With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant!
Godot contributors are thrilled and delighted to release our newest major update, Godot 3.2! It's the result of over 10 months of work by close to 450 contributors who authored more than 6000 commits! Godot 3.2 is a major improvement over our previous 3.1 installment, bringing dozens of major features and hundreds of bugfixes and enhancements to bring our game developers an ever-improving feature set with a strong focus on usability.
It's been a while since the previous progress report, as I went on Vacation in November (did not take a vacation in years..), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on Vulkan branch resumed at the beginning of January and significant progress was made already.
Last check before takeoff! This 4th release candidate should be the last one, meant to validate the current state of the `master` branch before releasing it as 3.2-stable! It's the last chance to test the new release and report any critical issue, otherwise its fix will have to wait for the 3.2.1 maintenance update in coming weeks.
GodotCon Brussels 2020 starts in one week (3-4 Feb 2020), and many of us are already getting ready to travel to Brussels for the Godot Sprint and FOSDEM this week. Here's a first version of the schedule for the GodotCon, with presentations of the confirmed speakers. Note that we will likely have a few more talks added to the schedule in the coming days, and the current order is not final (hence why there is also no time schedule yet).
Third time's the charm, as they say! This third Release Candidate brings a number of bug fixes which have been contributed in the past week and are worth having in the upcoming 3.2 release. This new build should help validate them while also giving some more time to testers to find potential other regressions from Godot 3.1. The stable 3.2 release is now just around the corner :)
At long last, Godot 3.2 is nearing completion and we are happy to publish this second Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. RC 2 fixes a regression for some users with the GLES3 renderer, which preventing opening a project using the default environment due to heavy calculations for the irradience map generation.
At long last, Godot 3.2 is nearing completion and we are happy to publish this first Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. Godot 3.2 ends up being much bigger than we originally intended, but the 10 months of development amount to a major release that will be well worth upgrading to for any Godot user.
After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 beta 6! As mentioned in the previous post, we're close to the Release Candidate stage and I hesitated to name this build as such. Since there were a number of big changes though I opted for making it another beta, and if all goes well testing it we should have a RC 1 in coming days.
Happy new year! After a brief holiday where contributors kept fixing many issues, we now release Godot 3.2 beta 5 to iterate upon the relatively good state that we had with the previous beta. Both the master branch and the official buildsystem are now starting to be quite reliable, and we should be ready for a release candidate soon.
The dawn of a new decade looms and there is a lot of excitement about the future of Godot! But it was not always like this, as the previous decade did not go as expected..
HTML5 debug export profiling is coming for Godot 4.0
Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.
After another two weeks since our previous beta build, here comes Godot 3.2 beta 4, bringing back the Mono build for all supported platforms (including Android and WebAssembly, new in Godot 3.2).
In preparation for the next GodotCon in February 2020, we're planning to make new T-shirts with Godot branding to sell to contributors and engine users, as well as visitors at FOSDEM. This year, we'd like to give our wonderful community the opportunity to contribute T-shirt concepts that we could choose from, so that our 2020 T-shirt design is as good as it can be!