All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
- Revamped 3D animation storage.
- New blend shape track to adjust blend shapes in animations more efficiently.
- New expression-based transitions in AnimationTree state machines.
- Support for animation compression to improve performance with long animations such as cutscenes.
- Replaced transform tracks by position, rotation and scale tracks.
- Removed the animation dependency on bone rests.
- Better compatibility with models that use non-uniform scaling in animations.
- Better compatibility with models exported from Maya and 3DS Max.
- Easier animation reuse across different models.
- Easier procedural generation of animations.
- New TileMap and TileSet resources.
- New Vector2i, Vector3i and Rect2i types.
- These are integer variants of Vector2, Vector3 and Rect2.
- Callable type for first-class functions (can be created with lambdas in GDScript).
- The Euler rotation order can now be adjusted in Node3D.
- New
Array.map()
,Array.filter()
andArray.reduce()
methods that can be used with Callables. - Rewritten Tween with more functionality.
- Tween is no longer a node.
- Easier chaining of tweens.
- Low-level tweening option to get an interpolated value directly.
- Existing projects will have to be modified to account for this, as automatic conversion isn't feasible.
- New and improved IK in Skeleton2D.
- New classes: SkeletonModifier2D, SkeletonModifierStack2D, SkeletonModification2DLookAt, SkeletonModification2DCCDIK, SkeletonModification2DFABRIK, SkeletonModification2DJiggle, SkeletonModification2DTwoBoneIK, PhysicalBone2D, SkeletonModification2DPhysicalBones, SkeletonModification2DStackHolder.
- New
Transform2D.looking_at()
function.
- New and improved IK in Skeleton3D.
- New classes: SkeletonModifier3D, SkeletonModifierStack3D, SkeletonModifier3DLookAt, SkeletonModification3DCCDIK, SkeletonModification3DFABRIK, SkeletonModification3DJiggle, SkeletonModification3DTwoBoneIK, SkeletonModification3DStackHolder.
- The Bone struct now includes a local_pose_override.
- The Bone struct now keeps track of its children bones, if it has any.
- Added functions to Skeleton3D for getting the forward vector using the information stored in the rest pose for the bones.
- New
Basis.rotate_to_align()
function. - Refactored the BoneAttachment3D node.
- Removed the
process_list
functions.
- New GradientTexture2D resource (useful for 2D lights, particles, …).
- Support for gettext PO template generation from scene and script files.
- Translation parser plugins can be written to allow extracting strings from custom file types.
- New Time singleton to replace date/time handling methods in the OS singleton.
- Includes new methods to handle ISO 8601 timestamp conversion.
- Support for custom performance monitors.
- New
randi_range()
global scope function to return a random integer number within a range. - New
randfn()
global scope function to return a floating-point number along a normal gaussian distribution. - New
pingpong()
global scope function to return a floating-point number that increments then decrements in a "sawtooth" fashion. - Vectors and Colors can now be clamped between two values their respective
clamp()
methods. - New
Vector3.limit_length()
method as a Vector3 counterpart toVector2.limit_length()
(formerlyVector2.clamped()
). - New PackedArrays to replace PoolArrays.
- 64-bit integer and float arrays are now available in addition to the existing 32-bit ones.
- New
ConfigFile.parse(data: String)
method to load a string as if it was a ConfigFile on disk. - New
Image.save_png_to_buffer()
method to save a PNG image to memory as a PackedByteArray (instead of saving to disk). - New File API to check, read and write symbolic links on macOS and Linux.
- Replaced GDNative with GDExtension.
- Easier setup and compilation for various platforms.
- Code structure is more similar to statically compiled C++ modules.
- Lower performance overhead compared to GDNative.
- New TileMap and TileSet editors with better usability.
- Support for multiple windows.
- Docks can be moved out of the main window into separate windows.
- Single-window mode can be enabled in the Editor Settings to revert to the old behavior.
- Movement and scaling handles in the 2D editor (similar to the 3D editor).
- New Replace in Files dialog in the script editor to complement Find in Files.
- macOS: More built-in mouse cursors are now exposed (such as diagonal resize cursors).
- macOS: Support for building Godot with Clang sanitizers.
- HTML5: Support for profiling projects exported to HTML5.
- macOS: Projects can now optionally be exported to a application bundle contained within a ZIP archive.
- Previously, a DMG image was always used when exporting from macOS.
- macOS: DMG images can now be codesigned after exporting.
- GDScript was rewritten from scratch with a cleaner approach.
- New documentation generation system.
- Comments starting with
##
are considered documentation comments. - Documentation comments be placed before any member variable, constant, enum or function declaration, or at the top of a file.
- Documentation comments appear in the editor help and when hovering exported properties in the inspector.
- Comments starting with
- Support for multiple windows on desktop platforms. Projects can spawn additional windows, each with their own viewport.
- Added
NOTIFICATION_APPLICATION_FOCUS_IN
andNOTIFICATION_APPLICATION_FOCUS_OUT
notifications for "global" project focus changes (separate fromNOTIFICATION_WM_FOCUS_IN
andNOTIFICATION_WM_FOCUS_OUT
).
- Added
- RichTextLabel property
fit_content_height
to make the label's height fit its content automatically (not always reliable). - RichTextLabel's
img
tag now supports an optionalcolor
attribute to modulate the image. get_char_size()
is now exposed in Font, making it usable in DynamicFont rather than being limited to BitmapFont.- Tree can now highlight relationship lines for the currently selected item, its parents and direct children.
- This is used in the scene tree dock in the editor.
- Support for importing lights from glTF scenes.
- Support for physical (keyboard layout-independent) key codes.
- This can be used to provide W/A/S/D controls that work on any keyboard layout.
DisplayServer.keyboard_get_current_layout()
andDisplayServer.keyboard_get_layout_*()
methods to get information about keyboard layouts.- New
Input.MOUSE_MODE_CONFINED_HIDDEN
mouse mode to combine the confined and hidden mouse modes.
- Support for exporting C# projects to iOS and HTML5.
- C# events can now be used to implement Godot signals.
- New Visual Studio and Visual Studio Code add-ons.
- New NavigationServer.
- Support for dynamic obstacle avoidance.
- New DisplayServer abstraction, allowing for the creation of multiple windows.
- This is used in the editor for detachable docks, but can also be used in projects.
- Android: Allow basic user data backup. This can be disabled in the export preset if needed.
- Android: Support for changing the mouse cursor shape (no custom images).
- iOS: The targeted device family (iPhone, iPad, iPhone and iPad) can now be specified in the export preset.
- New CharacterBody node to supersede KinematicBody.
- Some KinematicBody features were moved to PhysicsBody.
- Android: Clients of the Godot library can now add their own command line arguments.
- New Vulkan renderer.
- New OpenGL renderer, using OpenGL 3.3/OpenGL ES 3.0/WebGL 2.0 as a baseline.
- Designed to target mobile/web platforms first, but also usable on desktop platforms.
- Uses a low-end-friendly approach to maximize performance in simple scenes.
- Currently supports 2D rendering only.
- OpenGL 3D rendering is planned for a future 4.x release.
- Support for specular mapping when using 2D lighting.
- New DirectionalLight2D node for 2D lighting.
- CanvasGroup node to modulate several 2D nodes as a group (or apply shaders to them).
- Support for clipping in CanvasItem, replacing the use of Light2D as masks in a more convenient manner.
- Support for light projectors/"cookies" in OmniLight3D and SpotLight3D.
- Only supported for lights with shadows enabled.
- 3D lights now have a Size property which can be set to simulate area lights.
- This property also affects how fast shadow penumbras will grow over distance.
- A shadow blur property is also available to set a constant blurring factor on a per-light basis.
- Shadow mapping with improved filtering and PCSS-like penumbra simulation.
- Shadow normal offset bias is now implemented to avoid issues with shadow acne or peter-panning.
- New Decal node to project textures onto 3D surfaces.
- New fully real-time VoxelGI (formerly GIProbe).
- Dynamic lights and emissive can emit GI that's updated every frame (instead of only updating sporadically).
- Dynamic objects can receive GI and contribute to it.
- New signed distance field-based global illumination (SDFGI) for open world lighting.
- Enabled in the WorldEnvironment. No node required, no baking.
- Semi-realtime: dynamic objects can receive GI, but not contribute to it.
