We've released the release candidate for the first patch release of the Godot 3.0 branch. This is what is going to be 3.0.1. We've added many fixes and some enhancements to make your lives as Godot users (even) better. Please see the article for details on the release and we'd like to ask all our users to test!
Godot VR support is slowly improving. The OpenVR drivers are now supplied through the asset library and we have the first version of our Oculus drivers available!
As Godot 3.0 is a major release with compatibility breakage, we are still going to support the previous 2.1 stable branch for some time. Many fixes and enhancements have been done in the 2.1 branch since the release of 2.1.4 in August 2017, so it's time to get them tested widely to go towards a 2.1.5 release.
Me and other Godot devs will be present at GDC 2018. The plan is to push Godot more into the corporate world.
Because of the big release there have been many GDNative related tasks that needed to be addressed. Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running.
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, and many other features!
Yet another iteration in the last week before 3.0 stable - this third release candidate should fix the main issues found in 3.0 RC 2, and bring us very close to what the stable release should be. Please test it extensively, it's (probably) the last call before takeoff!
Thanks to our very supporting patrons I have the opportunity to work part-time on Godot! My work will be mostly about implementing an OpenGL ES 2.0 compatible rendering backend for Godot 3.1, as well as maintaining the GDNative system and bindings. The first month I spent on getting started and familiar with the rendering in Godot.
The long-awaited release is finally here, Godot 3.0... RC 2 ;) The actual stable release is still planned for January 2018, but we have various recent bug fixes that need broader testing before we can label the current master branch "stable" and move on towards the next milestone. You can already expect a third (and hopefully last) RC early next week, and the stable release shortly after.
Things have sped up a lot in the Godot development team since the beginning of 2018, to be able to finalize 3.0 and release it in January. The release freeze has been announced, meaning that enhancements and non-critical bug fixes are no longer being merged, to ensure that the master branch can stabilize and eventually be ready for the final release. This means of course that many known issues won't be fixed for 3.0, but will have to wait for 3.1 or for the maintenance 3.0.x releases which should start arriving in February.
Our GodotCon 2018 is approaching and will take place at Ludus Académie in Brussels on February 5 & 6. It's your last chance to register if you want to attend the event, and it's now also the time for all participants to think about talks, workshops or other activities that they would like to have during GodotCon, and then send us their proposals.
So far we have been a few months on Patreon and the net result has been overwhelmingly positive, as we get enough funds each month to hire our lead developer and an intern! Still, it's time to start thinking about our next hire to continue speeding up Godot's development as well as its visibility and relevance in the gamedev industry.
GDNative changed a lot since it was first introduced. From being a scripting-centered module it quickly became a more general purpose tool than we initially assumed. Here we present the way GDNative and related technologies work together.
After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!
A considerable number of users requested a more efficient way to have GI (Global Illumination) in their projects. Godot 3.0 currenty offers the GIProbe node, which provides a real-time approximation to GI. This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions.