Short of three months after the release of Godot 2.1.2, the community is proud to announce this new maintenance update in the stable branch, Godot 2.1.3!
Due to the long development process of the upcoming Godot 3.0 (see our Devblog for technical posts about its impressive progress), many contributors took a renewed interest in the 2.1 branch. This release therefore brings various new features to GDScript, the editor, some nodes' API – but we tried to ensure that compatibility with earlier 2.1.x releases would be fully preserved.
Download it now, and read on for details on the update!
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues.
As an aside, please note that there is no ETA for the release of Godot 3.0. We still vividly recommend to new and existing users to develop their projects with the stable branch, as the current development branch is not production-ready (and might still see slight compatibility breakages as we continue improving the consistency of its API).
get_used_rect()method to TileMap
About the Godot 2 to 3 converter, please note that it's an early version. It does not modify your scripts, so you will have to do the relevant API changes manually (the debugger will report invalid syntax, and the documentation should help find what the next syntax is). It might also crash on some projects, it was only tested on simple demos so far.
The full list of changes is of course lengthier, as it contains 201 commits made since 2.1.2-stable (excluding merge commits). Here's a selection of some of the most interesting ones for end users:
That's it for this release, as usual it brought its fair share of bug fixes and improvements and upgrading existing projects to this new version should be hassle-free.
As mentioned previously, the 2.1.x stable branch will continue to receive bug fixes and enhancements at least until Godot 3.0-stable is released. Given that Godot 3.0 alpha currently has no support for OpenGL 2.x / OpenGL ES 2.x devices, we will likely continue to maintain the 2.1.x branch further until Godot 3.1, which should add back support for older devices.
Have fun with this new release!
The illustration image (full size) is a screenshot from RPG in a Box, a set of tools for creating 3D voxel RPGs based on Godot. It is developed by Justin Arnold and is already used for various RPG games.