# Changelog 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. - [Improvements to Skeleton3D](https://github.com/godotengine/godot/pull/39353). - The Bone struct now keeps track of its children bones, if it has any. - 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 W/A/S/D 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 HLOD 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 Enter (or Shift + Enter) in the script editor replacement dialog now performs a forwards (or backwards) replacement operation. - Pressing Ctrl + F now focuses the search field in the AssetLib tab. - Pressing G now switches to the Pan mode in the 2D editor. - The TileMap editor's Bucket Fill shortcut was moved to B 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 Ctrl + A and Ctrl + E 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 CameraAttributes resource which is assigned to individual Camera nodes. - [The ACES Fitted tonemapping algorithm 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 - [`DEPTH_TEXTURE` now uses normalized device coordinates between `0.0` and `1.0` (inclusive) to match Vulkan behavior.](https://docs.godotengine.org/en/latest/tutorials/shaders/advanced_postprocessing.html#depth-texture) - This requires modifying most shaders that rely on `DEPTH_TEXTURE` to make them still work as expected. - Previously, coordinates would be between `-1.0` and `1.0` (inclusive) to match OpenGL behavior. - 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 - Support for [pseudo-3D depth in 2D](https://godotengine.org/article/godot-32-will-get-pseudo-3d-support-2d-engine). - Support for importing 3D scenes using Assimp. - Many formats are supported, including FBX. - [Support for generating audio procedurally and analyzing audio spectrums.](https://godotengine.org/article/godot-32-will-get-new-audio-features) - WebRTC support. - Includes support for the high-level multiplayer API. - Supports NAT traversal using STUN or TURN. - Support for automatically building Android templates before exporting. - This makes 3rd-party SDK integration easier. - Support for [texture atlases in 2D](https://godotengine.org/article/atlas-support-returns-godot-3-2). - Major improvements to the visual shader system. ([News post 1](https://godotengine.org/article/major-update-for-visual-shader-in-godot-3-2), [News post 2](https://godotengine.org/article/major-update-visual-shaders-godot-3-2-part-2)) - Redesigned visual shader editor with drag-and-drop capability. - Textures can be dragged from the FileSystem dock to be added as nodes. - Most functions available in GLSL are now exposed. - Many constants such as `Pi` or `Tau` can now be used directly. - Support for boolean uniforms and sampler inputs. - New Sampler port type. - New conditional nodes. - New Expression node, allowing shader code to be written in visual shaders. - Support for plugins (custom nodes). - Custom nodes can be drag-and-dropped from the FileSystem dock. - Ability to copy and paste nodes. - Ability to delete multiple nodes at once by pressing Delete. - The node creation menu is now displayed when dragging a connection to an empty space on the graph. - GLES3-only functions are now distinguished from others in the creation dialog. - Ability to preview the code generated by the visual shader. - Ability to convert visual shaders to text-based shaders. - See the [complete list of new functions](https://github.com/godotengine/godot/pull/26164). - Improved visual scripting. - Visual scripting now uses a unified graph where all functions are represented. - Nodes can now be edited directly in the graph. - Support for fuzzy searching. - The `tool` mode can now be enabled in visual scripts. - New Deconstruct node to deconstruct a complex value into a scalar value. - Miscellaneous UI improvements. - Support for enabling/disabling parts of the editor or specific nodes. - This is helpful for education, or when working with artists to help prevent inadvertent changes. - Language server for GDScript. - This can be used to get better integration with external editors. - Version control integration in the editor. - This integration is VCS-agnostic (GDNative plugins provide specific VCS support). - Improved GridMap editor. - The copied mesh is now displayed during pasting. - The duplication/paste indicator is now rotated correctly around the pivot point. - Ability to cancel paste and selection by pressing Escape. - Erasing is now done using RMB instead of Shift + RMB. - Freelook can still be accessed by pressing Shift + F. - Improved MeshLibrary generation. - When appending to an existing MeshLibrary, previews are now only generated for newly-added or modified meshes. - Tweaked the previews' camera angle and light directions for better results. - Materials assigned to the MeshInstance instead of the Mesh are now exported to the MeshLibrary. - This is useful when exporting meshes from an imported scene (such as glTF), as it allows materials to persist across re-imports. - [Improved Control anchor and margin workflow.](https://github.com/godotengine/godot/pull/27559) - [Network profiler.](https://github.com/godotengine/godot/pull/31870) - Improved NavigationMesh generation. - GridMaps can now be used to bake navigation meshes. - EditorNavigationMeshGenerator can now be used in `tool` scripts. - Support for generating navigation meshes from static colliders. - When using static colliders as a geometry source, a layer mask can be specified to ignore certain colliders. - The generator no longer relies on the global transform, making it possible to generate navmeshes on nodes that are not in the scene tree. - Navigation gizmos are now updated after every new bake. - Support for skinning in 3D skeletons. - CameraServer singleton to retrieve images from mobile cameras or webcams as textures. - A crosshair is now displayed when using freelook in the 3D editor. - Project camera override button at the top of the 2D and 3D editors. - When enabled, the editor viewport's camera will be replicated in the running project. - RichTextLabel can now be extended with real-time effects and custom BBCodes. - Effects are implemented using the ItemFX resource. - `[img=x]` tag to resize an image displayed in a RichTextLabel. - If `` or `` is 0, the image will be adjusted to keep its original aspect. - Revamped node connection dialog for improved ease of use. - The Signals dock now displays a signal's description in a tooltip when hovering it. - Input actions can now be reordered by dragging them. - Animation frames can now be reordered by dragging them. - Ruler tool to measure distances and angles in the 2D editor. - "Clear Guides" menu option in the 2D editor to remove all guides. - The 2D editor grid now displays a "primary" line every 8 lines for easier measurements. - This value can be adjusted in the Configure Snap dialog. - Projects can now have a description set in the Project Settings. - This description is displayed as a tooltip when hovering the project in the Project Manager. - All Variant types can now be added as project settings using the editor (instead of just `bool`, `int`, `float` and `String`). - Pressing Ctrl + F now focuses the search field in the Project Settings and Editor Settings. - Quick Open dialog (Shift + Alt + O) to open any resource in the project. - Unlike the existing dialogs, it's not limited to scenes or scripts. - Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D. - MultiMeshInstance2D node for using MultiMesh in 