devblog

Maintenance release: Godot 3.0.3

By: Hein-Pieter van Braam Jun 13 - 2018

Godot 3.0.3! In this release we've enable C# exporting for desktop platforms and fixed many bugs.

Godot gets a brand new animation editor (with cinematic support)

By: Juan Linietsky Jun 07 - 2018

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.

Godot APK Fixer tool

By: Hein-Pieter van Braam Jun 07 - 2018

We have released a tool to repair APK files released with older versions of Godot. A fix for this will also be integrated in upcoming Godot releases.

Importing 3D assets from Blender (GameDev.tv)

By: Rémi Verschelde Jun 06 - 2018

Guest blog post by Michael Bridges from GameDev.tv, explaining how to import 3D models and animations from Blender using Godot's "Better" Collada exporter.

GLES2 and GDNative, progress report #6

By: Thomas Herzog Jun 06 - 2018

The GLES2 backend is getting closer and closer to completion, this progress report shows a detailed overview of the steps taken to implement PBR.

Fixing Godot games published in Google Play

By: Juan Linietsky May 25 - 2018

After games being published using Godot on Google Play for almost 8 years with no problems, Google decided they don't like the format we use for exporting any more and is suspending many published games. Here's how to fix your APK to upload it again.

Godot gets a new Inspector

By: Juan Linietsky May 19 - 2018

Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority.

Godot's ragdoll system

By: Andrea Catania May 16 - 2018

Godot 3.1 is getting many improvements on the physics side, and one of those is the new ragdoll system. Physics maintainer Andrea Catania presents the work he did on this topic and how to get started with physical bones and ragdoll simulation.

GLES2 and GDNative, progress report #5

By: Thomas Herzog May 07 - 2018

The progress of last month was largely defined by stabilizing the 3D renderer with many smaller fixes, but work on the PRB side of things has begun and the GDNative system also saw some quality-of-life changes again, with improvements to the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript.

Godot gets 2D skeletal deform

By: Juan Linietsky May 04 - 2018

Currently, Godot is pretty comfortable for doing 2D cutout animation, with several games in development making use of this feature. A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This would allow deforming such parts, for a more organic animation feel.

Godot gets CSG support

By: Juan Linietsky Apr 28 - 2018

After years of discussion on how to implement CSG, Godot finally gets suport for it. This implementation is simple, but makes use of Godot's amazing architecture to shine.

Introducing the new axis handling system

By: Gilles Roudiere Apr 22 - 2018

For the past months, popular demand has been growing for a way to propery map controller axes in Godot. For a long time Godot was only able to map a single event to an action, making it impossible to deal with analog strengths. Today (after months of discussions), this problem has been solved, and it only took very little amount of changes to the current input mapping system!

Godot's documentation is now open for translation

By: Rémi Verschelde Apr 17 - 2018

Godot has been around for over 4 years, and localized documentation in Spanish, Portuguese, Chinese, French, Russian and many other languages has always been a very requested feature. After a lot of documentation work to ensure that we have a good original English content to translate from, and some more work on setting up a convenient infrastructure for translating and keeping translations up to date, we are now ready to welcome contributions!

GLES2 and GDNative, progress report #4

By: Thomas Herzog Apr 16 - 2018

Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!

Godot project management 101

By: Rémi Verschelde Mar 27 - 2018

As we just reached our third goal on Patreon, we are now able to hire Rémi Verschelde (Akien) as full-time project manager and representative! In this article, he gives some insights on what brought him to Godot, how he helped organize the teamwork and became the de facto project manager, as well as plans for the future.