Maintenance release: Godot 3.1.1

By: Hein-Pieter van Braam Apr 27 - 2019

Godot 3.1.1-stable is released, the first maintenance release of the 3.1 series. In this release we've fixed an important security issue related to networking, added some nice quality of life improvements to the animation editor, and fixed several bugs.

Godot 3.2 will get a new Android plugin system

By: Juan Linietsky Apr 24 - 2019

Godot has the simplest and most efficient Android deploy system you can find in any game engine. With a single click, your project is runing on the phone. With a single option (network fs deploy) your gigabyte-sized project is running on your device in mere seconds. You can use the editor to debug your running game while it runs on your device and you can make changes in the scenes or scripts and they will reflect in real-time in your phone or tablet. The big drawback, however, was that adding plugins was a pain in the butt.

Release candidate: Godot 3.1.1 RC 1

By: Hein-Pieter van Braam Apr 23 - 2019

Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!

WebRTC support, progress report #1

By: Fabio Alessandrelli Apr 19 - 2019

Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.

Atlas support returns to Godot 3.2

By: Juan Linietsky Apr 19 - 2019

With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.

Announcing the Godot 2019 showreel

By: Juan Linietsky Apr 16 - 2019

Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).

The State of Godot | GDC 2019, at GitHub HQ

By: Juan Linietsky Apr 15 - 2019

This year, during GDC, GitHub again hosted a Godot Meetup at their offices and the amount of attendants was considerably bigger than last year. Thanks hugely to them for all their support!

Godot Engine awarded $50,000 by Mozilla Open Source Support program

By: Rémi Verschelde Apr 11 - 2019

We are delighted to announce that Godot Engine has been awarded USD 50,000 by Mozilla as part of the Mozilla Open Source Support (MOSS) Mission Partners program. This award will be used to fund the work of some of our core contributors on three different work packages, all linked with Mozilla's mission of furthering an open and accessible Web. For Godot, this means making sure that everyone can build and play networked and browser-based games with open source technology.

Godot 3.2 will get new audio features

By: Juan Linietsky Apr 10 - 2019

I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2.

Godot 3.2 adds support for convex decomposition

By: Juan Linietsky Apr 10 - 2019

Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.

Godot 3.2 will allow disabling editor features

By: Juan Linietsky Apr 08 - 2019

It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot adoption in the future.

Godot 3.2 will get pseudo 3D support in 2D engine

By: Juan Linietsky Apr 05 - 2019

Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.

Godot Engine to go public in 2019

By: Juan Linietsky Apr 01 - 2019

APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.

Update on Godot AR and VR

By: Bastiaan Olij Mar 29 - 2019

Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.

Status of Godot at GDC 2019

By: Juan Linietsky Mar 26 - 2019

Rémi Verschelde, Hein Pieter Van Braam and I went to GDC 2019 in representation of Godot. Until last year, I would go mostly alone. So, how did it go compared to last year?

Godot 3.1 is out, improving usability and features

By: Juan Linietsky Mar 13 - 2019

After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1! It brings much-requested improvements to usability and many important features. Godot 3.1 is more mature and easy to use, and it does away with many hurdles introduced in the previous versions.

Release candidate: Godot 3.1 RC 3

By: Rémi Verschelde Mar 12 - 2019

All good things come in threes, so after our first two release candidates, here is Godot 3.1 RC 3. We've reached a state which we think should be good to release as the stable branch, so if no critical regression is found, the next build should be 3.1 stable!

Release candidate: Godot 3.1 RC 2

By: Rémi Verschelde Mar 10 - 2019

We had our first release candidate for Godot 3.1 two days ago, and various critical bugs have been fixed since then, so we're publishing a new candidate, RC 2. Please give it a try on various devices and platforms, and ensure that no critical issues have been missed.

Release candidate: Godot 3.1 RC 1

By: Rémi Verschelde Mar 08 - 2019

After over one year of work, 5 alpha releases, 11 betas and 7000 commits by close to 500 contributors, we're finally ready to wrap up the 3.1 version and let you all benefit from the hundreds of new features, enhancements and bug fixes that have been worked on by the community since January 2018. We're therefore publishing this first release candidate, Godot 3.1 RC 1, to let all of you test it thoroughly and check if any showstoppers remain. The final release is a but few days away!

Dev snapshot: Godot 3.1 beta 11

By: Rémi Verschelde Mar 05 - 2019

One (hopefully) last beta was needed to test the many last-minute bug fixes done over the last few day, which brought the 3.1 version very close to what we want the final version to be. But any heavy bugfix requires QA testing to ensure that it does not introduce regressions, so we're publishing a new 3.1 beta 11 build to have the community confirm if it's ready for the Release Candidate stage.

Dev snapshot: Godot 3.1 beta 10

By: Rémi Verschelde Mar 02 - 2019

Another beta build towards Godot 3.1. We're getting very close to being ready to call it a Release Candidate, so barring any major regression in this beta, we should be able to publish a RC1 build in a few days.

Join the Godot Meetup at GDC 2019

By: Rémi Verschelde Mar 01 - 2019

We're organizing a Godot Meetup at the GitHub HQ during GDC 2019, on Thursday, March 21 at 6:30 pm. Entrance is free and everyone is welcome to attend, but you do need to register beforehand on Eventbrite:

Dev snapshot: Godot 3.1 beta 9

By: Hein-Pieter van Braam Feb 28 - 2019

The previous beta had some GLES2/Android regressions which, along with several other issues, has been fixed in Beta 9. Please go forth and test! Assuming no new regressions are found we are likely going to move to *release candidate* state soon.

Godot in Google Summer of Code 2019

By: Rémi Verschelde Feb 27 - 2019

Godot will take part in the Google Summer of Code for the second time in a row, and we are thrilled at the opportunity to mentor students to work on interesting projects for the Godot community.

Dev snapshot: Godot 3.1 beta 8

By: Rémi Verschelde Feb 26 - 2019

Our two previous beta builds had showstopper regressions, which have now been fixed. This beta 8 builds allows using the engine with C# again, as well as running it on older CPUs. As we release it, we are already aware of another recent regression with ETC texture import affecting GLES2 on mobile, which will be fixed in the next build.