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<span class=by>Nathan GDQuest</span></div><span class=date data-post-date="2017-05-22 10:00:00 +0000">22 May 2017</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class="card card-warning"><p>This article is from <strong>May 2017</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><h2 id=learn-to-create-your-own-2d-game-inspired-by-zelda>Learn to create your own 2d game inspired by Zelda!</h2><p>GDquest is on Kickstarter again, and were doing this in collaboration with the Godot developers. We want to bring you <strong>the first professional course for our favourite Free and Open Source Game Engine!</strong><p><strong>For the next 30 days, get one free tutorial daily on YouTube!</strong><p>Update: the Kickstarter was funded in 12 hours! There are <a href=https://www.kickstarter.com/projects/gdquest/make-professional-2d-games-godot-engine-online-cou/posts/1893587>plenty of stretch goals</a> to unlock, including direct contributions to the Godot 3.0 documentation.</p><iframe width=555 height=313 src=https://www.kickstarter.com/projects/gdquest/make-professional-2d-games-godot-engine-online-cou/widget/video.html frameborder=0 scrolling=no></iframe><p>All the money will go to make the course: the higher the funding, the bigger your reward.<p><strong>Back the project now and get at least 50% off the courses price:</strong><p><a href=https://www.kickstarter.com/projects/gdquest/make-professional-2d-games-godot-engine-online-cou><img src=/storage/app/media/gdquest/check%20out%20the%20kickstarter%20button.png alt="Check out the Kickstarter"></a></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
<a rel=prev href=/article/godot-course-kickstarter-next-monday/>Godot course on Kickstarter next Monday!</a></div><div class=next><span>Next</span>
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@@ -11,7 +11,7 @@ Similarly, if you had pledged $18 to vote on tutorials and demos, you will now a
<em><center>Overview of the rewards for each Patreon pledge tier</center></em><p>Apart from the tier level changes, those rewards were rephrased to make their scope more explicit:<ul><li><em>Vote for tutorials and demos</em>: Each month, the whole community will be able to propose ideas of tutorials and demos. The developers will make a pre-selection of what is doable and interesting, and will submit it to the vote of the $14+ patrons. The selected tutorial and demo will be produced during the month and shared with the whole community.<li><em>Live Q&amp;A video</em>: Each month, pledgers at this level or upper will be able to ask questions to the devs in written form. Those will be used to prepare a live video Q&amp;A where these questions will be answered. During the live, the patrons will also be able to ask further questions via the video chat. After the live, the video Q&amp;A will be made available to the whole community. Note that this reward used to give three vote points for tutorials and demos, but it was reduced to two to be better balanced.<li><em>Vote on the roadmap</em>: Each month, the whole community will be able to propose features to put on the months roadmap. Live for tutorials and demos, the developers will make a pre-selection of what fits the interest of the project, and the patrons at the $26 tier or beyond will be able to vote for one of them, which should be implemented in the master branch during the month.</ul><p>So as you can see, nothing earth-shattering in our rewards - as mentioned above, the main perk that we <a href=/download>offer to everyone</a> is the free and open source Godot Engine, and the Patreon rewards were designed to be positive additions for the whole community (new tutorials and demos every month, video Q&amp;A, more transparency regarding the roadmap and a way to get suggestions reviewed). If you feel that some of the changes we made are not appropriate, please <a href=/contact>get in touch with us</a> to discuss it.<h2 id=what-about-direct-donations>What about direct donations?</h2><p>Several users asked us if they could continue donating directly to our Conservancy account via PayPal, instead of using Patreon. This is of course possible, and you can do so from the <a href=/donate>donate page</a> using the PayPal button. The donations that we get via this channel will be used as we did up to now, to cover project-related travel expanses, marketing material for events and specific hardware when necessary.<p>In the near future, we will add a way for you to donate via PayPal for our “hiring Juan and further devs” campaign, i.e. we will sum the Patreon and PayPal pledges to see how much funds we have each month to hire developers. We will post about it as soon as this is in place.<hr><p><em>The awesome unrelated header of this blog post is a Godot 3.0 render of a scene by <a href=https://twitter.com/fracteed/status/901366615555547136>fracteed</a>, one of our excellent PBR artists!</em></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=next href=/article/maintenance-release-godot-2-1-4/>Maintenance release: Godot 2.1.4</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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The more bugs are found during the alpha and beta stage, the better the release will be.<p>Thank you for being here, and happy development!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -14,7 +14,7 @@ For example, a user can start a Godot project on their desktop machine, transfer
<source src=/storage/app/media/android/godot_xr_editor_recording.mp4?1 type=video/mp4></video><p>Development of this feature is currently happening on GitHub, and we have been making solid progress toward enabling and running the Godot XR Editor on the Meta Quest and on PCVR devices. If youre interested in helping out with testing or even contributing to the XR editor, please at a look at <a href=https://github.com/godotengine/godot/pull/67736>this pull-request</a>.<h2 id=your-feedback>Your feedback</h2><p>As mentioned multiple times throughout the article, we are very much looking forward to your feedback on the Android editor. Its a new territory and a great opportunity to bring more people to the Godot community, people with unique set of tools and limitations. As always, we couldnt make Godot better without your help, so if you are planning to test this beta release, consider leaving a <a href=https://github.com/godotengine/godot/issues>bug report on GitHub</a> or joining the <a href=https://chat.godotengine.org/>Godot Contributors Chat</a> to talk to the project maintainers directly about your experience.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<source src=/storage/app/media/4.0/animation-retargeting/retarget_demo04.mp4?1 type=video/mp4></video><p>In some cases, you may need additional configuration. <a href=https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/retargeting_3d_skeletons.html>Godot docs describes each retargeting option in more detail</a>, so I hope that will be helpful.<h2 id=time-to-make-some-3d-games-with-godot-4>Time to make some 3D games with Godot 4!</h2><p>Godot 4s animation features have been improved as well as retargeting. Skeleton bones can now be manipulated directly in the viewport (<a href=https://github.com/godotengine/godot/pull/45699>GH-45699</a>), and broken blend animations have been fixed (<a href=https://github.com/godotengine/godot/pull/57675>GH-57675</a>).<p>To be honest, the retargeting feature is not a blocker for creating 3D games. Anyone familiar with 3D character animation workflow can do it outside of Godot. However, the implementation of retargeting makes it easier and keeps more of your workflow contained inside Godot.<p>There is still a lot to improve, and with more people diving into 3D development, there will be more demand to improve this aspect of the engine. I hope to see games taking advantage of this and all the other new features that Godot 4 brings.