Once again we will be at FOSDEM in Brussels with a Godot stand, and for the first time some of us also organize a game development-focused devroom at FOSDEM. And as usual, we organize our GodotCon event right next to the FOSDEM, on 3 & 4 February 2020 in Brussels. For Godot contributors, we will also have our usual Godot Sprint on 30 & 31 January 2020.
Many fixes have been applied since our previous beta build, encompassing rendering issues, port-specific issues notably on iOS and Windows, and many other fixes all around the editor. Due to issues with our build process, this release does not include the usual Mono build, but we are hard at work to fix it and provide a Mono build again with 3.2 beta 4.
While Godot 3.2 is shaping up nicely in the late beta stage, it's time for a long overdue update to the stable 3.1 branch: Godot 3.1.2 is now released with over 400 commits worth of bug fixes and improvements over the previous 3.1.1 version.
More networking improvements are coming in 3.2. WebSocketServer now has SSL support, and users can now test HTML5 export from the editor with one click.
We now release Godot 3.2 beta 2 with two weeks of bug fixes over the previous snapshot. Notable changes include the addition of WebAssembly export templates for the Mono build, as well as C# 8 support via Mono 6.6.0 Preview.
We are happy to announce that Interblock is now supporting Godot's development as Platinum sponsor! For this occasion, we asked them to share some words about the company, why they choose to support Godot and their plans to use the engine for their products.
Godot 3.2 brings WebAssembly support for C# games. There is also a new extension for Visual Studio for Mac and MonoDevelop and preliminary support for AOT compilation.
It's been over 6 months since Godot 3.1.1-stable, so the upcoming 3.1.2 release is both long overdue and accordingly packed with important bug fixes and enhancements. As we cherry-picked close to 400 commits to the 3.1 branch since the previous release, extensive testing is necessary to ensure that no regression crept in under disguise of a bugfix. This is why we publish this release candidate for 3.1.2 to gather test reports from the community.
This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2. Much time and effort was spent adding a lot of new things to enhance the overall experience developing shaders.
After three well-tested and quite stable alpha builds, we're now ready to enter the beta stage for the upcoming Godot 3.2 release. The beta stage corresponds for us to a release freeze, which means that we will only consider critical bug fixes for merging in the master branch, and that until Godot 3.2 is released.
The Godot community now has a Code of Conduct, which applies to all users and contributors on all Godot community platforms, both online and at Godot-related events. It defines common sense guidelines to ensure that our community platforms are a safe and welcoming environment for all Godot users. By interacting with other participants in the Godot community, you agree to respect the terms of the Code of Conduct.
Another month, another Vulkan progress report! October was a busy month, as most of it was split between working on the new Global Illumination system and Godotcon/GIC in Poland.
A sneak peak at DTLS support in Godot 4.0 .
While many core contributors were busy with the Godot Sprint and GodotCon last week, the rest of the world has not been idle and we got lots of nice contributions fixing bugs and improving usability. We thus publish Godot 3.2 alpha 3 as our next iteration, fixing various issues from the last build. 150 commits have been merged since 3.2 alpha 2.
Over the course of September month, I continued working on Vulkan all day long, and several improvements have been made.