2D. - PointMesh primitive. - Drawn as a rectangle with a constant size on screen, which is cheaper compared to using triangle-based billboards. - 2D polygon boolean operations and Delaunay triangulation are now available in the Geometry singleton. - [New convex decomposition](https://godotengine.org/article/godot-3-2-adds-support-convex-decomposition) using the [V-HACD](https://github.com/kmammou/v-hacd) library. - Can decompose meshes into multiple convex shapes for increased accuracy. - Support for grouping nodes in the 3D editor. - "Slow" modifier in freelook (accessed by holding Alt). - The 2D editor panning limits can now be disabled in the Editor Settings. - "Undo Close Tab" option in the scene tabs context menu. - The editor is now capped to 20 FPS when the window is unfocused. - This decreases CPU/GPU usage if something causes the editor to redraw continuously (such as particles). - The editor's FPS cap can now be adjusted in the Editor Settings (both when focused and unfocused). - Version information is now displayed at the bottom of the editor. - This is intended to make the Godot version easily visible in video tutorials. - Support for constants in the shader language. - Support for local and varying arrays in the shader language. - Support for `switch` statements in the shader language. - Support for `do {...} while (...)` loops in the shader language. - Unlike `while`, the expression in the `do` block will always be run at least once. - Support for hexadecimal number literals in the shader language. - Ported several GLES3 shader functions such as `round()` to GLES2. - `SHADOW_VEC` shader parameter to alter 2D shadow computations in custom shaders. - Filter search box in the remote scene tree dock. - Ability to expand/collapse nodes recursively in the scene tree dock by holding Shift and clicking on a folding arrow. - Support for depth of field, glow and BCS in the GLES2 renderer. - MSAA support in the GLES2 renderer. - Ability to render viewports directly to the screen in the GLES2 renderer. - This can be faster on low-end devices, but it comes at a convenience cost. - Project settings to set the maximum number of lights and reflections in the GLES3 renderer. - Decreasing these values can lead to faster shader compilations, resulting in lower loading times. - Heightmap collision shape for efficient terrain collisions. - AStar2D class, making A* use easier in 2D. - Disabled collision shapes can now be added directly, without having to disable them manually after one step. - Context menu options to close other scene tabs, scene tabs to the right, or all scene tabs. - The audio bus volumes can now be snapped by holding Ctrl while dragging the slider. - Hovering an audio bus' volume slider now displays its volume in a tooltip. - Values in the Gradient and Curve editors can now be snapped by holding Ctrl. - Precise snapping can be obtained by holding Shift as well. - Support for snapping when scaling nodes in the 2D editor. - Precise snapping in the 3D editor when holding Shift. - "Align Rotation with View" in the 3D editor. - Unlike "Align Transform with View", only the selected node's rotation will be modified. - "Align Selection with View" has been renamed to "Align Transform with View". - All 3D gizmos now make use of snapping if enabled. - CSG shapes are now highlighted with a translucent overlay when selected. - Shapes in Union mode will use a blue overlay color by default. - Shapes in Subtraction mode will use an orange overlay color by default. - Shapes in Intersection mode will use a white overlay color. - Ability to move a vertex along a single axis when holding Shift in polygon editors. - Support for binary literals in GDScript (e.g. `0b101010` for `42`). - AutoLoads can now be used as a type in GDScript. - Ability to define script templates on a per-project basis. - Template files should be placed into a `script_templates/` directory in the project and have an extension that matches the language (`.gd` for GDScript, `.cs` for C#). - The path to the script templates directory can be changed in the Project Settings. - Ability to limit the minimum and maximum window size using `OS.set_min_window_size()` and `OS.set_max_window_size()`. - `Node.process_priority` property to set or get a node's processing priority. - This was previously only available as `Node.set_process_priority()` (without an associated getter). - `Node.editor_description` property for documentation purposes. - When hovering a node with a description in the scene tree dock, the description will be displayed in a tooltip. - `Button.keep_pressed_outside` property to keep a button pressed when moving the pointer outside while pressed. - `Button.expand_icon` property to make a button's icon expand/shrink with the button's size. - `Popup.set_as_minsize()` method to shrink a popup to its minimum size. - `Tree.get_icon_modulate()` and `Tree.set_icon_modulate()` methods to change an icon's color in a Tree. - `Tree.call_recursive()` method to call a method on a TreeItem and its children recursively. - `Light.use_gi_probe` property to exclude specific lights from GIProbe computations. - TranslationServer method `get_loaded_locales()` to retrieve the list of languages with a translation loaded. - `FRUSTUM` 3D camera mode to create tilted frustums for mirror or portal effects. - `CanvasItem.draw_rect()` now has `width` and `antialiased` properties to match `draw_line()`'s functionality. - `Engine.get_idle_frames()` and `Engine.get_physics_frames()` to get the number of idle and physics frame iterations since the project started. - Unlike `Engine.get_frames_drawn()`, `Engine.get_idle_frames()` will be incremented even if the render loop is disabled. - `Engine.get_physics_interpolation_fraction()` to get the fraction through the current physics tick at the time of the current frame. - This can be used to implement fixed timestep interpolation. - Support for shadow-to-opacity in 3D to render shadows in augmented reality contexts. - Ability to change a Position2D gizmo's size. - New Vector2 and Vector3 methods: - `move_toward()` to retrieve a vector moved towards another by a specified number of units. - `direction_to()` to retrieve a normalized vector pointing from a vector to another. - This is a shorter alternative to `(b - a).normalized()`. - AStar functions `set_point_disabled()` and `is_point_disabled()` to selectively disable points. - Tween now emits a `tween_all_completed` signal when all tweens are completed. - `Input.get_current_cursor_shape()` to retrieve the current cursor shape. - `InputEventAction` now has a `strength` property to simulate analog inputs. - `String.repeat()` method to repeat a string several times and return it. - `String.count()` method to count the number of occurrences of a substring in a string. - `String.humanize_size()` method to display a file size as an human-readable string. - `String.strip_escapes()` to strip non-printable escape characters from a string, including tabulations and newlines (but not spaces). - `String.sha1_text()` and `String.sha1_buffer()` methods to return a string's SHA-1 hash. - Line2D `clear_points()` method to clear all points. - Line2D now has a "Width Curve" property to make its width vary at different points. - `assert()` now accepts an optional second parameter to display a custom message when the assertion fails. - `posmod()` built-in GDScript function that behaves like `fposmod()`, but returns an integer value. - `smoothstep()` built-in