<p>Thank you for reading &lt;3</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Juan Linietsky</span></div><span class=date data-post-date="2020-04-25 00:00:00 +0000">25 April 2020</span></div><div class=tags><a href=/blog/showcase><div class="tag active">Showcase</div></a></div></div><div class=article-body><p>The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, as we had had a record submission amount (over 200) so, this time, several core contributors had to take the work of ranking and voting them to decide which would make up the final reel.<h2 id=desktop--console-showreel>Desktop / Console showreel</h2><iframe width=560 height=315 src=https://www.youtube-nocookie.com/embed/UEDEIksGEjQ frameborder=0 allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><h2 id=mobile-showreel>Mobile showreel</h2><iframe width=560 height=315 src=https://www.youtube-nocookie.com/embed/AIapugketbs frameborder=0 allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><h2 id=thanks>Thanks</h2><p>Thanks to everyone for submitting videos, Hugo Locurcio for editing, and thanks to Christian Perucchi and Hubert Lamontagne for providing their music!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Hugo Locurcio</span></div><span class=date data-post-date="2021-11-13 16:30:00 +0000">13 November 2021</span></div><div class=tags><a href=/blog/showcase><div class="tag active">Showcase</div></a></div></div><div class=article-body><p>The Godot games showreel for 2021 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not an exception, as we had had a record submission amount (over 300). This time, several core contributors had to take the work of ranking them to decide which would make up the final reel.<h3 id=desktop--console-showreel>Desktop / Console showreel</h3><iframe width=560 height=315 src=https://www.youtube-nocookie.com/embed/iAceTF0yE7I title="YouTube video player" frameborder=0 allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><h3 id=mobile-showreel>Mobile showreel</h3><iframe width=560 height=315 src=https://www.youtube-nocookie.com/embed/BhwMSfX-8iw title="YouTube video player" frameborder=0 allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><h3 id=thanks>Thanks</h3><p>Thanks to everyone for submitting videos, Hugo Locurcio for editing, and thanks to Christian Perucchi for providing his music!<p>Stay tuned for an upcoming showreel video featuring applications made with Godot :)</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Emi</span></div><span class=date data-post-date="2022-10-06 15:17:15 +0000">6 October 2022</span></div><div class=tags><a href=/blog/showcase><div class="tag active">Showcase</div></a></div></div><div class=article-body><p>We bring you three brand-new videos showcasing what the Godot Engine can do. As always we have separate videos for games targeting desktop/console and games targeting mobile devices. This year we are proud to introduce a new category called “Apps & Tools” to highlight non-game creations made with Godot. This is a field that has been growing a lot, so we wanted to shine a light on the great projects released or under development.<p>Many of our core contributors and maintainers voted to make the final list in each category, and this year was particularly hard. There were way too many good projects, and we couldnt include them all to keep the videos at a reasonable length and pace but dont be discouraged if your entry didnt make it, well have more opportunities to showcase great projects, including next years showreels.<h2 id=desktopconsole-showreel><a href="https://www.youtube.com/watch?v=UAS_pUTFA7o">Desktop/Console showreel</a></h2><iframe width=560 height=315 src=https://www.youtube.com/embed/UAS_pUTFA7o title="YouTube video player" frameborder=0 allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><p>Edited by Emi. Music track: <a href=https://www.scottbuckley.com.au/library/race-the-sun/>Race The Sun - Scott Buckley</a> (CC-BY 4.0).<h2 id=mobile-showreel><a href="https://www.youtube.com/watch?v=xF3QiQfQxeQ">Mobile showreel</a></h2><iframe width=560 height=315 src=https://www.youtube.com/embed/xF3QiQfQxeQ title="YouTube video player" frameborder=0 allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><p>Edited by Brandon. Music track: <a href=https://brokeforfree.bandcamp.com/track/melt>Melt - Broke For Free</a> (CC-BY 3.0).<h2 id=apps--tools-showreel><a href="https://www.youtube.com/watch?v=9kKp0oguzr8">Apps & Tools showreel</a></h2><iframe width=560 height=315 src=https://www.youtube.com/embed/9kKp0oguzr8 title="YouTube video player" frameborder=0 allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe><p>Edited by Emi. Music track: <a href=https://www.octomuseproduction.com/>Tango - Octomuse</a> (Used with permission).<p>Check the description of the YouTube videos for details on all the showcased projects and links to their relevant pages.<h2 id=thank-you>Thank you!!</h2></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -8,7 +8,7 @@ In detail, these are the relevant dates:<ul><li>1st Nov 5th Dec: Festival<li
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<span class=by>Ilaria Cislaghi</span></div><span class=date data-post-date="2022-05-16 14:00:00 +0000">16 May 2022</span></div><div class=tags><a href=/blog/events><div class="tag active">Events</div></a></div></div><div class="card card-warning"><p>This article is from <strong>May 2022</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>Its time for 2022s first <a href=https://gogodotjam.com/>GoGodotJam</a>!<p>GoGodotJam is a Festival that celebrates Godots Awesome Community. Join them in live events with tutorials, workshops, interviews and more - all culminating with a Game Jam.<p>In this edition there will be not one, but two Game Jams:<ul><li><a href=https://itch.io/jam/go-godot-jam-3>GoGodotJam CLASSIC</a> - for people that want to participate casually, with a timespan of 2 weekends and one week using the same recipe as the last 2 editions<li><a href=https://gotm.io/jam/gogodotjam-ultra/1>GoGodotJam ULTRA</a> - for people that want a challenge, like high-risk high-reward situations and, of course, big prizes: $240+ and counting</ul><p>Here is the full schedule:<ul><li>Full event: 10th of May - 18th of June<li>Game Jam Classic: 27th of May - 6th of June<li>Game Jam ULTRA: 27th of May - 31th of May<li>Results ULTRA: 7th of Jun<li>Results Classic: 18th of Jun</ul><p>More information on GoGodotJams <a href=https://gogodotjam.com/>official website</a>.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -7,7 +7,7 @@ Go Godot Jam is a gamedev festival with a game jam included. It is the work of s
They include:<ul><li>Showcases of the use-cases, workflows, and features of Godot<li>Comparisons of Godot with other game engines to debunk myths<li>Tutorials to help beginners get started with gamedev on Godot</ul><p>Then Go Godot Jam will have the game jam while the events continue. The game jam is open to everyone.<p><strong>We will announce the themes of the Jam before the start.</strong><p>The Jam leaves time to design, develop, and test a game with plenty of time to learn Godot too. But why wait until then? Head over to the Learning Resources on <a href=https://gogodotjam.com/learn/>gogodotjam.com/learn</a> and start learning today!<p>The Go Godot Jam timeline in a nutshell is:<ul><li>May 6 - June 9 (the entire period):<ul><li>High-Quality Streaming</ul><li>May 24 - June 2 (10 days):<ul><li>The Game Jam</ul><li>June 3 - June 8 (6 days):<ul><li>Voting Period</ul><li>June 9:<ul><li>Online Award Ceremony</ul></ul><h3 id=how-do-i-join>How do I join?</h3><p>We prepared everything at <a href=https://gogodotjam.com>gogodotjam.com</a>. Here you will find:<ul><li>The complete Go Godot Jam timeline with links to all content<li>Jam-specific information: rules, themes, submission, etc.<li>Learning resources from our partners and many more</ul><p>We only ask you to uphold the <a href=https://gogodotjam.com/contest/>rules</a> of the Jam and the Godots <a href=https://godotengine.org/code-of-conduct>code of conduct</a>.<h3 id=wait-is-this-for-me>Wait, is this for me?</h3><p>Yes. Go Godot Jam is open for anyone who wants to make games. You dont have to be a Godot Developer to enter the Jam! Whether you are starting or have developed games in other engines, we got you covered.<h3 id=who-are-the-people-behind-the-festival>Who are the people behind the festival?</h3><p>Several active members of the community have partnered up to bring Go Godot Jam to life. The organisers are:<ul><li><a href=https://bit.ly/3eabbDD>bitbrain</a><li><a href=https://bit.ly/3ud1A4t>PlayWithFurcifer</a><li><a href=https://bit.ly/3eMn4yH>Chevifier</a><li><a href=https://bit.ly/2Rj49mR>CodingKaiju</a><li><a href=https://bit.ly/338cD2V>Jade the Kobold</a><li><a href=https://bit.ly/2QDQJSP>Canopy Games</a><li><a href=https://bit.ly/3eamFao>PlugWorld</a><li><a href=https://bit.ly/3gUxDT6>Tauheed Game Dev</a><li><a href=https://bit.ly/3xGMh6c>Kekdot</a><li><a href=https://bit.ly/3u9tYVi>ACB_Gamez</a><li><a href=https://bit.ly/3vHXVMf>IRIS: A Colorful Dream</a><li><a href=https://bit.ly/3u9m0eE>Redefine Gamedev</a><li><a href=https://bit.ly/3tepsTV>jmbiv</a><li><a href=https://bit.ly/3vXS2Lj>John Ivess</a></ul><h3 id=thank-you-for-the-interview-adrian-any-words-at-the-end>Thank you for the interview, Adrian! Any words at the end?</h3><p>Thank you too!<p>Go Godot Jam will be so much fun!<p>I am really glad to take part of what has been a growing community of content creators and events organisers aroung Godot and I cant wait to see more of it!<p>Join now at <a href=https://gogodotjam.com/learn/>gogodotjam.com</a></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Juan Linietsky</span></div><span class=date data-post-date="2020-07-22 00:00:00 +0000">22 July 2020</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class="card card-warning"><p>This article is from <strong>July 2020</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>What has been an idea (and something many community members suggested for a long time) is now a reality. We will be hosting a Live Q&amp;A session with Godot core contributors the last week of each month.<h2 id=live-qa>Live Q&amp;A</h2><p>The idea is to stream a Jitsi a call between core contributors to our <a href=https://www.youtube.com/channel/UCKIDvfZD1ZhY4_hhbotf7wA>Youtube channel</a>. A moderator will pick questions from the chat and we will try to answer them as best as possible. There will be some quirks to this format though:<ul><li>Every month, besides core contributors who are hired by the project, we will also rotate other guest contributors to answer questions about the areas they contribute to.<li>Patrons over the $26 tier will be able to submit questions in advance (depending on the volume we may change this to lower tiers, or change the benefits, well see over time), which will be preselected and answered at the beginning of the Live Q&amp;A session.</ul><h2 id=save-the-date>Save the date!</h2><p>The next live Q&amp;A will take place on <strong>Thursday 30 of July</strong> at <strong>18hs (6pm) UTC</strong> on our <a href=https://www.youtube.com/channel/UCKIDvfZD1ZhY4_hhbotf7wA>Youtube channel</a>.<p><strong>EDIT:</strong> The Youtube stream <a href="https://www.youtube.com/watch?v=k5DKlhMy5wQ">is now up</a>, you can subscribe and set a reminder on it!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=next href=/article/release-candidate-godot-3-2-3-rc-1/>Release candidate: Godot 3.2.3 RC 1</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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@@ -7,7 +7,7 @@ In addition, the list of communities below the map is now automatically generate
Alternatively, you can also send an e-mail to <em>webmaster at godotengine · org</em> to request your community to be added to the list.<p>For the curious, the map is powered by the open source <a href=https://leafletjs.com/>Leaflet.js</a> library and uses the <a href=https://docs.mapbox.com/api/maps/#static-tiles>Mapbox Static Tiles API</a>. You can view the implementation in <a href=https://github.com/godotengine/godot-website/pull/201>this pull request</a>.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Juan Linietsky</span></div><span class=date data-post-date="2020-08-26 00:00:00 +0000">26 August 2020</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class="card card-warning"><p>This article is from <strong>August 2020</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>In the past month, the excess donations accumulated so we are finally able to offer enough financial security to do an extra hire. Beginning November, <a href=https://github.com/groud>Gilles Roudière (Groud)</a> will be working full-time for the project, dedicated to 2D and general editor usability!<h2 id=background>Background</h2><p>Gilles is responsible for the 2D editor in Godot, as well as some other areas such as the current filesystem dock and several improvements to Godot UI nodes. He has done an outstanding job, producing top quality contributions.<p>His main responsibility from now on will be to become the general editor maintainer. He will work on improving usability, adding features, and making sure that the experience with the built-in tools is the best as it can be.<p>Immediate priorities include improvements to the tilemap editor, animation editor, skeleton animation editors, and general 2D editor experience. Further ahead, more general improvements for the editor overall, based on your <a href=https://github.com/godotengine/godot-proposals/>proposals</a>.<h2 id=future>Future</h2><p>We have more hires planned, but we need to increase our donations level for this. If you are not, please <a href=https://www.patreon.com/godotengine>consider becoming our patron</a> and help make this happen!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -98,7 +98,7 @@ func _process(delta):
</code></pre></div></div><h2 id=future-work>Future work</h2><p>This has been quite a long work, and included some refactoring of the <code class="language-plaintext highlighter-rouge">core</code> code to use a single library for cryptography (mbedTLS) instead of multiple specific libraries for hashing algorithms and AES. This work will allow us to introduce support for AES encryption and more at scripting level in future versions.<p>Additionally, the SSL overhaul helped a lot in developing the upcoming DTLS implementation.<h2 id=references>References</h2><ul><li><a href=https://github.com/godotengine/godot/pull/30239>PR refactoring the <code class="language-plaintext highlighter-rouge">core</code> crypto code</a><li><a href=https://github.com/godotengine/godot/pull/29871>PR adding Crypto class, Hashing contexts, SSL server</a><li><a href=https://github.com/godotengine/godot/pull/32285>PR adding documentation for above-mentioned additions</a></ul></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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Youll see all the details about the courses purpose and contents <a href="https://www.kickstarter.com/projects/bentristem/discovering-godot-learn-to-code-by-making-games?ref=7dkj1f">on the Kickstarter page</a>.<p><a href=https://www.kicktraq.com/projects/bentristem/discovering-godot-learn-to-code-by-making-games/ target=_blank><img src=https://www.kicktraq.com/projects/bentristem/discovering-godot-learn-to-code-by-making-games/minichart.png alt="Discovering Godot - Learn To Code By Making Games -- Kicktraq Mini" title="Discovering Godot - Learn To Code By Making Games -- Kicktraq Mini"></a><h2 id=ben-tells-us-why-they-support-godot>Ben tells us why they support Godot</h2><p>GameDev.tv had already been showing its interest in Godot by sponsoring us financially <a href=https://www.patreon.com/godotengine>on Patreon</a> over the last few months, and now they show their commitment and trust by actual making their own teaching product based on Godot.