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authorRémi Verschelde <rverschelde@gmail.com>2019-02-10 12:51:44 +0100
committerGitHub <noreply@github.com>2019-02-10 12:51:44 +0100
commit67f801f52306746c0674d91fe015478bf94004c3 (patch)
tree7a867ffc0a7785d3731285037ea02331c9d8c17c
parentb6e03d927eb94500284e0214f7045a9830f4813c (diff)
parent9ed7096aaed47b514c476564f8930b166117b9d4 (diff)
Merge pull request #25465 from Calinou/update-changelog
Update the changelog with new features added in 3.1
-rw-r--r--CHANGELOG.md246
1 files changed, 246 insertions, 0 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md
index 6a0310f904..b111eca07d 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -4,6 +4,251 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
+## [Unreleased]
+
+### Added
+
+- OpenGL ES 2.0 renderer.
+- [Visual shader editor.](https://godotengine.org/article/visual-shader-editor-back)
+ - New PBR output nodes.
+ - Conversion between Vector3 and scalar types is now automatic.
+ - Ability to create custom nodes via scripting.
+ - Ports can now be previewed.
+- [3D soft body physics.](https://godotengine.org/article/soft-body)
+- [3D ragdoll system.](https://godotengine.org/article/godot-ragdoll-system)
+- [Constructive solid geometry in 3D.](https://godotengine.org/article/godot-gets-csg-support)
+- [2D meshes and skeletal deformation.](https://godotengine.org/article/godot-gets-2d-skeletal-deform)
+- [Various improvements to KinematicBody2D.](https://godotengine.org/article/godot-31-will-get-many-improvements-kinematicbody)
+ - Support for snapping the body to the floor.
+ - Support for RayCast shapes in kinematic bodies.
+ - Support for synchronizing kinematic movement to physics, avoiding an one-frame delay.
+- WebSockets support using [libwebsockets](https://libwebsockets.org/).
+- [Revamped inspector.](https://godotengine.org/article/godot-gets-new-inspector)
+ - Improved visualization and editing of numeric properties.
+ - Vector and matrix types can now be edited directly (no pop-ups).
+ - Subresources can now be edited directly within the same inspector.
+ - Layer names can now be displayed in the inspector.
+ - Proper editing of arrays and dictionaries.
+ - Ability to reset any property to its default value.
+- [Improved animation editor.](https://godotengine.org/article/godot-gets-brand-new-animation-editor-cinematic-support)
+ - Simpler, less cluttered layout.
+ - New Bezier, Audio and Animation tracks.
+ - Several key types can be previewed directly in the track editor.
+ - Tracks can now be grouped and filtered on a per-node basis.
+ - Copying and pasting tracks between animations is now possible.
+ - New Capture mode to blend from a node's current value to the first key in a track.
+- [Improved animation tree and new state machine.](https://godotengine.org/article/godot-gets-new-animation-tree-state-machine)
+ - More visual feedback in the blend tree editor.
+ - 1D and 2D blend spaces are now supported.
+ - Ability to write custom blending logic.
+ - Support for root motion.
+- [New FileSystem dock.](https://godotengine.org/article/godot-gets-new-filesystem-dock-3-1)
+ - Unified view of folders and files in the same panel.
+ - Files can now be marked as favorites, not only folders.
+ - Files now have icons representing their type, or thumbnail previews when relevant.
+ - New search field to filter entries in the tree.
+- [OpenSimplexNoise and NoiseTexture resources.](https://godotengine.org/article/simplex-noise-lands-godot-31)
+- [Optional static typing in GDScript.](https://godotengine.org/article/optional-typing-gdscript)
+ - Does not currently improve performance, but helps write more robust code.
+- Warning system in GDScript.
+ - Reports potential code issues such as:
+ - unused variables,
+ - standalone expressions,
+ - discarded return values from functions,
+ - unreachable code after a `return` statement,
+ - …
+ - Warnings can be disabled in the Project Settings or by writing special comments.
+- [GDScript keyword `class_name` to register scripts as classes.](http://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
+- Simple expression language independent from GDScript, used by inspector boxes that accept numeric values.
