During the past year, Ignacio Etcheverry worked on significantly improving C# support and its integration in Godot, adding support for Android, HTML5 and iOS, as well as popular third party IDEs. This was financed thanks to a generous donation from Microsoft. Unfortunately, due to the Covid situation, the renewal of this grant has been suspended and is uncertain.
The project situation changed a lot for the better in the past few months, with a steady growth in the amount of users and contributors, and a nice boost to our funding situation, freeing donation funds for new purposes. Therefore, we discussed with core contributors that this is a good time to change how the project manages donations, and give our whole crowdfunding a much-needed update.
Report on the new GDScript code featuring the new type checking, warnings, code completion and a few more details.
Godot is getting extensions for Visual Studio and Visual Studio Code, including debugging support and code completion of Godot strings.
As work progresses on Godot 4.0 at a steady pace, a novel method of creating full-scene global illumination has been added in the master branch.
Godot contributors are happy to release version 3.2.2 of our free and open source game engine. It adds various features such as C# support for iOS, 2D batching for the GLES2 renderer, a new plugin system for Android, DTLS support in the networking API, and more! Numerous bugs have been fixed and the documentation and translations have been greatly enhanced.
Yet another release candidate for Godot 3.2.2, including a few new bugfixes that warrant some testing before we can confidently tag it as 3.2.2-stable. We're getting there!
The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate since the first dev snapshot mid-April. This new RC 3 build fixes a couple recent regressions. It's now considered release-ready, so unless new regressions are reported in coming days, we plan to release 3.2.2-stable in a day or two.
The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. Last week saw a first release candidate, and now's the second one with a couple regression fixes and more bugfixes and usability improvements.
The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate. This new RC 1 build should be quite stable and we hope that many Godot 3.2.x users will give it a try and help us confirm that it's ready to take the place of the current 3.2.1 stable build.
The funding situation of Godot has been changing for the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc. takes considerable time as well as the right timing.
Yet another snapshot on the way to the feature-packed Godot 3.2.2! This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better.
Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.
Bringing the Godot Editor to the web: lowering the barrier for newcomers while enhancing the HTML5 export.
After refining our Godot 3.2 release with bug fixes in 3.2.1, we're now looking at integrating some new features that didn't make it into the 3.2 merge window but have been further developed and backported since. We already had two betas, and here's the next round with Godot 3.2.2 beta 3.