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author | Rémi Verschelde <remi@verschelde.fr> | 2021-11-30 10:01:42 +0100 |
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committer | GitHub <noreply@github.com> | 2021-11-30 10:01:42 +0100 |
commit | 2f7988cd2fb0eb5ddfa5279cd332ccdf05b674ec (patch) | |
tree | 3f44a58e6a241250df51e73468f809b7b95a3db7 | |
parent | cf67f18ce9277dce79c3e8b3f3223a1274d7868a (diff) | |
parent | 34a4b1ca9be75578807f0ca0f1f486cb0c4bbf2b (diff) |
Merge pull request #55177 from Calinou/add-4.0-dev-changelog
-rw-r--r-- | CHANGELOG.md | 422 |
1 files changed, 422 insertions, 0 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index fe5631cefd..d1e622edb4 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,428 @@ All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/). +## [4.0] - TBD + +### Added + +#### Animation + +- [Revamped 3D animation storage.](https://godotengine.org/article/animation-data-redesign-40) + - [New blend shape track to adjust blend shapes in animations more efficiently.](https://github.com/godotengine/godot/pull/53865) + - [New expression-based transitions in AnimationTree state machines.](https://github.com/godotengine/godot/pull/54327) + - [Support for animation compression to improve performance with long animations such as cutscenes.](https://github.com/godotengine/godot/pull/54050) + - [Replaced transform tracks by position, rotation and scale tracks.](https://github.com/godotengine/godot/pull/53689) + - [Removed the animation dependency on bone rests.](https://github.com/godotengine/godot/pull/53765) + - Better compatibility with models that use non-uniform scaling in animations. + - Better compatibility with models exported from Maya and 3DS Max. + - Easier animation reuse across different models. + - Easier procedural generation of animations. + +#### Core + +- New TileMap and TileSet resources. +- New Vector2i, Vector3i and Rect2i types. + - These are integer variants of Vector2, Vector3 and Rect2. +- Callable type for first-class functions (can be created with lambdas in GDScript). +- The Euler rotation order can now be adjusted in Node3D. +- [New `Array.map()`, `Array.filter()` and `Array.reduce()` methods that can be used with Callables.](https://github.com/godotengine/godot/pull/38645) +- [Rewritten Tween with more functionality](https://github.com/godotengine/godot/pull/41794). + - Tween is no longer a node. + - Easier chaining of tweens. + - Low-level tweening option to get an interpolated value directly. + - *Existing projects will have to be modified to account for this, as automatic conversion isn't feasible.* +- [New and improved IK in Skeleton2D](https://github.com/godotengine/godot/pull/40347). + - New classes: SkeletonModifier2D, SkeletonModifierStack2D, SkeletonModification2DLookAt, SkeletonModification2DCCDIK, SkeletonModification2DFABRIK, SkeletonModification2DJiggle, SkeletonModification2DTwoBoneIK, PhysicalBone2D, SkeletonModification2DPhysicalBones, SkeletonModification2DStackHolder. + - New `Transform2D.looking_at()` function. +- [New and improved IK in Skeleton3D](https://github.com/godotengine/godot/pull/39353). + - New classes: SkeletonModifier3D, SkeletonModifierStack3D, SkeletonModifier3DLookAt, SkeletonModification3DCCDIK, SkeletonModification3DFABRIK, SkeletonModification3DJiggle, SkeletonModification3DTwoBoneIK, SkeletonModification3DStackHolder. + - The Bone struct now includes a local_pose_override. + - The Bone struct now keeps track of its children bones, if it has any. + - Added functions to Skeleton3D for getting the forward vector using the information stored in the rest pose for the bones. + - New `Basis.rotate_to_align()` function. + - Refactored the BoneAttachment3D node. + - Removed the `process_list` functions. +- [New GradientTexture2D resource (useful for 2D lights, particles, …)](https://github.com/godotengine/godot/pull/53234). +- [Support for gettext PO template generation from scene and script files.](https://github.com/godotengine/godot/pull/39415) + - Translation parser plugins can be written to allow extracting strings from custom file types. +- [New Time singleton to replace date/time handling methods in the OS singleton.](https://github.com/godotengine/godot/pull/49123) + - Includes new methods to handle ISO 8601 timestamp conversion. +- [Support for custom performance monitors](https://github.com/godotengine/godot/pull/39302). +- New `randi_range()` global scope function to return a random *integer* number within a range. +- New `randfn()` global scope function to return a floating-point number along a normal gaussian distribution. +- [New `pingpong()` global scope function to return a floating-point number that increments then decrements in a "sawtooth" fashion.](https://github.com/godotengine/godot/pull/46346) +- Vectors and Colors can now be clamped between two values their respective `clamp()` methods. +- New `Vector3.limit_length()` method as a Vector3 counterpart to `Vector2.limit_length()` (formerly `Vector2.clamped()`). +- New PackedArrays to replace PoolArrays. + - 64-bit integer and float arrays are now available in addition to the existing 32-bit ones. +- New `ConfigFile.parse(data: String)` method to load a string as if it was a ConfigFile on disk. +- New `Image.save_png_to_buffer()` method to save a PNG image to memory as a PackedByteArray (instead of saving to disk). +- [New File API to check, read and write symbolic links on macOS and Linux.](https://github.com/godotengine/godot/pull/46866) +- [Replaced GDNative with GDExtension](https://godotengine.org/article/introducing-gd-extensions). + - Easier setup and compilation for various platforms. + - Code structure is more similar to [statically compiled C++ modules](https://docs.godotengine.org/en/stable/development/cpp/custom_modules_in_cpp.html). + - Lower performance overhead compared to GDNative. + +#### Editor + +- New TileMap and TileSet editors with better usability. +- Support for multiple windows. + - Docks can be moved out of the main window into separate windows. + - Single-window mode can be enabled in the Editor Settings to revert to the old behavior. +- Movement and scaling handles in the 2D editor (similar to the 3D editor). +- New Replace in Files dialog in the script editor to complement Find in Files. +- **macOS:** More built-in mouse cursors are now exposed (such as diagonal resize cursors). +- **macOS:** Support for building Godot with Clang sanitizers. +- **HTML5:** [Support for profiling projects exported to HTML5.](https://godotengine.org/article/html5-export-profiling) + +#### Export + +- **macOS:** Projects can now optionally be exported to a application bundle contained within a ZIP archive. + - Previously, a DMG image was always used when exporting from macOS. +- **macOS:** DMG images can now be codesigned after exporting. + +#### GDScript + +- GDScript was rewritten from scratch with a cleaner approach. + - Annotations to replace keywords in certain cases (`@export`, `@onready`, `@rpc()`, `@tool`, `@warning_ignore()`, …). + - Typed arrays (`var array_of_nodes: Array[Node]`). Any type can be used, including custom classes. + - See individual progress reports for more information: + [#1](https://godotengine.org/article/gdscript-progress-report-writing-tokenizer), + [#2](https://godotengine.org/article/gdscript-progress-report-writing-new-parser), + [#3](https://godotengine.org/article/gdscript-progress-report-type-checking-back). +- [New documentation generation system](https://github.com/godotengine/godot/pull/41095). + - Comments starting with `##` are considered documentation comments. + - Documentation comments be placed before any member variable, constant, enum or function declaration, or at the top of a file. + - Documentation comments appear in the editor help and when hovering exported properties in the inspector. + +#### GUI + +- Support for multiple windows on desktop platforms. Projects can spawn additional windows, each with their own viewport. + - Added `NOTIFICATION_APPLICATION_FOCUS_IN` and `NOTIFICATION_APPLICATION_FOCUS_OUT` notifications for "global" project focus changes (separate from `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`). +- RichTextLabel property `fit_content_height` to make the label's height fit its content automatically (not always reliable). +- RichTextLabel's `img` tag now supports an optional `color` attribute to modulate the image. +- `get_char_size()` is now exposed in Font, making it usable in DynamicFont rather than being limited to BitmapFont. +- [Tree can now highlight relationship lines for the currently selected item, its parents and direct children.](https://github.com/godotengine/godot/pull/48546) + - This is used in the scene tree dock in the editor. + +#### Import + +- Support for importing lights from glTF scenes. + +#### Input + +- Support for physical (keyboard layout-independent) key codes. + - This can be used to provide <kbd>W</kbd>/<kbd>A</kbd>/<kbd>S</kbd>/<kbd>D</kbd> controls that work on any keyboard layout. +- `DisplayServer.keyboard_get_current_layout()` and `DisplayServer.keyboard_get_layout_*()` methods to get information about keyboard layouts. +- New `Input.MOUSE_MODE_CONFINED_HIDDEN` mouse mode to combine the confined and hidden mouse modes. + +#### Mono/C# + +- Support for exporting C# projects to iOS and HTML5. +- [C# events can now be used to implement Godot signals](https://godotengine.org/article/csharp-ios-signals-events). +- [New Visual Studio and Visual Studio Code