- Volumetric fog with optional GI contribution.
- Fog volumes to locally apply volumetric fog (or subtract to global fog using negative density).
- More physically accurate exponential fog to replace the old distance-based fog.
- New Aerial Scattering property in distance-based fog to fade out to the background sky instead of a fixed color.
- Also available in volumetric fog with the Ambient Inject property.
- New GPU-based lightmapper.
- When using a dedicated GPU, this results in much faster bake speeds compared to the CPU lightmapper.
- Optional support for storing directional lighting information and rough reflections using spherical harmonics.
- Improved support for lighting dynamic objects with better performance and quality.
- In addition to automatic generation, LightmapProbe nodes can now be placed manually to provide better lighting information for dynamic objects where needed.
- Physical sky material and custom sky shaders, both supporting real-time updates.
- Global and per-instance shader uniforms.
- This can be used to better reuse shaders, leading to improved performance.
- Support for automatically generating and using mesh LODs to improve performance.
- Several LOD levels are generated for imported 3D scenes by default.
- LODs are automatically used for mesh rendering using a pixel coverage-based selection algorithm.
- Uses the meshoptimizer library.
- Support for LOD visibility ranges in GeometryInstance3D.
- Manually authored LODs can be configured using distance and hysteresis cutoffs.
- Can be used for HLOD setups to reduce draw calls while preserving culling opportunities when up close.
- Support for GeometryInstance3D distance fade to make distant meshes disappear smoothly without having to modify their material.
- Support for automatically generating and using shadow meshes to improve performance.
- The generated shadow meshes are welded aggressively to improve performance with no difference in visual quality.
- To further improve performance, hand-made shadow meshes can be specified in the inspector in MeshInstance nodes.
- Support for rendering a viewport's 3D contents at a lower resolution to improve performance.
- 2D elements remain at full resolution to improve perceived sharpness.
- A scaling factor above 1.0 can be used for supersampling, which is useful to maximize quality for offline rendering.
- See individual progress reports for more information: #1, #2, #3, #4, #5, #6, #7.
- New shader compiler rewritten from scratch.
- Support for uniform arrays (including sampler arrays).
- Arrays can now be passed as function parameters (including arrays of structs).
- The return type of a function can now be an array (including arrays of structs).
- Array size can now be optionally written before the identifier (
int[2] array;
instead ofint array[2]
).- This eases porting shaders from GLSL.
- Array constructors can now be called at any time after initialization.
- For example,
int array[3]; array = {1, 2, 3}
is now valid.
- For example,
- New
fma()
(fused multiply-add) built-in function to optimize shaders in a low-level way. - New built-in data (un)packing functions to optimize shaders in a low-level way.
- Warning system for common issues such as floating-point comparison and unused variables.
- Argument names now appear in code completion tooltips.
- More information in the progress report.
- Add Billboard mode to visual shaders.
- The constants
PI
,TAU
andE
are now available in the shader language.
- The engine is now unit-tested using doctest.
- Switched from Travis CI and AppVeyor to GitHub Actions.
- A Fish shell completion file is now available for the Godot editor's command line interface.
- Increased the default AudioStreamPlayer3D unit size to (1 → 10) to make sounds more audible while setting up the node.
- Renamed the audio-related
FFT_Size
enum toFFTSize
for consistency.
- Tweaked the output strings to be more human-readable when printing various built-in Variant and Object types.
- Renamed File's
endian_swap
property tobig_endian
for consistency with ResourceSaver and StreamPeer. - Renamed File's
get_len()
method toget_length()
. - Renamed Object's
PROPERTY_USAGE_NOEDITOR
toPROPERTY_USAGE_NO_EDITOR
. - Renamed
Vector2.clamped()
toVector2.limit_length()
to differentiate it from the newVector2.clamp()
. - Renamed
rand_range()
torandf_range()
to avoid ambiguity with the newrandi_range()
and make its return type more obvious. - Replaced
Node.add_child_below_node()
withNode.add_sibling()
. - Replaced
Directory.list_dir_begin()
'sskip_navigational
andskip_hidden
arguments withshow_navigational
andshow_hidden
.- Both arguments are
false
by default, which means the default behavior is now to exclude both navigational and hidden files from the returned list.
- Both arguments are
- Renamed the built-in Quat type to Quaternion.
- Renamed the built-in Transform type to Transform3D.
- Renamed Node3D's
translation
property toposition
for consistency with Node2D. - Moved YSort functionality to a Node2D property.
- Viewports now use a size of 512×512 by default to make them visible out of the box.
- Screen orientation is now represented as an enum in the Project Settings.
- Renamed 3D nodes to contain an explicit "3D" prefix for clarity and consistency.
- Renamed various nodes:
- Spatial → Node3D
- GIProbe → VoxelGI
- BakedLightmap → LightmapGI
- Light2D -> PointLight2D
- VisibilityNotifier2D -> VisibleOnScreenNotifier2D
- VisibilityNotifier3D -> VisibleOnScreenNotifier3D
- VisibilityEnabler2D -> VisibleOnScreenEnabler2D
- VisibilityEnabler3D -> VisibleOnScreenEnabler3D
- Renamed various resources:
- GradientTexture -> GradientTexture1D
- Old node and resource names are automatically converted when loading scenes from Godot 3.x.
- Renewed the editor theme for a more modern design.
- Increased icon saturation by 30% when using a dark theme.
- Icon saturation can now be adjusted in the Editor Settings.
- Increased icon saturation by 30% when using a dark theme.
- Improved the audio bus editor appearance.
- Improved layout and texts of the Manage Editor Features dialog.
- Improved the Video RAM debugger usability.
- The Video RAM tab is now refreshed automatically when switching to it.
- Hovering layer checkboxes in the inspector now results in visual feedback.
- Clicking between two checkboxes will now enable the checkbox that was last highlighted instead of doing nothing.
- CSV profiler measures can now be saved anywhere on the filesystem, not just in the project folder.
- Improved the 2D zooming algorithm to always visit powers of two (50%, 100%, 200%, …) and avoid floating-point precision issues.
- Times are now displayed as milliseconds in the profiler and performance monitors (instead of seconds).
- Improved the batch rename dialog usability and design consistency.
- Clarified error messages when there are regular expression errors.
- Optimized editor icon generation to speed up editor startup.
- Script editor autocompletion now displays previews next to color constant suggestions.
- The number of replaced results now appears in place of the matches counter when replacing text in the script editor.
- Pressing Enter (or Shift + Enter) in the script editor replacement dialog now performs a forwards (or backwards) replacement operation.
- Pressing Ctrl + F now focuses the search field in the AssetLib tab.
- Pressing G now switches to the Pan mode in the 2D editor.
- The TileMap editor's Bucket Fill shortcut was moved to B to cater for this change.
- Mouse wheel behavior for zooming in the animation behavior is now inverted.
- The Sync Scene Changes and Sync Script Changes settings' values now persist on a per-project basis instead of being always enabled by default.
- Various tooltips have been added or modified to clarify the editor operation.
- Various visual and formatting changes to the editor help to improve readability and be closer to the online class reference.
- Tweaked Camera2D editor line colors for better visibility.
- Light theme presets now use a negative contrast rate by default for a more logical preview of UI elevation.
- Increased the use of bold fonts throughout the editor.
- Revised icons for the Gradient and GradientTexture resources.
- Renamed "Identifier" to "Bundle Identifier" in the macOS and iOS export presets for clarity.
- Renamed the script editor's "Adaptive" syntax theme to "Default" and "Default" to "Godot 2", for consistency with the editor theme presets.
- Flipped the 2D editor icon to match Godot's coordinate handedness.
- Improved drive letter handling in EditorFileDialog and FileDialog.
- Container nodes (except PanelContainer) now use the Pass mouse mode by default.
- Pressing the left/right arrows while having selected text will now move the cursor to the beginning/end of the selection in LineEdit (while unselecting the text as usual).
- TextEdit's
search()
method now returns a Dictionary instead of a PackedIntArray. - macOS: The Ctrl + A and Ctrl + E navigation shortcuts now work in LineEdit.
- Renamed InputEventKey's
scancode
tokeycode
. - Renamed InputMap's
get_action_list()
toget_action_events()
.
- Optimized bandwidth usage in the high-level multiplayer API.
