Looking for a good chance to learn about Godot internals and development? Want to become a hero and help with the release of Godot 3.1? This is your chance!
Godot 3.1 is shaping up nicely, and the master branch is finally ready for wider testing from the community. With this snapshot, we're entering the alpha stage and focus will now be solely on bug fixing and stabilizing the development version, up until we release Godot 3.1-stable.
We're organizing a new GodotCon in Poznań, Poland on Wed 10 & Thu 11 October 2018, right before the Game Industry Conference (same location). Our lead developer Juan Linietsky will be there (flying in from Argentina), as well as many other core developers and Godot users, and we'd love you to join us there!
It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a **Soft Ball** and a **Cloak**.
Skeleton Inverse kinematic announcement with tutorial video
Godot 3.0.6 fixes an important security issue. In addition we've added the 'headless' build for CI use and fixed several C# issues.
Godot 2.1.5 is released with hundreds of bug fixes and enhancements made by the community over the last 11 months! It features various distribution changes for Android and iOS, as well as new platform features like hardware cursor acceleration and multitouch events. The binaries now come with the same crash handler as Godot 3.0, and dozens of improvements have been made to the "Godot 2 to 3 converter" which you can use to port your Godot 2 projects to the new format. Last but not least, this release fixes security vulnerabilities in Godot's marshalling code (also going to be fixed in Godot 3.0.6 in coming hours) which can affect Godot servers.
As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137
Godot participates in the Google Summer of Code for the first year, and we have five students working on exciting projects: Godot Blender exporter; MIDI and SoundFont support; GDNative video decoders; WebRTC support for multiplayer games; Gear VR and Daydream support. In this post, our GSoC students give you an update on their current progress and the next steps for their projects.
After all the light types are implemented, the next step is to implement shadow mapping, with all its frustrating implementation details ;)
Exposing the new addition to GDScript: optional type hints and all the perks it brings.
Some love for the users of the old stable 2.1 branch: Godot 2.1.5 is still being worked on and we now have a second release candidate. If all goes well, the stable release should only be a few days away.
One of the features that make Godot stand out is how easy it is to use the physics engine for non-physics games. For Godot 3.1, several improvements are being worked on.
After some weeks of work, the new visual shader editor is ready for testing!
In Godot 3.0.5 we've fixed the Android APK export issue, a C# bug that only appeared on exported games, and several other small things. Get it while the gettin's good!