It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a **Soft Ball** and a **Cloak**.
Skeleton Inverse kinematic announcement with tutorial video
Godot 3.0.6 fixes an important security issue. In addition we've added the 'headless' build for CI use and fixed several C# issues.
As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137
Godot participates in the Google Summer of Code for the first year, and we have five students working on exciting projects: Godot Blender exporter; MIDI and SoundFont support; GDNative video decoders; WebRTC support for multiplayer games; Gear VR and Daydream support. In this post, our GSoC students give you an update on their current progress and the next steps for their projects.
After all the light types are implemented, the next step is to implement shadow mapping, with all its frustrating implementation details ;)
Exposing the new addition to GDScript: optional type hints and all the perks it brings.
One of the features that make Godot stand out is how easy it is to use the physics engine for non-physics games. For Godot 3.1, several improvements are being worked on.
After some weeks of work, the new visual shader editor is ready for testing!
In Godot 3.0.5 we've fixed the Android APK export issue, a C# bug that only appeared on exported games, and several other small things. Get it while the gettin's good!
After a long time coming, and as part of this trend of modernizing many old godot subsystems, the animation tree has been rewritten from scratch and it's now brand new, with plenty of new features.
Godot 3.0.4 is a small release that fixes a crasher in the asset library on Windows. If you were affected by this please upgrade. Otherwise we'll come back with a larger 3.0.5 soon!
Leap Motion hand tracking support arrives with Godot 3.0.3
Godot 3.0.3! In this release we've enable C# exporting for desktop platforms and fixed many bugs.
The existing animation system in Godot was already one of the most powerful of any game engine, but its age was starting to show (it was written 10 years ago and barely improved). The new one builds upon the strengths of the previous one but does massive improvements to features and usability.