<blockquote><p><em>We believe in the future of Godot, and thats the reason weve been sponsoring the project for a while. Its also the fundamental reason were creating courses for the engine to help support it and spread the word.</em></blockquote><p>Ive asked Ben to give us some details about what they see in Godot, and why they are so enthusiastic about it and willing to give it a top-tier position among their game development courses:</p><iframe width=560 height=315 src=https://www.youtube-nocookie.com/embed/g0PFAt-jfLU frameborder=0 allow="autoplay; encrypted-media" allowfullscreen></iframe><blockquote><p><em>Were big fans of Godots:</em><ul><li><em>Language flexibility</em><li><em>Separate 2D and 3D pipelines</em><li><em>Open source(ness), allowing users to modify and even contribute</em></ul><p><em>And its fun! Its fun to use, its simple when you open it, its powerful if you need it, it unfolds the complexity as and when you require it. We find that so inviting!</em></blockquote><p>These points really echo what we hear on all <a href=https://godotengine.org/community>Godot community channels</a>, where users really enjoy the flexibility offered by Godots design and license, and simply have a lot of fun experimenting and working on long term projects alike.<p>If you want to communicate directly with Ben, Yann and other users waiting for this course, you can join GameDev.tvs <a href=https://www.facebook.com/groups/godotcourse/>Facebook group dedicated to the Godot course</a>.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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Binaries for all platforms will eventually be provided when Godot 3.0 gets stable.<p>As always, keep in mind this is a beta and you are expected to encounter issues and maybe crashes. If so, make sure to report them on the <a href=https://github.com/touilleMan/godot-python/issues>projects bug tracker</a> ;-)<p><strong>PS:</strong> A talk about Godot & Python was given last Monday at <a href=https://ep2017.europython.eu/conference/talks/bringing-python-to-godot-game-engine>EuroPython 2017</a>. You can watch the (for now unedited) recording <a href="https://www.youtube.com/watch?v=h6MsqsJqnao&amp;feature=youtu.be&amp;t=2h35m09s">on YouTube</a>; the edited version should be available later on <a href=https://www.youtube.com/c/EuroPythonConference>EuroPythons YouTube channel</a>.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -7,7 +7,7 @@ We propose to have a special bug hunting day on Saturday, 9 December, to focus o
<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2017-12-08 19:02:08 +0000">8 December 2017</span></div><div class=tags><a href=/blog/events><div class="tag active">Events</div></a></div></div><div class="card card-warning"><p>This article is from <strong>December 2017</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>Since our <a href=/article/dev-snapshot-godot-3-0-beta-1>Godot 3.0 beta 1</a> release last week, there have been <a href="https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&amp;q=is%3Aissue+is%3Aclosed+closed%3A2017-11-29..2017-12-08+-label%3Aarchived">more than 70 bugs fixed</a> and over 100 bug reports created!<p>Both testers and developers are doing a great job, but we need to go ever faster to get Godot 3.0 out as soon as possible - especially now that the <em>master</em> branch is in feature freeze, meaning that new features will have to wait for Godot 3.1 to be merged.<h2 id=bug-hunting-day-on-saturday-9-december>Bug hunting day on Saturday 9 December</h2><p>We propose to have a special bug hunting day tomorrow (Saturday 9 December), to focus on fixing the bugs reported for the 3.0 milestone. Testers are also encouraged to use this opportunity to file new bug reports, after checking existing issues for potential duplicates.<h3 id=how-does-it-work>How does it work?</h3><p>Join us on the developers IRC channel (<a href="http://webchat.freenode.net/?channels=#godotengine-devel">#godotengine-devel</a> on Freenode, also accessible from Matrix) to discuss issues and potential fixes live, and pick any bug in the <a href=https://github.com/godotengine/godot/milestone/4>3.0 milestone</a> to try to fix it. To avoid potential conflicts/duplicated work, add a comment in the relevant issue to state that you are working on it.<p>If you dont know which issue to start with, check the <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3A%22hero+wanted%21%22">Hero Wanted!</a> selection which lists bugs with useful debugging information and/or some hints about how to fix them.<p>The event will start as soon as someone is awake in the channel on Saturday (our contributors from Asia and Australia will get to start :)), and will continue for the whole day over the globes timezones.<p>Youre free to join for one hour or for the whole day, the important is that we fix issues and get to know each other at the same time. There should always be plenty of experienced devs around to help you get started if you are not very familiar with Godots source code.<h3 id=links>Links</h3><ul><li><a href=https://github.com/godotengine/godot/milestone/4>List of issues in the 3.0 milestone</a> (meant to be fixed before 3.0 is released, or eventually moved to the next milestone if non critical).<li><a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3A%22hero+wanted%21%22">List of “Hero Wanted!” issues</a>.<li><a href=http://docs.godotengine.org/en/latest/community/contributing/ways_to_contribute.html>Contributing docs</a>, especially the parts of the <a href=http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html>PR workflow</a> and the <a href=http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html>code style guidelines</a>.<li><a href="http://webchat.freenode.net/?channels=#godotengine-devel">#godotengine-devel on Freenode</a></ul></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
<a rel=prev href=/article/hero-wanted-campaing-fixing-final-bugs-launchs/>Hero Wanted campaign for fixing final bugs launches!</a></div><div class=next><span>Next</span>
<a rel=next href=/article/let-people-touch-godot/>Let people touch Godot!</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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<span class=by>Julian Murgia</span></div><span class=date data-post-date="2020-12-03 14:25:37 +0000">3 December 2020</span></div><div class=tags><a href=/blog/events><div class="tag active">Events</div></a></div></div><div class="card card-warning"><p>This article is from <strong>December 2020</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>2021 is quickly approaching and in the Godot community we are starting to prepare for next years GodotCon!<p>As you might know, each year we attend FOSDEM, the major Free and Open Source event in Europe, and we use the opportunity to organise our own small conference as a fringe event: GodotCon! A meetup for contributors, users and interested people to socialize, collaborate and share knowledge.<p>Sadly, given the uncertainty regarding international travel and the possibility to host big gatherings, FOSDEM has decided to go online-only for next years edition and we are taking the same decision for our own GodotCon.<p>Its not all bad news because as much as well miss meeting each other in person, we must see it as an opportunity for everyone to participate, no matter where they are located.<h1 id=so-whats-the-plan>So, whats the plan?</h1><p><strong>Online GodotCon 2021</strong> will happen on the <strong>23rd of January</strong> (the weekend before the Global Game Jam ;)) and will consist of a video stream with pre-recorded talks and a community platform to host chat and Q&amp;A.