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Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
4.0 - 2023-03-01
The Godot 4.0 release was our biggest released to date, spanning 4 years of development, more than 12,000 merged Pull Requests, and 1,500 individual contributors!
It's so big that the task of writing a detailed, curated changelog of the most relevant changes like we've done for previous 3.x releases didn't seem realistic.
Instead, please refer to following resources:
- Release announcement
 - Git changelog (by authors)
 - Git changelog (chronological)
 - Migration guide for Godot 3 users
 
3.5 - 2022-08-05
See the release announcement for details.
Added
3D
- Add 
process_modeproperty to InterpolatedCamera (GH-41402). - Add Label3D node and Sprite3D material render priority (GH-61276).
 - Add TextMesh and expose dynamic font vector outlines (GH-61281).
 - Add 
global_translationandglobal_rotationto Spatial (GH-63058). 
Animation
- Add option to paste animation as duplicate (GH-60226).
 - New SceneTreeTween backported from Godot 4.0's Tween (GH-60581).
 
Audio
- Allow configuring loop mode on WAV import (GH-59170).
 - Add support for 64-bit IEEE float WAV encoding (GH-61169).
 
Buildsystem
- Add support for PowerPC family (GH-54490).
 - Add Visual Studio 2022 support with fallback to 2019 (GH-57609).
 - Add 
fast_unsafeoption for faster rebuilds (GH-57806). - Refactor Linux linker options with 
linker=<bfd|gold|lld|mold>(GH-63283). 
Core
- Support deep comparison of Array and Dictionary (GH-42625).
 - Add a project setting to disable the boot splash image (GH-47568).
 - Add 
OS.is_process_running()method (GH-51682). - Add 
Image.fill_rect()method (GH-52457). - Allow pinning property values + Consistent property defaults (GH-52943).
 - Add a Time singleton (GH-54056).
 - Expose 
String.get_slice()method (GH-54453). - Backport some APIs in math structs: 
AABBandRect2get_center(),Vector2andVector3limit_length()(GH-54614). - Add GradientTexture2D (GH-54824).
 - Add compile-time options to use handles and tracked handles to RID, to find erroneous usage patterns and leaks (GH-54907, GH-55719).
 - Add 
OS.crash()method for testing system crash handler (GH-55614). - Expose 
String.join()method (GH-56369). - Add project setting to change scene file casing (GH-56909).
 - Add 
OS.has_clipboard()to check clipboard content (GH-56950). - Add a signal to notify when children nodes enter or exit tree (GH-57541, GH-62241).
 - Add visibility to CanvasLayer (GH-57900).
 - Add 
OS.get_processor_name()method (GH-58157). - Add optional default value to 
get_meta()(GH-58608). - Add 
OS.get_screen_refresh_rate()method (GH-58812). - Add 
Dictionary.merge()method (GH-59883). - Add 
fill()method to Array and Pool*Array (GH-60426). - Expose 
Semaphore.try_wait()(GH-60502). - Add scene unique nodes (GH-60527).
 - Expose 
OS.move_to_trash()(GH-60542). - Allow AStar/AStar2D with zero point weight (GH-60812).
 - Add search methods for Pool*Arrays: 
has(),count(),find(),rfind()(GH-60856). - Add interpolation modes to Gradient (GH-60982).
 - Add option to keep or skip carriage return (CR) in 
File.get_as_text(), optimize implementation (GH-63733). 
Editor
- Allow pinning property values (GH-52944).
 - Add option to only redraw vital updates (GH-53463, GH-61965).
 - Add push, pull, fetch and improved diff view to VCS UI (GH-53900).
 - Implement Alt + Mouse wheel to adjust FOV in the 3D editor viewport (GH-54207).
 - Many fixes to built-in scripts support (GH-54579, GH-54662, GH-54889, GH-55286, GH-55611, GH-55728).
 - Add "Replace in Files" functionality to text editors (GH-55232).
 - Draw the filled part of the slider on float EditorSpinSliders (GH-55521).
 - Sort and group theme properties in docs, improve formatting for theme and enums (GH-55526).
 - Make overridden properties link to parent definition (GH-55560).
 - Add drag and drop for NodePaths (GH-55761).
 - Only show Particles2D visibility rect on selected nodes (GH-55782).
 - Add option to filter the stack variables of GDScript debugger (GH-58861).
 - Add property name style toggle to Inspector (GH-59313).
 - Add option to paste animation as duplicate (GH-60226).
 - Add an inspector preview for BitMap (GH-60700).
 - Add 
--debug-servercommand line option to listen for incoming connections (GH-60819). - Add readable export errors (GH-61624).
 
GDNative
- Add Core API 1.3 with methods: 
Dictionary.merge(),Pool*Arrayhas()andsort(),PoolStringArray.join(),String join(),num_uint64()andnum_uint64_capitalized()(GH-55650, GH-55826, GH-63136). 
GUI
- Add option to make selection unique to TextEdit, LineEdit, RichTextLabel (GH-54353, GH-62221).
 - Add drag and drop to TextEdit, LineEdit, RichTextLabel (GH-55355).
 - Add drag start/end signals for Slider (GH-55775).
 - RichTextLabel: Add BBCode 
[lb]and[rb]escape sequences for square brackets (GH-56586). - Add alignment options to Button icons (GH-57771).
 - Add type variations to Theme (GH-57942).
 - Add FlowContainer (GH-57960).
 - Add WOFF2 font support and brotli decoder (GH-59522).
 - RichTextLabel: Add 
deselect()andget_selected_text()methods (GH-59894, GH-59926). - LineEdit: Add selection getter methods (GH-60176).
 - Add a skew property to StyleBoxFlat (GH-60592).
 
Input
- Input: Allow for mapping scancodes to current layout (GH-56015).
 
Localization
- Make property paths and categories translatable (GH-58634).
 - Add property name style toggle to Inspector (GH-59313).
 - Add binary MO translation file support (GH-59522).
 
Mono (C#)
- Add support for file-scoped namespace declaration (GH-56427).
 
Navigation
- Add NavigationServer with obstacle avoidance using RVO2 (GH-48395).
 - Lots of fixes and improvements to the new NavigationServer (Many GitHub PRs).
 - Backport more NavigationServer features to make it more flexible (GH-61996).
 
Networking
- Add 
set_extra_headers()to WebSocketServer (GH-40975). - Add proxy support for HTTPClient and the editor (GH-55988).
 - Add NetworkedMultiplayerCustom so high-level multiplayer backends can be added from scripts (GH-63163).
 
Physics
- Add fixed timestep interpolation for 3D (GH-52846).
- The 2D equivalent will be added later on.
 
 - Expose 
intersect_pointin 3D physics server (GH-54577). - VehicleWheel can now return the surface it's colliding with (GH-55723).
 - Add physics material to GridMap (GH-56006).
 - Add KinematicBody 
moving_platform_apply_velocity_on_leaveproperty (GH-56569). 
Porting
- Android: Add full support for Android scoped storage (GH-51815).
 - Android: Initial port of the Godot editor (GH-57747).
 - Android: Update editor default display scale, allow resizing windows (GH-59868, GH-59861, GH-59880).
 - Android: Add method to obtain display cutouts (GH-60552).
 - HTML5: Add preliminary support for GDNative+Threads build (GH-61989).
- Depends on cutting edge Emscripten 3.1.14, no templates provided for this export type for now.
 
 - HTML5: Add support for 
Input.vibrate_handheld()(GH-63573). - Linux: Add support for primary clipboard (GH-54026).
 - macOS: Implements ad-hoc signing from Linux/Windows (GH-51550).
 - macOS: Add signing of directory structure when exporting for macOS (GH-56250).
 - Windows: Implement limited surrogate pairs support (better UTF-8 support, emoji fonts) (GH-54625).
 - Windows: Add support for handling network share paths (GH-61985).
 - Add stylus inverted/eraser support to InputEventMouseMotion event (desktop platforms) (GH-62723).
 