GDScript function for smooth easing of values. - `lerp_angle()` built-in GDScript function to interpolate between two angles. - `ord()` built-in GDScript function to return the Unicode code point of an 1-character string. - `PoolByteArray.hex_encode()` method to get a string of hexadecimal numbers. - `Font.get_wordwrap_string_size()` method to return the rectangle size needed to draw a word-wrapped text. - `Camera.get_camera_rid()` method to retrieve a Camera's RID. - `Array.slice()` method to duplicate a subset of an Array and return it. - The GraphEdit box selection colors can now be changed by tweaking the `selection_fill` and `selection_stroke` theme items. - Toggleable HSV mode for ColorPicker. - ColorPicker properties to toggle the visibility and editability of presets. - The default ColorPicker mode (RGB, HSV, RAW) can now be changed in the Editor Settings. - ColorPicker now displays an indicator to denote "overbright" colors (which can't be displayed as-is in the preview). - Hovering a Color property in the editor inspector now displays a tooltip with the exact values. - `Color.transparent` constant (equivalent to `Color(1, 1, 1, 0)`). - `KinematicBody.get_floor_normal()` and `KinematicBody2D.get_floor_normal()` to retrieve the collided floor's normal. - `VehicleWheel.get_rpm()` method to retrieve a vehicle wheel's rotations per minute. - Per-wheel throttle, brake and steering in VehicleBody. - `GeometryInstance.set_custom_aabb()` to set a custom bounding box (used for view frustum culling). - `FuncRef.call_funcv()` to call a FuncRef with an array containing arguments. - In contrast to `FuncRef.call_func()`, only a single array argument is expected. - `Mesh.get_aabb()` is now exposed to scripting. - `PhysicalBone.apply_impulse()` and `PhysicalBone.apply_central_impulse()` methods to push ragdolls around. - `ProjectSettings.load_resource_pack()` now features an optional `replace_files` argument (defaulting to `true`), which controls whether the loaded resource pack can override existing files in the virtual filesystem. - `SpinBox.apply()` method to evaluate and apply the expression in the SpinBox's value immediately. - `ConfigFile.erase_section_key()` method to remove a single key from a ConfigFile. - `OS.execute()` now returns the process' exit code when blocking mode is enabled. - `OS.is_window_focused()` method that returns `true` if the window is currently focused. - Tracking the focus state manually using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT` is no longer needed to achieve this. - `OS.low_processor_mode_sleep_usec` is now exposed as a property. - This makes it possible to change its value at runtime, rather than just defining it once in the Project Settings. - `SceneTree.quit()` now accepts an optional argument with an exit code. - If set to a value greater than or equal to 0, it will override the `OS.exit_code` property. - `VisualServer.get_video_adapter_name()` and `VisualServer.get_video_adapter_vendor()` methods to retrieve the user's graphics card model and vendor. - `VisualServer.multimesh_create()` is now exposed to scripting. - Ability to override how scripted objects are converted to strings by defining a `_to_string()` method. - Export hints for 2D and 3D physics/render layers. - Editor plugins can now add new tabs to the Project Settings. - Standalone ternary expression warning in GDScript. - Variable shadowing warning in GDScript. - Will be displayed if: - a block variable shadows a member variable, - a subclass variable shadows a member variable, - a function argument shadows a member variable. - Script reflection methods are now exposed to GDScript. - See `Script.get_script_property_list()`, `Script.get_script_method_list()`, `Script.get_script_signal_list()`, `Script.get_script_constant_map()` and `Script.get_property_default_value()`. - `randfn(mean, deviation)` method to generate random numbers following a normal Gaussian distribution. - Ability to read the standard error stream when using `OS.execute()` (disabled by default). - Option to disable boot splash filtering (nearest-neighbor interpolation). - The GridMap editor now offers a search field and size slider. - DynamicFont resources now have a thumbnail in the editor. - Minimap in the script editor. - Bookmarks in the script editor for easier code navigation. - Filter search box for the script list and member list. - Singletons and `class_name`-declared classes are now highlighted with a separate color in the script editor. - The editor help now displays class properties' default and overridden values. - The script editor's Find in Files dialog can now search in user-defined file types (`editor/search_in_file_extensions` in the Project Settings). - The script editor search now displays the number of matches. - The script editor search now selects the current match for easier replacing. - "Evaluate Expression" contextual option in the script editor. - This option evaluates the selected expression and replaces it (e.g. `2 + 2` becomes `4`). - Autocompletion support for `change_scene()`. - Ability to skip breakpoints while debugging. - Drag-and-drop support in the TileSet editor. - Ability to attach scripts to nodes by dragging a name from the script list to a node in the scene tree. - Icons are now displayed next to code completion items, making their type easier to distinguish. - TileMap property `centered_textures` can be used to center textures on their tile, instead of using the tile's top-left corner as position for the texture. - "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor. - Keyboard shortcuts to rotate tiles in the TileMap editor. - Default shortcuts are A (rotate left), S (rotate right), X (flip horizontally), Y (flip vertically). - Ability to keep a node's local transform when reparenting it by holding Shift. - Basis constants `IDENTITY`, `FLIP_X`, `FLIP_Y`, `FLIP_Z`. - Ability to create sprite frames in AnimatedSprite from a sprite sheet. - `frame_coords` property in Sprite and Sprite3D to set/get the coordinates of the frame to display from the sprite sheet. - `billboard` property in Sprite3D. - Reimplemented support for editing multiple keys at once in the animation editor. - Support for FPS snapping in the Animation editor. - Autokeying in the Animation editor. - Keyframes will be created automatically when translating, rotating or scaling nodes if a track exists already. - Keys must be inserted manually for the first time. - AnimationNodeBlendTreeEditor improvements. - Ability to exclude multiple selected nodes at once. - Context menu to add new nodes (activated by right-clicking). - The AnimationPlayer Call Method mode is now configurable. - Method calls can be "deferred" or "immediate", "deferred" being the default. - OccluderPolygon2D is now draggable in the editor. - The tooltip position offset is now configurable. - The default cursor used when hovering RichTextLabels can now be changed. - "Dialog Autowrap" property in AcceptDialog to wrap the label's text automatically. - The 2D editor's panning shortcut can now be changed. - The shortcuts to quit the editor can now be changed. - Support for emission masks in CPUParticles2D. - `direction` property in CPUParticles and ParticlesMaterial. - `lifetime_randomness` property in CPUParticles and ParticlesMaterial. - CPUParticles now uses a different gizmo icon to distinguish them from Particles. - "Restart" button to restart particle emission in the editor. - AnimatedSprites' animations can