add-ons.](https://godotengine.org/article/csharp-vs-and-vscode) + +#### Navigation + +- [New NavigationServer.](https://godotengine.org/article/navigation-server-godot-4-0) + - Support for dynamic obstacle avoidance. + +#### Networking + +- [Support for DTLS encryption in UDP and ENet.](https://godotengine.org/article/enet-dtls-encryption) + +#### Porting + +- New DisplayServer abstraction, allowing for the creation of multiple windows. + - This is used in the editor for detachable docks, but can also be used in projects. +- **Android:** [Allow basic user data backup. This can be disabled in the export preset if needed.](https://github.com/godotengine/godot/pull/49069) +- **Android:** [Support for changing the mouse cursor shape (no custom images)](https://github.com/godotengine/godot/pull/44201). +- **iOS:** [The targeted device family (iPhone, iPad, iPhone and iPad) can now be specified in the export preset.](https://github.com/godotengine/godot/pull/49137) + +#### Physics + +- New CharacterBody node to supersede KinematicBody. + - Some KinematicBody features were moved to PhysicsBody. + +#### Porting + +- **Android:** Clients of the Godot library can now add their own command line arguments. + +#### Rendering + +- New Vulkan renderer. +- [New OpenGL renderer, using OpenGL 3.3/OpenGL ES 3.0/WebGL 2.0 as a baseline.](https://github.com/godotengine/godot/pull/53150) + - Designed to target mobile/web platforms first, but also usable on desktop platforms. + - Uses a low-end-friendly approach to maximize performance in simple scenes. + - Currently supports 2D rendering only. + - OpenGL 3D rendering is planned for a future 4.x release. +- Support for specular mapping when using 2D lighting. +- [New DirectionalLight2D node for 2D lighting.](https://github.com/godotengine/godot/pull/43297) +- CanvasGroup node to modulate several 2D nodes as a group (or apply shaders to them). +- Support for clipping in CanvasItem, replacing the use of Light2D as masks in a more convenient manner. +- [Support for light projectors/"cookies" in OmniLight3D and SpotLight3D.](https://github.com/godotengine/godot/pull/37887) + - Only supported for lights with shadows enabled. +- 3D lights now have a Size property which can be set to simulate area lights. + - This property also affects how fast shadow penumbras will grow over distance. + - A shadow blur property is also available to set a constant blurring factor on a per-light basis. +- Shadow mapping with improved filtering and PCSS-like penumbra simulation. + - Shadow normal offset bias is now implemented to avoid issues with shadow acne or peter-panning. +- [New Decal node to project textures onto 3D surfaces.](https://github.com/godotengine/godot/pull/37861) +- New fully real-time VoxelGI (formerly GIProbe). + - Dynamic lights and emissive can emit GI that's updated every frame (instead of only updating sporadically). + - Dynamic objects can receive GI and contribute to it. +- [New signed distance field-based global illumination](https://godotengine.org/article/godot-40-gets-sdf-based-real-time-global-illumination) (SDFGI) for open world lighting. + - Enabled in the WorldEnvironment. No node required, no baking. + - Semi-realtime: dynamic objects can receive GI, but not contribute to it. +- [Volumetric fog](https://github.com/godotengine/godot/pull/41213) with optional GI contribution. +- [Fog volumes to locally apply volumetric fog (or subtract to global fog using negative density).](https://github.com/godotengine/godot/pull/53353) +- More physically accurate exponential fog to replace the old distance-based fog. +- New Aerial Scattering property in distance-based fog to fade out to the background sky instead of a fixed color. + - Also available in volumetric fog with the Ambient Inject property. +- [New GPU-based lightmapper.](https://godotengine.org/article/godot-40-will-get-new-modernized-lightmapper) + - When using a dedicated GPU, this results in much faster bake speeds compared to the CPU lightmapper. + - Optional support for storing directional lighting information and rough reflections using spherical harmonics. + - Improved support for lighting dynamic objects with better performance and quality. + - In addition to automatic generation, LightmapProbe nodes can now be placed manually to provide better lighting information for dynamic objects where needed. +- [Physical sky material and custom sky shaders](https://godotengine.org/article/custom-sky-shaders-godot-4-0), both supporting real-time updates. +- [Global and per-instance shader uniforms.](https://godotengine.org/article/godot-40-gets-global-and-instance-shader-uniforms) + - This can be used to better reuse shaders, leading to improved performance. +- Support for automatically generating and using mesh LODs