
- Ability to create custom nodes via scripting.
- Ports can now be previewed.
- 3D soft body physics.
- 3D ragdoll system.
- Constructive solid geometry in 3D.
- 2D meshes and skeletal deformation.
- Various improvements to KinematicBody2D.
- Support for snapping the body to the floor.
- Support for RayCast shapes in kinematic bodies.
- Support for synchronizing kinematic movement to physics, avoiding an one-frame delay.
- WebSockets support using libwebsockets.
- UPnP support using MiniUPnP.
- Revamped inspector.
- Improved visualization and editing of numeric properties.
- Vector and matrix types can now be edited directly (no pop-ups).
- Subresources can now be edited directly within the same inspector.
- Layer names can now be displayed in the inspector.
- Proper editing of arrays and dictionaries.
- Ability to reset any property to its default value.
- Improved animation editor.
- Simpler, less cluttered layout.
- New Bezier, Audio and Animation tracks.
- Several key types can be previewed directly in the track editor.
- Tracks can now be grouped and filtered on a per-node basis.
- Copying and pasting tracks between animations is now possible.
- New Capture mode to blend from a node's current value to the first key in a track.
- Improved animation tree and new state machine.
- More visual feedback in the blend tree editor.
- 1D and 2D blend spaces are now supported.
- Ability to write custom blending logic.
- Support for root motion.
- New FileSystem dock.
- Unified view of folders and files in the same panel.
- Files can now be marked as favorites, not only folders.
- Files now have icons representing their type, or thumbnail previews when relevant.
- New search field to filter entries in the tree.
- OpenSimplexNoise and NoiseTexture resources.
- Optional static typing in GDScript.
- Does not currently improve performance, but helps write more robust code.
- Warning system in GDScript.
- Reports potential code issues such as:
- unused variables,
- standalone expressions,
- discarded return values from functions,
- unreachable code after a
returnstatement, - …
- Warnings can be disabled in the Project Settings or by writing special comments.
- Reports potential code issues such as:
- GDScript keyword
class_nameto 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
serverplatform 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()andmax()to return the smallest and largest value respectively. - Dictionary method
get(key[, default])wheredefaultis 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()andget_audio_driver_count()to query audio driver information.get_video_driver_count()andget_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 theTCP_NODELAYoption. - 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
.escnscenes has been added for use with the new Blender exporter. - It is now possible to scale an OBJ mesh when importing.
popup_closedsignal forColorPickerButton.- Methods that are deprecated can now print warnings.
- Input actions can now provide an analog value.
- Input actions can now be mapped to either a specific device or all devices.
- DNS resolution for high-level networking.
- Servers can now kick/disconnect peers in high-level networking.
- Servers can now access IP and port information of peers in high-level networking.
- High-level multiplayer API decoupled from SceneTree (see
SceneTree.multiplayer_api/SceneTree.custom_multiplayer_api), can now be extended. Input.set_default_cursor_shape()to change the default shape in the viewport.- Custom cursors can now be as large as 256×256 (needed to be exactly 32×32 before).
- Support for radio-looking items with icon in
PopupMenus. - Drag and drop to rearrange Editor docks.
- TileSet's
TileModeis 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_BOTHfor 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()andFile.get_path_absolute().- Unselected tabs in the editor now have a subtle background for easier identification.
- The depth fog's end distance is now configurable independently of the far plane distance.
- The alpha component of the fog color can now be used to control fog density.
- The 3D editor's information panel now displays the camera's coordinates.
- New options to hide the origin and viewport in the 2D editor.
- Improved 3D editor grid:
- The grid size and number of subdivisions can now be configured.
- Its primary and secondary colors can now also be changed.
- Ctrl now toggles snapping in the 3D viewport.
- Find & replace in files (Ctrl + Shift + F by default).
- Batch node renaming tool (Ctrl + F2 by default).
- More editor scaling options to support HiDPI displays.
- Type icons can now be enabled in the editor again.
