
Godot Web progress report #8: Progressive Web Apps
One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.
One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.
GDScript is now feature-complete for the upcoming Godot 4.0 version. This article goes through the last bits that were added: typed arrays, lambda functions, builtin static methods, plus a few extra changes for optimization and bug-fixing.
Update on Godot physics engine improvements: test framework, bug fixing, new features and optimizations.
Experimental virtual keyboard support coming to Godot HTML5 exports, along with improved support to many HTTP-based APIs.
A new progress report on the TileMap and TIleSet editors rework.
If you are following my progress, you might have noticed that I took a two month break from rendering to work on many long standing editor improvements and features.
Godot on the Web is feeling more and more like native, getting performance improvements (20% faster load time), easier customizations, and more!
An update on the current work being rounded off adding OpenXR support to Godot 3 through a plugin and the planned work for Godot 4.
The TileMap and TileSet editors got a lot of improvements. Most of the painting tools are now implemented again and usability has been greatly improved.
The Web Editor has reached release candidate state, improved HTML5 gamepad support allows supporting more devices out of the box.
As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times.
To supplement Godot's existing import capabilities for the glTF 2.0 open format for 3D assets, Godot 4.0 now includes support for exporting Godot scenes as glTF 2.0. This import/export workflow allows a seamless transition from and to 3D modelling and animation software, giving artists and designers greater flexibility to use each tool for what it can do best.
Report on the complex text layouts support implementation progress, including changes to RichTextEdit class, compatibility and custom control implementation details.
The Web Editor reaches beta (3.2.4 beta 4), GDNative lands on the web, thread-enabled HTML5 builds now come with an improved audio driver using the AudioWorklet API.
Some of you like the docs for what it covers already; others dislike it for what it lacks. The team's well-aware there is always room for improvement, and so they hired me to work part-time on it since September. Here are all the changes you can already enjoy today!
As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. So here is a first progress report on how things are going.
While the focus of Godot 4.0 Vulkan rewrite has largely been improvements to the 3D engine, the 2D side will also see several improvements.
My name is Matias N. Goldberg, I normally maintain the 2.x branch of Ogre, and I wrote Betsy, a GPU texture compressor that runs on GPUs.
Report on the complex text layouts support implementation progress, including changes to Godot's Font resources, and UI mirroring and BiDi implementation details.
Gordon MacPherson authored the new rewrite of the FBX importer in Godot 3.2. We had originally added alpha FBX support but this first version had many limitations for complex, commercial-grade models, especially around animations. After a lot of debugging and research, the importer has been fully rewritten to better implement FBX support in Godot specifically, and vastly increase the compatibility with commercial FBX assets. This new importer will be available in the upcoming Godot 3.2.4, as well as Godot 4.0.
An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.
GDScript now has specific instructions for typed code, allowing a faster execution when types are known at compile time. This is the beginning of optimization in GDScript and the article shows a few details on how it was done and why it's faster.
Progress report on the changes made in the X11 display server, the window management system for Godot 4 on Linux.
Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details.