Rendering
- Add 
material_overlayproperty to MeshInstance (GH-50823). - Add a Viewport property to use full floating-point precision in HDR (GH-51708).
 - Asynchronous shader compilation + caching (ubershader) (GH-53411).
 - Allow changing directional shadows at runtime (GH-54165).
 - Allow using transparent background Viewports with post processing effects (GH-54585).
 - Add OccluderShapePolygon (GH-57361).
 - Add support for saving multiple Images in BakedLightmap (GH-58102).
 - VisibilityNotifier: Add 
max_distancefeature (GH-61544). 
Shaders
- Expose 
VERTEX_IDandINSTANCE_IDto user created shaders (GH-54751). - Add 
constqualifier support for function arguments in shaders (GH-55103). - Add random initial color feature for all Particles nodes (GH-55788).
 - Add hints and default values to VisualShader uniform nodes (GH-56466).
 - Allow pass varyings as out param to the function, when it's possible (GH-56478).
 - Many improvements backported from 
master(GH-56794). 
XR
- WebXR: Rendering and touch events now supported on smartphone AR (GH-55869, GH-56819).
 - WebXR: Allow mapping VR controller joystick/button IDs to match other AR/VR interfaces (GH-59994).### Changed
 
Audio
- Instance audio streams before 
AudioServer::lockcall (GH-59413). 
Buildsystem
- Make compilation database generation optional (GH-57820).
 - Default 
num_jobsto max CPUs minus 1 if not specified (GH-63087). - Toolchains update for official builds.
 
Core
- Increase 
VARIANT_ARG_MAXto 8 (GH-54188). - Change RID comparison operators to use RID_Data id instead of address (GH-59234).
 - Crash handler: Use 
print_errorto include backtrace in logs (GH-60782). - Allow AStar/AStar2D zero point weight (GH-60812).
 - Command line arguments 
--versionand--helpreturn exit code 0 instead of 255 (GH-62550). - Sort SpriteFrames animations alphabetically (GH-62977).
 
Editor
- Hide 
.gdignore'd folders in file dialogs (GH-46638). - Improve ColorPicker presets (GH-54439).
 - Improved region-select in the 3D editor viewport (GH-58252).
 - Make property paths and categories translatable (GH-58634).
 - Create onready variables when dropping nodes and holding Ctrl (GH-60879).
 - Only switch to node when node dragging it (GH-61162).
 - Increase the editor profiler frame history default and maximum limit (GH-61482).
 - Don't switch to 2D/3D viewports when selecting nodes while in Script Editor (GH-63344).
 
Export
- Improve embedded PCK loading and exporting (GH-60580).
 - Return 0 exit code when command line export succeeds with warnings (GH-62907).
 
GDScript
- Infer variable types on release (GH-57851).
 - Don't coerce default values to the export hint type (GH-58686).
 - Enable method type information on release builds (GH-59793).
 - Keep builtin method info on release builds (GH-61117).
 
GUI
- Make TabContainer's tabs better blend with the panel when using the default theme (GH-56774).
 - Make the menu from Menu/OptionButton have its first option focused when triggered by a keyboard or gamepad (GH-57643).
 - Make Tree once again draw relationship lines for items offscreen (GH-60282).
 - Make various improvements to OptionButton (GH-61102).
 - Improve RichTextLabel table filling (GH-61904).
 
Import
- Remove hardcoded names in generated objects in scene importer (GH-47279).
 
Input
- Increase joystick max button number to 128 (GH-56666).
- Windows and macOS support up to 128, Linux supports up to 80, and Android supports up to 36.
 
 - Use mouse event relative motion to calculate mouse speed (GH-56755).
 - Drop mouse focus and over when gui input is globally disabled (GH-59100).
- This is optional and controlled by the 
gui/common/drop_mouse_on_gui_input_disabledproject setting. For compatibility, this setting is disabled by default on pre-3.5 projects and enabled by default for new projects. 
 - This is optional and controlled by the 
 - Add "(Physical)" label to physical scancodes in 
InputEventKey.as_text()(GH-62633). - Re-enable input accumulation disabled by error in 3.4 (GH-62826).
- If this changes behavior in a way that doesn't fit your project, you can change it back with 
Input.use_accumulated_input = false. 
 - If this changes behavior in a way that doesn't fit your project, you can change it back with 
 
Mono (C#)
- Don't box params on Native->C# calls with Variant params (GH-53942).
 String.Capitalize()now matches the behavior of the coreString.capitalize()(GH-57076).
Navigation
- Navigation APIs fully refactored to make use of the new NavigationServer with collision avoidance (see "Added" section). While we aimed to keep the APIs as compatible as possible, this is a breaking change and might impact how existing Navigation setups behave.
- The Navigation and Navigation2D nodes were kept for compatibility but are now deprecated. Their functionality is replaced by the NavigationServer and Navigation2DServer.
 
 - Consider gridmap collisions in navigation bake (GH-57173).
 
Networking
- ENet poll optimizations, fragmented unreliable transfer (GH-53130).
 - Make WebSocket hostname resolution non-blocking (GH-57649).
 - Increase the maximum number of concurrent DNS queries from 32 to 256 (GH-59520).
 - Use a floating-point number for the 
timeoutproperty in HTTPRequest (GH-60402). 
Physics
- Bullet: Return contact points in world space in 
collide_shape(GH-59470). - Bullet: Do not set gravity and damping when Custom Integrator is enabled (GH-62708).
 
Porting
- Android: Default target API level updated to 32 (GH-51815).
 - Android: Upgrade NDK to r23 LTS (GH-61692).
 - HTML5: Enable mbedTLS module for Crypto object (GH-61402).
 - iOS: Improve icon / loading screen export (GH-56861).
 - iOS: Vibrate using haptics engine on supported devices (GH-60398).
 - Linux: Use application name as PulseAudio device name (GH-54654).
 - Linux: Read and store joypad events in a separate thread (GH-56126).
 - macOS: Fix translation detection for editor and template (GH-52945, GH-57577).
 - macOS: Redraw window during resize and modal popups (GH-54757).
 - Windows: Improve console handling and execute (GH-55987).
- This changes the editor console handling to be like on Unix systems (Linux and macOS). So Godot doesn't open with a console by default, but you can see console output if you start it from a console yourself. You can create a batch script or shortcut to automatically start Godot from a console as in previous releases.
 
 - Windows: Keep editor at normal priority (GH-59665).
 - Windows: Try to convert 
OS::execute()output to Unicode (GH-60920). 
Rendering
- Prevent use of Opaque Pre-Pass's threshold on top of Alpha Scissor (GH-45372).
 - Improve the appearance of simple parallax in SpatialMaterial (GH-51433).
 - Use early bailing to improve 3D shadow filtering performance in GLES3 (GH-54160).
 - Faster editor line drawing - Path2D and 
draw_line(GH-54377). - Bind mesh merging functionality in MeshInstance (GH-57661).
 - Sort transparent objects based on camera position when using perspective camera (GH-60381).
 - GLES2: Unpack blend shape arrays when necessary (GH-60829).
 - Portals: Show gridmaps using global mode (GH-60851).
 - CPU lightmapper: Account for ambient light settings when baking lights (GH-62260).
 - GLES3: Ignore support for S3TC texture compression on Android and iOS devices (GH-62909).
- Few devices support this compression while they all support ETC2. Godot exports ETC2 by default and doesn't take into account that mobile devices could need S3TC.
 
 
Thirdparty
- Bullet updated to version 3.24.
 - FreeType updated to version 2.12.1.
 - libogg updated to version 1.3.5.
 - libvorbis updated to version 1.3.7.
 - libwebp updated to version 1.2.2.
 - MbedTLS updated to version 2.28.1 (security update).
 - PCRE2 updated to version 10.40.
 - tinyexr updated to version 1.0.1.
 - zlib/minizip updated to version 1.2.12 (security update).
 - zstd updated to version 1.5.0.
 - CA root certificates updated to 2022-07-19 bundle from Mozilla.
 - SDL GameControllerDB updated to 2022-08-02 git snapshot.
 
XR
- Updated Meta hand tracking version (GH-60639).
 
Removed
Porting
- Android: Drop broken 32-bit framebuffer setting (GH-54431).
 
Shaders
- Removed support for 
1for0ffloat literal syntax which is invalid in GLSL (GH-55623). Floats should be written with a decimal separator (1.0for0.f). 
Fixed
2D
- Fixes to Camera2D position and first update (GH-63084, GH-63581).
 - Fix CanvasItem not exiting its canvas group on canvas exit (GH-63234).
 
3D
- Fix hardcoded raycast distance in viewport object picking (GH-54369).
 - Properly handle CSGShape parent and visibility updates (GH-58938).
 
Animation
- Fix cubic interpolation when looping (GH-58651).
 - Fix AnimatedSprite doesn't emit 
animation_finishedwhen changing playback direction (GH-61085). 
Audio
- Fix crash in AudioServer when switching audio devices with different audio channels count (GH-59778).
 