<p>We decided to go for pre-recorded event as this will be our first fully online event and we would like to simplify its technical complexity so everyone has the best experience. This will also make it more comfortable for users to present if GodotCon is happening at an impractical time for their timezone.<p>We are preparing a way for users to submit questions for the presenter to answer, we will share more info on this topic closer to the event.<p>As usual for Godot events, Online GodotCon 2021 will be <strong>free of charge</strong>, and the video streams will be available to replay after the event. More precise details on the streaming and chat platforms, as well as start and end time, will be announced in coming weeks.<h1 id=call-for-participation>Call for participation</h1><p>Over the coming weeks, we encourage anyone interested to send us proposals for talks, workshops or any other idea you would like to host. GodotCon is an event made by Godot users, so we need you to propose content that will make it a great event for all attendees.<p>We are interested in any Godot-related topic. It can be a talk about your own Godot project, the tricks youre using in your workflow, a specific feature or plugin that you developed in the engine, etc. Wed like to have diverse speakers and topics, so if youre using Godot for non-gaming topics (education, research, non-game apps, etc.), youre also very welcome to share this with the community. Basically, feel free to propose anything that you think could be worth sharing with fellow Godot users and/or contributors.<p>As an indication, we propose a duration of 20 minutes (+ 5-10 min Q&amp;A) for talks, though you can tell us if youd prefer a different format. A 5 min presentation of your game would be welcome, and a 40 min talk is fine too if the topic is worth it :)<p>Please send your proposals to godotcon <em>at</em> godotengine <em>·</em> org with the following information:<ul><li>Type (talk, tutorial, live demo… anything you think would be fun to see)<li>Title<li>Abstract (short description of what it will be about)<li>Preferred communication method (for us to contact you)</ul><p>Dont overthink the above too much, wed prefer to know ASAP who may give a talk, and we can fill in more details later on.<p>For inspiration, feel free to review the schedules of past events for a glimpse at the kind of activities that we usually have (<a href=/article/schedule-godotcon-2019-brussels>Brussels 2019</a>, <a href=/article/schedule-godotcon-2019-poznan>Poznań 2019</a>, <a href=/article/schedule-godotcon-2020-brussels>Brussels 2020</a>).<p>We will schedule the event as soon as possible and get back to you if we accept your presentation so you can start working on it. Please, try to send your proposals <strong>before the 31st of December</strong> so there is plenty of time to schedule and prepare it.<h1 id=more-questions>More questions?</h1><p>For any other questions, please, dont hesitate to write to that same mail (godotcon <em>at</em> godotengine <em>·</em> org) and the GodotCon team (Aina, Ilaria, Julian, and Wojciech) will try to solve your doubts.<p>Thanks everyone and we hope to see you at our first Online GodotCon 2021!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2018-12-18 13:34:46 +0000">18 December 2018</span></div><div class=tags><a href=/blog/events><div class="tag active">Events</div></a></div></div><div class="card card-warning"><p>This article is from <strong>December 2018</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>Last month <a href=/article/meet-community-fosdem-and-godotcon-2019>we announced the <strong>GodotCon 2019</strong></a> in Brussels (4-5 Feb 2019), as well as a contributors-focused <strong>Godot Sprint</strong> (31 Jan & 1 Feb 2019) and our stand at the <a href=https://fosdem.org><strong>FOSDEM 2019</strong></a> (2-3 Feb 2019).<p>We have a few updates since then:<ul><li>We found a venue for GodotCon and the Godot Sprint: it will be at the <a href=http://www.ludus-academie.com><strong>Ludus Académie</strong></a>, like last year (Quai du Commerce, 48, 1000 Brussels). Thanks a ton to the Ludus staff and students for generously hosting us another year :)<li>Our stand at FOSDEM was confirmed! Were still waiting on an answer to Juans talk proposal.<li><em>Update:</em> Juans main track at FOSDEM was just confirmed! Stay tuned for details.</ul><p>If you havent done so yet, we encourage you to book accommodation in the vicinity of the Ludus Académie (<a href="https://www.openstreetmap.org/?mlat=50.85717&amp;mlon=4.34818#map=19/50.85717/4.34818">OpenStreetMap</a>). Note that Brussels public transportation network works quite well, so its fine if youre staying a bit further away.<p><a href=https://framaforms.org/registration-for-godotcon-godot-sprint-brussels-2019-1541594499><strong>You can still register!</strong></a><br>We currently have more than 50 persons registered for GodotCon, and expect more to register until the event, as well as 25 contributors signed up for the Godot Sprint. Both events are going to be a lot of fun :)<hr><p>The next step is to define our line-up of speakers for GodotCon, who will be giving talks, workshops or other activities. Thats where we need <em>you</em> to step up!<p>Were interested in any Godot-related topic. It can be a technical presentation of upcoming engine features, a talk about your own Godot project, the tricks youre using in your workflow, a workshop about a lesser known feature of the engine, etc. Basically, feel free to propose anything that you think could be worth sharing with fellow Godot users.<p>As an indication, we propose a duration of <strong>20 minutes</strong> (+ 5-10 min Q&amp;A) for talks, though you can tell us if youd prefer less or more time. A 5 min presentation of your game would be welcome, and a 30 min talk or workshop is fine too if the topic is worth it :) Even longer workshops could be imagined (e.g. 1h or 1h30) well have several rooms so we could run a long workshop in one room while shorter talks happen in another one.<p><strong>Please send your proposals</strong> to <em>remi at godotengine · org</em>, with the following information:<ul><li>Type (talk, workshop, round table, live demo, live tutorial… feel free to think outside the box)<li>Title<li>Abstract (short description of what it will be about)<li>Expected duration</ul><p>Dont overthink the above too much, Id prefer to know <em>ASAP</em> who may give a talk, and we can fill in more details later on.<p>Note for Godot Sprint attendees: dont hesitate to also propose talks, workshops, dev discussions, etc. for the Sprint. Well have two days to focus on contribution work (engine, documentation, tutorials), and its up to all of us to make it a great knowledge-sharing event.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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We also plan a 1-hour session in the middle of the day to have several <em>lightning talks</em> of 10 min each, so you can apply for this too if you prefer this format.<p>Please submit the proposal at the latest on December 1st. FOSDEM has a hard limit on December 14th, but we want some leeway to properly arrange the schedule. We cant guarantee participation after our deadline.<p>If you have any doubts or want to volunteer to help us organizing (manning the camera, helping speaker transitions, moderating audience questions, etc.) you can let us know by sending a message to <code class="language-plaintext highlighter-rouge">contact at godotengine dot org</code>.<h2 id=audience>Audience</h2><p>We naturally want people to watch the presentations. Entrance to FOSDEM is free and doesnt require registration. If you want to meet fellow game developers in the open source world, this is the opportunity.<p>Note that barring any technical difficulties, the talks should be recorded and made available under a Creative Commons license on the FOSDEM website shortly after the event.<p>See you all in Brussels!