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Dev snapshot: Godot 4.0 alpha 14

By: Rémi Verschelde 11 August 2022

We're working towards finalizing the feature set for 4.0 beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a couple of weeks ago. While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 alpha 14!

GSoC 2022 - Progress report #1

By: Rémi Verschelde 10 August 2022

This year we have 3 students working on exciting projects as part of the Google Summer of Code. In this progress report they present their work on refactoring the ColorPicker and its UX, making code editors detachable from the main editor window, and improving the GPU lightmapper.

Godot 3.5: Can't stop won't stop

By: Rémi Verschelde 5 August 2022

After 9 months of development, Godot 3.5 is out and it comes fully packed with features and quality of life improvements! This includes a new Navigation system, 3D physics interpolation, Label3D and TextMesh, an Android editor port, asynchronous shader compilation, and more!

Maintenance release: Godot 3.4.5

By: Rémi Verschelde 2 August 2022

Maintenance release to provide a handful of bug fixes to users of the current 3.4 stable branch. Notable changes: Android target API 31, thirdparty library updates, ignore unexpected S3TC support on Android for GLES3.

Dev snapshot: Godot 4.0 alpha 13

By: Rémi Verschelde 28 July 2022

We just announced that we'll enter feature freeze next week to focus on stabilizing the existing functionality in Godot 4.0 and prepare the first beta release. But until then we'll keep having alpha releases to test new features and fixes, so here goes 4.0 alpha 13!

Godot 4.0 development enters feature freeze ahead of the first beta

By: Yuri Sizov 28 July 2022

We're determined to deliver a stable release of Godot 4.0 as soon as possible. To achieve this, we are going to enter the feature freeze phase (beta) for Godot 4.0, to shift our focus towards stabilizing the existing functionality and fixing bugs.

Release candidate: Godot 3.5 RC 8

By: Rémi Verschelde 28 July 2022

The 3.5-stable release is just around the corner! We fixed a few more regressions for Android scoped storage and UWP accumulated input, so another Release Candidate is needed to validate those finishing touches.

Release candidate: Godot 3.5 RC 7

By: Rémi Verschelde 22 July 2022

Yet another Release Candidate for the upcoming 3.5 release, to validate a handful of regression fixes, notably for mobile devices (iOS input, Android I/O, Android S3TC compression support).

Release candidate: Godot 3.4.5 RC 1

By: Rémi Verschelde 19 July 2022

While Godot 3.5 is nearing a stable release, we still want to provide relevant bug fixes to users of the current 3.4 stable branch who might not be ready to upgrade right away. It's been a long time since the release of Godot 3.4.4, and there are a few important fixes coming up in Godot 3.4.5.

Godot and consoles, all you need to know

By: Juan Linietsky 15 July 2022

The topic of running Godot games on consoles pops up very often. In this article you will find information about how console development works, the challenges that Godot faces for supporting those platforms and which alternatives exist to publish your games for them.

Dev snapshot: Godot 4.0 alpha 12

By: Rémi Verschelde 14 July 2022

Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 12! Noteworthy changes: GDScript variable grouping annotations, full support for Android scoped storage, Font resource refactoring, lots of GDScript 2.0 bugs squashed.

Release candidate: Godot 3.5 RC 6

By: Rémi Verschelde 8 July 2022

Another RC build for Godot 3.5, further improving various areas and default settings to ensure a great experience for current and future 3.5 users.

Fog Volumes arrive in Godot 4.0

By: Clay John 6 July 2022

On top of the existing fixed-function fog, Godot 4.0 introduces a new type of fog: Volumetric Fog. For the 4.0 release, we decided to take Volumetric Fog one step further with the addition of FogVolumes. These allow users to dynamically place fog and control complex fog effects with shaders.

Dev snapshot: Godot 4.0 alpha 11

By: Rémi Verschelde 1 July 2022

Another alpha snapshot from the development branch, this time with 4.0 alpha 11! Noteworthy changes: exporting Node pointers as NodePaths, Movie Maker run mode, fixed release builds, AnimationTree advance expressions.

Release candidate: Godot 3.5 RC 5

By: Rémi Verschelde 27 June 2022

Another release candidate for Godot 3.5, with another couple late but quite important changes for Android: full scoped storage support, and support for NDK r23. And another set of important bug fixes for rendering, navigation, and more!

Godot community poll 2022

By: Juan Linietsky 24 June 2022

It's this time of the year! Godot Community Poll 2022 is now out for everyone to take part. Let us know what your relationship with Godot is in this brief list of questions!

Release candidate: Godot 3.5 RC 4

By: Rémi Verschelde 17 June 2022

Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.

Dev snapshot: Godot 4.0 alpha 10

By: Rémi Verschelde 15 June 2022

Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the Godot 4.0 API.

Dev snapshot: Godot 4.0 alpha 9

By: Rémi Verschelde 2 June 2022

New alpha build for Godot 4.0, fresh from the Godot Sprint in Barcelona where some core contributors are finally meeting IRL. Lots of editor, core and rendering improvements with an early version of the OpenGL 3D renderer!

Release candidate: Godot 3.5 RC 3

By: Rémi Verschelde 1 June 2022

A new Release Candidate for Godot 3.5, fixing a handful of issues to get us even closer to the stable release. Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2.

Release candidate: Godot 3.5 RC 2

By: Rémi Verschelde 24 May 2022

Another release candidate for Godot 3.5, exceptionally with a couple new features backported from 4.0 (Label3D and TextMesh), and some important regression fixes (Bullet KinematicBody collisions, Windows build crash).

Submissions open for Godot 2022 showreel!

By: Juan Linietsky 23 May 2022

Does your Godot-made game or tool (published or work in progress) make you proud? Would you like to showcase it in the upcoming 2022 showreel? Please send us a short video of it!

Release candidate: Godot 3.5 RC 1

By: Rémi Verschelde 18 May 2022

The upcoming Godot 3.5 is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. It's now time to move to the Release Candidate stage so that we can release 3.5-stable for all users.

Announcing GoGodotJam 3!

By: Ilaria Cislaghi 16 May 2022

Discover more about the upcoming event GoGodotJam!

Dev snapshot: Godot 4.0 alpha 8

By: Rémi Verschelde 12 May 2022

Another fortnight, another alpha snapshot of the development branch, this time with 4.0 alpha 8! It includes notably Text-to-Speech support on all platforms, and a refactoring of the module/extension initialization levels to allow more flexibility for third-party code.