# Changelog 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/). ## [3.1] - 2019-03-13 ### 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/). - UPnP support using [MiniUPnP](http://miniupnp.free.fr). - [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. - Support for audio capture from microphones. - `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. - [Renamed several core files](https://github.com/godotengine/godot/pull/25821). - Third-party modules may have to be updated to reflect this. - 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. - QuadMeshes are now built using two triangles (6 vertices) instead of one quad (4 vertices). - This was done because quads are deprecated in OpenGL. - 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. - Exported variables with type hints are now always initialized. - For example, `export(int) var a` will be initialized to `0`. - Named enums in GDScript no longer create script constants. - This means `enum Name { VALUE }` must now be accessed with `Name.VALUE` instead of `VALUE`. - Cyclic references to other scripts with `preload()` are no longer allowed. - `load()` should be used in at least one of the scripts instead. - `switch`, `case` and `do` are no longer reserved identifiers in GDScript. - 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 - Removed the RtAudio backend on Windows in favor of WASAPI, which is the default since 3.0. - **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. - Button shortcuts can now be triggered by gamepad buttons. - 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. - Escape sequences like `\n` and `\t` are now recognized in CSV translation files. - 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 - Physically-based renderer using OpenGL ES 3.0. - Uses the Disney PBR model, with clearcoat, sheen and anisotropy parameters available. - Uses a forward renderer, supporting multi-sample anti-aliasing (MSAA). - Parallax occlusion mapping. - Reflection probes. - Screen-space reflections. - Real-time global illumination using voxel cone tracing (GIProbe). - Proximity fade and distance fade (useful for creating soft particles and various effects). - [Lightmapper](https://godotengine.org/article/introducing-new-last-minute-lightmapper) for lower-end desktop and mobile platforms, as an alternative to GIProbe. - New SpatialMaterial resource, replacing FixedMaterial. - Multiple passes can now be specified (with an optional "grow" property), allowing for effects such as cel shading. - Brand new 3D post-processing system. - Depth of field (near and far). - Fog, supporting light transmittance, sun-oriented fog, depth fog and height fog. - Tonemapping and Auto-exposure. - Screen-space ambient occlusion. - Multi-stage glow and bloom, supporting optional bicubic upscaling for better quality. - Color grading and various adjustments. - Rewritten audio engine from scratch. - Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)). - More than a dozen of audio effects included. - Rewritten 3D physics using [Bullet](http://bulletphysics.org/). - UDP-based high-level networking API using [ENet](http://enet.bespin.org/). - IPv6 support for all of the engine's networking APIs. - Visual scripting. - Rewritten import system. - Assets are now referenced with their source files, then imported in a transparent manner by the engine. - Imported assets are now cached in a `.import` directory, making distribution and versioning easier. - Support for ETC2 compression. - Support for uncompressed Targa (.tga) textures, allowing for faster importing. - Rewritten export system. - GPU-based texture compression can now be tweaked per-target. - Support for exporting resource packs to build DLC / content addons. - Improved GDScript. - Pattern matching using the `match` keyword. - `$` shorthand for `get_node()`. - Setters and getters for node properties. - Underscores in number literals are now allowed for improved readability (for example,`1_000_000`). - Improved performance (+20% to +40%, based on various benchmarks). - [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings. - Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format. - Freelook and fly navigation to the 3D editor. - Built-in editor logging (logging standard output to a file), disabled by default. - Improved, more intuitive file chooser in the editor. - Smoothed out 3D editor zooming, panning and movement. - Toggleable rendering information box in the 3D editor viewport. - FPS display can also be enabled in the editor viewport. - Ability to render the 3D editor viewport at half resolution to achieve better performance. - GDNative for binding languages like C++ to Godot as dynamic libraries. - Community bindings for [D](https://github.com/GodotNativeTools/godot-d), [Nim](https://github.com/pragmagic/godot-nim) and [Python](https://github.com/touilleMan/godot-python) are available. - Editor settings and export templates are now versioned, making it easier to use several Godot versions on the same system. - Optional soft shadows for 2D rendering. - HDR sky support. - Ability to toggle V-Sync while the project is running. - Panorama sky support (sphere maps). - Support for WebM videos (VP8/VP9 with Vorbis/Opus). - Exporting to HTML5 using WebAssembly. - C# support using Mono. - The Mono module is disabled by default, and needs to be compiled in at build-time. - The latest Mono version (5.4) can be used, fully supporting C# 7.0. - Support for rasterizing SVG to images on-the-fly, using the nanosvg library. - Editor icons are now in SVG format, making them better-looking at non-integer scales. - Due to the library used, only simpler SVGs are well-supported, more complex SVGs may not render correctly. - Support for oversampling DynamicFonts, keeping them sharp when scaled to high resolutions. - Improved StyleBoxFlat. - Border widths can now be set per-corner. - Support for anti-aliased rounded and beveled corners. - Support for soft drop shadows. - VeryLoDPI (75%) and MiDPI (150%) scaling modes for the editor. - Improved internationalization support for projects. - Language changes are now effective without reloading the current scene. - Implemented missing features in the HTML5 platform. - Cursor style changes. - Cursor capturing and hiding. - Improved styling and presentation of HTML5 exports. - A spinner is now displayed during loading. - Rewritten the 2D and 3D particle systems. - Particles are now GPU-based, allowing their use in much higher quantities than before. - Meshes can now be used as particles. - Particles can now be emitted from a mesh's shape. - Properties can now be modified over time using an editable curve. - Custom particle shaders can now be used. - New editor theme, with customizable base color, highlight color and contrast. - A light editor theme option is now available, with icons suited to light backgrounds. - Alternative dark gray and Arc colors are available out of the box. - New adaptive text editor theme, adjusting automatically based on the editor colors. - Support for macOS trackpad gestures in the editor. - Exporting to macOS now creates a `.dmg` disk image if exporting from an editor running on macOS. - Signing the macOS export now is possible if running macOS (requires a valid code signing certificate). - Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS). - Improved build system. - Support for compiling using Visual Studio 2017. - [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work). - Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line. - Produces faster and sometimes smaller binaries. - Currently only supported with GCC and MSVC. - Added a progress percentage when compiling Godot. - `.zip` archives are automatically created when compiling HTML5 export templates. - Easier and more powerful way to create editor plugins with EditorPlugin and related APIs. ### Changed - Increased the default low-processor-usage mode FPS limit (60 → 125). - This makes the editor smoother and more responsive. - Increased the default 3D editor camera's field of view (55 → 70). - Increased the default 3D Camera node's field of view (65 → 70). - Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)). - Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/)) - Renamed `engine.cfg` to `project.godot`. - This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files. - Some methods from the `OS` singleton were moved to the new `Engine` singleton. - Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping. - Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`). - The HTML5 platform now uses WebGL 2.0 (instead of 1.0). - Redesigned the Godot logo to be more legible at small sizes. ### Deprecated - `opacity` and `self_opacity` are replaced by `modulate` and `self_modulate` in all 2D nodes, allowing for full color changes in addition to opacity changes. ### Removed - Skybox support. - Replaced with panorama skies, which are easier to import. - Opus audio codec support. - This is due to the way the new audio engine is designed. - 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