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.
This is the second release candidate for what will become Godot 3.0.3. In this release we overhauled the new buildsystem (again) and fixed quite a few bugs. Please go forth and test!
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.
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.
This is the first release candidate for what will become Godot 3.0.3. In this release we have initial support for Mono export for desktop platforms. Please test this release and report bugs!
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.
Godot has been accepted into the Google Summer of Code program in 2018. This summer we will have 5 students working on new features to the engine.
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 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!
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!
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.
I went to GDC yet again (this time GDC 2018) trying to see how Godot is doing at the game industry. To my surprise this time, it was quite different..
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.