to improve performance. + - Several LOD levels are generated for imported 3D scenes by default. + - LODs are automatically used for mesh rendering using a pixel coverage-based selection algorithm. + - Uses the [meshoptimizer](https://github.com/zeux/meshoptimizer) library. +- Support for LOD visibility ranges in GeometryInstance3D. + - Manually authored LODs can be configured using distance and hysteresis cutoffs. + - Can be used for <abbr title="Hierarchical Level of Detail">HLOD</abbr> setups to reduce draw calls while preserving culling opportunities when up close. +- [Support for GeometryInstance3D distance fade to make distant meshes disappear smoothly without having to modify their material.](https://github.com/godotengine/godot/pull/54222) +- Support for automatically generating and using shadow meshes to improve performance. + - The generated shadow meshes are welded aggressively to improve performance with no difference in visual quality. + - To further improve performance, hand-made shadow meshes can be specified in the inspector in MeshInstance nodes. +- [Support for rendering a viewport's 3D contents at a lower resolution to improve performance](https://github.com/godotengine/godot/pull/51870). + - 2D elements remain at full resolution to improve perceived sharpness. + - A scaling factor above 1.0 can be used for supersampling, which is useful to maximize quality for offline rendering. +- See individual progress reports for more information: + [#1](https://godotengine.org/article/vulkan-progress-report-1), + [#2](https://godotengine.org/article/vulkan-progress-report-2), + [#3](https://godotengine.org/article/vulkan-progress-report-3), + [#4](https://godotengine.org/article/vulkan-progress-report-4), + [#5](https://godotengine.org/article/vulkan-progress-report-5), + [#6](https://godotengine.org/article/vulkan-progress-report-6), + [#7](https://godotengine.org/article/vulkan-progress-report-7). + +#### Shaders + +- New shader compiler rewritten from scratch. + - [Support for uniform arrays (including sampler arrays).](https://github.com/godotengine/godot/pull/49485) + - [Arrays can now be passed as function parameters (including arrays of structs).](https://github.com/godotengine/godot/pull/48933) + - [The return type of a function can now be an array (including arrays of structs).](https://github.com/godotengine/godot/pull/48933) + - [Array size can now be optionally written before the identifier (`int[2] array;` instead of `int array[2]`).](https://github.com/godotengine/godot/pull/53527) + - This eases porting shaders from GLSL. + - [Array constructors can now be called at any time after initialization.](https://github.com/godotengine/godot/pull/44705) + - For example, `int array[3]; array = {1, 2, 3}` is now valid. + - [New `fma()` (fused multiply-add) built-in function to optimize shaders in a low-level way.](https://github.com/godotengine/godot/pull/36225) + - [New built-in data (un)packing functions to optimize shaders in a low-level way.](https://github.com/godotengine/godot/pull/53066) + - Warning system for common issues such as floating-point comparison and unused variables. + - Argument names now appear in code completion tooltips. + - More information in the [progress report](https://godotengine.org/article/improvements-shaders-visual-shaders-godot-4). +- [Add Billboard mode to visual shaders.](https://github.com/godotengine/godot/pull/49157) +- [The constants `PI`, `TAU` and `E` are now available in the shader language.](https://github.com/godotengine/godot/pull/48837) + +#### Miscellaneous + +- The engine is now unit-tested using [doctest](https://github.com/onqtam/doctest). + - [GDScript also now has integration tests.](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html#integration-tests-for-gdscript) +- Switched from Travis CI and AppVeyor to GitHub Actions. +- A Fish shell completion file is now available for the Godot editor's command line interface. + +### Changed + +#### Audio + +- [Increased the default AudioStreamPlayer3D unit size to (1 → 10) to make sounds more audible while setting up the node.](https://github.com/godotengine/godot/pull/38224) +- Renamed the audio-related `FFT_Size` enum to `FFTSize` for consistency. + +#### Core + +- Tweaked the output strings to be more human-readable when printing various built-in Variant and Object types. +- Renamed File's `endian_swap` property to `big_endian` for consistency with ResourceSaver and StreamPeer. +- [Renamed File's `get_len()` method to `get_length()`.](https://github.com/godotengine/godot/pull/49061) +- [Renamed Object's `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`.](https://github.com/godotengine/godot/pull/54571) +- Renamed `Vector2.clamped()` to `Vector2.limit_length()` to