- Split KinematicBody into the new CharacterBody node and PhysicsBody.
- RayCast nodes are now enabled by default.
- The
disabled
property was renamed toenabled
with its behavior inverted.
- The
- Renamed PlaneShape to WorldBoundaryShape.
- Some Environment settings such as depth of field have been moved to a CameraAttributes resource which is assigned to individual Camera nodes.
- The ACES Fitted tonemapping algorithm is now used in place of the old ACES algorithm.
- The old non-fitted ACES tonemapping algorithm was removed.
- Quality settings have been moved from individual nodes and resources to the Project Settings for better centralization.
- Quality settings now have performance hints in their values' names, such as "Fast" or "Slow".
DEPTH_TEXTURE
now uses normalized device coordinates between0.0
and1.0
(inclusive) to match Vulkan behavior.- This requires modifying most shaders that rely on
DEPTH_TEXTURE
to make them still work as expected. - Previously, coordinates would be between
-1.0
and1.0
(inclusive) to match OpenGL behavior.
- This requires modifying most shaders that rely on
- Renamed the
.shader
file extension to.gdshader
.- Existing text-based shader files will have to be renamed before loading the project in a new engine version.
- Renamed the
x11
platform tolinuxbsd
to prepare for Wayland support. - The engine is now written in C++17.
- Python 3.6 and SCons 3.1 are now required to build Godot from source.
- Removed the
server
platform in favor of disabling specific DisplayServers at build-time (e.g.vulkan=no
).
- Removed the YSort node in favor of the Node2D YSort property.
- Removed the deprecated
Color.gray()
method.- Use
Color.v()
for a better grayscale approximation instead.
- Use
- Removed built-in HQ2X implementation (used for crude hiDPI support in the default project theme).
- This helps with binary size as HQ2X is made of particularly large functions.
- Removed the Dim Dialog on Editor Popup editor setting since it was made obsolete by the multi-window paradigm.
- Removed the ToolButton node in favor of Button.
- Existing ToolButton nodes from Godot 3.x projects will be converted to Button nodes.
- Removed the
DisplayServer.get_latin_keyboard_variant()
method (replaced by the more flexibleDisplayServer.keyboard_get_current_layout()
).
- Removed the deprecated
allow_object_decoding
property from PacketPeer. - Removed the deprecated
sync
andslave
high-level multiplayer keywords.
- Removed the deprecated PhysicsBody
friction
andbounce
properties (replaced by PhysicsMaterial).
- Removed OpenGL ES 2.0 renderer (replaced by the new mobile-oriented OpenGL 3 renderer).
- Vulkan, OpenGL 3.3, OpenGL ES 3.0 or WebGL 2.0 support is now required to run Godot.
- Removed support for 16× MSAA due to driver bugs and low performance.
- For high-quality offline rendering, using supersampling together with 8× MSAA is a better option anyway.
- The positional command line argument now considers
.res
and.tres
files as runnable scene formats.- This fixes Godot not running the main scene or a custom scene if they were saved with a
.res
or.tres
extension.
- This fixes Godot not running the main scene or a custom scene if they were saved with a
- macOS/Linux: Fix the result of
Directory.get_space_left()
. - Windows: Godot can now kill its own PID using
OS.kill()
.
- The Android exporter no longer reports progress on each file, greatly speeding up the exporting process.
- Searching with the Whole Words option enabled in the script editor is no longer exceedingly slow.
- Fixed OptionButton minimum size.
- TabContainer is no longer too large when tabs are hidden.
- ScrollBar now allows using
scroll_to_line()
when Scroll Active is disabled. - DynamicFont outlines now have antialiasing disabled if it was disabled on the font itself.
- Windows:
OS.execute()
now only quotes command line arguments if they contain special characters.
3.2 - 2020-01-29
- Support for pseudo-3D depth in 2D.
- Support for importing 3D scenes using Assimp.
- Many formats are supported, including FBX.
- Support for generating audio procedurally and analyzing audio spectrums.
- WebRTC support.
- Includes support for the high-level multiplayer API.
- Supports NAT traversal using STUN or TURN.
- Support for automatically building Android templates before exporting.
- This makes 3rd-party SDK integration easier.
- Support for texture atlases in 2D.
- Major improvements to the visual shader system. (News post 1, News post 2)
- Redesigned visual shader editor with drag-and-drop capability.
- Textures can be dragged from the FileSystem dock to be added as nodes.
- Most functions available in GLSL are now exposed.
- Many constants such as
Pi
orTau
can now be used directly. - Support for boolean uniforms and sampler inputs.
- New Sampler port type.
- New conditional nodes.
- New Expression node, allowing shader code to be written in visual shaders.
- Support for plugins (custom nodes).
- Custom nodes can be drag-and-dropped from the FileSystem dock.
- Ability to copy and paste nodes.
- Ability to delete multiple nodes at once by pressing Delete.
- The node creation menu is now displayed when dragging a connection to an empty space on the graph.
- GLES3-only functions are now distinguished from others in the creation dialog.
- Ability to preview the code generated by the visual shader.
- Ability to convert visual shaders to text-based shaders.
- See the complete list of new functions.
- 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
tool
mode can now be enabled in visual scripts. - New Deconstruct node to deconstruct a complex value into a scalar value.
- Miscellaneous UI improvements.
- Support for enabling/disabling parts of the editor or specific nodes.
- This is helpful for education, or when working with artists to help prevent inadvertent changes.
- Language server for GDScript.
- This can be used to get better integration with external editors.
- Version control integration in the editor.
- This integration is VCS-agnostic (GDNative plugins provide specific VCS support).
- Improved GridMap editor.
- The copied mesh is now displayed during pasting.
- The duplication/paste indicator is now rotated correctly around the pivot point.
- Ability to cancel paste and selection by pressing Escape.
- Erasing is now done using RMB instead of Shift + RMB.
- Freelook can still be accessed by pressing Shift + F.
- Improved MeshLibrary generation.
- When appending to an existing MeshLibrary, previews are now only generated for newly-added or modified meshes.
- Tweaked the previews' camera angle and light directions for better results.
- Materials assigned to the MeshInstance instead of the Mesh are now exported to the MeshLibrary.
- This is useful when exporting meshes from an imported scene (such as glTF), as it allows materials to persist across re-imports.
- Improved Control anchor and margin workflow.
- Network profiler.
- Improved NavigationMesh generation.
- GridMaps can now be used to bake navigation meshes.
- EditorNavigationMeshGenerator can now be used in
tool
scripts. - Support for generating navigation meshes from static colliders.
- When using static colliders as a geometry source, a layer mask can be specified to ignore certain colliders.
- The generator no longer relies on the global transform, making it possible to generate navmeshes on nodes that are not in the scene tree.
- Navigation gizmos are now updated after every new bake.
- Support for skinning in 3D skeletons.
- CameraServer singleton to retrieve images from mobile cameras or webcams as textures.
- A crosshair is now displayed when using freelook in the 3D editor.
- Project camera override button at the top of the 2D and 3D editors.
- When enabled, the editor viewport's camera will be replicated in the running project.
- RichTextLabel can now be extended with real-time effects and custom BBCodes.
- Effects are implemented using the ItemFX resource.
[img=<width>x<height>]
tag to resize an image displayed in a RichTextLabel.- If
<width>
or<height>
is 0, the image will be adjusted to keep its original aspect.
- 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
,float
andString
). - Pressing Ctrl + F now focuses the search field in the Project Settings and Editor Settings.
- Quick Open dialog (Shift + Alt + O) to open any resource in the project.
- Unlike the existing dialogs, it's not limited to scenes or scripts.
- Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D.
- MultiMeshInstance2D node for using MultiMesh in 2D.
- PointMesh primitive.
- Drawn as a rectangle with a constant size on screen, which is cheaper compared to using triangle-based billboards.
- 2D polygon boolean operations and Delaunay triangulation are now available in the Geometry singleton.
- New convex decomposition using the V-HACD library.
- Can decompose meshes into multiple convex shapes for increased accuracy.
- Support for grouping nodes in the 3D editor.
- "Slow" modifier in freelook (accessed by holding Alt).
- The 2D editor panning limits can now be disabled in the Editor Settings.
- "Undo Close Tab" option in the scene tabs context menu.
- The editor is now capped to 20 FPS when the window is unfocused.
