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Congratulations to everyone in the Godot community for this awesome new release, culmination of more than one year of development from close to 500 contributors! Thanks to all involved, whether you contributed code, documentation, bug reports, translations, community support or donations. You all played a role in bringing better free and open source game development tools to the world! Godot 3.1 includes more than 7000 commits made since the 3.0 release in January 2018, 3000 Pull Requests have been merged, and 3000 issues have been fixed! This release makes the 3.x branch more stable and powerful, and makes it a very mature game development tool for both 2D and 3D. Now feature development can restart towards 3.2 and 4.0!
401 lines
25 KiB
Markdown
401 lines
25 KiB
Markdown
# Changelog
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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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## [3.1] - 2019-03-13
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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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- UPnP support using [MiniUPnP](http://miniupnp.free.fr).
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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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- Support for audio capture from microphones.
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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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- [Renamed several core files](https://github.com/godotengine/godot/pull/25821).
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- Third-party modules may have to be updated to reflect this.
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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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- QuadMeshes are now built using two triangles (6 vertices) instead of one quad (4 vertices).
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- This was done because quads are deprecated in OpenGL.
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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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- Exported variables with type hints are now always initialized.
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- For example, `export(int) var a` will be initialized to `0`.
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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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- Cyclic references to other scripts with `preload()` are no longer allowed.
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- `load()` should be used in at least one of the scripts instead.
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- `switch`, `case` and `do` are no longer reserved identifiers in GDScript.
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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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- Removed the RtAudio backend on Windows in favor of WASAPI, which is the default since 3.0.
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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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- Button shortcuts can now be triggered by gamepad buttons.
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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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- Escape sequences like `\n` and `\t` are now recognized in CSV translation files.
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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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- Physically-based renderer using OpenGL ES 3.0.
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- Uses the Disney PBR model, with clearcoat, sheen and anisotropy parameters available.
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- Uses a forward renderer, supporting multi-sample anti-aliasing (MSAA).
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- Parallax occlusion mapping.
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- Reflection probes.
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- Screen-space reflections.
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- Real-time global illumination using voxel cone tracing (GIProbe).
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- Proximity fade and distance fade (useful for creating soft particles and various effects).
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- [Lightmapper](https://godotengine.org/article/introducing-new-last-minute-lightmapper) for lower-end desktop and mobile platforms, as an alternative to GIProbe.
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- New SpatialMaterial resource, replacing FixedMaterial.
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- Multiple passes can now be specified (with an optional "grow" property), allowing for effects such as cel shading.
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- Brand new 3D post-processing system.
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- Depth of field (near and far).
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- Fog, supporting light transmittance, sun-oriented fog, depth fog and height fog.
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- Tonemapping and Auto-exposure.
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- Screen-space ambient occlusion.
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- Multi-stage glow and bloom, supporting optional bicubic upscaling for better quality.
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- Color grading and various adjustments.
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- Rewritten audio engine from scratch.
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- Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)).
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- More than a dozen of audio effects included.
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- Rewritten 3D physics using [Bullet](http://bulletphysics.org/).
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- UDP-based high-level networking API using [ENet](http://enet.bespin.org/).
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- IPv6 support for all of the engine's networking APIs.
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- Visual scripting.
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- Rewritten import system.
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- Assets are now referenced with their source files, then imported in a transparent manner by the engine.
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- Imported assets are now cached in a `.import` directory, making distribution and versioning easier.
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- Support for ETC2 compression.
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- Support for uncompressed Targa (.tga) textures, allowing for faster importing.
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- Rewritten export system.
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- GPU-based texture compression can now be tweaked per-target.
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- Support for exporting resource packs to build DLC / content addons.
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- Improved GDScript.
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- Pattern matching using the `match` keyword.
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- `$` shorthand for `get_node()`.
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- Setters and getters for node properties.
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- Underscores in number literals are now allowed for improved readability (for example,`1_000_000`).
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- Improved performance (+20% to +40%, based on various benchmarks).
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- [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
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- Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format.
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- Freelook and fly navigation to the 3D editor.
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- Built-in editor logging (logging standard output to a file), disabled by default.
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- Improved, more intuitive file chooser in the editor.
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- Smoothed out 3D editor zooming, panning and movement.
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- Toggleable rendering information box in the 3D editor viewport.
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- FPS display can also be enabled in the editor viewport.
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- Ability to render the 3D editor viewport at half resolution to achieve better performance.
