Custom sky shaders in Godot 4.0
By: Clay John 23 March 2020
Student applications for GSoC 2020 open today
By: George Marques 16 March 2020
Applications to the Google Summer of Code 2020 are open. As a participant organization, we share some tips to students on how to write their proposals.
Maintenance release: Godot 3.2.1
By: Rémi Verschelde 10 March 2020
Our current stable version, Godot 3.2, was released at the end of January as a major upgrade to all features and the usability of the engine. But as with any software release, there are always things that can still be improved and bugs that can be fixed, and as such we plan to release frequent maintenance releases for the 3.2 branch, to make it ever more enjoyable and reliable to work with. This first Godot 3.2.1 release aims to address the main regressions noticed in 3.2, as well as fixing more preexisting bugs and improving usability and documentation.
Release candidate: Godot 3.2.1 RC 2
By: Rémi Verschelde 5 March 2020
Time flies and it's already close to two weeks since our first release candidate for the upcoming Godot 3.2.1, which will be a maintenance update focusing on bug fixes for Godot 3.2 users. Since RC 1, a couple regressions have been fixed, and a few additional bug fixes, documentation updates and usability enhancements have been included. We now publish Godot 3.2.1 RC 2 to validate those additional changes.
Core refactoring progress report #1
By: Juan Linietsky 29 February 2020
Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.
Call for volunteers for organizing regional communities
By: Juan Linietsky 26 February 2020
Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. We now start a Regional Communities team to connect those groups together and give them better visibility on official Godot platforms.
ENet with DTLS encryption in 4.0
By: Fabio Alessandrelli 25 February 2020
Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.
Release candidate: Godot 3.2.1 RC 1
By: Rémi Verschelde 22 February 2020
Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.
Navigation Server for Godot 4.0
By: Andrea Catania 19 February 2020
Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.
Headsup: Vulkan merged, master branch unstable
By: Rémi Verschelde 11 February 2020
Godot 3.2 was released two weeks ago, and it's now time to go full steam ahead towards our next milestone, Godot 4.0. The Vulkan port which had been worked on in a dedicated branch is now getting merged in our main development branch, which has a few implications on what to expect from the 'master' branch and how pending Pull Requests will be impacted.
Meet with the Godot Engine representatives at GDC 2020!
By: Juan Linietsky 10 February 2020
Next month it will be time for GDC yet again! The project leadership will be attending the event for meetings and we are starting to build our schedule for GDC 2020.
Submissions open for Godot 2020 showreel
By: Juan Linietsky 7 February 2020
Showcase your game in the upcoming 2020 Godot showreel!
Godot Engine was awarded an Epic MegaGrant
By: Juan Linietsky 3 February 2020
With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant!
Here comes Godot 3.2, with quality as priority
By: Rémi Verschelde 29 January 2020
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.
Vulkan progress report #6
By: Juan Linietsky 28 January 2020
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.
Release candidate: Godot 3.2 RC 4
By: Rémi Verschelde 27 January 2020
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.
Schedule for GodotCon 2020 in Brussels
By: Rémi Verschelde 26 January 2020
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).
Release candidate: Godot 3.2 RC 3
By: Rémi Verschelde 24 January 2020
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 :)
Release candidate: Godot 3.2 RC 2
By: Rémi Verschelde 20 January 2020
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.
Release candidate: Godot 3.2 RC 1
By: Rémi Verschelde 17 January 2020
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.
Dev snapshot: Godot 3.2 beta 6
By: Rémi Verschelde 11 January 2020
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.
Dev snapshot: Godot 3.2 beta 5
By: Rémi Verschelde 3 January 2020
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.
A decade in retrospective and future
By: Juan Linietsky 31 December 2019
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 export profiling for Godot 4.0
By: Fabio Alessandrelli 28 December 2019
HTML5 debug export profiling is coming for Godot 4.0
Godot Oculus Quest support
By: Bastiaan Olij 23 December 2019
Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.