now be played backwards. - TextureRects can now have their texture flipped horizontally or vertically. - StyleBoxFlat shadows can now have an offset. - StyleBoxFlat now computes UV coordinates for its `canvas_item` vertices, which can be used in custom shaders. - Profiler data can now be exported to a CSV file. - The 2D polygon editor now displays vertex numbers when hovering vertices. - RectangleShapes now have a third handle to drag both axes at once. - Global class resources are now displayed in the Resource property inspector. - Double-clicking an easing property in the inspector will now make the editor display a numeric field. - This makes it easier to enter precise values for properties such as light attenuation. - `interface/editor/default_float_step` editor setting to configure floating-point values' default step in the Inspector. - Audio buses are now stylized to look like boxes that can be dragged. - The default audio bus layout file path can now be changed in the Project Settings. - The LineEdit and TextEdit controls now display their contextual menu when pressing the Menu key. - `shortcut_keys_enabled` and `selecting_enabled` LineEdit and TextEdit properties to disable keyboard shortcuts and selecting text. - The LineEdit "disabled" font color can now be changed. - The TextEdit "readonly" font color can now be changed. - LineEdit can now have its `right_icon` set in scripts. - The `nine_patch_stretch` TextureProgress property now enables stretching when using a radial fill mode. - Support for loading and saving encrypted files in ConfigFile. - `get_path()` and `get_path_absolute()` are now implemented in FileAccessEncrypted. - "Disabled" attenuation model for AudioStreamPlayer3D, making the sound not fade with distance while keeping it positional. - AudioEffectPitchShift's FFT size and oversampling are now adjustable. - TextEdit's tab drawing and folding is now exposed to GDScript. - Orphan node monitor in the Performance singleton. - Counts the number of nodes that were created but aren't instanced in the scene tree. - Ability to change eye height in VR. - CSV files can now be imported as non-translation files. - Scene resources such as materials can now be imported as `.tres` files. - Support for importing 1-bit, 4-bit and 8-bit BMP files. - Size dimensions must be a multiple of 8 for 1-bit images and 2 for 4-bit images. - `use_lld=yes` flag to link with [LLD](https://lld.llvm.org/) on Linux when compiling with Clang. - This results in faster iteration times when developing Godot itself or modules. - `use_thinlto=yes` flag to link with [ThinLTO](https://clang.llvm.org/docs/ThinLTO.html) when using Clang. - Multicast support in PacketPeerUDP. - `NetworkedMultiplayerEnet.server_relay` property to disable server relaying. - This can be used to increase security when building a fully-authoritative server. - Automatic timeout for TCP connections (defaults to 30 seconds, can be changed in the Project Settings). - `HTTPRequest.timeout` property (defaults to 0, which is disabled). - `HTTPRequest.download_chunk_size` property. - This value can be adjusted to reduce the allocation overhead and file writes when downloading large files. - The default value was increased for faster downloads (4 KB → 64 KB). - WebSocket improvements. - Support for SSL in WebSocketServer. - WebSocketClient can now use custom SSL certificates (except on HTML5). - WebSocketClient can now define custom headers. - The editor now features a built-in Web server for testing HTML5 projects. - Button to remove all missing projects in the Project Manager. - Reimplemented support for embedding project data in the PCK file. - Ability to take editor screenshots by pressing Ctrl + F12. - Editor plugins can now set the current active editor as well as toggle the distraction-free mode. - **Android:** [Support for adaptive icons.](https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_android.html#providing-launcher-icons) - All icon densities are now generated automatically by the exporter. - Only 3 images now need to be supplied to support all icon formats and densities (legacy icon, adaptive foreground, adaptive background). - **Android:** Support for the Oculus Mobile SDK. - **Android:** Support for requesting permissions at runtime. - **Android:** `NOTIFICATION_APP_PAUSED` and `NOTIFICATION_APP_RESUMED` notifications are now emitted when the app is paused and resumed. - **Android:** Support for pen input devices. - **Android/iOS:** Support for vibrating the device. - [**HTML5:** Partial clipboard support.](https://github.com/godotengine/godot/pull/29298) - **iOS:** Support for [ARKit](https://developer.apple.com/augmented-reality/). - **iOS:** `OS.get_model_name()` now returns a value with the device name. - **iOS:** The Home indicator is now hidden by default to avoid being in the way of the running project. - It can be restored in the Project Settings. - **Windows:** Ability to toggle the console window in the Editor Settings. - **Windows:** Project setting to enable Vsync using the compositor (DWM), disabled by default. - On some hardware, this may fix stuttering issues when running a project in windowed mode. - **Windows:** Support for code signing using `signtool` on Windows and `osslsigncode` on other platforms. - **Windows:** Support for using Clang and ThinLTO when compiling using MinGW. - **Windows/macOS:** `OS.set_native_icon()` method to set an `.ico` or `.icns` window/taskbar icon at runtime. - **Windows/macOS/X11:** Support for graphic tablet pen pressure and tilt in InputEventMouseMotion. - **macOS:** LineEdit now supports keyboard shortcuts commonly available on macOS. - **macOS:** Multiple instances of the editor can now be opened at once. - **macOS:** Recent and favorite projects are now listed in the project manager dock menu. - **macOS:** The list of open scenes is now displayed in the editor dock menu. - **macOS:** Support for modifying global and dock menus. - **macOS:** Improved support for code signing when exporting projects. - **macOS:** Support for defining camera and microphone usage descriptions when exporting a project. - **macOS/X11:** [A zsh completion file for the editor is now available.](https://github.com/godotengine/godot/blob/master/misc/dist/shell/_godot.zsh-completion) - **X11:** The instance PID is now set as the `_NET_WM_PID` window attribute, so that external programs can easily access it. - **Mono:** Support for exporting to Android and HTML5. - **Mono:** Support for using Rider as an external editor. - **Mono:** Support for attaching external profilers like dotTrace using the `MONO_ENV_OPTIONS` environment variable. - **Mono:** New DynamicGodotObject class to access dynamic properties from scripts written in GDScript. - **Mono:** Support for resource type hints in exported arrays. - **Mono:** New `mono/unhandled_exception_policy` project setting to keep running after an unhandled exception. - [**Mono:** New Godot constants to conditionally react to system variables at compile-time.](https://github.com/godotengine/godot/pull/28786) - **Mono:** Support for Visual Studio 2019's MSBuild. ### Changed - Tween and Timer now display an error message if they are started without being added to the scene tree first. - Tweaked Timer's wait time property hint to allow values with 3 decimals and above 4096. - Functions called from a signal can no longer disconnect the node from the signal they're connected to (unless using `call_deferred()`). - Tabs and space