Core
- Rationalize Node removals and deletions (GH-55514, GH-56519).
 - Fix incorrect RID cleanup in Rasterizers (GH-55669, GH-55701).
 - Fix wrong RGBA channel mapping when saving OpenEXR (GH-56715).
 - Fix 
AtlasTexturenesting (GH-56795). - Clear owners when pruning even out of the tree (GH-59063).
 - Fix 
wrapfto correct wrap values with 0.1 stepping (GH-61812). - Fix platform-specific issues with 
OS.set_current_screen()(GH-63192). 
Editor
- Unify determination of default property values (GH-52944).
 - Ignore external editor for built-in scripts (GH-54578).
 - Fix decoding UTF-8 filenames on unzipping (GH-56517).
 - Fix inspecting nested dictionaries/arrays when debugging (GH-60737).
 - Fix editor-only visibility for lights (GH-62335).
 
GDNative
- Fix StringName equal and less operators (GH-63104).
 
GDScript
- Don't ignore type mismatch in setter function (GH-54117).
 - Clear pending function states when reloading GDScript (GH-56296).
 - Fix variable type inference on release (GH-57851).
 - Fix wrong parentheses for function call autocompletion in LSP (GH-59482).
 - Fix autocompletion showing core class names with an underscore (GH-62731).
 
GUI
- GraphEdit: Fix toggling minimap with 
minimap_enabled(GH-57239). - GraphEdit: Fix valid connections being reversed (GH-60124).
 - GridContainer: Fix not ignoring top-level children (GH-60221).
 - Label: Fix autowrap for CJK text (GH-60294).
 - LineEdit: Fix clear button for asymmetric stylebox (GH-61496).
 - Popup: Allow changing 
exclusivewhen already popped (GH-61483). - RichTextLabel: Fix underlines and strikethrough not respecting visible character (GH-37656).
 - RichTextLabel: Fix shadow color when text has transparency (GH-59054).
 - RichTextLabel: Fix implementation of 
remove_line()(GH-60618). - TextureButton: Fix focus texture logic (GH-56472).
 - TextureProgress: Fix nine patch in circular mode (GH-54345).
 
Import
- Fix import hints breaking node paths in animations (GH-56956).
 - glTF: Skip unsupported Draco-compressed glTF 3D format (GH-56613).
 - glTF: Fix texture filename decoding (GH-57685).
 - glTF: Allow more than 4 joints but warn and ignore them (GH-61912).
 - glTF: Fix light intensity and attenuation import (GH-62747).
 
Input
- Fix InputEvent action exact match (GH-54174).
 
Mono (C#)
- Fix C# 
get_all_delegatesmethod for generic classes (GH-55564). - Fix getting properties state when reloading C# (GH-56300).
 - Fix Android AAB export failing to load native libs (GH-57420).
 - Fix 
Transform.Translatedmethod affecting the original transform (GH-63685). 
Networking
- Fix HTTP limitation for large 
content-length(GH-56331). 
Physics
- Bullet: Update Area overlaps when Area properties or shapes change (GH-42306).
 - Bullet: Trigger RigidBody space override updates when Area properties change (GH-42374).
 - Bullet: Add shape data to Area overlap data (GH-42712).
 - Bullet: Fix Continuous Collision Detection being wrongly enabled by default (GH-43801).
 - Bullet: Ignore collision contact points with distance = 0 (GH-44726).
 - Bullet: Fix shape index in multiple physics queries (GH-55533).
 - Bullet: KinematicBody compound shape collision fix (GH-56801).
 - Bullet: Skip compound shapes without child shapes in 
recover_from_penetration(GH-59864). - Bullet: Do not set gravity and damping when Custom Integrator is enabled (GH-62708).
- Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet.
 
 - GodotPhysics: Fix Area monitorable in 2D and 3D (GH-41699).
 - GodotPhysics: Handle test body motion with 0 margin (GH-55762).
 - Fix wrong collision reported on 
move_and_collide()(GH-59439). - Fix the calculation of the angular velocity (GH-63190).
 
Porting
- Android: Only rotate sensor values for sensors that need them rotated (GH-55184).
 - Android: Fix flickering issues with low processor mode (GH-59606).
 - Android: Fix the logic to restart the Godot application (GH-61332).
 - Android: Fix broken scroll gesture on UI (GH-62290).
 - Android: Address slow copy performance when using the 
FileAccessFilesystemJAndroidimplementation (GH-63223, GH-63480). - HTML5: Change default cursor from 
autotodefault(GH-62608). - HTML5: Make locale string match other platforms (GH-63043).
 - iOS: Fix simultaneous touches for different touch types (GH-60224).
 - iOS: Flush accumulated input events (GH-62842).
 - Linux: Fix tablet tilt values returning bad values (GH-56439).
 - Linux: Fix 
window_maximizednot working reliably (GH-59767). - Linux: Properly check for fullscreen toggle made through the Window Manager (GH-62543).
 - macOS: Fix OpenGL color space on HDR displays (GH-60197).
 - UWP: Fix exporting GDNative DLLs (GH-61262).
 - UWP: Flush buffered input events (GH-63341).
 - Windows: Fix wrong OEM key mappings for brackets and braces (GH-56588).
 - Windows: Fix 
String.http_escape()non-standard behavior with MinGW (GH-61655). - Improve architecture tags in 
OS.has_feature()and make it work on MSVC (GH-61740). - Improve 
OS.set_current_screen()on all desktop platforms (GH-63192). 
Rendering
- Many fixes to octahedral vertex attribute specification (GH-54768, GH-56161, GH-58838).
 - GLES3: Fix atlassed lightmaps not visible (GH-55676).
 - Fix GPU particles transform feedback error for WebGL 2 (GH-56465).
 - Fixed normals when using smoothed normals on CSG shapes (GH-58208, GH-59002, GH-59039).
 - Fix alpha scissor shadow casting support (GH-58959).
 - GLES3: Unbind vertex buffer before calculating blend shapes (GH-60832).
 
Shaders
- Fix particle texture animation speed when using random lifetime (GH-55717).
 - Fix invalid code generation when using 
VisualShaderNodeUniformRef(GH-63105). 
3.4 - 2021-11-05
See the release announcement for details.
Added
2D
3D
- Implement octahedral map normal/tangent attribute compression (GH-46800).
 - Add a 
center_offsetproperty to both plane primitive and quad primitive (GH-48763). - Options to clean/simplify convex hull generated from mesh (GH-50328).
 - Allow unclamped colors in 
Sprite3D(GH-51462). 
Animation
Core
- Add frame delta smoothing option (GH-48390).
- This option is enabled by default (
application/run/delta_smoothing). 
 - This option is enabled by default (
 - Add option to sync frame delta after draw (GH-48555).
- This option is experimental and disabled by default (
application/run/delta_sync_after_draw). 
 - This option is experimental and disabled by default (
 - Expose OS data directory getter methods (GH-49732).
 - Provide a getter for the project data directory (GH-52714).
 - Add an option to make the project data directory non-hidden (GH-52556, GH-53779).
 - Add support for numeric XML entities to 
XMLParser(GH-47978). - Add option for BVH thread safety (GH-48892).
 - Add 
Engine.print_error_messagesproperty to disable printing errors (GH-50640). - Implement 
OS.get_locale_language()helper method (GH-52740). - Allow using global classes as project 
MainLoopimplementation (GH-52438). - Add an 
Array.pop_at()method to pop an element at an arbitrary index (GH-52143). - Expose enum related methods in ClassDB (GH-52572).
 - Add 
Thread.is_alive()method to check if the thread is still doing work (GH-53490). - Allow for platform 
Threadimplementation override (GH-52734). - Add support for generating 
OpenSimplexNoisenoise images with an offset (GH-48805). 
Crypto
- Add 
AESContext, RSA public keys, encryption, decryption, sign, and verify (GH-48144). - Add 
HMACContext(GH-48869). 
Editor
- Automatic remote debugger port assignment (GH-37067).
 - Auto-reload scripts with external editor (GH-51828).
 - Use QuickOpen to load resources in the inspector (GH-37228).
 - Allow to create a node at specific position (GH-50242).
 - Add the ability to reorder array elements from the inspector (GH-50651).
 - Assign value to property by dropping to scene tree (GH-50700).
 - Allow dropping property path into script editor (GH-51629).
 - Save branch as scene by dropping to filesystem (GH-52503).
 - Allow creating nodes in Animation Blend Tree by dragging from in/out ports (GH-52966).
 - Allow dragging multiple resources onto exported array variable at once (GH-50718).
 - Add zoom support to 
SpriteFrameseditor plugin (GH-48977). - Add 
EditorResourcePickerandEditorScriptPickerclasses for plugins (and internal editor use) (GH-49491). - Add up/down keys to increment/decrement value in editor spin slider (GH-53090).
 - Implement camera orbiting shortcuts (GH-51984).
 - Add ability to copy group name (GH-53162).
 - Implement a 
%command%placeholder in the Main Run Args setting (GH-35992). - Add keyboard shortcuts to the project manager (GH-47894).
 - Add history navigation in the script editor using extra mouse buttons (GH-53067).
 