+ - Can also be used in projects.
+- C# projects can now be exported for Windows, Linux, and macOS targets.
+- The `server` platform is back as it was in Godot 2.1.
+ - It is now again possible to run a headless Godot instance on Linux.
+- Support for BPTC texture compression on desktop platforms.
+- New properties for SpatialMaterial.
+ - Dithering-based distance fade, for fading materials without making them transparent.
+ - Disable ambient light on a per-material basis.
+- Option to link Mono statically on Windows.
+- Unified class and reference search in the editor.
+- Revamped TileSet editor with support for undo/redo operations.
+- Various quality-of-life improvements to the Polygon2D and TextureRegion editors.
+- RandomNumberGenerator class that allows for multiple instances at once.
+- Array methods `min()` and `max()` to return the smallest and largest value respectively.
+- Dictionary method `get(key[, default])` where `default` is returned if the key does not exist.
+- Node method `print_tree_pretty()` to print a graphical view of the scene tree.
+- String methods `trim_prefix()`, `trim_suffix()`, `lstrip()`, `rstrip()`.
+- OS methods:
+ - `get_system_time_msecs()`: Return the system time with milliseconds.
+ - `get_audio_driver_name()` and `get_audio_driver_count()` to query audio driver information.
+ - `get_video_driver_count()` and `get_video_driver_name()` to query renderer information.
+ - `center_window()`: Center the window on the screen.
+ - `move_window_to_foreground()`: Move the window to the foreground.
+- StreamPeerTCP method `set_no_delay()` to enable the `TCP_NODELAY` option.
+- EditorPlugin method `remove_control_from_container()`.
+- Ability to set Godot windows as "always on top".
+- Ability to create windows with per-pixel transparency.
+- New GLSL built-in functions in the shader language:
+ - `radians()`
+ - `degrees()`
+ - `asinh()`
+ - `acosh()`
+ - `atanh()`
+ - `exp2()`
+ - `log2()`
+ - `roundEven()`
+- New command-line options:
+ - `--build-solutions`: Build C# solutions without starting the editor.
+ - `--print-fps`: Display frames per second to standard output.
+ - `--quit`: Quit the engine after the first main loop iteration.
+- Debugger button to copy error messages.
+- Support for `.escn` scenes has been added for use with the new Blender exporter.
+- It is now possible to scale an OBJ mesh when importing.
+- `popup_closed` signal for `ColorPickerButton`.
+- Methods that are deprecated can now print warnings.
+- Input actions can now provide an analog value.
+- Input actions can now be mapped to either a specific device or all devices.
+- DNS resolution for high-level networking.
+- Servers can now kick/disconnect peers in high-level networking.
+- Servers can now access IP and port information of peers in high-level networking.
+- High-level multiplayer API decoupled from SceneTree (see `SceneTree.multiplayer_api`/`SceneTree.custom_multiplayer_api`), can now be extended.
+- `Input.set_default_cursor_shape()` to change the default shape in the viewport.
+- Custom cursors can now be as large as 256×256 (needed to be exactly 32×32 before).
+- Support for radio-looking items with icon in `PopupMenu`s.
+- Drag and drop to rearrange Editor docks.
+- TileSet's `TileMode` is now exposed to GDScript.
+- `OS.get_ticks_usec()` is now exposed to GDScript.
+- Normals can now be flipped when generated via `SurfaceTool`.
+- TextureProgress bars can now be bilinear (extending in both directions).
+- The character used for masking secrets in LineEdit can now be changed.
+- Improved DynamicFont:
+ - DynamicFonts can now use high-quality outlines generated by FreeType.
+ - DynamicFonts can now have their anti-aliasing disabled.
+ - DynamicFonts can now have their hinting tweaked ("Normal", "Light" or "None").
+ - Colored glyphs such as emoji are now supported.
+- Universal translation of touch input to mouse input.
+- AudioStreamPlayer, AudioStreamPlayer2D, and AudioStreamPlayer3D now have a pitch scale property.
+- Support for MIDI input.