indentation can no longer be mixed in the same GDScript file. - Each file must now use only tabs or spaces for indentation (not both). - `assert()` in GDScript must now always be used with parentheses. - `assert(true)` is still valid, but `assert true` isn't valid anymore. - This is to account for the optional second parameter that defines a custom message. - The "Trim" and "Normalize" WAV import options are now disabled by default. - This makes the default behavior more consistent with Ogg import. - Ogg samples now have an icon in the editor, like WAV samples. - Camera2D drag margins are now disabled by default. - If porting a project from Godot 3.1 where drag margins were used, these must be enabled manually again. - The Camera2D Offset property now ignores the Limit property. - To get the old behavior back, move the camera itself instead of changing the offset. - `Camera.project_position()` now requires a second `depth` argument to determine the distance of the point from the camera. - To get the old behavior back, pass the Camera's `near` property value as the second argument. - `Skeleton.set_bone_global_pose()` was replaced by `Skeleton.set_bone_global_pose_override()`. - UDP broadcasting is now disabled by default and must be enabled by calling `set_broadcast_enabled(true)` on the PacketPeerUDP instance. - The editor and project manager now open slightly faster. - Improved the Project Manager user interface. - New, simpler design with more space available for the project list. - Improved reporting of missing projects. - The search field is now focused when starting the Project Manager if there is at least one project in the list. - The search field now searches in both the project name and path. - If the search term contains a `/`, the whole path will be used to match the search them. Otherwise, only the last path component will be searched in. - Refactored the Project Manager to be more efficient, especially with large project lists. - Images in the Project Manager and Asset Library are now resized with Lanczos filtering for a smoother appearance. - The editor now uses the font hinting algorithm that best matches the OS' default. - Hinting is set to "None" on macOS, and set to "Light" on Windows and Linux. - This can be changed in the Editor Settings. - The editor window dimming when a popup appears is now less intense (60% → 50%). - The animation was also removed as it made the editor feel sluggish at lower FPS. - Several editor menus have been reorganized for consistency and conciseness. - Undo/Redo now supports more actions throughout the editor. - Increased the height of the ItemList editor popup. - This makes it easier to edit large amounts of items. - Opening a folder in FileDialog will now scroll back to the top. - Folder icons in FileDialog can now be displayed with a different color using the `folder_icon_modulate` constant, making them easier to distinguish from files. - Folder icons in editor file dialogs are now tinted with the accent color. - Improved colors in the light editor theme for better readability and consistency. - Improved A* performance significantly by using a binary heap and OAHashMap. - Tweaked the AABB transform algorithm to be ~1.2 times faster. - Optimized the variant reference function, making complex scripts slightly faster. - Disabled high-quality voxel cone tracing by default. - This makes GIProbe much faster out of the box, at the cost of less realistic reflections. - Lowered the default maximum directional shadow distance (200 → 100). - This makes directional shadow rendering consistent between the editor and running project when using the default Camera node settings. - Tweaked the default depth fog maximum distance to be independent of the Camera's `far` value (0..100). - This makes fog display consistent between the editor and a running project. - Tweaked the default height fog values to be more logical (0..100 → 10..0). - This means height fog will be drawn from top-to-bottom, instead of being drawn from bottom-to-top. - Significantly improved SSAO performance by using a lower sample count. - SSAO now uses 3×3 blurring by default, resulting in less visible noise patterns. - When "Keep 3D Linear" is enabled, colors are no longer clamped to [0, 1] when using Linear tonemapping. - This allows rendering HDR values in floating-point texture targets for further processing or saving HDR data into files. - The lightmap baker now calculates lightmap sizes dynamically based on surface area. - Improved 3D KinematicBody performance and reliability. - Orbiting in the 3D editor can now be done while holding Alt, for better compatibility with graphics tablets. - Keys and actions are now released when the window loses focus. - Tweens can now have a duration of 0. - Particles and CPUParticles' Sphere emission shape now uses an uniform density sphere. - `Viewport.size_override_stretch` is now exposed as a property (rather than just setter/getter methods). - One-click deploy to Android now requires just one click if only one device is connected. - The Project Manager will now infer a project name from the project path if the name was left to the default value. - The WebSockets implementation now uses the smaller [wslay](https://tatsuhiro-t.github.io/wslay/) library instead of libwebsockets. - Box selections in the editor now use a subtle outline for better visibility. - Most 2D lines are now antialiased in the editor. - CheckButtons now use a simpler design in the editor. - Messages originating from the editor are now faded in the editor log. - This makes messages printed by the project stand out more. - Folding arrows in the editor inspector are now displayed at the left for consistency with other foldable elements. - Hovering or dragging guides in the 2D editor will now turn the cursor into a "resizing" shape. - The editor update spinner is now hidden by default. - It can be enabled again in the Editor Settings. - The "Update Always" option is now editor-wide instead of being project-specific. - ColorPicker, OptionButton and MenuButton now use toggle mode, making them appear pressed when clicked. - The ColorPicker preview was moved below the picker area to be closer to the sliders. - Increased the Light2D height range from -100..100 to -2048..2048. - Lower and higher values can be entered manually too. - Decreased the `rotation_degrees` range in various nodes to -360..360 to be easier to adjust using the slider. - Lower and higher values can still be entered manually, which is useful for animation purposes. - The default RichTextLabel color is now `#ffffff`, matching the default Label color for better consistency. - SpinBoxes now calculate the entered value using the Expression class. - For example, writing `2 + 2` in a SpinBox then pressing Enter will result in `4`. - Saved resources no longer contain dependency indices and metadata such as node folding, resulting in more VCS-friendly files. - The script editor's line length guideline is now enabled by default. - The script editor state (such as breakpoints or the current line) is now preserved across editor sessions. - The script editor's "Auto Brace Complete" setting is now enabled by default. - The scripts panel toggle button is now located at the bottom-left of the script editor (instead of the File menu). - Editor plugins can now be enabled without having an init script defined. - Custom nodes added by plugins now have a translucent script icon in the scene tree