- This decreases CPU/GPU usage if something causes the editor to redraw continuously (such as particles).
- The editor's FPS cap can now be adjusted in the Editor Settings (both when focused and unfocused).
- Version information is now displayed at the bottom of the editor.
- This is intended to make the Godot version easily visible in video tutorials.
- Support for constants in the shader language.
- Support for local and varying arrays in the shader language.
- Support for
switch
statements in the shader language. - Support for
do {...} while (...)
loops in the shader language.- Unlike
while
, the expression in thedo
block 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_VEC
shader parameter to alter 2D shadow computations in custom shaders.- Filter search box in the remote scene tree dock.
- Ability to expand/collapse nodes recursively in the scene tree dock by holding Shift and clicking on a folding arrow.
- Support for depth of field, glow and BCS in the GLES2 renderer.
- MSAA support in the GLES2 renderer.
- Ability to render viewports directly to the screen in the GLES2 renderer.
- This can be faster on low-end devices, but it comes at a convenience cost.
- Project settings to set the maximum number of lights and reflections in the GLES3 renderer.
- Decreasing these values can lead to faster shader compilations, resulting in lower loading times.
- Heightmap collision shape for efficient terrain collisions.
- AStar2D class, making A* use easier in 2D.
- Disabled collision shapes can now be added directly, without having to disable them manually after one step.
- Context menu options to close other scene tabs, scene tabs to the right, or all scene tabs.
- The audio bus volumes can now be snapped by holding Ctrl while dragging the slider.
- Hovering an audio bus' volume slider now displays its volume in a tooltip.
- Values in the Gradient and Curve editors can now be snapped by holding Ctrl.
- Precise snapping can be obtained by holding Shift as well.
- Support for snapping when scaling nodes in the 2D editor.
- Precise snapping in the 3D editor when holding Shift.
- "Align Rotation with View" in the 3D editor.
- Unlike "Align Transform with View", only the selected node's rotation will be modified.
- "Align Selection with View" has been renamed to "Align Transform with View".
- All 3D gizmos now make use of snapping if enabled.
- CSG shapes are now highlighted with a translucent overlay when selected.
- Shapes in Union mode will use a blue overlay color by default.
- Shapes in Subtraction mode will use an orange overlay color by default.
- Shapes in Intersection mode will use a white overlay color.
- Ability to move a vertex along a single axis when holding Shift in polygon editors.
- Support for binary literals in GDScript (e.g.
0b101010
for42
). - AutoLoads can now be used as a type in GDScript.
- Ability to define script templates on a per-project basis.
- Template files should be placed into a
script_templates/
directory in the project and have an extension that matches the language (.gd
for GDScript,.cs
for C#). - The path to the script templates directory can be changed in the Project Settings.
- 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_priority
property to set or get a node's processing priority.- This was previously only available as
Node.set_process_priority()
(without an associated getter).
- This was previously only available as
Node.editor_description
property for documentation purposes.- When hovering a node with a description in the scene tree dock, the description will be displayed in a tooltip.
Button.keep_pressed_outside
property to keep a button pressed when moving the pointer outside while pressed.Button.expand_icon
property to make a button's icon expand/shrink with the button's size.Popup.set_as_minsize()
method to shrink a popup to its minimum size.Tree.get_icon_modulate()
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_probe
property to exclude specific lights from GIProbe computations.- TranslationServer method
get_loaded_locales()
to retrieve the list of languages with a translation loaded. FRUSTUM
3D camera mode to create tilted frustums for mirror or portal effects.CanvasItem.draw_rect()
now haswidth
andantialiased
properties 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_completed
signal when all tweens are completed. Input.get_current_cursor_shape()
to retrieve the current cursor shape.InputEventAction
now has astrength
property to simulate analog inputs.String.repeat()
method to repeat a string several times and return it.String.count()
method to count the number of occurrences of a substring in a string.String.humanize_size()
method to display a file size as an human-readable string.String.strip_escapes()
to strip non-printable escape characters from a string, including tabulations and newlines (but not spaces).String.sha1_text()
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_fill
andselection_stroke
theme items. - Toggleable HSV mode for ColorPicker.
- ColorPicker properties to toggle the visibility and editability of presets.
- The default ColorPicker mode (RGB, HSV, RAW) can now be changed in the Editor Settings.
- ColorPicker now displays an indicator to denote "overbright" colors (which can't be displayed as-is in the preview).
- Hovering a Color property in the editor inspector now displays a tooltip with the exact values.
Color.transparent
constant (equivalent 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_files
argument (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 returnstrue
if the window is currently focused.- Tracking the focus state manually using
NOTIFICATION_WM_FOCUS_IN
andNOTIFICATION_WM_FOCUS_OUT
is no longer needed to achieve this.
- Tracking the focus state manually using
OS.low_processor_mode_sleep_usec
is now exposed as a property.- This makes it possible to change its value at runtime, rather than just defining it once in the Project Settings.
SceneTree.quit()
now accepts an optional argument with an exit code.- If set to a value greater than or equal to 0, it will override the
OS.exit_code
property.
- 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_extensions
in the Project Settings). - The script editor search now displays the number of matches.
- The script editor search now selects the current match for easier replacing.
- "Evaluate Expression" contextual option in the script editor.
- This option evaluates the selected expression and replaces it (e.g.
2 + 2
becomes4
).
- 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_textures
can be used to center textures on their tile, instead of using the tile's top-left corner as position for the texture. - "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor.
- Keyboard shortcuts to rotate tiles in the TileMap editor.
- Default shortcuts are A (rotate left), S (rotate right), X (flip horizontally), Y (flip vertically).
- Ability to keep a node's local transform when reparenting it by holding Shift.
- Basis constants
IDENTITY
,FLIP_X
,FLIP_Y
,FLIP_Z
. - Ability to create sprite frames in AnimatedSprite from a sprite sheet.
frame_coords
property in Sprite and Sprite3D to set/get the coordinates of the frame to display from the sprite sheet.billboard
property in Sprite3D.- Reimplemented support for editing multiple keys at once in the animation editor.
- Support for FPS snapping in the Animation editor.
- Autokeying in the Animation editor.
- Keyframes will be created automatically when translating, rotating or scaling nodes if a track exists already.
- Keys must be inserted manually for the first time.
- AnimationNodeBlendTreeEditor improvements.
- Ability to exclude multiple selected nodes at once.
- Context menu to add new nodes (activated by right-clicking).
- The AnimationPlayer Call Method mode is now configurable.
- Method calls can be "deferred" or "immediate", "deferred" being the default.
- OccluderPolygon2D is now draggable in the editor.
- The tooltip position offset is now configurable.
- The default cursor used when hovering RichTextLabels can now be changed.
- "Dialog Autowrap" property in AcceptDialog to wrap the label's text automatically.
- The 2D editor's panning shortcut can now be changed.
- The shortcuts to quit the editor can now be changed.
- Support for emission masks in CPUParticles2D.
direction
property in CPUParticles and ParticlesMaterial.lifetime_randomness
property in CPUParticles and ParticlesMaterial.- CPUParticles now uses a different gizmo icon to distinguish them from Particles.
- "Restart" button to restart particle emission in the editor.
- AnimatedSprites' animations can now be played backwards.
- TextureRects can now have their texture flipped horizontally or vertically.
- StyleBoxFlat shadows can now have an offset.
- StyleBoxFlat now computes UV coordinates for its
canvas_item
vertices, which can be used in custom shaders. - Profiler data can now be exported to a CSV file.
- The 2D polygon editor now displays vertex numbers when hovering vertices.
- RectangleShapes now have a third handle to drag both axes at once.
- Global class resources are now displayed in the Resource property inspector.
- Double-clicking an easing property in the inspector will now make the editor display a numeric field.
- This makes it easier to enter precise values for properties such as light attenuation.
interface/editor/default_float_step
editor setting to configure floating-point values' default step in the Inspector.- Audio buses are now stylized to look like boxes that can be dragged.
- The default audio bus layout file path can now be changed in the Project Settings.
- The LineEdit and TextEdit controls now display their contextual menu when pressing the Menu key.
shortcut_keys_enabled
andselecting_enabled
LineEdit and TextEdit properties to disable keyboard shortcuts and selecting text.- The LineEdit "disabled" font color can now be changed.