differentiate it from the new `Vector2.clamp()`. +- Renamed `rand_range()` to `randf_range()` to avoid ambiguity with the new `randi_range()` and make its return type more obvious. +- Replaced `Node.add_child_below_node()` with `Node.add_sibling()`. +- Replaced `Directory.list_dir_begin()`'s `skip_navigational` and `skip_hidden` arguments with `show_navigational` and `show_hidden`. + - Both arguments are `false` by default, which means the default behavior is now to exclude both navigational and hidden files from the returned list. +- Renamed the built-in Quat type to Quaternion. +- Renamed the built-in Transform type to Transform3D. +- Renamed Node3D's `translation` property to `position` for consistency with Node2D. +- Moved YSort functionality to a Node2D property. +- Viewports now use a size of 512×512 by default to make them visible out of the box. +- [Screen orientation is now represented as an enum in the Project Settings.](https://github.com/godotengine/godot/pull/48939) +- [Renamed 3D nodes to contain an explicit "3D" prefix for clarity and consistency](https://github.com/godotengine/godot/pull/37340). +- Renamed various nodes: + - Spatial → Node3D + - GIProbe → VoxelGI + - BakedLightmap → LightmapGI + - Light2D -> PointLight2D + - VisibilityNotifier2D -> VisibleOnScreenNotifier2D + - VisibilityNotifier3D -> VisibleOnScreenNotifier3D + - VisibilityEnabler2D -> VisibleOnScreenEnabler2D + - VisibilityEnabler3D -> VisibleOnScreenEnabler3D +- Renamed various resources: + - GradientTexture -> GradientTexture1D +- Old node and resource names are automatically converted when loading scenes from Godot 3.x. + +#### Editor + +- Renewed the editor theme for a more modern design. + - [Increased icon saturation by 30% when using a dark theme.](https://github.com/godotengine/godot/pull/48644) + - Icon saturation can now be adjusted in the Editor Settings. +- [Improved the audio bus editor appearance.](https://github.com/godotengine/godot/pull/49130) +- Improved layout and texts of the Manage Editor Features dialog. +- Improved the Video RAM debugger usability. + - The Video RAM tab is now refreshed automatically when switching to it. +- Hovering layer checkboxes in the inspector now results in visual feedback. + - Clicking between two checkboxes will now enable the checkbox that was last highlighted instead of doing nothing. +- CSV profiler measures can now be saved anywhere on the filesystem, not just in the project folder. +- Improved the 2D zooming algorithm to always visit powers of two (50%, 100%, 200%, …) and avoid floating-point precision issues. +- Times are now displayed as milliseconds in the profiler and performance monitors (instead of seconds). +- Improved the batch rename dialog usability and design consistency. + - Clarified error messages when there are regular expression errors. +- Optimized editor icon generation to speed up editor startup. +- Script editor autocompletion now displays previews next to color constant suggestions. +- The number of replaced results now appears in place of the matches counter when replacing text in the script editor. +- Pressing <kbd>Enter</kbd> (or <kbd>Shift + Enter</kbd>) in the script editor replacement dialog now performs a forwards (or backwards) replacement operation. +- Pressing <kbd>Ctrl + F</kbd> now focuses the search field in the AssetLib tab. +- Pressing <kbd>G</kbd> now switches to the Pan mode in the 2D editor. + - The TileMap editor's Bucket Fill shortcut was moved to <kbd>B</kbd> to cater for this change. +- Mouse wheel behavior for zooming in the animation behavior is now inverted. +- The Sync Scene Changes and Sync Script Changes settings' values now persist on a per-project basis instead of being always enabled by default. +- Various tooltips have been added or modified to clarify the editor operation. +- Various visual and formatting changes to the editor help to improve readability and be closer to the online class reference. +- Tweaked Camera2D editor line colors for better visibility. +- Light theme presets now use a negative contrast rate by default for a more logical preview of UI elevation. +- Increased the use of bold fonts throughout the editor. +- Revised icons for the Gradient and GradientTexture resources. +- Renamed "Identifier" to "Bundle Identifier" in the macOS and iOS export presets for clarity. +- Renamed the script editor's "Adaptive" syntax theme to "Default" and "Default" to "Godot 2", for consistency with the editor theme presets. +- Flipped the 2D editor icon to match Godot's coordinate handedness. + +#### GUI + +- Improved drive letter handling in EditorFileDialog and FileDialog. +- Container nodes (except PanelContainer) now use the Pass mouse mode by default. +- Pressing the left/right arrows while