One step closer to releasing 2.1.5 (our "old stable" branch) with this new beta 2 build! If you are still working with Godot 2.1 for any reason, make sure to give it a try and ensure that your projects still work as intended. If all goes well we will soon make a release candidate build and then the stable one.
Will you be attending GDC? If so, please come visit us at our 2018 meetup that we organize together with GitHub.
We've found several small regressions in Godot 3.0.1. This maintenance release addresses these and also add some features for our C# users.
The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms. This sounds really good in theory and we could say it *almost* works, but...
We are pretty happy with the overall stability of Godot 3.0, that we released in late January. Still, we want to provide the best level of support to our users, so we are going to make regular maintenance releases for the 3.0 branch, to bring backward-compatible bug fixes and enhancements to all users. Our aim is that you should be able to just upgrade to 3.0.1 and continue developing your 3.0 projects without any change (apart from C# support, which is still in alpha and thus a moving target). Check the detailed release notes to see what's new in Godot 3.0.1, and what bugs have been fixed.
We've released the release candidate for the first patch release of the Godot 3.0 branch. This is what is going to be 3.0.1. We've added many fixes and some enhancements to make your lives as Godot users (even) better. Please see the article for details on the release and we'd like to ask all our users to test!
Godot VR support is slowly improving. The OpenVR drivers are now supplied through the asset library and we have the first version of our Oculus drivers available!
As Godot 3.0 is a major release with compatibility breakage, we are still going to support the previous 2.1 stable branch for some time. Many fixes and enhancements have been done in the 2.1 branch since the release of 2.1.4 in August 2017, so it's time to get them tested widely to go towards a 2.1.5 release.
Me and other Godot devs will be present at GDC 2018. The plan is to push Godot more into the corporate world.
Because of the big release there have been many GDNative related tasks that needed to be addressed. Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running.
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, and many other features!
Yet another iteration in the last week before 3.0 stable - this third release candidate should fix the main issues found in 3.0 RC 2, and bring us very close to what the stable release should be. Please test it extensively, it's (probably) the last call before takeoff!
Thanks to our very supporting patrons I have the opportunity to work part-time on Godot! My work will be mostly about implementing an OpenGL ES 2.0 compatible rendering backend for Godot 3.1, as well as maintaining the GDNative system and bindings. The first month I spent on getting started and familiar with the rendering in Godot.
The long-awaited release is finally here, Godot 3.0... RC 2 ;) The actual stable release is still planned for January 2018, but we have various recent bug fixes that need broader testing before we can label the current master branch "stable" and move on towards the next milestone. You can already expect a third (and hopefully last) RC early next week, and the stable release shortly after.
Things have sped up a lot in the Godot development team since the beginning of 2018, to be able to finalize 3.0 and release it in January. The release freeze has been announced, meaning that enhancements and non-critical bug fixes are no longer being merged, to ensure that the master branch can stabilize and eventually be ready for the final release. This means of course that many known issues won't be fixed for 3.0, but will have to wait for 3.1 or for the maintenance 3.0.x releases which should start arriving in February.