- The TextEdit "readonly" font color can now be changed.
- LineEdit can now have its
right_icon
set in scripts. - The
nine_patch_stretch
TextureProgress property now enables stretching when using a radial fill mode. - Support for loading and saving encrypted files in ConfigFile.
get_path()
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
.tres
files. - Support for importing 1-bit, 4-bit and 8-bit BMP files.
- Size dimensions must be a multiple of 8 for 1-bit images and 2 for 4-bit images.
use_lld=yes
flag to link with LLD on Linux when compiling with Clang.- This results in faster iteration times when developing Godot itself or modules.
use_thinlto=yes
flag to link with ThinLTO when using Clang.- Multicast support in PacketPeerUDP.
NetworkedMultiplayerEnet.server_relay
property to disable server relaying.- This can be used to increase security when building a fully-authoritative server.
- Automatic timeout for TCP connections (defaults to 30 seconds, can be changed in the Project Settings).
HTTPRequest.timeout
property (defaults to 0, which is disabled).HTTPRequest.download_chunk_size
property.- This value can be adjusted to reduce the allocation overhead and file writes when downloading large files.
- The default value was increased for faster downloads (4 KB → 64 KB).
- WebSocket improvements.
- Support for SSL in WebSocketServer.
- WebSocketClient can now use custom SSL certificates (except on HTML5).
- WebSocketClient can now define custom headers.
- The editor now features a built-in Web server for testing HTML5 projects.
- Button to remove all missing projects in the Project Manager.
- Reimplemented support for embedding project data in the PCK file.
- Ability to take editor screenshots by pressing Ctrl + F12.
- Editor plugins can now set the current active editor as well as toggle the distraction-free mode.
- Android: Support for adaptive icons.
- All icon densities are now generated automatically by the exporter.
- Only 3 images now need to be supplied to support all icon formats and densities (legacy icon, adaptive foreground, adaptive background).
- Android: Support for the Oculus Mobile SDK.
- Android: Support for requesting permissions at runtime.
- Android:
NOTIFICATION_APP_PAUSED
andNOTIFICATION_APP_RESUMED
notifications are now emitted when the app is paused and resumed. - Android: Support for pen input devices.
- Android/iOS: Support for vibrating the device.
- HTML5: Partial clipboard support.
- iOS: Support for ARKit.
- iOS:
OS.get_model_name()
now returns a value with the device name. - iOS: The Home indicator is now hidden by default to avoid being in the way of the running project.
- It can be restored in the Project Settings.
- Windows: Ability to toggle the console window in the Editor Settings.
- Windows: Project setting to enable Vsync using the compositor (DWM), disabled by default.
- On some hardware, this may fix stuttering issues when running a project in windowed mode.
- Windows: Support for code signing using
signtool
on Windows andosslsigncode
on other platforms. - Windows: Support for using Clang and ThinLTO when compiling using MinGW.
- Windows/macOS:
OS.set_native_icon()
method to set an.ico
or.icns
window/taskbar icon at runtime. - Windows/macOS/X11: Support for graphic tablet pen pressure and tilt in InputEventMouseMotion.
- macOS: LineEdit now supports keyboard shortcuts commonly available on macOS.
- macOS: Multiple instances of the editor can now be opened at once.
- macOS: Recent and favorite projects are now listed in the project manager dock menu.
- macOS: The list of open scenes is now displayed in the editor dock menu.
- macOS: Support for modifying global and dock menus.
- macOS: Improved support for code signing when exporting projects.
- macOS: Support for defining camera and microphone usage descriptions when exporting a project.
- macOS/X11: A zsh completion file for the editor is now available.
- X11: The instance PID is now set as the
_NET_WM_PID
window attribute, so that external programs can easily access it. - Mono: Support for exporting to Android and HTML5.
- Mono: Support for using Rider as an external editor.
- Mono: Support for attaching external profilers like dotTrace using the
MONO_ENV_OPTIONS
environment variable. - Mono: New DynamicGodotObject class to access dynamic properties from scripts written in GDScript.
- Mono: Support for resource type hints in exported arrays.
- Mono: New
mono/unhandled_exception_policy
project setting to keep running after an unhandled exception. - Mono: New Godot constants to conditionally react to system variables at compile-time.
- Mono: Support for Visual Studio 2019's MSBuild.
- 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 true
isn't valid anymore.- This is to account for the optional second parameter that defines a custom message.
- The "Trim" and "Normalize" WAV import options are now disabled by default.
- This makes the default behavior more consistent with Ogg import.
- Ogg samples now have an icon in the editor, like WAV samples.
- Camera2D drag margins are now disabled by default.
- If porting a project from Godot 3.1 where drag margins were used, these must be enabled manually again.
- The Camera2D Offset property now ignores the Limit property.
- To get the old behavior back, move the camera itself instead of changing the offset.
Camera.project_position()
now requires a seconddepth
argument to determine the distance of the point from the camera.- To get the old behavior back, pass the Camera's
near
property value as the second argument.
- 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_modulate
constant, making them easier to distinguish from files.- Folder icons in editor file dialogs are now tinted with the accent color.
- Improved colors in the light editor theme for better readability and consistency.
- Improved A* performance significantly by using a binary heap and OAHashMap.
- Tweaked the AABB transform algorithm to be ~1.2 times faster.
- Optimized the variant reference function, making complex scripts slightly faster.
- Disabled high-quality voxel cone tracing by default.
- This makes GIProbe much faster out of the box, at the cost of less realistic reflections.
- Lowered the default maximum directional shadow distance (200 → 100).
- This makes directional shadow rendering consistent between the editor and running project when using the default Camera node settings.
- Tweaked the default depth fog maximum distance to be independent of the Camera's
far
value (0..100).- This makes fog display consistent between the editor and a running project.
- Tweaked the default height fog values to be more logical (0..100 → 10..0).
- This means height fog will be drawn from top-to-bottom, instead of being drawn from bottom-to-top.
- Significantly improved SSAO performance by using a lower sample count.
- SSAO now uses 3×3 blurring by default, resulting in less visible noise patterns.
- When "Keep 3D Linear" is enabled, colors are no longer clamped to [0, 1] when using Linear tonemapping.
- This allows rendering HDR values in floating-point texture targets for further processing or saving HDR data into files.
- The lightmap baker now calculates lightmap sizes dynamically based on surface area.
- Improved 3D KinematicBody performance and reliability.
- Orbiting in the 3D editor can now be done while holding Alt, for better compatibility with graphics tablets.
- Keys and actions are now released when the window loses focus.
- Tweens can now have a duration of 0.
- Particles and CPUParticles' Sphere emission shape now uses an uniform density sphere.
Viewport.size_override_stretch
is now exposed as a property (rather than just setter/getter methods).- One-click deploy to Android now requires just one click if only one device is connected.
- The Project Manager will now infer a project name from the project path if the name was left to the default value.
- The WebSockets implementation now uses the smaller wslay library instead of libwebsockets.
- Box selections in the editor now use a subtle outline for better visibility.
- Most 2D lines are now antialiased in the editor.
- CheckButtons now use a simpler design in the editor.
- Messages originating from the editor are now faded in the editor log.
- This makes messages printed by the project stand out more.
- Folding arrows in the editor inspector are now displayed at the left for consistency with other foldable elements.
- Hovering or dragging guides in the 2D editor will now turn the cursor into a "resizing" shape.
- The editor update spinner is now hidden by default.
- It can be enabled again in the Editor Settings.
- The "Update Always" option is now editor-wide instead of being project-specific.
- ColorPicker, OptionButton and MenuButton now use toggle mode, making them appear pressed when clicked.
- The ColorPicker preview was moved below the picker area to be closer to the sliders.
- Increased the Light2D height range from -100..100 to -2048..2048.
- Lower and higher values can be entered manually too.
- Decreased the
rotation_degrees
range in various nodes to -360..360 to be easier to adjust using the slider.- Lower and higher values can still be entered manually, which is useful for animation purposes.
- The default RichTextLabel color is now
#ffffff
, matching the default Label color for better consistency. - SpinBoxes now calculate the entered value using the Expression class.
- For example, writing
2 + 2
in a SpinBox then pressing Enter will result 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_mode
property 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
null
instead ofself
. - Built-in scripts are no longer allowed to use
class_name
as it wasn't working properly. - The second parameter of
substr()
is now optional and defaults to-1
. - More editor actions can now have shortcuts assigned (such as Revert Scene or Export).
