Feedback has been quite good on the past two beta builds for the upcoming Godot 2.1.5 (providing legacy support for users of Godot 2), so we're now publishing a release candidate. If all goes well (no new regression reported), that should more or less be the 2.1.5 final release. So make sure to test it thoroughly!
Another month, another progress report! This time with the early beginnings of 3D rendering in GLES2 and some GDNative ecosystem updates.
Sketchfab is a well-known site where you can browse a big library of 3D models and download them for use in your own projects. Many of them are free, covered by open licenses. They have just announced their download API, which allows third-parties to integrate with it, giving any application access to hundreds of thousands of models in glTF, a standard format that many tools, Godot included, understand. They have integrations for other famous game engines, like Unity and Unreal and have decided to provide an official plugin for Godot!
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!