Godot is getting better export for the Web. While web technologies are not always suited to provide bleeding edge experiences, we do our best to let you exported game run as smoothly as possible on every platform.
In the past month, the excess donations accumulated so we are finally able to offer enough security to do an extra hire. Beginning November, Gilles Roudière (Groud) will be working full-time for the project, dedicated to 2D and general editor usability!
New GDScript code is now merged. Here I talk a bit of what has changed, report what else I did this month and talk a bit about my current work and plans for the future.
Godot is participating again in the Google Summer of Code program for its 2020 edition. 6 projects have been selected back in May, and the 6 students and their mentors have now been working on their projects for close to two months. We omitted to announce the projects formally, but this first progress report written by each student will make up for it by giving a direct glimpse into their work.
What has been an idea (and something many community members suggested for a long time) is now a reality. We will be hosting a Live Q&A session with Godot core contributors the last week of each month.
It's this time of the year again! Help us better understand who is using Godot, what are your needs and towards where Godot usage is trending by completing the anonymous community poll!
During the past year, Ignacio Etcheverry worked on significantly improving C# support and its integration in Godot, adding support for Android, HTML5 and iOS, as well as popular third party IDEs. This was financed thanks to a generous donation from Microsoft. Unfortunately, due to the Covid situation, the renewal of this grant has been suspended and is uncertain.
The project situation changed a lot for the better in the past few months, with a steady growth in the amount of users and contributors, and a nice boost to our funding situation, freeing donation funds for new purposes. Therefore, we discussed with core contributors that this is a good time to change how the project manages donations, and give our whole crowdfunding a much-needed update.
Report on the new GDScript code featuring the new type checking, warnings, code completion and a few more details.
Godot is getting extensions for Visual Studio and Visual Studio Code, including debugging support and code completion of Godot strings.
As work progresses on Godot 4.0 at a steady pace, a novel method of creating full-scene global illumination has been added in the master branch.
The funding situation of Godot has been changing for the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc. takes considerable time as well as the right timing.
Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.
Bringing the Godot Editor to the web: lowering the barrier for newcomers while enhancing the HTML5 export.
In most game engines, a lightmap is baked for a whole scene and there is only one of it at the same time. In Godot, different scenes can have their own lightmaps and you can mix and match them however you like.