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- GDNative for binding languages like C++ to Godot as dynamic libraries.
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- 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.
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- Editor settings and export templates are now versioned, making it easier to use several Godot versions on the same system.
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- Optional soft shadows for 2D rendering.
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- HDR sky support.
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- Ability to toggle V-Sync while the project is running.
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- Panorama sky support (sphere maps).
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- Support for WebM videos (VP8/VP9 with Vorbis/Opus).
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- Exporting to HTML5 using WebAssembly.
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- C# support using Mono.
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- The Mono module is disabled by default, and needs to be compiled in at build-time.
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- The latest Mono version (5.4) can be used, fully supporting C# 7.0.
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- Support for rasterizing SVG to images on-the-fly, using the nanosvg library.
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- Editor icons are now in SVG format, making them better-looking at non-integer scales.
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- Due to the library used, only simpler SVGs are well-supported, more complex SVGs may not render correctly.
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- Support for oversampling DynamicFonts, keeping them sharp when scaled to high resolutions.
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- Improved StyleBoxFlat.
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- Border widths can now be set per-corner.
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- Support for anti-aliased rounded and beveled corners.
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- Support for soft drop shadows.
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- VeryLoDPI (75%) and MiDPI (150%) scaling modes for the editor.
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- Improved internationalization support for projects.
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- Language changes are now effective without reloading the current scene.
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- Implemented missing features in the HTML5 platform.
|
||
- Cursor style changes.
|
||
- Cursor capturing and hiding.
|
||
- Improved styling and presentation of HTML5 exports.
|
||
- A spinner is now displayed during loading.
|
||
- Rewritten the 2D and 3D particle systems.
|
||
- Particles are now GPU-based, allowing their use in much higher quantities than before.
|
||
- Meshes can now be used as particles.
|
||
- Particles can now be emitted from a mesh's shape.
|
||
- Properties can now be modified over time using an editable curve.
|
||
- Custom particle shaders can now be used.
|
||
- New editor theme, with customizable base color, highlight color and contrast.
|
||
- A light editor theme option is now available, with icons suited to light backgrounds.
|
||
- Alternative dark gray and Arc colors are available out of the box.
|
||
- New adaptive text editor theme, adjusting automatically based on the editor colors.
|
||
- Support for macOS trackpad gestures in the editor.
|
||
- Exporting to macOS now creates a `.dmg` disk image if exporting from an editor running on macOS.
|
||
- Signing the macOS export now is possible if running macOS (requires a valid code signing certificate).
|
||
- Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS).
|
||
- Improved build system.
|
||
- Support for compiling using Visual Studio 2017.
|
||
- [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
|
||
- Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line.
|
||
- Produces faster and sometimes smaller binaries.
|
||
- Currently only supported with GCC and MSVC.
|
||
- Added a progress percentage when compiling Godot.
|
||
- `.zip` archives are automatically created when compiling HTML5 export templates.
|
||
- Easier and more powerful way to create editor plugins with EditorPlugin and related APIs.
|
||
|
||
### Changed
|
||
|
||
- Increased the default low-processor-usage mode FPS limit (60 → 125).
|
||
- This makes the editor smoother and more responsive.
|
||
- Increased the default 3D editor camera's field of view (55 → 70).
|
||
- Increased the default 3D Camera node's field of view (65 → 70).
|
||
- Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)).
|
||
- Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/))
|
||
- Renamed `engine.cfg` to `project.godot`.
|
||
- This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files.
|
||
- Some methods from the `OS` singleton were moved to the new `Engine` singleton.
|
||
- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping.
|
||
- Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`).
|
||
- The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
|
||
- Redesigned the Godot logo to be more legible at small sizes.
|
||
|
||
### Deprecated
|
||
|
||
- `opacity` and `self_opacity` are replaced by `modulate` and `self_modulate` in all 2D nodes, allowing for full color changes in addition to opacity changes.
|
||
|
||
### Removed
|
||
|
||
- Skybox support.
|
||
- Replaced with panorama skies, which are easier to import.
|
||
- Opus audio codec support.
|
||
- This is due to the way the new audio engine is designed.
|
||
- HTML5 export using asm.js.
|
||
- Only WebAssembly is supported now, since all browsers supporting WebGL 2.0 also support WebAssembly.
|
||
|
||
[Unreleased]: https://github.com/godotengine/godot/compare/3.0-stable...HEAD
|
||
[3.0]: https://github.com/godotengine/godot/compare/2.1-stable...3.0-stable
|