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Juan Linietsky</span></div><span class=date data-post-date="2016-09-22 00:00:00 +0000">22 September 2016</span></div><div class=tags><a href=/blog/progress-report><div class="tag active">Progress Report</div></a></div></div><div class="card card-warning"><p>This article is from <strong>September 2016</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><h1 id=image>Image</h1><p>Godot has many built-in types. Built-in types are used for non-pointer API arguments, where you need to pass around information fast and you dont really care much about keeping a reference.<p>One of the early built-in types in Godot is Image, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).<h3 id=origins>Origins</h3><p>I tried to track down an early version of Image class and could find this from 2006.<p><img src=/storage/app/media/devlog/image/dl_image.png alt><p>You can see an old Macro from when we used Tolua++ to interface! Back then Godot (or what little was of it) ran on the Nintendo DS and Sony PSP, so indexed texture compression was the most common! Other than that, and save for many helpers for dealing with image processing, this class has not changed much in years.<h3 id=present>Present</h3><p>With the excuse of compatibility, new formats piled up over a decade to end in their current state.<p><img src=/storage/app/media/devlog/image/dl_image2.png alt><p>Some stuff we added was:<ul><li>YUV textures, so we could send them to a video buffer and do conversion in GPU. This was, however, pretty hacky to do in the end and did not improve performance that much over an SSE conversor.<li>BC texture compression, which is the most common on PC and consoles.<li>PVRTC texture compression, which is common on Apple devices.<li>ETC texture compression, used by Android devices.<li>Also ATC, used by Qualcomm, which is kind of the same as S3TC with different ramp values to work around patents.<li>Ability to send custom data to a texture. We used this when working in PSP and PS3 games, so we could load texture data swizzled (old GPUs expected you to load texture data in a special format friendlier to cache, nowadays GPUs can rewire memory to work around this limitation or use texture formats which are already swizzled).</ul><p>Two decades ago, everyone wanted to make their own graphics API and protect it with patents, so texture compression algorithms were all patented and barely no one wanted to bet on open APIs. To say the truth, only NVidia kept OpenGL kicking, as Intel and AMD support for it were a mess. As a result, there are plenty of competing texture compression formats (out of which only PVRTC is truly innovative IMO, but also patented). PC and consoles generally supported S3TC, but on mobile no GPU manufacturer wanted to lose money to S3 patents so each used their own compression format (or no compression at all, like ARM MALI).<p>For Apple devices PVRTC is somehow standard, but on Android this is a mess. Google tried to improve the situation by making ETC the standard in all Android devices, but this compression only covers opaque textures.<h3 id=future>Future</h3><p>As Godot 3.0 will remove a lot of compatibility in exchange for many improvements, and given we already started work on a new renderer, this became a great opportunity to clean up this class.<p>Many formats and naming conventions are now obsolete, and new formats became common. As such, Image is going through a clean-up:<p><img src=/storage/app/media/devlog/image/dl_image3.png alt><p>The following changes happened:<ul><li>Renamed all formats to a more standard convention including formant, components and bit depth.<li>Dropped YUV (may come back, but we are slowly moving to use native APIs for video playback, or built-in libraries for playing into a texture).<li>Added floating point types (float and half float).<li>Renamed BC to have a less-Microsoft naming (I know DXT is also a Microsoft name, but its the one used by the OpenGL extension).<li>Added ETC2 format, which is now standard in OpenGL 4.3, OpenGL ES 3.0 and Vulkan.<li>Removed custom format, as its use case is no longer relevant.</ul><p>When OpenGL ES 2.0 and non-Vulkan based devices and GPUs become obsolete enough, well probably have to rewrite this API again to remove all the extra unnecessary formats, but this wont happen for some years. Feedback welcome!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-11-04 12:27:14 +0000">4 November 2019</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class="card card-warning"><p>This article is from <strong>November 2019</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>The Godot community now has a <strong><a href=/code-of-conduct>Code of Conduct</a></strong>, which applies to all users and contributors on all Godot <a href=/community>community platforms</a>, both online and at Godot-related events.<p>It defines common sense guidelines to ensure that our community platforms are a safe and welcoming environment for all Godot users. By interacting with other participants in the Godot community, you agree to respect the terms of the Code of Conduct.<hr><p>During the past five years of free and open source, collaborative development, weve been blessed with one of the best-behaved online communities that I have been in contact with. The vast majority of users on all our community platforms dearly care both for the Godot project itself, but also for all their fellow participants.<p>Yet there are occasional outliers, and to properly moderate an ever growing community (more than doubling in size each year) we need a written statement for the <em>de facto</em> guidelines that our moderation teams have applied until now. This will give users a clear overview of our expectations for positive and respectful behavior. Community moderators, who are also participants donating their free time to ensure a safe environment for all users, will therefore be able to back their decisions with common guidelines.<p>While we agreed many months ago with core contributors to introduce a Code of Conduct to that effect, it took us a while to finally write it down and ensure that it fully describes our values and expectations. As existing documents used by other projects did not fully satisfy our requirements, we finally decided to write our own.<p>Visit the <strong><a href=/code-of-conduct>Code of Conduct</a></strong> page of this website to read the full guidelines.<p>The page also includes the contact details for the <a href=/code-of-conduct#coc-team>Code of Conduct team</a> and its members, who are in charge of reviewing and acting upon any reports of participants breaching the Code of Conduct.<p>The document was written by the Godot <a href=/contact#plc>Project Leadership Committee</a> with help and reviews from various other core contributors and platform moderators.<p>All <a href=/community>community platforms</a> will be updated to refer to the <a href=/code-of-conduct>Code of Conduct</a> page in their usage guidelines.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Clay John</span></div><span class=date data-post-date="2023-12-14 15:00:00 +0000">14 December 2023</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class=article-body><p>We are excited to announce that we have partnered with <a href=https://about.google>Google</a> and <a href=https://theforge.dev/>The Forge</a> to bring some helpful performance optimizations to our Vulkan mobile backend. This will primarily benefit users targeting Vulkan-capable mobile devices.<p>Google is committed to enhancing the Android gaming ecosystem by ensuring that Vulkan is well supported across many games, game engines, and devices. Lucky for us, this means that they have decided to help us ensure that our Vulkan mobile renderer is as efficient as possible.<p>The Forge is one of the premier developers in the world specializing in building custom game engines and rendering solutions as well as optimizing existing game engines.