Release candidate: Godot 3.2 RC 2
By: Rémi Verschelde Jan 20, 2020
At long last, Godot 3.2 is nearing completion and we are happy to publish this second Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days.
The first RC build last Friday appeared to be problematic for some users with the GLES3 backend, as calculations for the irradiance map were taking too much time for some drivers (leading to a GPU hang). This is now fixed by reducing the complexity of the calculations, while still slightly improving quality.
Notable changes since RC 1:
- Core: Fix ClassDB API portability for API hash calculation (GH-35326) (fixes false positive "Core API hash mismatch" error on C# debug builds).
- Editor: Speed up starting time by optimizing editor theme generation ().
- GLES3: Reduce complexity of irradiance map generation (GH-35302).
- HTML5: Fix support for Emscripten 1.39.5+ (GH-35237, GH-35256).
- iOS: Fix crash on application exit (GH-35265).
IMPORTANT: This is a release candidate build, which means that it is not suitable yet for use in production, nor for press reviews of what Godot 3.2 would be on its release.
There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them.
Release notes are not finalized yet, but you can refer to the detailed changelog that our contributor Hugo Locurcio is maintaining.
Our past devblogs should also give you an idea of the main highlights of the upcoming release. Note that the Vulkan port outlined in Juan's latest posts is developed in a separate branch for Godot 4.0, and is not included in this release.
Documentation writers are hard at work to catch up with the new features, and the latest branch should already include details on many of the new 3.2 features.
For changes since the last RC build, see the list of commits.
The download links are not featured on the Download page for now to avoid confusion for new users. Instead, browse one of our download repository and fetch the editor binary that matches your platform:
- Classical build (GDScript, GDNative, VisualScript).
- Mono build (C# support + all the above). You need to have MSBuild installed to use the Mono build. Relevant parts of Mono 220.127.116.11 are included in this build.
IMPORTANT: Make backups of your Godot 3.1 projects before opening them in any 3.2 development build.
While we greatly reduced the number of bug reports in the 3.2 milestone the past weeks, there are still a hundred that we are aware of. Many of those issues will end up not being considered critical for the 3.2 release and pushed back to later milestones.
As a tester, you are encouraged to open bug reports if you experience issues with 3.2 RC 2. Please check first the existing issues, using the search function with relevant keywords, to ensure that the bug you experience is not known already.
In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in 3.1.x no longer works in 3.2).