+- `GROW_DIRECTION_BOTH` for Controls.
+- Selected tiles can be moved in the tile map editor.
+- The editor can now be configured to display the project window on the previous or next monitor (relative to the editor).
+ - If either end is reached, then the project will start on the last or first monitor (respectively).
+- Signal in VideoPlayer to notify when the video finished playing.
+- `Image.bumpmap_to_normalmap()` to convert bump maps to normal maps.
+- `File.get_path()` and `File.get_path_absolute()`.
+- Unselected tabs in the editor now have a subtle background for easier identification.
+- The depth fog's end distance is now configurable independently of the far plane distance.
+- The alpha component of the fog color can now be used to control fog density.
+- The 3D editor's information panel now displays the camera's coordinates.
+- New options to hide the origin and viewport in the 2D editor.
+- Improved 3D editor grid:
+ - The grid size and number of subdivisions can now be configured.
+ - Its primary and secondary colors can now also be changed.
+- <kbd>Ctrl</kbd> now toggles snapping in the 3D viewport.
+- Find & replace in files (<kbd>Ctrl + Shift + F</kbd> by default).
+- Batch node renaming tool (<kbd>Ctrl + F2</kbd> by default).
+- More editor scaling options to support HiDPI displays.
+- Type icons can now be enabled in the editor again.
+- Buttons in the editor to open common directories in the OS file manager:
+ - project data directory,
+ - user data directory,
+ - user settings directory.
+- Projects can now be sorted by name or modification date in the project manager.
+- Projects can now be imported from ZIP archives in the project manager.
+- Improved autocompletion.
+ - Keywords are now present in autocompletion results.
+- `editor` and `standalone` feature tags to check whether the project is running from an editor or non-editor binary.
+- `android_add_asset_dir("...")` method to Android module Gradle build configuration.
+- **iOS:** Support for exporting to the iPhone X.
+- **iOS:** Readded support for in-app purchases.
+
+### Changed
+
+- [Built-in vector types now use copy-on-write mode as originally intended](https://godotengine.org/article/why-we-broke-your-pr), resulting in increased engine performance.
+- The [mbedtls](https://tls.mbed.org/) library is now used instead of OpenSSL.
+- SSL certificates are now bundled in exported projects unless a custom bundle is specified.
+- Improved buffer writing performance on Windows and Linux.
+- Removed many debugging prints in the console.
+- Export templates now display an error dialog if no project was found when starting.
+- DynamicFont oversampling is now enabled by default.
+- Nodes' internal logic now consistently use internal physics processing.
+- Allow attaching and clearing scripts on multiple nodes at once.
+- Default values are no longer saved in scene and resource files.
+- The selection rectangle of 2D nodes is now hidden when not pertinent (no more rectangle for collision shapes).
+- SSE2 is now enabled in libsquish, resulting in improved S3TC encoding performance.
+- Tangent and binormal coordinates are now more consistent across mesh types (primitive/imported), resulting in more predictable normal map and depth map appearance.
+- Better defaults for 3D scenes.
+ - The default procedural sky now has a more neutral blue tone.
+ - The default SpatialMaterial now has a roughness value of 1 and metallic value of 0.
+ - The fallback material now uses the same values as the default SpatialMaterial.
+- Text editor themes are now sorted alphabetically in the selection dropdown.
+- The 3D manipulator gizmo now has a smoother, more detailed appearance.
+- The 3D viewport menu button now has a background to make it easier to read.
+- Controls inside containers are no longer movable or resizable but can still be selected.
+- The `is` GDScript keyword can now be used to compare a value against built-in types.
+- Named enums in GDScript no longer create script constants.
+ - This means `enum Name { VALUE }` must now be accessed with `Name.VALUE` instead of `VALUE`.
+- Shadowing variables from parent scopes is no longer allowed in GDScript.
+- Function parameters' default values can no longer depend on other parameters in GDScript.
+- Indentation guides are now displayed in a more subtle way in the script editor.
+ - Indentation guides are now displayed when indenting using spaces.