dock. - `EditorInterface.get_current_path()` to get the full path currently displayed in the FileSystem dock in an editor plugin. - Copy constructors are now allowed for built-in types in GDScript. - This allows constructs such as `Vector2(Vector2(12, 34))`, which may be useful to simplify code in some cases. - `weakref(null)` is now allowed in GDScript. - This makes checking for a valid reference more concise, as `if my_ref.get_ref()` is now sufficient (no need for `if my_ref and my_ref.get_ref()`). - The number of signal connections and groups is now displayed in a tooltip when hovering the associated buttons in the scene tree dock. - The right mouse button can now be used to pan in the 2D editor. - This is to improve usability when using a touchpad. - The middle mouse button can still be used to pan in the 2D editor. - Zooming is now allowed while panning in the 2D editor. - When the "Scroll To Pan" editor setting is enabled, the 2D editor can now be zoomed in by holding Ctrl and scrolling the mouse wheel. - Zoom percentages in the 2D editor are now relative to the editor scale if the editor scale is higher than 100%. - The 2D editor now displays the current zoom percentage. - The zoom percentage can be clicked to reset the zoom level to 100%. - Improved sorting options in the Asset Library. - Images now load faster in the Asset Library. - A loading placeholder is now displayed while icons are loading in the Asset Library. - Images failing to load in the Asset Library display a "broken file" icon. - Improved the Asset Library page loading transitions. - Tweaked the Asset Library detail page layout for better readability. - Audio mixer faders now use a non-linear algorithm to better fit human hearing. - Tooltips now appear faster when hovering elements in the editor (0.7 seconds → 0.5 seconds). - Increased the low-processor usage mode's default maximum refresh rate (125 FPS → 144 FPS). - This makes the editor feel slightly smoother on 144 Hz displays. - Tree scrolling when dragging now uses a larger drag margin, making drag-and-drop more convenient. - Holding Ctrl now toggles snapping in GraphEdit. - Improved the timeline's appearance in the animation editor. - Improved snapping in the animation editor. - Snapping can be toggled temporarily by holding the Ctrl key. - Snapping can be made more precise by holding the Shift key. - Timeline snapping is now toggled by the Snap setting (like when moving keyframes). - Keyframes are now easier to select in the animation editor. - Selected keyframes now appear slightly larger in the animation editor. - Boolean and color keyframe icons are now aligned to other keyframes in the animation editor. - The Animation editor's line widths are now resized to match the editor scale. - BPTC compression is now available for all HDR image formats. - `Image.save_exr()` to save an image in EXR format, which supports high bit depths. - Improved path and polygon editors. - New handle icons for path and polygon points. - Smooth path point and curve tangents now use different icons to be distinguished from sharp points. - Tangent lines are now gray in the Path2D and Path editors. - Path2D lines are now antialiased. - Increased the TileSet and polygon UV editor's maximum zoom levels (400% → 1600%). - Decreased the maximum allowed StyleBoxFlat corner detail (128 → 20). - This prevents slowness and glitches caused by using overly detailed corners. - 3D collision shapes and RayCasts are now drawn in gray when disabled. - Improved RayCast2D and one-way collision drawing. - Disabled RayCast2Ds are now displayed in gray. - One-way collision arrows are now orange by default, making them easier to distinguish them from RayCast2Ds. - Tweaked RayCast2D and one-way collision line shapes to look more like arrows. - Improved rendering in the curve editor. - The grid is now rendered correctly when using a light theme. - The main line and edge line colors have been swapped for better visibility. - Tangent line widths are now resized to match the editor scale. - Improved rendering in the performance monitor. - Dark colors are now used on light backgrounds for better visibility. - Graph lines are now thinner and opaque. - Graph line widths are now resized to match the editor scale. - Rounded values now display trailing zeroes to make their precision clearer. - TileMap support for transform operations on cell textures bigger than the cell size has been reworked to properly support isometric tiles. - Breaks compatibility with some TileMaps from previous Godot versions. An opt-in `compatibility_mode` property can be used to restore the previous behavior. - Some TileMap editor options were moved to the toolbar. - The TileMap editor now displays coordinate information in the 2D viewport's bottom-left corner. - This fixes the TileMap editor width changing when hovering tiles in a small window. - Brackets are now only inserted when necessary when autocompleting methods in the script editor. - Improved dialogs when saving or removing an editor layout. - Whitespace-only selections no longer cause the script editor to highlight all occurrences. - Saving a script will now add a newline at the end of file if none was present already. - Reorganized sections in the editor help to be in a more logical order. - The editor help now uses horizontal margins if the screen is wide enough. - This makes sure lines keep a reasonable length for better readability. - Increased line spacing in the editor help and asset library descriptions. - The editor help now displays bold text using a bold font (instead of using a monospace font). - The editor help now displays code using a slightly different color to be easier to distinguish. - The editor help now displays types after parameter names to follow the GDScript static typing syntax. - Editor help is now accessed using Shift + F1, for consistency with other applications. - Contextural help is now accessed using Alt + F1 to accommodate for this change. - The script editor's Find in Files dialog is now always available, even when no script is opened. - Pressing Shift + Enter in the script editor Find dialog will now go to the previous match. - Improved the node deletion confirmation message. - If there is only one node to delete, its name is displayed in the message. - If there is more than one node to delete, the number of nodes to delete is displayed. - Improved the "Snap Object to Floor" functionality in the 3D editor. - An error message is now displayed if no nodes could be snapped. - Increased the maximum snapping height (10 → 20). - Increased the maximum snapping tolerance (0.1 → 0.2). - 2D/3D selections, rotations and selected texts are now highlighted with the editor theme's accent color. - 3D light gizmos are now tinted using the light's color, making navigation easier while using the unshaded display mode. - Improved the 3D light and AudioStreamPlayer3D gizmos to better represent their depth in the 3D world. - Tweaked the 3D manipulator gizmo's colors for better visibility. - Tweaked the 2D and 3D axis colors for consistency with gizmo colors. - Increased the default 3D manipulator gizmo opacity (0.2 → 0.4). - The multiline text editor popup dialog's width is now capped on large displays. - This prevents lines from becoming very long, which could hamper text readability. - Non-printable escape characters are now stripped when pasting text into a LineEdit. - The TextEdit caret color now matches the default font color, making it easier to see. - Empty