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Updated devel_roadmap (markdown)
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These are just tentative to have a rough idea of the development plan. Ideas and helping set better priorities are always welcome.
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### Godot 1.0 (stable) (~June 2014)
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**Update (June 2014)** Some changes in the roadmap happened due to mostly our internal development schedule at Okam (features Juan needs to do for our games in course), basically 1.0 will have a few more features taken from 1.1 and will come out a little later.
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* No new features (unless small and useful)
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### Godot 1.0 (stable) (~July/August 2014)
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* Lightmapping
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* More Shaders (Lighting & Post Processing)
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* 2D Deforms and Skeletons
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* Live Scene Editing
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* Navmesh support
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* Focus on Stability and Usability
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* Complete Documentation (how much? time should tell)
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* First stable, versioned release.
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* Easier deployer for iOS and NaCL
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### Godot 1.1 (~August-2014)
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### Godot 1.1 (~September-2014)
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* Lightmapping
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* Reflections (using reflection objects)
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* Light Probes
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* More Shaders (2D, Lighting, Post-Processing)
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* Masks in 2D Engine
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* 2D deforms and skeletons
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* FBX Import (blender did it..)
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* Live scene editing (should be rather easy)
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* Navmesh support
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* 2D Shaders
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* FBX Import (ASSIMP? or blender did it..)
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* Windows Universal Binary support (API should exist now?)
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### Godot 1.2 (~November 2014)
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### Godot 1.2 (~December 2014)
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* OpenGL ES 3.0 backend
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* SSAO, LPV, and more modern visual effects.
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* Windows Universal Binary support (API still does not exist AFAIK)
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### Future
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* Add optional typing to GDScript
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* Make viewports more flexible
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* Ideas?
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