GDScript
- Allow 
warning-ignorein the same line as the respective warning (GH-47863). - LSP: Implement 
didSavenotify and rename request (GH-48616). - LSP: Add support for custom host setting (GH-52330).
 - LSP: Implement 
applyEditfor signal connecting (GH-53068). 
GUI
- Button: Add focus font color to 
Buttonand derivatives (GH-54264). - ButtonGroup: Add a 
pressedsignal (GH-48500). - CheckBox: Add disabled theme icons (GH-37755).
 - ColorPicker: Display previous color and allow selecting it back (GH-48611, GH-48623).
 - DynamicFont: Allow using WOFF fonts (GH-52052).
 - GraphEdit: Make zoom limits and step adjustable (GH-50526).
 - ScrollBar: Add 
increment_pressedanddecrement_pressedicons (GH-51805). - TextureButton: Add 
flip_handflip_vproperties (GH-30424). - TextureProgress: Add offset for progress texture (GH-38722).
 - Theme: Various improvements to the Theme API (GH-49487).
 - Theme: Add support for partial custom editor themes (GH-51648).
 - Theme: Add API to retrieve the default font, and optimize property change notification (GH-53397).
 
Import
- Backport improved glTF module with scene export support (GH-49120).
 - Implement lossless WebP encoding (GH-47854).
 - Add anisotropic filter option for 
TextureArrays (GH-51402). - Add "Normal Map Invert Y" import option for normal maps (GH-48693).
 - Add optional region cropping for 
TextureAtlasimporter (GH-52652). 
Input
- Add support for physical scancodes, fixes non-latin layout scancodes on Linux (GH-46764).
 - Add 
action_get_deadzone()method to InputMap (GH-50065). - Allow getting axis/vector values from multiple actions (GH-50788).
 - Allow checking for exact matches with action events (GH-50874).
 - Exposed setters for sensor values (GH-53742).
 - Expose 
Input::flush_buffered_events()(GH-53812). - Allow input echo when changing UI focus (GH-44456).
 
Localization
- Add support for translating the class reference (GH-53511).
- Includes Chinese (Simplified) and Spanish translations with high completion ratio, and initial translations for French, Japanese, and German.
 
 - Allow overriding 
get_messagewith virtual method (GH-53207). 
Mono (C#)
- iOS: Cache AOT compiler output (GH-51191).
 - Add editor keyboard shortcut (Alt+B) for Mono Build solution button (GH-52595).
 - Add support to export enum strings for 
Array<string>(GH-52763). - Support arrays of 
NodePathandRID(GH-53577). - Support marshaling generic 
Godot.Object(GH-53582). 
Networking
- Add support for multiple address resolution in DNS requests (GH-49020).
 - Implement 
String::parse_url()for parsing URLs (GH-48205). - Add 
get_buffered_amount()toWebRTCDataChannel(GH-50659). - Add 
dtls_hostnameproperty to ENet (GH-51434). 
Physics
- Enable setting the number of physics solver iterations (GH-38387, GH-50257).
 - Heightmap collision shape support in Godot Physics 3D (GH-47349).
 - Add support for Dynamic BVH as 2D physics broadphase (GH-48314).
 - Expose 
body_test_motionin 3D physics server (GH-50103). - Add option to sync motion to physics in 3D 
KinematicBody(GH-49446). - Expose collider RID in 2D/3D kinematic collision (GH-49476).
 - Support for disabling physics on 
SoftBody(GH-49835). - Backport new methods for 
KinematicBodyandKinematicCollision(GH-52116). - Expose 
SoftBodypin methods for scripting (GH-52369). 
Porting
- Android: Add partial support for Android scoped storage (GH-50359).
 - Android: Add initial support for Play Asset Delivery (GH-52526).
 - Android: Implement per-pixel transparency (GH-51935).
 - Android: Add basic user data backup option (GH-49070).
 - Android: Add support for prompting the user to retain app data on uninstall (GH-51605).
 - HTML5: Export as Progressive Web App (PWA) (GH-48250).
 - HTML5: Implement Godot <-> JavaScript interface (GH-48691).
 - HTML5: Implement AudioWorklet without threads (GH-52650).
 - HTML5: Implement video driver selection for Web editor (GH-53991).
 - HTML5: Add easy to use download API (GH-48929).
 - iOS: Add pen pressure support for Apple Pencil (GH-47469).
 - iOS: Add option to automatically generate icons and launch screens (GH-49464).
 - iOS: Support multiple 
plisttypes in plugin (GH-49802). - iOS: Implement missing OS 
set/get_clipboard()methods (GH-52540). - Linux: Add initial support for the RISC-V architecture (GH-53509).
 - macOS: Add GDNative Framework support, and minimal support for handling Unix symlinks (GH-46860).
 - macOS: Add notarization support when exporting for macOS on a macOS host (GH-49276).
 - Add support for ARM64 architecture for the Embree raycaster (Apple M1, Linux aarch64) (GH-48455).
- Note that the OIDN denoiser is still not available on this architecture.
 
 
Rendering
- GLES2: Add basic support for CPU blendshapes (GH-48480, GH-51363).
 - GLES2: Allow using clearcoat, anisotropy and refraction in SpatialMaterial (GH-51967).
 - GLES2: Implement 
Viewport.keep_3d_linearfor VR applications to convert output to linear color space (GH-51780). - GLES3: Allow repeat flag in viewport textures (GH-34008).
 - GLES3: Add support for contrast-adaptive sharpening in 3D (GH-47416).
 - Add an editor setting to configure number of threads for lightmap baking (GH-52952).
 - Add ring emitter for 3D particles (GH-47801).
 - Add rooms and portals-based occlusion culling (GH-46130).
 - Add a new high quality tonemapper: ACES Fitted (GH-52477).
 - Add soft shadows to the CPU lightmapper (GH-50184).
 - Add high quality glow mode (GH-51491).
 - Add new 3D point light attenuation as an option (GH-52918).
 - Import option to split vertex buffer stream in positions and attributes (GH-46574).
 - Add horizon specular occlusion (GH-51416).
 
Shaders
- Add support for structs and fragment-to-light varyings (GH-48075).
 - Add support for global const arrays (GH-50889).
 - Make 
TIMEavailable in custom functions by default (GH-49509). 
VisualScript
- Allow dropping custom node scripts in VisualScript editor (GH-50696).
 - Expose visual script custom node type hints (GH-50705).
 - Improve and streamline 
VisualScriptFuncNodesCallSetGet(GH-50709). 
XR
- Add 
VIEW_INDEXvariable in shader to know which eye/view we're rendering for (GH-48011). 
Changed
2D
- Make the most recently added current 
Camera2Dtake precedence (GH-50112). 
3D
- Implement individual mesh transform for 
MeshLibraryitems (GH-52298). 
Buildsystem
- Refactor module defines into a generated header (GH-50466).
 