+- Multi-line strings are now highlighted as strings rather than as comments in the script editor.
+ - This is because GDScript does not officially support multiline comments.
+- Increased the script editor's line spacing (4 pixels → 6 pixels).
+- Increased the caret width in the script editor (1 pixel → 2 pixels).
+- The project manager window is now resized to match the editor scale.
+- The asset library now makes use of threading, making loading more responsive.
+- Line spacing in the script editor, underlines and caret widths are now resized to match the editor scale.
+- Replaced editor icons for checkboxes and radio buttons with simpler designs.
+- Tweaked the editor's success, error, and warning text colors for better readability and consistency.
+- **Android:** Custom permissions are now stored in an array and their amount is no longer limited to 20.
+ - Custom permissions will have to be redefined in projects imported from older versions.
+- **Android:** Provide error details when an in-app purchase fails.
+- **Linux:** `OS.alert()` now uses Zenity or KDialog if available instead of xmessage.
+- **Mono:** Display stack traces for inner exceptions.
+- **Mono:** Bundle `mscorlib.dll` with Godot to improve portability.
+
+### Removed
+
+- **macOS:** Support for 32-bit and fat binaries.
+
+### Fixed
+
+- [`move_and_slide()` now behaves differently at low velocities](https://github.com/godotengine/godot/issues/21683), which makes it function as originally intended.
+- AnimatedSprite2D's `animation_finished` signal is now triggered at the end of the animation, instead of as soon as the last frame displays.
+- Audio buses can now be removed in the editor while they are used by AudioStreamPlayer2D/3D nodes.
+- Do not show the project manager unless no project was found at all.
+- The animation editor time offset indicator no longer "walks" when resizing the editor.
+- Allow creation of a built-in GDScript file even if the filename suggested already exists.
+- Show tooltips in the editor when physics object picking is disabled.
+- Fix a serialization bug that could cause TSCN files to grow very large.
+- Gizmos are now properly hidden on scene load if the object they control is hidden.
+- Camera gizmos in the 3D viewport no longer look twice as wide as they actually are.
+- Copy/pasting from the editor on X11 will now work more reliably.
+- `libgcc_s` and `libstdc++` are now linked statically for better Linux binary portability.
+- The FPS cap set by `force_fps` in the Project Settings is no longer applied to the editor.
+ - Low FPS caps no longer cause the editor to feel sluggish.
+- hiDPI is now detected and used if needed in the project manager.
+- The Visual Studio Code external editor option now recognizes more binary names such as `code-oss`, making detection more reliable.
+- The `-ffast-math` flag is no longer used when compiling Godot, resulting in increased floating-point determinism.
+- Fix spelling of `apply_torque_impulse()` and deprecate the misspelled method.
+- Remove spurious errors when using a PanoramaSky without textures.
+- The lightmap baker will now use all available cores on Windows.
+- Bullet physics now correctly calculates effective gravity on KinematicBodies.
+- Setting the color `v` member now correctly sets the `s` member.
+- RichTextLabels now correctly determine the baseline for all fonts.
+- SpinBoxes now correctly calculate their initial size.
+- OGG streams now correctly signal the end of playback.
+- Android exporter no longer writes unnecessary permissions to the exported APK.
+- Debugger "focus stealing" now works more reliably.
+- Subresources are now always saved when saving a scene.
+- Many fixes related to importers (glTF, Collada, audio), physics (Bullet), Mono/C#, GDNative, Android/iOS.
+- **Mono:** Many fixes and improvements to C# support (including a `[Signal]` attribute).
+- **WebAssembly:** Supply proper CORS headers.
+
+### Security
+
+- Fixed a security issue relating to deserializing Variants.
+
## [3.0] - 2018-01-29
### Added
@@ -137,4 +382,5 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
- HTML5 export using asm.js.
- Only WebAssembly is supported now, since all browsers supporting WebGL 2.0 also support WebAssembly.
+[Unreleased]: https://github.com/godotengine/godot/compare/3.0-stable...HEAD
[3.0]: https://github.com/godotengine/godot/compare/2.1-stable...3.0-stable