exported NodePath properties now return `null` instead of `self`. - Built-in scripts are no longer allowed to use `class_name` as it wasn't working properly. - The second parameter of `substr()` is now optional and defaults to `-1`. - More editor actions can now have shortcuts assigned (such as Revert Scene or Export). - The project export path may now be written in a relative path. - Directories will be created recursively if the target directory doesn't exist. - Items in the FileSystem dock can now be deselected by clicking empty space. - "Set as Main Scene" context option for scenes in the FileSystem dock. - The unused class variable GDScript warning is now disabled by default due to false positives. - Warning-ignore comments now allow whitespace after the `#` character. - Improved error reporting in the Particles emission point creation dialog. - The number of warnings and errors that can be received in the remote debugger is now capped per second rather than per frame. - The default limit is 100 errors and 100 warnings per second, making it possible for the script editor to report up to 100 warnings before having messages hidden. - UTF-8 characters are now supported in input action names. - All platforms now use the `custom_template` property in each export preset to store the path to the custom export template (instead of `custom_package` for some platforms). - Tween methods' `trans_type` and `ease_type` arguments are now optional, defaulting to `TRANS_LINEAR` and `EASE_IN_OUT` respectively. - `PCKPacker.pck_start()` and `PCKPacker.flush()`'s `alignment` and `verbose` arguments (respectively) are now optional, defaulting to `0` and `false`. - Exported PCK files now contain the Godot patch version in their header. - This can be used by external tools to detect the Godot version more accurately. - Exporting a project PCK or ZIP from the command line must now be done with the new `--export-pack` command-line argument. - This was done to remove the ambiguity when exporting a project to macOS from the command line. - Updated FreeType to 2.10, which changes how font metrics are calculated. - This may affect the appearance of some Controls, see [this issue](https://github.com/godotengine/godot/issues/28335) for details. - The SCons build system now automatically detects the host platform. - `platform=` is no longer required when compiling for the host platform. - `platform=list` can be used to list the supported target platforms. - **Windows:** Drive letters in file paths are now capitalized. - **macOS:** Control + H and Control + D in TextEdit now delete the character at the left and right of the cursor (respectively). - **macOS:** Command + Left in TextEdit now moves the cursor to the first non-whitespace character. - **macOS:** Non-resizable windows are now allowed to enter fullscreen mode. - **macOS:** The editor's title bar now uses dark mode on Mojave. - **X11:** `OS.set_window_postion()` now takes window decorations into account. ### Removed - Unused Panel `panelf` and `panelnc` styles. - thekla_atlas dependency, as light baking now relies on [xatlas](https://github.com/jpcy/xatlas) for UV unwrapping. - Rating icons in the Asset Library, as this feature isn't implemented in the backend. - Some editor languages are no longer available due to missing support for RTL and text shaping in Godot: - Affected languages are Arabic, Bengali, Persian, Hebrew, Hindi, Malayalam, Sinhalese, Tamil, Telugu and Urdu. - These languages will be re-added once Godot supports RTL and text shaping. - **Android:** ARMv6 support. - **iOS:** ARMv7 support. - ARMv7 export templates can still be compiled from source to support the iPhone 5 and older. ### Fixed - The Project Manager now remembers the sorting option that was previously set. - The editor and project manager now have a minimum window size defined. - This prevents controls from overlapping each other by resizing the window to a very small size. - Fixed radiance map generation, resulting in improved 3D performance and visual quality. - Fixed issues with PBR environment mapping. - Materials should now look closer to what they look like in Substance Designer/Painter. - Depth of field now affects transparent objects. - Radiance is now generated when using a clear color sky. - Contact shadows no longer display when shadow casting is disabled. - Larger data types can now be constructed by swizzling in the shader language. - For instance, `vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx;` now works as in GLSL. - The `AMBIENT_LIGHT_DISABLED` and `SHADOWS_DISABLED` flags now work when using the GLES2 renderer. - The Keep background mode now works when using the GLES2 renderer. - Several fixes to the GLES2 renderer: - Fixed transparency order. - Fixed vertex lighting being too bright. - Fixed occasional light flickering. - Fixed shadows cast from transparent materials. - Fog is no longer computed on unshaded materials. - This matches the GLES3 renderer's behavior. - GLES2 shader uniforms now use `highp` precision by default. - This prevents linking issues on some Android devices. - Negative OmniLights and SpotLights now work as expected. - The 3D editor's View Information pane now displays statistics correctly when using the GLES2 renderer. - Textures compressed with ETC now support transparency by falling back to RGBA4444 or LA8. - Alternate display modes are now marked as disabled in the editor when using the GLES2 renderer, as these are only supported when using GLES3. - Fixed several inconsistencies between Particles and CPUParticles. - Fixed particles scale randomization. - Particles are now set to emit correctly when restarting. - CheckBox and CheckButton now use the `check_vadjust` custom constant to adjust the icon Y position as intended. - Fixed various issues with tab-related icons. - Fixed issues in WebM colorspace corrections, resulting in better color output. - CSG is now taken into account when generating navigation meshes. - Curve2D and Curve3D interpolated values now behave as expected. - Numeric slider grabbers in the editor inspector now update when scrolling using the mouse wheel. - Scene modifications are no longer lost when renaming a file in the FileSystem dock. - "Show in FileSystem" now clears the current search, so that the selected item can be seen immediately. - LineEdit and TextEdit's context menus no longer display editing options if they are read-only. - SpinBox mouse events are now correctly triggered by its LineEdit part. - Per-word navigation in LineEdit and TextEdit now handles UTF-8 characters correctly. - LineEdit placeholders, Tabs' names and WindowDialog titles now react correctly to translation changes. - Fixed UI navigation when using gamepad analog sticks. - Buttons' state is now reset when they exit the scene tree. - This prevents them from lingering in a "hovered" or "pressed" state. - Tooltips now disappear when hiding the node they belong to. - Encoded packet flags are no longer sent in the ENet multiplayer protocol, as ENet itself already sends that data. - This saves 4 bytes per packet. - Audio trimming is now less aggressive, cutting at -50 dB instead of -30 dB. - Audio trimming now has a small fade-out period, preventing audible pops. - Audio mix rate and output latency settings are now consistently applied on all platforms. - Fixed multichannel panning for AudioStreamPlayer3D. - Opening a recent built-in script will now load the associated scene automtaically since doing so is required