Core
- Promote object validity checks to release builds (GH-51796).
 - Add detailed error messages to release builds (used to be debug-only) (GH-53405).
 - Add Node name to 
print()of all nodes, makesObject::to_string()virtual (GH-38819). - Thread callbacks can now take optional parameters (GH-38078, GH-51093).
 - Harmonize output of 
OS.get_locale()between platforms (GH-40708). - Optimize hash comparison for integer and string keys in Dictionary (GH-53557).
 - Improve the console error logging appearance: (GH-49577).
 - Implement missing stringification for 
PoolByteArrayandPoolColorArray(GH-53655). AStar.get_available_point_id()returns 0 instead of 1 when empty (GH-48958).- Compare connections by object ID, making 
.tscnorder deterministic (GH-52493). 
Editor
- Refactor 
Themeitem management in the theme editor (GH-49512). - Overhaul the theme editor and improve user experience (GH-49774).
 - Improve 2D editor zoom logic (GH-50490, GH-50499).
 - Make several actions in the Inspector dock more obvious (GH-50528).
 - Improve the editor feature profiles UX (GH-49643).
 - Improve the UI/UX of the Export Template Manager dialog (GH-50531).
 - Improve FileSystem dock sorting (GH-50565).
 - Improve the 3D editor manipulation gizmo (GH-50597).
 - Increase object snapping distances in the 3D editor (GH-53727).
 - Refactor layer property editor grid (GH-51040).
 - Improve the animation bezier editor (GH-48572).
 - Fix logic for showing 
TileMapdebug collision shapes (GH-49075). - Add custom debug shape thickness and color options to 
RayCast(GH-49726). - Handle portrait mode monitors in the automatic editor scale detection (GH-48597).
 - Remove high radiance sizes from the editor due to issues on specific GPUs (GH-48906).
 
GUI
- GraphEdit: Enable zooming with Ctrl + Scroll wheel and related fixes to zoom handling (GH-47173).
 - Button: Don't change hovering during focus events (GH-47280).
 - DynamicFont: Re-add support for kerning (GH-49377).
 - LineEdit: Double click selects words, triple click selects all the content (GH-46527).
 - LinkButton: Button text is now automatically translated like other Controls (GH-52138).
 - Theme: StyleBox fake anti-aliasing improvements (GH-51589).
 
Import
- Optimize image channel detection (GH-47396).
 
Localization
- Only include editor translations above a threshold to save on binary size (GH-54020).
 
Mono (C#)
- macOS: Mono builds are now universal builds with support for both 
x86_64andarm64architectures (GH-49248). - Improve C# method listing (GH-52607).
 - Avoid modifying 
csprojglobbing includes (GH-54262). - Deprecate 
Xformmethods removed in 4.0, the*operator is preferred (GH-52762). 
Networking
- Enable range coder compression by default in 
NetworkedMultiplayerENet(GH-51525). 
Physics
- Port Bullet's convex hull computer to replace 
QuickHull(GH-48533). - Return RID instead of Object ID in 
area-/body_shape_entered/-exitedsignals (GH-42743). - Optimize area detection and 
intersect_shapequeries with concave shapes (GH-48551). - Optimize raycast with large Heightmap shape data (GH-48709).
 - Reload kinematic shapes when changing 
PhysicsBodymode to Kinematic (GH-53118). - Wake up 2D and 3D bodies in impulse and force functions (GH-53113).
 - Compile Bullet with threadsafe switch on (GH-53183).
 
Porting
- Android: Target API level 30, raise min API level to 19 (GH-50359).
 - Android: Improve input responsiveness on underpowered Android devices (GH-42220).
 - Android: Upgrade Android Gradle to version 7.2, now requires Java 11 (GH-53610).
 - HTML5: Debug HTTP server refactor with SSL support (GH-48250).
 - HTML5: Use 64KiB chunk size in JS 
HTTPClient, for consistency with native platforms (GH-48501). - HTML5: Raise default initial memory to 64 MiB (GH-50422).
 - HTML5: Use browser mix rate by default on the Web (GH-52723).
 - HTML5: Refactor event handlers, drop most Emscripten HTML5 dependencies (GH-52812).
 - iOS: Disable half float on GLES2 via platform override (GH-54229).
 - macOS: Prefer .app bundle icon over the default one (GH-48686).
 
Rendering
VisualServernow sorts based on AABB position (GH-43506).- Make Blinn and Phong specular consider albedo and specular amount (GH-51410).
 
Shaders
- Default shader specular render mode to 
SCHLICK_GGX(GH-51401). 
Thirdparty
- Bullet uppdated to version 3.17.
 - Embree updated to version 3.13.0.
 - MbedTLS updated to version 2.16.11 (security update).
 - NanoSVG updated to 2021-09-03 git snapshot (security update).
 - CA root certificates updated to 2021-07-05 bundle from Mozilla.
 - SDL GameControllerDB updated to 2021-10-29 git snapshot.
 
XR
- Only update render target directly if ARVR mode is off (GH-54258).
 
Removed
Porting
- Android: Remove non-functional native video OS methods (GH-48537).
 - iOS: Remove duplicate orientation setting in the export preset (GH-48943).
 
Fixed
2D
- TileSet: Fix selection of spaced atlas tile when using priority (GH-50886).
 
3D
- CSGSphere: Fix UV mapping (GH-49195).
 - CSGPolygon: Fix multiple issues (GH-49314).
 - CSGPolygon: Fixes and features: Angle simplification, UV tiling distance, interval type (GH-52509).
 - GridMap: Fix erasing octants in the wrong order (GH-50052).
 - PathFollow: Fix forward calculation for the position at the end of the curve (GH-50986).
 - SphereMesh: Fix the normals when the sphere/hemisphere is oblong (GH-51995).
 - Update mesh AABB when software skinning is used (GH-53144).
 
Animation
- Fix Tween active state and repeat after 
stop()and thenstart()(GH-47142). - Fix SkeletonIK root bones being twisted incorrectly when rotated (GH-48251).
 - Fix issues with 
BlendSpace2DBLEND_MODE_DISCRETE_CARRY(GH-48375). - Fixed issue where bones become detached if multiple SkeletonIK nodes are used (GH-49031).
 - Fix non functional 3D onion skinning (GH-52664).
 - Fix Animation Playback Track not seeking properly (GH-38107).
 - Fix bugs in 
AnimationNodeTransition's behavior (GH-52543, GH-52555). - Fix rendering centered odd-size texture for 
AnimatedSprite/AnimatedSprite3D(GH-53052). 
Audio
- Fix cubic resampling algorithm (GH-51082).
 
Core
- Make all file access 64-bit (
uint64_t) (GH-47254).- This adds support for handling files bigger than 2.1 GiB, including on 32-bit OSes.
 
 - Fix negative delta arguments (GH-52947).
 - Complain if casting a freed object in a debug session (GH-51095).
 - Fix read/write issues with 
NaNandINFin VariantParser (GH-47500). - Fix sub-resource storing the wrong index in cache (GH-49625).
 - Save binary 
ProjectSettingskey length properly (GH-49649). - Fix ZIP files being opened with two file descriptors (GH-42337).
 - Fix 
Transform::xform(Plane)functions to handle non-uniform scaling (GH-50637). - Fix renaming directories with 
Directory.rename()(GH-51793). - Fix path with multiple slashes not being corrected on templates (GH-52513).
 - Fix 
String.get_base_dir()handling of Windows top-level directories (GH-52744). - Fix potential crash when creating thread with an invalid target instance (GH-53060).
 - Fix behavior of 
CONNECT_REFERENCE_COUNTEDoption for signal connections (GH-47442). - Fix swapped axes in 
OpenSimplexNoise.get_image()(GH-30424).- Breaks compat. If you need to preserve the 3.2 behavior, swap your first and second arguments in 
get_image(). 
 - Breaks compat. If you need to preserve the 3.2 behavior, swap your first and second arguments in 
 - Fix loading packed scene with editable children at runtime (GH-49664).
 - Quote and escape 
ConfigFilekeys when necessary (GH-52180). - Write node groups on a single line when saving a 
.tscnfile (GH-52284). 
Editor
- Rationalize property reversion (GH-51166).
 - Fix Marshalls infinite recursion crash in debugger (GH-51068).
 - Fix slow load/save of scenes with many instances of the same script (GH-49570).
 - Properly update 
NodePaths in the editor in more cases when nodes are moved or renamed (GH-49812). - Fix scale sensitivity for 3D objects (GH-52665).
 - Fix preview grid in 
SpriteFrameseditor's "Select Frames" dialog (GH-52461). - Fix 
MeshInstance2Dedit rect (GH-54070). 
GDScript
- Ignore property groups and categories in GDScript code completion (GH-54272).
 - Fix parsing multi-line 
preloadstatement (GH-52521). - Speedup running very big GDScript files (GH-53507).
 - LSP: Fix 
SymbolKindreporting wrong types andget_node()parsing (GH-50914, GH-51283). - LSP: Report 
new()as_init& fix docstrings on multiline functions (GH-53094). 
GUI
- GraphNode: Properly handle children with "Expand" flag (GH-39810).
 - Label: Fix valign with stylebox borders (GH-50478).
 - RichTextLabel: Fix auto-wrapping on CJK texts (GH-49280).
 - RichTextLabel: Fix character horizontal offset calculation (GH-52752).
 - RichTextLabel: Honor content margin when drawing font shadow (GH-54054).
 - RichTextLabel: Fix meta link detection when used inside a fill tag (GH-54114).
 - TabContainer: Fix moving dropped tab to incorrect child index (GH-51177).
 - Tabs: Fix invisible tabs not being ignored (GH-53551).
 - TextureProgress: Improve behavior with nine patch (GH-45815).
 - Theme: Fix potential crash with custom themes using BitMap fonts (GH-53410).
 
