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