Release candidate: Godot 3.2.2 RC 2
By: Rémi Verschelde 18 June 2020
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.
Release candidate: Godot 3.2.2 RC 1
By: Rémi Verschelde 12 June 2020
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.
Godot core budget meeting report #1
By: Juan Linietsky 11 June 2020
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.
Dev snapshot: Godot 3.2.2 beta 4
By: Rémi Verschelde 5 June 2020
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.
GDScript progress report: Writing a new parser
By: George Marques 1 June 2020
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.
Godot Editor running in a web browser
By: Fabio Alessandrelli 29 May 2020
Bringing the Godot Editor to the web: lowering the barrier for newcomers while enhancing the HTML5 export.
Dev snapshot: Godot 3.2.2 beta 3
By: Rémi Verschelde 22 May 2020
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.
Godot 4.0 will get a new, modernized lightmapper
By: Juan Linietsky 9 May 2020
In most game engines, a lightmap is baked for a whole scene and there is only one of it at the same time. In Godot, different scenes can have their own lightmaps and you can mix and match them however you like.
Dev snapshot: Godot 3.2.2 beta 2
By: Rémi Verschelde 7 May 2020
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 published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 beta 2.
GDScript progress report: Writing a tokenizer
By: George Marques 4 May 2020
GDScript is being rewritten. In this article we talk about the new tokenizer—the first step in the compilation process.
Vulkan progress report #7
By: Juan Linietsky 1 May 2020
It's been three months since a Vulkan progress report! I know you guys missed them, so I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engine.
Announcing the 2020 showreel!
By: Juan Linietsky 25 April 2020
The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, and it was even more difficult as wehad had record submission amount (over 200) so, this time, several core contributors took the work of ranking and voting them to decide which would make up the final reel.
Dev snapshot: Godot 3.2.2 beta 1
By: Rémi Verschelde 19 April 2020
After refining our Godot 3.2 release with bug fixes in 3.2.1 last month, it's time to integrate some of the new features that didn't make it into the 3.2 merge window. Notably, Godot 3.2.2 is going to add three major features: C# support for the iOS platform, 2D batching for the GLES2 renderer, and a re-architecture of the Android plugin system.
Godot 4.0 gets global and per-instance shader uniforms
By: Juan Linietsky 17 April 2020
Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.
GLES2 renderer optimization - 2D batching
By: Bartleby Lawnjelly 9 April 2020
While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.
C# progress report: iOS and signals as events
By: Ignacio Roldán Etcheverry 6 April 2020
Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.
Core refactoring progress report #2
By: Juan Linietsky 28 March 2020
As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features.
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.