Import
- Fix loading RLE compressed TGA files (GH-49603).
 - Fix issue in 
TextureAtlasimport of images with wrong size (GH-42103). - Fix potential crash importing invalid BMP files (GH-46555).
 - glTF: Improved error handling around invalid images and invalid meshes (GH-48904, GH-48912).
 - glTF: Fix incorrect skin deduplication when using named binds (GH-48913).
 
Input
- Fix game controllers ignoring the last listed button (GH-48934).
 
Mono (C#)
- iOS: Fix 
P/Invokesymbols being stripped by the linker, resulting inEntryPointNotFoundExceptioncrash at runtime (GH-49248). - macOS: Automatically enable JIT entitlements for the Mono exports (GH-50317).
 - Fix reloading 
toolscripts in the editor (GH-52883). - Fix C# bindings generator for default value types (GH-49702).
 - Ignore paths with invalid chars in 
PathWhich(GH-50918). - Fix 
List<T>marshaling (GH-53628). - Fix 
hint_stringfor enum arrays (GH-53638). - Keep order for C# exported members (GH-54199).
 
Networking
- Fix parsing some IPv6 URLs for WebSocket (GH-48205).
 WebsocketPeeroutbound buffer fixes and buffer size query (GH-51037).- Fix IP address resolution incorrectly locking the main thread (GH-51199).
 
Physics
- Fix 2D and 3D moving platform logic (GH-50166, GH-51458).
 - Various fixes to 2D and 3D 
KinematicBodymove_and_slideandmove_and_collide(GH-50495). - Improved logic for 
KinematicBodycollision recovery depth (GH-53451). - Fix 
RayShaperecovery intest_body_ray_separation(GH-53453). - Apply infinite inertia checks to Godot Physics 3D (GH-42637).
 - Fix and clean disabled shapes handling in Godot physics servers (GH-49845).
 - Fix 
KinematicBodyaxis lock (GH-45176). - Don't override 
KinematicCollisionreference when still in use in script (GH-52955). - Fix ragdoll simulation when parent was re-added to scene (GH-48823).
 - Ignore disabled shapes for mass property calculations (GH-49699).
 
Porting
- Android: Add GDNative libraries to Android custom Gradle builds (GH-49912).
 - Android: Resolve issue where the Godot app remains stuck when resuming (GH-51584).
 - Android: Properly validate 
godot_project_name_stringfor Android special chars (GH-54255). - HTML5: Fix bug in AudioWorklet when reading output buffer (GH-52696).
 - HTML5: Release pressed events when the window is blurred on HTML5 platform (GH-52973).
 - Linux: Fix input events random delay on X11 (GH-54313).
 - Linux: Fix implementation of 
move_to_trash(GH-44021). - Linux: Fix crash when using ALSA MIDI with PulseAudio (GH-48350).
 - Linux: Fix 
Directory::get_space_left()result (GH-49222). - macOS: Allow "on top" windows to enter fullscreen mode (GH-49017).
 - macOS: Fix editor window missing events on macOS Monterey (GH-54474).
 - macOS: Fix custom mouse cursor not set after mouse mode change (GH-49848).
 - macOS: Fix 
Directory::get_space_left()result (GH-49222). - macOS: Fix Xbox controllers in Bluetooth mode on macOS (GH-51117).
 - macOS: Fix incorrect mouse position in fullscreen (GH-52374).
 - macOS: Add entitlements required by OIDN JIT for the editor build (GH-54067).
 - Windows: Fix platform file access to allow file sharing with external programs (GH-51430).
 - Windows: Fix code signing with 
osslsigncodefrom Linux/macOS (GH-49985). - Windows: Send error logs to 
stderrinstead ofstdout, like done on other OSes (GH-39139). - Windows: Fix 
OS.shell_open()not returning errors (GH-52842). - Windows: Allow renaming to change the case of Windows directories (GH-43068).
 - Windows: Disable WebM SIMD optimization with YASM which triggers crashes (GH-53959).
 
Rendering
- GLES2: Fix ambient light flickering with multiple refprobes (GH-53740).
 - GLES3: Fix draw order of transparent materials with multiple directional lights (GH-47129).
 - GLES3: Fix multimesh being colored by other nodes (GH-47582).
 - GLES3: Only add emission on base pass (GH-53938).
 - GLES3: Fudge irradiance map lookup to avoid precision issues (GH-54197).
 - Fixed 
rotate_yproperty of particle shaders (GH-46687). - Fixed behavior of velocity spread in particles (GH-47310).
 - Fixes depth sorting of meshes with transparent textures (GH-50721).
 - Fix flipped binormal in 
SpatialMaterialtriplanar mapping (GH-49950). - Fix 
CanvasItembounding rect calculation in some cases (GH-49160). - Clamp negative colors regardless of the tonemapper to avoid artifacts (GH-51439).
 - Fix Y billboard shear when rotating camera (GH-52151).
 - Add half frame to 
floor()for animated particles UV to compensate precision errors (GH-53233). - Prevent shaders from generating code before the constructor finishes (GH-52475).
 
3.3 - 2021-04-21
See the release announcement for details.
Added
Audio
Build system
- Add 
production=yesoption to set optimal options for production builds.- Users making custom builds should use this option which is equivalent to 
use_lto=yes debug_symbols=no use_static_cpp=yes. - Note for Linux builds: 
use_static_cpp=yesandudev=yesare now the default values, so you needlibudevandlibstdc++-staticdevelopment packages to build in optimal conditions. 
 - Users making custom builds should use this option which is equivalent to 
 - Add 
optimize=noneto disable C/C++ compiler optimizations for release builds.- This can be used to speed up compile times when working on the engine itself and when debug checks/features aren't desired.
 
 
Core
- New dynamic BVH for rendering and the GodotPhysics backends.
- If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. In either case, be sure to report the problem on GitHub.
 
 - Ability to restore RandomNumberGenerator state.
 - TileMap 
show_collisionproperty to show/hide collision shapes in the editor and at run-time. Array.append_array()method to append an array at the end of another array.OS.get_thread_caller_id()method to print the ID of the thread the code is currently running on.Image.load_bmp_from_buffer()method to load BMP images at run-time.Image.resize_to_po2()now accepts an optional "interpolation" parameter, defaulting to bilinear filtering.- Nearest-neighbor filtering can be used for pixel art textures, and will be used automatically when resizing non-power-of-two textures for non-filtered textures in GLES2.
 
OS.set_environment()method to set environment variables.String.to_wchar()method to get a PoolByteArray corresponding to a string'swchardata.String.naturalnocasecmp_to()method to perform natural case-insensitive string comparison for sorting purposes.application/run/flush_stdout_on_printproject setting to enable per-line flushing of the standard output stream in release builds.
Editor
- Infinite 3D editor grid (further improvements).
 - New 3D rotation gizmo.
 - Support for copy-pasting nodes.
 - Detect external modification of scenes and prompt for reloading.
 - New editor to configure default import presets.
 - The 3D viewport's View Information pane now displays the viewport resolution.
 EditorInterface.get_editor_scale()method to retrieve the editor scale factor.- This can be used for hiDPI support in editor plugins.
 
- The 
EditorInterface.edit_node()method is now exposed. - HTML5: New web editor, available as a Progressive Web App.
 
GUI
- Minimap support in GraphEdit.
 - New AspectRatioContainer Control node.
 - TextEdit's bookmark, breakpoint and "mark safe line" functions are now exposed to scripting.
 
Import
Input
- Support for buttons and D-pads mapped to half axes.
 - Support for new SDL game controller keywords (used by PS5 controller support).
 - Add driving joystick type to Windows joystick handling.
 - Mouse event pass-through support for the window.
 