- Buttons in the editor to open common directories in the OS file manager:
- project data directory,
- user data directory,
- user settings directory.
- Projects can now be sorted by name or modification date in the project manager.
- Projects can now be imported from ZIP archives in the project manager.
- Improved autocompletion.
- Keywords are now present in autocompletion results.
editorandstandalonefeature 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: Readded support for in-app purchases.
Changed
- Built-in vector types now use copy-on-write mode as originally intended, resulting in increased engine performance.
- The mbedtls library is now used instead of OpenSSL.
- Renamed several core files.
- Third-party modules may have to be updated to reflect this.
- SSL certificates are now bundled in exported projects unless a custom bundle is specified.
- Improved buffer writing performance on Windows and Linux.
- Removed many debugging prints in the console.
- Export templates now display an error dialog if no project was found when starting.
- DynamicFont oversampling is now enabled by default.
- Nodes' internal logic now consistently use 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
isGDScript 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 awill be initialized to0.
- For example,
- Named enums in GDScript no longer create script constants.
- This means
enum Name { VALUE }must now be accessed withName.VALUEinstead ofVALUE.
- This means
- Cyclic references to other scripts with
preload()are no longer allowed.load()should be used in at least one of the scripts instead.
switch,caseanddoare 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.dllwith Godot to improve portability.
Removed
- Removed the RtAudio backend on Windows in favor of WASAPI, which is the default since 3.0.
- macOS: Support for 32-bit and fat binaries.
Fixed
move_and_slide()now behaves differently at low velocities, which makes it function as originally intended.- AnimatedSprite2D's
animation_finishedsignal 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_sandlibstdc++are now linked statically for better Linux binary portability.- The FPS cap set by
force_fpsin 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-mathflag 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
\nand\tare 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
vmember now correctly sets thesmember. - RichTextLabels now correctly determine the baseline for all fonts.
- SpinBoxes now correctly calculate their initial size.
- OGG streams now correctly signal the end of playback.
- Android exporter no longer writes unnecessary permissions to the exported APK.
- Debugger "focus stealing" now works more reliably.
- Subresources are now always saved when saving a scene.
- Many fixes related to importers (glTF, Collada, audio), physics (Bullet), Mono/C#, GDNative, Android/iOS.
- Mono: Many fixes and improvements to C# support (including a
[Signal]attribute). - WebAssembly: Supply proper CORS headers.
Security
- Fixed a security issue relating to deserializing Variants.
3.0 - 2018-01-29
Added
- Physically-based renderer using OpenGL ES 3.0.
- Uses the Disney PBR model, with clearcoat, sheen and anisotropy parameters available.
- Uses a forward renderer, supporting multi-sample anti-aliasing (MSAA).
- Parallax occlusion mapping.
- Reflection probes.
- Screen-space reflections.
- Real-time global illumination using voxel cone tracing (GIProbe).
- Proximity fade and distance fade (useful for creating soft particles and various effects).
- Lightmapper for lower-end desktop and mobile platforms, as an alternative to GIProbe.
- New SpatialMaterial resource, replacing FixedMaterial.
- Multiple passes can now be specified (with an optional "grow" property), allowing for effects such as cel shading.
- Brand new 3D post-processing system.
- Depth of field (near and far).
- Fog, supporting light transmittance, sun-oriented fog, depth fog and height fog.
- Tonemapping and Auto-exposure.
- Screen-space ambient occlusion.
- Multi-stage glow and bloom, supporting optional bicubic upscaling for better quality.
- Color grading and various adjustments.
- Rewritten audio engine from scratch.
- Supports audio routing with arbitrary number of channels, including Area-based audio redirection (video).
- More than a dozen of audio effects included.
- Rewritten 3D physics using Bullet.
- UDP-based high-level networking API using ENet.
- IPv6 support for all of the engine's networking APIs.
- Visual scripting.
- Rewritten import system.
- Assets are now referenced with their source files, then imported in a transparent manner by the engine.
- Imported assets are now cached in a
.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.