having selected text will now move the cursor to the beginning/end of the selection in LineEdit (while unselecting the text as usual). +- TextEdit's `search()` method now returns a Dictionary instead of a PackedIntArray. +- **macOS:** The <kbd>Ctrl + A</kbd> and <kbd>Ctrl + E</kbd> navigation shortcuts now work in LineEdit. + +#### Input + +- Renamed InputEventKey's `scancode` to `keycode`. +- Renamed InputMap's `get_action_list()` to `get_action_events()`. + +#### Networking + +- Optimized bandwidth usage in the high-level multiplayer API. + +#### Physics + +- Split KinematicBody into the new CharacterBody node and PhysicsBody. +- RayCast nodes are now enabled by default. + - The `disabled` property was renamed to `enabled` with its behavior inverted. +- Renamed PlaneShape to WorldBoundaryShape. + +#### Rendering + +- Some Environment settings such as depth of field have been moved to a CameraEffects resource which is assigned to individual Camera nodes. +- [The ACES Fitted tonemapping algoirthm is now used in place of the old ACES algorithm.](https://github.com/godotengine/godot/pull/52476) + - The old non-fitted ACES tonemapping algorithm was removed. +- Quality settings have been moved from individual nodes and resources to the Project Settings for better centralization. +- Quality settings now have performance hints in their values' names, such as "Fast" or "Slow". + +#### Shaders + +- Renamed the `.shader` file extension to `.gdshader`. + - Existing text-based shader files will have to be renamed before loading the project in a new engine version. + +#### Miscellaneous + +- Renamed the `x11` platform to `linuxbsd` to prepare for Wayland support. +- The engine is now written in C++17. +- Python 3.6 and SCons 3.1 are now required to build Godot from source. + +### Removed + +#### Buildsystem + +- Removed the `server` platform in favor of disabling specific DisplayServers at build-time (e.g. `vulkan=no`). + +#### Core + +- Removed the YSort node in favor of the Node2D YSort property. +- Removed the deprecated `Color.gray()` method. + - Use `Color.v()` for a better grayscale approximation instead. +- Removed built-in HQ2X implementation (used for crude hiDPI support in the default project theme). + - This helps with binary size as HQ2X is made of particularly large functions. + +#### Editor + +- Removed the **Dim Dialog on Editor Popup** editor setting since it was made obsolete by the multi-window paradigm. + +#### GUI + +- [Removed the ToolButton node in favor of Button.](https://github.com/godotengine/godot/pull/39690) + - Existing ToolButton nodes from Godot 3.x projects will be converted to Button nodes. + +#### Input + +- Removed the `DisplayServer.get_latin_keyboard_variant()` method (replaced by the more flexible `DisplayServer.keyboard_get_current_layout()`). + +#### Networking + +- Removed the deprecated `allow_object_decoding` property from PacketPeer. +- Removed the deprecated `sync` and `slave` high-level multiplayer keywords. + +#### Export + +- **iOS:** [Remove redundant orientation export setting in favor of the orientation project setting.](https://github.com/godotengine/godot/pull/48939) + +#### Physics + +- Removed the deprecated PhysicsBody `friction` and `bounce` properties (replaced by PhysicsMaterial). + +#### Rendering + +- Removed OpenGL ES 2.0 renderer (replaced by the new mobile-oriented OpenGL 3 renderer). + - Vulkan, OpenGL 3.3, OpenGL ES 3.0 or WebGL 2.0 support is now required to run Godot. +- [Removed support for 16× MSAA due to driver bugs and low performance.](https://github.com/godotengine/godot/pull/49063) + - For high-quality offline rendering, using supersampling together with 8× MSAA is a better option anyway. + +### Fixed + +#### Core + +- The positional command line argument now considers `.res` and `.tres` files as runnable scene formats. + - This fixes Godot not running the main scene or a custom scene if they were saved with a `.res` or `.tres` extension. +- **macOS/Linux:** Fix the result of `Directory.get_space_left()`. +- **Windows:** Godot can now kill its own PID using `OS.kill()`. + +#### Editor + +- The Android exporter no longer reports progress on each file, greatly speeding up the exporting process. +- Searching with the Whole Words option enabled in the script editor is no longer exceedingly slow. + +#### GUI + +- Fixed OptionButton minimum size. +- TabContainer is no longer too large when tabs are hidden. +- ScrollBar now allows using `scroll_to_line()` when Scroll Active is disabled. +- DynamicFont outlines now have antialiasing disabled if it was disabled on the font itself. + +#### Porting + +- **Windows:** `OS.execute()` now only quotes command line arguments if they contain special characters. + ## [3.2] - 2020-01-29 ### Added |