Mono (C#)
Physics
- Support for pause-aware picking.
- This breaks compatibility, but is not enabled by default for existing projects. See the project setting 
physics/common/enable_pause_aware_picking. It will be enabled by default for new projects created with 3.3. 
 - This breaks compatibility, but is not enabled by default for existing projects. See the project setting 
 - CollisionObject can now display collision shape meshes.
 - Bullet: CollisionPolygon 
marginproperty. - GodotPhysics: Cylinder collision shape support.
- This is experimental in 3.3, and will likely receive fixes in future Godot releases.
 
 
Porting
- Android: Support for exporting as Android App Bundle.
 - Android: Support for subview embedding.
 - Android: Support for notch cutouts on Android 9.0 and later.
 - Android: Support for mouse events.
 - Android: Support for keyboard modifiers and arrow keys.
 - Android: Implement 
OS.get_screen_orientation(). - HTML5: AudioWorklet support for multithreaded HTML5 builds.
 - HTML5: Optional GDNative support.
 - HTML5: Resizable canvas option to disable viewport resizing.
 - HTML5: Optional automatic WebGL 2.0 -> 1.0 fallback when WebGL 2.0 support is not available.
- To benefit from this feature, enable the Rendering > Quality > Driver > Fallback To Gles2 project setting as you would on other platforms.
 
 - HTML5: loDPI fallback support for improved performance on hiDPI displays (at the cost of visuals).
- To keep the previous behavior, Allow Hidpi must be enabled in the Project Settings before exporting the project.
 
 - iOS: Plugin support, with a similar interface to Android plugins.
 - iOS: Add a touch delay project setting.
 - iOS: Implemented native loading screen.
 - Linux: PulseAudio and ALSA libraries are now dynamically loaded, as well as libudev.
- This allows running official Godot binaries on systems that don't have PulseAudio installed.
 
 - Linux/macOS: Implement the 
--no-windowcommand line argument for parity with Windows. - macOS: macOS ARM64 support in official binaries for Apple M1 chip (only standard build for now).
 
Rendering
- 2D batching for GLES3 (it was implemented for GLES2 in 3.2.2), and improvements to GLES2's batching.
 - New experimental buffer orphan/stream project settings to improve 2D performance on specific platforms.
 - New software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile).
 - Configurable amount of lights per object, now defaulting to 32 instead of 8.
 - New CPU lightmapper.
- Uses a raytracing approach with optional denoising.
 - Environment lighting is now supported.
 - Lightmaps are now stored in an atlas when baking if GLES3 is the current backend at the time of baking.
 - Bicubic lightmap sampling is now used to improve the final appearance, both in GLES3 and GLES2. It's enabled by default on desktop platforms.
 
 - Anisotropic filtering now works when using the GLES2 backend.
 - FXAA property in Viewport and associated project setting for GLES3 and GLES2.
- Upsides: Faster than MSAA, smooths out alpha-tested materials and specular aliasing.
 - Downsides: Lower quality than MSAA and makes the 3D viewport blurrier.
 
 - Debanding property in Viewport and associated project setting for GLES3.
- Significantly reduces visible banding in 3D. The effect is mainly visible on smooth gradients, solid surfaces and in heavy fog.
 - Only effective when HDR is enabled in the Project Settings (which is the default).
 
 - New 
METALLICbuilt-in for thelight()function in the shader language.- This is also exposed in the visual shader editor.
 
 - Add setting for shadow cubemap max size.
 
XR (Augmented Reality / Virtual Reality)
- Add a 
set_interface()method. - Expose the depth buffer to GDNative.
 - Allow supplying a depth buffer from an ARVR plugin.
 - HTML5: WebXR support for VR games.
 
Changed
Core
- Deleted object access now raises an error instead of a warning.
 - Improved error messages when passing nonexistent node paths to 
get_node(). - Optimized transform propagation for hidden 3D nodes.
 - Modernized multi-threading APIs.
- This might cause regressions in projects that use multiple threads. Please report such issues on GitHub.
 
 - Suggestions are now printed when attempting to use a nonexistent input action name.
 - SVG images can now be used as a project icon.
 - Tweaked log file names for consistency between Mono and non-Mono builds.
 - Tweaked command line 
--print-fpsdisplay to display milliseconds per frame timings in addition to FPS. - OpenSimplexNoise is now guaranteed to give consistent results across platforms.
- This change breaks compatibility: you get different results even for the same seed.
 
 
Editor
- Improved inspector subresource editing visibility.
 - Improved the 3D selection box appearance for better visibility.
- The 3D selection box color can be changed in the Editor Settings.
 
 - Increased default opacity for 3D manipulator gizmos for better visibility.
 - Improved visibility for the dashed line in the TextureRegion editor.
 - Pressed CheckButtons are now colored in blue for easier recognition.
 - The autokeying icon in the animation editor is now red when pressed to emphasize its "recording" status.
 - Scroll bars are now thicker and have a subtle background to better hint where they start and stop.
 - Undo/redo log messages now give more context when performing actions in the 2D editor.
 - The editor now uses 75% scaling by default on small displays (such as 1366×768).
- This can be reverted by setting the editor scale to 100% in the Editor Settings.
 
 - The editor now uses 150% scaling by default on 4K monitors, regardless of their DPI.
- This can be adjusted by setting the editor scale to the desired value in the Editor Settings.
 
 - Rename Node is now bound to F2.
- To account for this change, switching between editors using keyboard shortcuts now requires holding down Ctrl.
 - Editor shortcuts can be changed back to the previous values in the Editor Settings' Shortcuts tab.
 
 - Changed the Search Help shortcut from Shift + F1 to F1.
 - Changed the FileSystem dock Copy Path shortcut from Ctrl + C to Ctrl + Shift + C.
 - Changed 3D editor's Primary Grid Steps setting from 10 to 8.
- This uses a power-of-two value by default.
 
 - Increased the default 
profiler_frame_max_functionsto 512.- This fixes many instances where functions didn't appear in the script profiler.
 
 - The inspector now allows using a comma as a decimal separator.
 - Editor plugins are now searched for recursively.
 - Increased the page size for array/dictionary editors in the inspector from 10 to 20.
- The value can now be increased further in the Editor Settings at the cost of slower node switching times in the inspector.
 
 - The "Auto" editor setting hints for editor scale and font hinting now display the value they apply.
 - Tweaked property hints for SpatialMaterial depth properties to allow greater control and quality.
 - Pause Mode and Script are no longer collapsed in categories in the inspector.
 - Asset library: The Retry button now only appears if the download has failed.
 - Asset library: Search now starts automatically after entering text.
 - Asset library: Moved the Asset Library API URLs to the Editor Settings.
 - Project manager: Drag-and-dropping a ZIP archive to the project manager window will now prompt for importing it.
 - Project manager: Display loading text while the project is opening.
 - Project manager: The Open Project Folder button is now more visible.
 
GUI
- Range now returns a ratio of 1.0 if the minimum and maximum value are equal.
 - ColorPicker now keeps the hue value when the saturation or value is set to zero.
 - The Control virtual method 
_make_custom_tooltip()should now return aControlinstead of anObject.- Scripts overriding this method will have to be updated.
 
 
Import
- Allow a greater range of characters in glTF bone names.
 - glTF import now uses vertex colors by default.
 - Fix ETC compressor 
lossy_qualityhandling.- High 
lossy_qualityvalues will now incur significantly longer compression times, but will also improve the resulting texture quality. 
 - High 
 
Mono (C#)
- The 
copy_mono_rootSCons build option now defaults toyes. - Official builds now use Mono 6.12.0.122.
 
Networking
- Increase the default HTTPClient download chunk size to 64 KiB.
- This improves download speeds significantly, including for the in-editor export template downloader.
 - This change also affects HTTPRequest.
 
 
Rendering
- Shadows now have a proper soft appearance in GLES2 when using the PCF13 shadow filter.
 - The Ensure Correct Normals render mode and associated SpatialMaterial property are now supported in GLES2.
 - Real-time lights no longer affect objects that receive baked lighting if Bake Mode is set to All.
 - YSort rendering order is now more deterministic.
 
Physics
- 2D collision shapes are now displayed with outlines when Debug > Visible Collision Shapes is enabled.
 
Porting
- Android: Update logic to sign prebuilt APKs with 
apksignerinstead ofjarsigner, as required for Android API 30. - Android: Disable the 
requestLegacyExternalStorageattribute when there are no storage permissions. - HTML5: Improved gamepad support by using an internal implementation of the Gamepad API.
 - HTML5 Changed HTML shell templates. See updated documentation.
 - Linux: Binaries are now stripped of string and symbol tables, reducing their size significantly.
- Editor: 9 MB less (standard) and 35 MB less (Mono).
 - Templates: 5-6 MB less (standard) and 30 MB less (Mono).
 