- The project export path may now be written in a relative path.
- Directories will be created recursively if the target directory doesn't exist.
- Items in the FileSystem dock can now be deselected by clicking empty space.
- "Set as Main Scene" context option for scenes in the FileSystem dock.
- The unused class variable GDScript warning is now disabled by default due to false positives.
- Warning-ignore comments now allow whitespace after the
#
character. - Improved error reporting in the Particles emission point creation dialog.
- The number of warnings and errors that can be received in the remote debugger is now capped per second rather than per frame.
- The default limit is 100 errors and 100 warnings per second, making it possible for the script editor to report up to 100 warnings before having messages hidden.
- UTF-8 characters are now supported in input action names.
- All platforms now use the
custom_template
property in each export preset to store the path to the custom export template (instead ofcustom_package
for some platforms). - Tween methods'
trans_type
andease_type
arguments are now optional, defaulting toTRANS_LINEAR
andEASE_IN_OUT
respectively. PCKPacker.pck_start()
andPCKPacker.flush()
'salignment
andverbose
arguments (respectively) are now optional, defaulting to0
andfalse
.- Exported PCK files now contain the Godot patch version in their header.
- This can be used by external tools to detect the Godot version more accurately.
- Exporting a project PCK or ZIP from the command line must now be done with the new
--export-pack
command-line argument.- This was done to remove the ambiguity when exporting a project to macOS from the command line.
- Updated FreeType to 2.10, which changes how font metrics are calculated.
- This may affect the appearance of some Controls, see this issue for details.
- The SCons build system now automatically detects the host platform.
platform=<platform>
is no longer required when compiling for the host platform.platform=list
can be used to list the supported target platforms.
- Windows: Drive letters in file paths are now capitalized.
- macOS: Control + H and Control + D in TextEdit now delete the character at the left and right of the cursor (respectively).
- macOS: Command + Left in TextEdit now moves the cursor to the first non-whitespace character.
- macOS: Non-resizable windows are now allowed to enter fullscreen mode.
- macOS: The editor's title bar now uses dark mode on Mojave.
- X11:
OS.set_window_postion()
now takes window decorations into account.
- Unused Panel
panelf
andpanelnc
styles. - thekla_atlas dependency, as light baking now relies on xatlas for UV unwrapping.
- Rating icons in the Asset Library, as this feature isn't implemented in the backend.
- Some editor languages are no longer available due to missing support for RTL and text shaping in Godot:
- Affected languages are Arabic, Bengali, Persian, Hebrew, Hindi, Malayalam, Sinhalese, Tamil, Telugu and Urdu.
- These languages will be re-added once Godot supports RTL and text shaping.
- Android: ARMv6 support.
- iOS: ARMv7 support.
- ARMv7 export templates can still be compiled from source to support the iPhone 5 and older.
- 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_DISABLED
andSHADOWS_DISABLED
flags now work when using the GLES2 renderer. - The Keep background mode now works when using the GLES2 renderer.
- Several fixes to the GLES2 renderer:
- Fixed transparency order.
- Fixed vertex lighting being too bright.
- Fixed occasional light flickering.
- Fixed shadows cast from transparent materials.
- Fog is no longer computed on unshaded materials.
- This matches the GLES3 renderer's behavior.
- GLES2 shader uniforms now use
highp
precision by default.- This prevents linking issues on some Android devices.
- Negative OmniLights and SpotLights now work as expected.
- The 3D editor's View Information pane now displays statistics correctly when using the GLES2 renderer.
- Textures compressed with ETC now support transparency by falling back to RGBA4444 or LA8.
- Alternate display modes are now marked as disabled in the editor when using the GLES2 renderer, as these are only supported when using GLES3.
- Fixed several inconsistencies between Particles and CPUParticles.
- Fixed particles scale randomization.
- Particles are now set to emit correctly when restarting.
- CheckBox and CheckButton now use the
check_vadjust
custom constant to adjust the icon Y position as intended. - Fixed various issues with tab-related icons.
- Fixed issues in WebM colorspace corrections, resulting in better color output.
- CSG is now taken into account when generating navigation meshes.
- Curve2D and Curve3D interpolated values now behave as expected.
- Numeric slider grabbers in the editor inspector now update when scrolling using the mouse wheel.
- Scene modifications are no longer lost when renaming a file in the FileSystem dock.
- "Show in FileSystem" now clears the current search, so that the selected item can be seen immediately.
- LineEdit and TextEdit's context menus no longer display editing options if they are read-only.
- SpinBox mouse events are now correctly triggered by its LineEdit part.
- Per-word navigation in LineEdit and TextEdit now handles UTF-8 characters correctly.
- LineEdit placeholders, Tabs' names and WindowDialog titles now react correctly to translation changes.
- Fixed UI navigation when using gamepad analog sticks.
- Buttons' state is now reset when they exit the scene tree.
- This prevents them from lingering in a "hovered" or "pressed" state.
- Tooltips now disappear when hiding the node they belong to.
- Encoded packet flags are no longer sent in the ENet multiplayer protocol, as ENet itself already sends that data.
- This saves 4 bytes per packet.
- Audio trimming is now less aggressive, cutting at -50 dB instead of -30 dB.
- Audio trimming now has a small fade-out period, preventing audible pops.
- Audio mix rate and output latency settings are now consistently applied on all platforms.
- Fixed multichannel panning for AudioStreamPlayer3D.
- Opening a recent built-in script will now load the associated scene automtaically since doing so is required to edit the script.
- Declaring a class with
class_name
that has the same name as a singleton will now display a clearer error message. script
is no longer allowed as a member variable name in GDScript, as that conflicts with the internalscript
property used by Object.- Assigning a variable with a function index will no longer evaluate the function twice.
- For instance, doing
a[function()] += 1
will no longer 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_usec
project setting no longer affects the editor. - Typed arrays and dictionaries no longer have their values shared across instances.
self
and object types can now be indexed as a dictionary again (like in Godot 3.0 and prior).- Fixed
to_lower()
conversion with Cyrillic characters. - The Find in Files replace dialog now allows empty replacement texts.
- The bottom panel no longer disappears when opening the theme editor on small displays.
- The script editor's color picker now changes only one color if multiple colors are present on the same line.
- The script editor's line length guideline is now drawn behind text.
- The script editor's line length guideline is now drawn at the correct position when font hinting is disabled.
- The script editor now automatically indents a line if the previous one ends with
[
or(
.- This makes it possible to wrap arrays or function declarations/calls without pressing Tab every line.
- Fixed autocompletion in the script editor.
- The script editor can now autocomplete enum values.
- The script editor can now autocomplete node paths starting with
$"
or$'
.
- Custom script editor templates can now use type hints.
- Shift operators with a number not between 0 and 63 (inclusive) will now result in a compile-time error in GDScript.
- Warnings no longer count towards the "Too many errors!" message.
- AnimationTrackEdit now displays invalid value keys again (as it did in 3.0).
- Fixed the display of function/audio/animation tracks in the blend tree animation filter.
- The editor shortcuts menu no longer displays all unassigned shortcuts when searching for a substring of "None".
- The editor's performance monitor now displays memory/file sizes larger than 2 GB correctly.
- The editor debugger now displays keyboard shortcuts when hovering the "Step Into", "Step Over", "Break" and "Continue" buttons.
- The editor debugger now always handles connections.
- Subsequent connections will be dropped immediately to avoid locking.
- Large rotation offset/snap values no longer appear to be cut off in the Configure Snap dialog.
- Documentation tooltips in the editor now wrap to multiple lines correctly.
- Locked 3D nodes are no longer selectable in the 3D viewport, matching the 2D editor's behavior.
- All 3D gizmos now notify changes correctly, which means the inspector now displays up-to-date properties after using them.
- The 3D manipulator gizmo's size is now capped at low viewport heights, preventing it from outgrowing the viewport's bounds.
- The editor filesystem now refreshes on file changes if the project is located on an exFAT filesystem.
- Fixed many cases of colors not changing correctly when switching the editor from a dark theme to a light theme (or vice versa) without restarting.
- The Show in File Manager context menu option now works with files marked as favorite.
- The random number generator's seed is now properly set up.