<p>The Forge will spend the next several months working on Godot and bringing their expertise to our engine. They will be assisted by experts at Google and, of course, Godot contributors.<p>We are excited to welcome The Forge into the Godot pool of contributors and we are very thankful to Google for their assistance as well!<p>The end goal for all of us is to create an amazing ecosystem for games on Android. We are happy to already participate in that ecosystem and look forward to allowing game developers to push their ideas even further with Vulkan.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Godot Foundation</span></div><span class=date data-post-date="2023-12-18 15:00:00 +0000">18 December 2023</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class=article-body><p>As a non-profit organization in charge of an open-source project, transparency is important to us at the Godot Foundation. The project wouldnt function without its incredibly dedicated community, and we want to listen to your requests asking for clearer communication and avoid giving anyone the feeling of being left out as we grow. This will happen not only in the form of the upcoming Financial Report, but include the smaller things too: introducing the people behind their screen names and sharing insights into the daily life of the someone working for the Foundation, for instance.<p>One way to implement these wishes: an increasing and louder social media presence! And since the programmers themselves are quite busy coding, the Foundation is welcoming <a href=https://www.linkedin.com/in/nathaliegalla/>Nathalie Galla</a>, who will henceforth be in charge of Community & Communications at Godot. Together with Executive Director Emilio Coppola, she will build the basis for a growing communications team. This includes but is not limited to: shaping the new social media presence of the Foundation, handling public relation matters like press releases and influencer outreach, and aiding in the organization of community events.<p>Which leads us to another often encountered ask: more interaction with users of the Godot Engine, especially those not working on contributions themselves. The game developers that trust Godots continuous progress and ambitions, who decide to make their games and projects with us. Therefore, we are already working on ways to more efficiently gather feedback and better handle proposals. To get started, please fill out this <a href=https://forms.gle/Giv4LFeq9JGhcecK6>Google Form</a> so that we can compare expectations before setting a course.<p>Lastly, even though we only require funding to sustain our efforts and are never looking to turn a profit, we of course cannot neglect marketing efforts completely. The reasons stretch from wanting to welcome more diverse voices into the community, people who simply have not encountered Godot before, to hoping that our reach can be used to amplify community projects. Please follow us on the journey ahead!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2016-04-04 00:00:00 +0000">4 April 2016</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class="card card-warning"><p>This article is from <strong>April 2016</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><h2 id=godot-developers-forum>Godot Developers forum</h2><p>The community asked for it, and the community made it! The new <a href=http://godotdevelopers.org>Godot Developers forum</a> is live and ready for you to use it!<p><a href=http://forum.godotdevelopers.org><img src=/storage/app/uploads/public/570/208/99e/57020899e86fe515554457.png alt=godot-developers.png></a><p>Godot used to have an official forum alongside the <a href=/community>other community channels</a>, but when designing <a href=/article/home-sweet-home>our new website</a>, it was decided to publish it even though we did not have the time and infrastructure to setup a new forum (and most importantly to migrate the old posts into the new database).<p>Still, many members of the community <a href=/qa/560/anybody-interested-in-an-unofficial-godot-forum>expressed their wish</a> for a traditional forum to use for general discussion about Godot, advanced support requests and to showcase projects. Some community members thus decided to setup a forum themselves, on their own hosting and using <a href=http://www.simplemachines.org>SMF</a>. With the blessing of the core Godot developers, they did an impressive work to migrate the old database and design cool features and branding for their forum.<p>A heartfelt thank to Timo (toger5) and Kiori for their dedication, and we hope that you will all have a good experience on this new community forum. Make sure to <a href="http://godotdevelopers.org/index.php?board=2.0">read the various announcements</a> about the forum rules and how to use its specific features!<h2 id=youtube-channel-and-games-showcase>YouTube channel and games showcase</h2><p>To celebrate this new forum and the recent 2.0 release, we also published a <a href="https://www.youtube.com/watch?v=6sJFMyI3eZ0">video showcase</a> of some of the nice games being developed with Godot. Thanks a lot to Andrew Conrad and Freeman for <a href=https://github.com/godotengine/godot/issues/3877>editing the video</a> and composing the soundtrack respectively.</p><iframe width=560 height=315 src=https://www.youtube.com/embed/6sJFMyI3eZ0 frameborder=0 allowfullscreen></iframe><p>We also have an <a href=https://www.youtube.com/channel/UCKIDvfZD1ZhY4_hhbotf7wA>official YouTube channel</a> to post such videos; we hope to do some more of these showcase videos in the future, and also trailers to show the features of new Godot releases.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=next href=/article/maintenance-release-godot-2-0-2/>Maintenance release: Godot 2.0.2</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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@@ -10,7 +10,7 @@ Fallback text server is intended for use in the projects that do not need CTL su
<em><code class="language-plaintext highlighter-rouge">TextServerFallback</code> - No BiDi and contextual shaping.</em><h2 id=textservergdnative>TextServerGDNative</h2><p>Wrapper class for the GDNative text server implementations.<h2 id=reference-work>Reference work</h2><ul><li>TextServer implementation proposal -  https://github.com/godotengine/godot-proposals/issues/1180<li>UTF-32 transition - https://github.com/godotengine/godot/pull/40999  (merged to the master branch).<li>Text server implementations - https://github.com/godotengine/godot/pull/41100 (first 4 commits, PR is regularly rebased to keep up with upstream changes, exact commit hashes may vary).<li>BiDi and shaping process overview diagram - https://bruvzg.github.io/media/files/gdtl_operation_notes_1_shaping_draft.pdf<li>Line breaking process overview diagram - https://bruvzg.github.io/media/files/gdtl_operation_notes_2_line_breaking_draft.pdf<li>Line justification process overview diagram - https://bruvzg.github.io/media/files/gdtl_operation_notes_3_justification_draft.pdf<li>GDNative library template - https://github.com/bruvzg/gdnative_text_server_template (dummy GDNative library implementation, intended as a base for future CoreText, DirectWrite based text servers or/and moving ICU/HarfBuzz based text server out of the core engine distribution).</ul><h2 id=additional-resources>Additional resources</h2><ul><li>UAX #9: Unicode Bidirectional Algorithm - http://www.unicode.org/reports/tr9/<li>Bidirectional text FAQ - http://www.unicode.org/faq/bidi.html<li>ICU homepage - http://site.icu-project.org/<li>HarfBuzz homepage - https://harfbuzz.github.io/<li>SIL Graphite homepage - https://scripts.sil.org/cms/scripts/page.php?site_id=projects&amp;item_id=graphite_home<li>Approaches to full justification - https://www.w3.org/International/articles/typography/justification<li>Kashida expansion priorities - https://web.archive.org/web/20160304113846/http://www.microsoft.com/middleeast/msdn/JustifyingText-CSS.aspx</ul><h2 id=future>Future</h2><p>Stay tuned for the next progress report. Next part will focus on UI mirroring and related changes.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -20,7 +20,7 @@ Overrides the locale for that node: controls language specific line breaking rul