 - macOS: Add entitlements configuration and export template 
.dylibsigning to the export. - macOS: Code signing on export is now enabled by default. If no identity is specified, an ad hoc certificate is generated and used automatically.
- This is done because applications must be signed to be run on macOS Big Sur, even for private use.
 - Self-signed certificates work for private use, but they will be considered untrusted on other people's computers.
 
 - macOS: Add a Replace Existing Signature export option to fix signing on export with broken OSXCross ad-hoc linker signatures.
- This is enabled by default.
 
 - macOS: Improve Mono distribution in .app bundle to allow codesigning exported projects.
 - macOS: Binaries are now stripped of string and symbol tables, which reduces their size significantly:
- Editor: 14 MB less (standard) and 9 MB less (Mono).
 - Templates: 9-10 MB less (standard) and 6 MB less (Mono).
 
 - macOS: Official editor binaries are now signed and notarized.
 
Removed
Import
- Removed the now-redundant ResourceImporterCSV importer.
- This is superseded by the new "keep" import mode feature.
 
 
Fixed
Audio
- Use higher-quality resampling for Ogg Vorbis and MP3 sounds.
- This fixes bitrate-like artifacts when playing low-frequency sounds.
 
 - Fix pops when using 
play()in AudioStreamPlayer2D and AudioStreamPlayer3D. 
Core
- Fix Editable Children issues with node renaming, moving, duplicating and instancing.
 - Freed Objects no longer delay to 
nullin debug builds. - Various fixes to Variant and Reference pointers.
 - Optimized octree and fixed a leak.
 - Fix crash when opening a ZIP data pack.
 OS.delay_msec()andOS.delay_usec()with a negative value no longer freeze the engine and return an error message instead.- Various fixes to CSG mesh generation. There should be less instances of holes being created in CSG meshes.
 
Editor
- Fix exporting if the temporary export directory doesn't exist yet.
 - Objects can no longer be added to the Project Settings since they can't be serialized correctly.
 - Fix hidden nodes being selectable in the 2D editor in specific cases.
 - Implementing clearing of diagnostics in the GDScript language server, fixing issues with errors lingering after files were deleted.
 - The Export PCK/ZIP action now obeys the export path configured in the export preset as expected.
 
GDScript
GUI
- Fix artifacts in DynamicFont when scaling with filtering enabled.
 - DynamicFonts are now loaded to memory on all platforms to avoid locking files.
 - Fix fallback emoji font color.
 - ColorPicker button text and tooltips now appear as expected in exported projects.
 - Fix RichTextLabel losing its 
textdue to being replaced with empty BBCode when custom effects are defined. - Fix incorrect editor background color when using a transparent editor theme color.
 
Import
- Relax node and bone naming constraints in glTF.
- To preserve compatibility with models imported in 3.2, a 
use_legacy_namesimport setting was added. 
 - To preserve compatibility with models imported in 3.2, a 
 - Fix parsing Base64-encoded buffer and image data in glTF.
 - Fix handling of normalized accessor property in glTF.
 
Mono (C#)
- Fix targeting .NETFramework with .NET 5.
 - Fix System.Collections.Generic.List marshaling.
 - Fix support for Unicode identifiers.
 - Fixes to Mono on WebAssembly.
 
Network
Physics
- Multiple fixes to one-way collisions.
 - Fix 
test_body_motionrecovery and rest info. - GodotPhysics: Fix incorrect moment of inertia calculations for built-in 3D collision shapes.
 - Many physics fixes for both 2D and 3D.
 
Porting
- Android: Fix splash screen loading.
 - iOS: Fix multiple issues with PVRTC import, disable ETC1.
 - iOS: Fixes to keyboard input, including better IME support.
 - Linux: Fix keyboard input lag and clipboard delay issues.
 - Linux: Fix audio corruption when using the ALSA driver.
 - Linux: Fix PRIME hybrid graphics detection on Steam.
 - macOS: Fix mouse position in captured mode.
 - macOS: Improve 
get_screen_dpi()reliability for non-integer scaling factors. - Windows: Fix debugger not getting focused on break.
 
Rendering
- Various fixes to 3D light culling.
- DirectionalLight's Cull Mask property is now effective.
 
 - Fix large Sprite3D UV wobbling with low-resolution textures.
 - Fix impact of 
lifetime_randomnesson properties using a curve. - Fix 2D normal maps when using batching + NVIDIA workaround.
 - Fix PanoramaSky artifacts on Android in GLES2.
 - Fix glow on devices with only 8 texture slots in GLES2.
 - Use a separate texture unit for 
light_texturein GLES2. - Fix reflection probes in WebGL 1.0 (GLES2 on HTML5).
 - Fix screen-space reflections tracing the environment in GLES3.
 - Fade screen-space reflections towards the inner margin in GLES3.
 - Ensure Reinhard tonemapping values are positive in GLES3.
 
3.2 - 2020-01-29
Added
- Support for pseudo-3D depth in 2D.
 - Support for importing 3D scenes using Assimp.
- Many formats are supported, including FBX.
 
 - Support for generating audio procedurally and analyzing audio spectrums.
 - WebRTC support.
- Includes support for the high-level multiplayer API.
 - Supports NAT traversal using STUN or TURN.
 
 - Support for automatically building Android templates before exporting.
- This makes 3rd-party SDK integration easier.
 
 - Support for texture atlases in 2D.
 - Major improvements to the visual shader system. (News post 1, News post 2)
- Redesigned visual shader editor with drag-and-drop capability.
- Textures can be dragged from the FileSystem dock to be added as nodes.
 
 - Most functions available in GLSL are now exposed.
 - Many constants such as 
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 a 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.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 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.
 
 
 - 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.
 - TileMap property 
centered_texturescan be used to center textures on their tile, instead of using the tile's top-left corner as position for the texture. - "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor.
 - Keyboard shortcuts to rotate tiles in the TileMap editor.
- Default shortcuts are A (rotate left), S (rotate right), X (flip horizontally), Y (flip vertically).
 
 - Ability to keep a node's local transform when reparenting it by holding Shift.
 - Basis constants 
IDENTITY,FLIP_X,FLIP_Y,FLIP_Z. - Ability to create sprite frames in AnimatedSprite from a sprite sheet.
 frame_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).
 
 assert()in GDScript must now always be used with parentheses.assert(true)is still valid, butassert trueisn'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 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. - 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.
 
 - 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_modeproperty can be used to restore the previous behavior. 
 - Breaks compatibility with some TileMaps from previous Godot versions. An opt-in 
 - 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: Re-added support for in-app purchases.
 
Changed
- Built-in vector types now use copy-on-write mode as originally intended, resulting in increased engine performance.
 - The mbedtls library is now used instead of OpenSSL.
 - Renamed several core files.
- Third-party modules may have to be updated to reflect this.
 
 - SSL certificates are now bundled in exported projects unless a custom bundle is specified.
 - Improved buffer writing performance on Windows and Linux.
 - Removed many debugging prints in the console.
 - Export templates now display an error dialog if no project was found when starting.
 - DynamicFont oversampling is now enabled by default.
 - Nodes' internal logic now consistently uses internal physics processing.
 - Allow attaching and clearing scripts on multiple nodes at once.
 - Default values are no longer saved in scene and resource files.
 - The selection rectangle of 2D nodes is now hidden when not pertinent (no more rectangle for collision shapes).
 - SSE2 is now enabled in libsquish, resulting in improved S3TC encoding performance.
 - Tangent and binormal coordinates are now more consistent across mesh types (primitive/imported), resulting in more predictable normal map and depth map appearance.
 - Better defaults for 3D scenes.
- The default procedural sky now has a more neutral blue tone.
 - The default SpatialMaterial now has a roughness value of 1 and metallic value of 0.
 - The fallback material now uses the same values as the default SpatialMaterial.
 
 - Text editor themes are now sorted alphabetically in the selection dropdown.
 - The 3D manipulator gizmo now has a smoother, more detailed appearance.
 - The 3D viewport menu button now has a background to make it easier to read.
 - QuadMeshes are now built using two triangles (6 vertices) instead of one quad (4 vertices).
- This was done because quads are deprecated in OpenGL.
 
 - Controls inside containers are no longer movable or resizable but can still be selected.
 - The 
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.