- Antialiased and rounded StyleBoxFlat corners now handle different border widths correctly.
- The StyleBox preview now accounts for shadows and content margins.
- This fixes the preview going out of bounds in the inspector.
- Text resources no longer contain an extraneous line break at the end of file.
- Transform's
FLIP_Y
andFLIP_Z
constants now work as expected. - Fixed importing BMP images.
- The positional command-line argument is now only considered to be a scene path if it ends with
.scn
,.tscn
or.escn
.- This makes it possible to parse command-line arguments in a standard fashion (
--foo bar
now works, not just--foo=bar
). - This also makes it possible to use file associations or drag-and-drop and have the positional argument parsed by the project.
- This makes it possible to parse command-line arguments in a standard fashion (
- The
--audio-driver
and--video-driver
command-line arguments are now validated; an error message will be printed if an invalid value is passed. - The
--check-only
command-line argument now returns a non-zero exit code if an invalid script is passed using--script
. - Exporting a project via the command-line now returns a non-zero exit code if an error occurred during exporting.
- Console output is no longer colored when standard output isn't a TTY.
- This prevents Godot from writing ANSI escape codes when redirecting standard output or standard error to a file.
- Android: Gamepads are now correctly detected when the application starts.
- Android: Fix some keyboards being detected as gamepads and not working as a result.
- Android: The editor now detects if the device is connected using wireless
adb
and will debug using Wi-Fi in this case. - HTML5: Fixed the pointer position on hiDPI displays.
- HTML5:
OS.get_system_time_msec()
now returns the correct value like on other platforms. - iOS: On iOS 11 or later, gestures near screen edges are now handled by Godot instead of the OS.
- Windows: Line endings are now converted to CRLF when setting clipboard content.
- Windows: Getting the path to the Downloads directory using
OS.get_system_dir()
now works correctly.- This fixes line endings being invisible when pasting into other applications.
- macOS:
OS.get_real_window_size()
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
- OpenGL ES 2.0 renderer.
- Visual shader editor.
- New PBR output nodes.
- Conversion between Vector3 and scalar types is now automatic.
- Ability to create custom nodes via scripting.
- Ports can now be previewed.
- 3D soft body physics.
- 3D ragdoll system.
- Constructive solid geometry in 3D.
- 2D meshes and skeletal deformation.
- Various improvements to KinematicBody2D.
- Support for snapping the body to the floor.
- Support for RayCast shapes in kinematic bodies.
- Support for synchronizing kinematic movement to physics, avoiding an one-frame delay.
- WebSockets support using libwebsockets.
- UPnP support using MiniUPnP.
- Revamped inspector.
- Improved visualization and editing of numeric properties.
- Vector and matrix types can now be edited directly (no pop-ups).
- Subresources can now be edited directly within the same inspector.
- Layer names can now be displayed in the inspector.
- Proper editing of arrays and dictionaries.
- Ability to reset any property to its default value.
- Improved animation editor.
- Simpler, less cluttered layout.
- New Bezier, Audio and Animation tracks.
- Several key types can be previewed directly in the track editor.
- Tracks can now be grouped and filtered on a per-node basis.
- Copying and pasting tracks between animations is now possible.
- New Capture mode to blend from a node's current value to the first key in a track.
- Improved animation tree and new state machine.
- More visual feedback in the blend tree editor.
- 1D and 2D blend spaces are now supported.
- Ability to write custom blending logic.
- Support for root motion.
- New FileSystem dock.
- Unified view of folders and files in the same panel.
- Files can now be marked as favorites, not only folders.
- Files now have icons representing their type, or thumbnail previews when relevant.
- New search field to filter entries in the tree.
- OpenSimplexNoise and NoiseTexture resources.
- Optional static typing in GDScript.
- Does not currently improve performance, but helps write more robust code.
- Warning system in GDScript.
- Reports potential code issues such as:
- unused variables,
- standalone expressions,
- discarded return values from functions,
- unreachable code after a
return
statement, - …
- Warnings can be disabled in the Project Settings or by writing special comments.
- Reports potential code issues such as:
- GDScript keyword
class_name
to register scripts as classes. - Simple expression language independent from GDScript, used by inspector boxes that accept numeric values.
- Can also be used in projects.
- C# projects can now be exported for Windows, Linux, and macOS targets.
- The
server
platform is back as it was in Godot 2.1.- It is now again possible to run a headless Godot instance on Linux.
- Support for BPTC texture compression on desktop platforms.
- New properties for SpatialMaterial.
- Dithering-based distance fade, for fading materials without making them transparent.
- Disable ambient light on a per-material basis.
- Option to link Mono statically on Windows.
- Unified class and reference search in the editor.
- Revamped TileSet editor with support for undo/redo operations.
- Various quality-of-life improvements to the Polygon2D and TextureRegion editors.
- RandomNumberGenerator class that allows for multiple instances at once.
- Array methods
min()
andmax()
to return the smallest and largest value respectively. - Dictionary method
get(key[, default])
wheredefault
is returned if the key does not exist. - Node method
print_tree_pretty()
to print a graphical view of the scene tree. - String methods
trim_prefix()
,trim_suffix()
,lstrip()
,rstrip()
. - OS methods:
get_system_time_msecs()
: Return the system time with milliseconds.get_audio_driver_name()
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_NODELAY
option. - EditorPlugin method
remove_control_from_container()
. - Ability to set Godot windows as "always on top".
- Ability to create windows with per-pixel transparency.
- New GLSL built-in functions in the shader language:
radians()
degrees()
asinh()
acosh()
atanh()
exp2()
log2()
roundEven()
- New command-line options:
--build-solutions
: Build C# solutions without starting the editor.--print-fps
: Display frames per second to standard output.--quit
: Quit the engine after the first main loop iteration.
- Debugger button to copy error messages.
- Support for
.escn
scenes has been added for use with the new Blender exporter. - It is now possible to scale an OBJ mesh when importing.
popup_closed
signal 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
PopupMenu
s. - Drag and drop to rearrange Editor docks.
- TileSet's
TileMode
is now exposed to GDScript. OS.get_ticks_usec()
is now exposed to GDScript.- Normals can now be flipped when generated via
SurfaceTool
. - TextureProgress bars can now be bilinear (extending in both directions).
- The character used for masking secrets in LineEdit can now be changed.
- Improved DynamicFont:
- DynamicFonts can now use high-quality outlines generated by FreeType.
- DynamicFonts can now have their anti-aliasing disabled.
- DynamicFonts can now have their hinting tweaked ("Normal", "Light" or "None").
- Colored glyphs such as emoji are now supported.
- Universal translation of touch input to mouse input.
- AudioStreamPlayer, AudioStreamPlayer2D, and AudioStreamPlayer3D now have a pitch scale property.
- Support for MIDI input.
- Support for audio capture from microphones.
GROW_DIRECTION_BOTH
for Controls.- Selected tiles can be moved in the tile map editor.
- The editor can now be configured to display the project window on the previous or next monitor (relative to the editor).
- If either end is reached, then the project will start on the last or first monitor (respectively).
- Signal in VideoPlayer to notify when the video finished playing.
Image.bumpmap_to_normalmap()
to convert bump maps to normal maps.File.get_path()
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.
editor
andstandalone
feature tags to check whether the project is running from an editor or non-editor binary.android_add_asset_dir("...")
method to Android module Gradle build configuration.- iOS: Support for exporting to the iPhone X.
- iOS: Re-added support for in-app purchases.
- Built-in vector types now use copy-on-write mode as originally intended, resulting in increased engine performance.
- The mbedtls library is now used instead of OpenSSL.
- Renamed several core files.
- Third-party modules may have to be updated to reflect this.
- SSL certificates are now bundled in exported projects unless a custom bundle is specified.
- Improved buffer writing performance on Windows and Linux.
- Removed many debugging prints in the console.
- Export templates now display an error dialog if no project was found when starting.
- DynamicFont oversampling is now enabled by default.
- Nodes' internal logic now consistently uses internal physics processing.
- Allow attaching and clearing scripts on multiple nodes at once.
- Default values are no longer saved in scene and resource files.
- The selection rectangle of 2D nodes is now hidden when not pertinent (no more rectangle for collision shapes).
- SSE2 is now enabled in libsquish, resulting in improved S3TC encoding performance.