to edit the script. - Declaring a class with `class_name` that has the same name as a singleton will now display a clearer error message. - `script` is no longer allowed as a member variable name in GDScript, as that conflicts with the internal `script` property used by Object. - Assigning a variable with a function index will no longer evaluate the function twice. - For instance, doing `a[function()] += 1` will no longer evaluate `function()` twice. - If the function has side effects, this may change the resulting program behavior. - GDScript type checks are now enabled in release export templates. - The Label font shadow now draws the font outline as well (if the base font has one). - `Font.draw_char()` now draws the font outline as well (if the base font has one). - The editor no longer redraws continuously when selecting a Control in a Container. - Added some missing feature tags to the Project Settings "Override For..." menu. - The `low_processor_mode_sleep_usec` project setting no longer affects the editor. - Typed arrays and dictionaries no longer have their values shared across instances. - `self` and object types can now be indexed as a dictionary again (like in Godot 3.0 and prior). - Fixed `to_lower()` conversion with Cyrillic characters. - The Find in Files replace dialog now allows empty replacement texts. - The bottom panel no longer disappears when opening the theme editor on small displays. - The script editor's color picker now changes only one color if multiple colors are present on the same line. - The script editor's line length guideline is now drawn behind text. - The script editor's line length guideline is now drawn at the correct position when font hinting is disabled. - The script editor now automatically indents a line if the previous one ends with `[` or `(`. - This makes it possible to wrap arrays or function declarations/calls without pressing Tab every line. - Fixed autocompletion in the script editor. - The script editor can now autocomplete enum values. - The script editor can now autocomplete node paths starting with `$"` or `$'`. - Custom script editor templates can now use type hints. - Shift operators with a number not between 0 and 63 (inclusive) will now result in a compile-time error in GDScript. - Warnings no longer count towards the "Too many errors!" message. - AnimationTrackEdit now displays invalid value keys again (as it did in 3.0). - Fixed the display of function/audio/animation tracks in the blend tree animation filter. - The editor shortcuts menu no longer displays all unassigned shortcuts when searching for a substring of "None". - The editor's performance monitor now displays memory/file sizes larger than 2 GB correctly. - The editor debugger now displays keyboard shortcuts when hovering the "Step Into", "Step Over", "Break" and "Continue" buttons. - The editor debugger now always handles connections. - Subsequent connections will be dropped immediately to avoid locking. - Large rotation offset/snap values no longer appear to be cut off in the Configure Snap dialog. - Documentation tooltips in the editor now wrap to multiple lines correctly. - Locked 3D nodes are no longer selectable in the 3D viewport, matching the 2D editor's behavior. - All 3D gizmos now notify changes correctly, which means the inspector now displays up-to-date properties after using them. - The 3D manipulator gizmo's size is now capped at low viewport heights, preventing it from outgrowing the viewport's bounds. - The editor filesystem now refreshes on file changes if the project is located on an exFAT filesystem. - Fixed many cases of colors not changing correctly when switching the editor from a dark theme to a light theme (or vice versa) without restarting. - The Show in File Manager context menu option now works with files marked as favorite. - The random number generator's seed is now properly set up. - Antialiased and rounded StyleBoxFlat corners now handle different border widths correctly. - The StyleBox preview now accounts for shadows and content margins. - This fixes the preview going out of bounds in the inspector. - Text resources no longer contain an extraneous line break at the end of file. - Transform's `FLIP_Y` and `FLIP_Z` constants now work as expected. - Fixed importing BMP images. - The positional command-line argument is now only considered to be a scene path if it ends with `.scn`, `.tscn` or `.escn`. - This makes it possible to parse command-line arguments in a standard fashion (`--foo bar` now works, not just `--foo=bar`). - This also makes it possible to use file associations or drag-and-drop and have the positional argument parsed by the project. - The `--audio-driver` and `--video-driver` command-line arguments are now validated; an error message will be printed if an invalid value is passed. - The `--check-only` command-line argument now returns a non-zero exit code if an invalid script is passed using `--script`. - Exporting a project via the command-line now returns a non-zero exit code if an error occurred during exporting. - Console output is no longer colored when standard output isn't a TTY. - This prevents Godot from writing ANSI escape codes when redirecting standard output or standard error to a file. - **Android:** Gamepads are now correctly detected when the application starts. - **Android:** Fix some keyboards being detected as gamepads and not working as a result. - **Android:** The editor now detects if the device is connected using wireless `adb` and will debug using Wi-Fi in this case. - **HTML5:** Fixed the pointer position on hiDPI displays. - **HTML5:** `OS.get_system_time_msec()` now returns the correct value like on other platforms. - **iOS:** On iOS 11 or later, gestures near screen edges are now handled by Godot instead of the OS. - **Windows:** Line endings are now converted to CRLF when setting clipboard content. - **Windows:** Getting the path to the Downloads directory using `OS.get_system_dir()` now works correctly. - This fixes line endings being invisible when pasting into other applications. - **macOS:** `OS.get_real_window_size()` and `OS.set_window_size()` are now handled correctly on hiDPI displays. - **X11:** `OS.get_window_position()` now returns absolute coordinates. - **X11:** Fixed audio playing on the wrong speakers when using PulseAudio on 5.1 setups. - **X11:** `OS.set_window_maximized()` now gives up after 0.5 seconds. - This makes the editor no longer freeze on startup when using fvwm. ## [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.](https://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. - Ctrl now toggles snapping in the 3D viewport. - Find & replace in files (Ctrl + Shift + F by default). - Batch node renaming tool (Ctrl + F2 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:** Re-added 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 uses 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](https://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](https://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](https://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](https://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](https://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/3.2-stable...HEAD [3.2]: https://github.com/godotengine/godot/compare/3.1-stable...3.2-stable [3.1]: https://github.com/godotengine/godot/compare/3.0-stable...3.1-stable [3.0]: https://github.com/godotengine/godot/compare/2.1-stable...3.0-stable