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