- Tangent and binormal coordinates are now more consistent across mesh types (primitive/imported), resulting in more predictable normal map and depth map appearance.
- Better defaults for 3D scenes.
- The default procedural sky now has a more neutral blue tone.
- The default SpatialMaterial now has a roughness value of 1 and metallic value of 0.
- The fallback material now uses the same values as the default SpatialMaterial.
- Text editor themes are now sorted alphabetically in the selection dropdown.
- The 3D manipulator gizmo now has a smoother, more detailed appearance.
- The 3D viewport menu button now has a background to make it easier to read.
- QuadMeshes are now built using two triangles (6 vertices) instead of one quad (4 vertices).
- This was done because quads are deprecated in OpenGL.
- Controls inside containers are no longer movable or resizable but can still be selected.
- The
is
GDScript keyword can now be used to compare a value against built-in types. - Exported variables with type hints are now always initialized.
- For example,
export(int) var a
will be initialized to0
.
- For example,
- Named enums in GDScript no longer create script constants.
- This means
enum Name { VALUE }
must now be accessed withName.VALUE
instead 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
,case
anddo
are no longer reserved identifiers in GDScript.- Shadowing variables from parent scopes is no longer allowed in GDScript.
- Function parameters' default values can no longer depend on other parameters in GDScript.
- Indentation guides are now displayed in a more subtle way in the script editor.
- Indentation guides are now displayed when indenting using spaces.
- Multi-line strings are now highlighted as strings rather than as comments in the script editor.
- This is because GDScript does not officially support multiline comments.
- Increased the script editor's line spacing (4 pixels → 6 pixels).
- Increased the caret width in the script editor (1 pixel → 2 pixels).
- The project manager window is now resized to match the editor scale.
- The asset library now makes use of threading, making loading more responsive.
- Line spacing in the script editor, underlines and caret widths are now resized to match the editor scale.
- Replaced editor icons for checkboxes and radio buttons with simpler designs.
- Tweaked the editor's success, error, and warning text colors for better readability and consistency.
- Android: Custom permissions are now stored in an array and their amount is no longer limited to 20.
- Custom permissions will have to be redefined in projects imported from older versions.
- Android: Provide error details when an in-app purchase fails.
- Linux:
OS.alert()
now uses Zenity or KDialog if available instead of xmessage. - Mono: Display stack traces for inner exceptions.
- Mono: Bundle
mscorlib.dll
with Godot to improve portability.
- Removed the RtAudio backend on Windows in favor of WASAPI, which is the default since 3.0.
- macOS: Support for 32-bit and fat binaries.
move_and_slide()
now behaves differently at low velocities, which makes it function as originally intended.- AnimatedSprite2D's
animation_finished
signal is now triggered at the end of the animation, instead of as soon as the last frame displays. - Audio buses can now be removed in the editor while they are used by AudioStreamPlayer2D/3D nodes.
- Do not show the project manager unless no project was found at all.
- The animation editor time offset indicator no longer "walks" when resizing the editor.
- Allow creation of a built-in GDScript file even if the filename suggested already exists.
- Show tooltips in the editor when physics object picking is disabled.
- Button shortcuts can now be triggered by gamepad buttons.
- Fix a serialization bug that could cause TSCN files to grow very large.
- Gizmos are now properly hidden on scene load if the object they control is hidden.
- Camera gizmos in the 3D viewport no longer look twice as wide as they actually are.
- Copy/pasting from the editor on X11 will now work more reliably.
libgcc_s
andlibstdc++
are now linked statically for better Linux binary portability.- The FPS cap set by
force_fps
in the Project Settings is no longer applied to the editor.- Low FPS caps no longer cause the editor to feel sluggish.
- hiDPI is now detected and used if needed in the project manager.
- The Visual Studio Code external editor option now recognizes more binary names such as
code-oss
, making detection more reliable. - The
-ffast-math
flag is no longer used when compiling Godot, resulting in increased floating-point determinism. - Fix spelling of
apply_torque_impulse()
and deprecate the misspelled method. - Escape sequences like
\n
and\t
are now recognized in CSV translation files. - Remove spurious errors when using a PanoramaSky without textures.
- The lightmap baker will now use all available cores on Windows.
- Bullet physics now correctly calculates effective gravity on KinematicBodies.
- Setting the color
v
member now correctly sets thes
member. - RichTextLabels now correctly determine the baseline for all fonts.
- SpinBoxes now correctly calculate their initial size.
- OGG streams now correctly signal the end of playback.
- Android exporter no longer writes unnecessary permissions to the exported APK.
- Debugger "focus stealing" now works more reliably.
- Subresources are now always saved when saving a scene.
- Many fixes related to importers (glTF, Collada, audio), physics (Bullet), Mono/C#, GDNative, Android/iOS.
- Mono: Many fixes and improvements to C# support (including a
[Signal]
attribute). - WebAssembly: Supply proper CORS headers.
- Fixed a security issue relating to deserializing Variants.
3.0 - 2018-01-29
- Physically-based renderer using OpenGL ES 3.0.
- Uses the Disney PBR model, with clearcoat, sheen and anisotropy parameters available.
- Uses a forward renderer, supporting multi-sample anti-aliasing (MSAA).
- Parallax occlusion mapping.
- Reflection probes.
- Screen-space reflections.
- Real-time global illumination using voxel cone tracing (GIProbe).
- Proximity fade and distance fade (useful for creating soft particles and various effects).
- Lightmapper for lower-end desktop and mobile platforms, as an alternative to GIProbe.
- New SpatialMaterial resource, replacing FixedMaterial.
- Multiple passes can now be specified (with an optional "grow" property), allowing for effects such as cel shading.
- Brand new 3D post-processing system.
- Depth of field (near and far).
- Fog, supporting light transmittance, sun-oriented fog, depth fog and height fog.
- Tonemapping and Auto-exposure.
- Screen-space ambient occlusion.
- Multi-stage glow and bloom, supporting optional bicubic upscaling for better quality.
- Color grading and various adjustments.
- Rewritten audio engine from scratch.
- Supports audio routing with arbitrary number of channels, including Area-based audio redirection (video).
- More than a dozen of audio effects included.
- Rewritten 3D physics using Bullet.
- UDP-based high-level networking API using ENet.
- IPv6 support for all of the engine's networking APIs.
- Visual scripting.
- Rewritten import system.
- Assets are now referenced with their source files, then imported in a transparent manner by the engine.
- Imported assets are now cached in a
.import
directory, making distribution and versioning easier. - Support for ETC2 compression.
- Support for uncompressed Targa (.tga) textures, allowing for faster importing.
- Rewritten export system.
- GPU-based texture compression can now be tweaked per-target.
- Support for exporting resource packs to build DLC / content addons.
- Improved GDScript.
- Pattern matching using the
match
keyword. $
shorthand 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
.dmg
disk image if exporting from an editor running on macOS.- Signing the macOS export now is possible if running macOS (requires a valid code signing certificate).
- Exporting to Windows now changes the exported project's icon using
rcedit
(requires WINE if exporting from Linux or macOS). - Improved build system.
- Support for compiling using Visual Studio 2017.
- SCons 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
- Link-time optimization can now be enabled by passing
use_lto=yes
to the SCons command line.- Produces faster and sometimes smaller binaries.
- Currently only supported with GCC and MSVC.
- Added a progress percentage when compiling Godot.
.zip
archives are automatically created when compiling HTML5 export templates.
- Easier and more powerful way to create editor plugins with EditorPlugin and related APIs.
- Increased the default low-processor-usage mode FPS limit (60 → 125).
- This makes the editor smoother and more responsive.
- Increased the default 3D editor camera's field of view (55 → 70).
- Increased the default 3D Camera node's field of view (65 → 70).
- Changed the default editor font (Droid Sans → Noto Sans).
- Changed the default script editor font (Source Code Pro → Hack)
- Renamed
engine.cfg
toproject.godot
.- This allows users to open a project by double-clicking the file if Godot is associated to
.godot
files.
- This allows users to open a project by double-clicking the file if Godot is associated to
- Some methods from the
OS
singleton were moved to the newEngine
singleton. - 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.
opacity
andself_opacity
are replaced bymodulate
andself_modulate
in all 2D nodes, allowing for full color changes in addition to opacity changes.
- 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.