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Updated devel_roadmap (markdown)
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@ -7,7 +7,7 @@ These are just tentative to have a rough idea of the development plan. Ideas and
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**Update (September 2014)** Feature set was met for 1.0, currently focusing on stabilizing (fixing issues and pulls), and filling missing docs for a tentative end of the month release.
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### Godot 1.0 (stable) (~September 2014)
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### Godot 1.0 (stable) (~December 2014)
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* Lightmapping
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* 2D Deforms and Skeletons
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@ -16,23 +16,24 @@ These are just tentative to have a rough idea of the development plan. Ideas and
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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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**Update (September 2014)** The goal with 1.0 is to have a version ready for initial promotion, stable release will likely attract more users, so it might be wise to wait a bit with new features and focus on more stabilization.
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### Godot 1.1 (~December-2014)
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### Godot 1.1 (~March-2015)
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* Live Scene Editing
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* More Shaders (2D & Post Processing)
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* Visual Shader Editor
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* Support for Terrain
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* Support for texture splatting & decals
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* Reflections (using reflection probes)
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* Rework UI (make panels little more customizable)
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* Ragdoll Wizard/Helper (can be done manually now but it's a lot of work)
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* OpenGEX or FBX Import (ASSIMP? or blender did it..)
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* Easier deployer for iOS and NaCL
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* Windows Universal Binary support (API should exist now?)
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### Godot 1.2 (2015)
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### Godot 1.2 (July 2015)
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* OpenGL ES 3.0 backend
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* SSAO, LPV, and more modern visual effects. Let's put Unreal 4 and Cryengine to shame
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