Release candidate: Godot 3.2.1 RC 1

By: Rémi Verschelde Feb 22 - 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 Feb 19 - 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 Feb 11 - 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 Feb 10 - 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 Feb 07 - 2020

Showcase your game in the upcoming 2020 Godot showreel!

Godot Engine was awarded an Epic MegaGrant

By: Juan Linietsky Feb 03 - 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 Jan 29 - 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 Jan 28 - 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 Jan 27 - 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 Jan 26 - 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 Jan 24 - 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 Jan 20 - 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 Jan 17 - 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 Jan 11 - 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 Jan 03 - 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.