Controls OpenType font features for the node e.g. ligature types to use, number styles, small caps, etc. (<a href=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags>Full list of standard tags</a>, fonts can have custom features as well).</ul><p><em>OpenType features:</em> <img src=/storage/app/uploads/public/5f9/ab0/e30/5f9ab0e30a6ab831089813.png alt="Labels using different OpenType features"><h1 id=reference-work>Reference work</h1><ul><li>UI improvements for implementing BiDi aware apps proposal: <a href=https://github.com/godotengine/godot-proposals/issues/1183>godot-proposals#1183</a>.<li>UI mirroring, Font, Theme, and control changes: <a href=https://github.com/godotengine/godot/pull/41100>godot#41100</a> (commits 5 to 8, the PR is regularly rebased to keep up with upstream changes, exact commit hashes may vary).<li>Variable font support PR: <a href=https://github.com/godotengine/godot/pull/43030>godot#43030</a>.<li>Mirroring, BiDi layout and override demo projects: <a href=https://github.com/godotengine/godot-demo-projects/pull/538>godot-demo-projects#538</a>.</ul><h1 id=additional-resources>Additional resources</h1><ul><li><a href=https://docs.microsoft.com/en-us/windows/uwp/design/globalizing/design-for-bidi-text>Windows guidelines to design apps for bidirectional text</a>.<li><a href=https://developer.mozilla.org/en-US/docs/Mozilla/Developer_guide/RTL_Guidelines>Mozilla RTL guidelines</a>.</ul><h1 id=future>Future</h1><p>The next part will focus on the changes to the specific controls and <code class="language-plaintext highlighter-rouge">RichTextLabel</code> BBCode.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -22,7 +22,7 @@ Item 3[/ol]
Fallback text server without CTL support, it uses same text server API and provides roughly the same text rendering capabilities as in Godot 3.2 (<code class="language-plaintext highlighter-rouge">fb</code>).<p>Text servers can be enabled/disabled by using following build options: <code class="language-plaintext highlighter-rouge">module_text_server_adv_enabled</code>, <code class="language-plaintext highlighter-rouge">module_text_server_fb_enabled</code>.<p>If an editor or export template is built with the multiple text servers enabled, the default one can be selected in Project Settings or by using the <code class="language-plaintext highlighter-rouge">--text-driver Name</code> command line argument.<p>At runtime, the text server can be changed by using the <code class="language-plaintext highlighter-rouge">TextServerManager</code> class, but doing so will cause all existing fonts and text buffers to become invalid. Its the users responsibility to free all such resources before switching text server.<p>Additional text servers can be implemented as C++ modules or GDNative libraries, and loaded / used in the same way default servers are.<p>Some languages do not use spaces between words, and dictionaries (or other type of rule-based word breaking data) are required for better line breaking. ICU provides such data, but its size can be substantial for smaller projects. To reduce export size, ICU data is not included by default, but it can be added at export and stored in the PCK archive. ICU data is always embedded in the editor binaries. Also, you can avoid the necessity for ICU data at all by manually adding valid breaking points (by adding zero-width breaking spaces, which can be inserted from Godot input controls context menu).<h1 id=demos-and-docs>Demos and docs</h1><ul><li>CTL documentation and tutorials PR - https://github.com/godotengine/godot-docs/pull/4319<li>CTL demos PR - https://github.com/godotengine/godot-demo-projects/pull/538</ul><h1 id=reference-work>Reference work</h1><ul><li>UI improvements for implementing BiDi aware apps proposal - https://github.com/godotengine/godot-proposals/issues/1183<li>CTL implementation main PR (merged) - https://github.com/godotengine/godot/pull/41100<li>RichTextLabel control refactoring PR (merged) - https://github.com/godotengine/godot/pull/42595<li>Variable font support PR (merged) - https://github.com/godotengine/godot/pull/43030<li>Compatibility support for the legacy Font resources PR (merged) - https://github.com/godotengine/godot/pull/43931<li>Drop cap support PR (merged) - https://github.com/godotengine/godot/pull/43691</ul></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -34,7 +34,7 @@ The <a href=https://docs.godotengine.org/en/latest/development/compiling/compili
</code></pre></div></div><p>As seen in the example, the most important part thats missing is support for raising the event. This right now would only invoke the event delegates, but it wont emit the signal, which is important to notify engine and GDScript listeners. As such, we still need to use the classic <code class="language-plaintext highlighter-rouge">EmitSignal</code> call, which will emit the signal as well as raise the event. More work will be needed in order to support event raising.<h1 id=what-comes-next>What comes next</h1><p>This progress report came really delayed. You can expect a new one in the next weeks, in which Ill be announcing Godot extensions for both Visual Studio and VS Code!<p>After that there are two more tasks in my current roadmap. One of them is separating the Godot API into namespaces (right now we have everything in the same bloated namespace).<p>The other task is writing a C# API to wrap the Godot file system. This new API is meant to replace the auto-generated <code class="language-plaintext highlighter-rouge">Directory</code> and <code class="language-plaintext highlighter-rouge">File</code> classes (which will still be available for compatibility). The new API is meant to be very similar to what developers are used to in .NET.<p>C# is now working on almost every platform Godot supports, with the exception of the Universal Windows Platform (UWP). While UWP is not part of my current roadmap, support for it is likely to happen before 4.0 is released. Also WebAssembly, while already working, is still lacking AOT compilation from Godot which is of high priority.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -43,7 +43,7 @@ Also Godot 3.2.2 cant launch Visual Studio when selecting a script.<p>The ext
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@@ -10,7 +10,7 @@ Being so close to a release, its unlikely 3.2 will ship with AOT support, but
Also more progress will be made on AOT compilation over time and it will be a priority to have it working on WebAssembly as soon as possible.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -28,7 +28,7 @@ void fragment() {
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<img src=/storage/blog/d3d12/isa-b.png alt="Sample ISA code B"></div><p>Microsoft may very well end up adding SCs natively to Direct3D. Nonetheless, in the current state of things this hack/technique/magic is <strong>very close to what real SCs would be in terms of performance</strong>. The ISA assembly takes the patched values into account so it can run its own informed optimization passes. This way, it can provide a late form of what we were making an effort to prevent at earlier stages. Maybe the biggest downside is that the DXIL blob has to be validated-signed every time its patched. This takes some extra time and forces us to include the <code class="language-plaintext highlighter-rouge">dxil.dll</code> file with the binary distribution of the engine.<h2 id=closing-words>Closing words</h2><p>First of all, if you have reached here, youre amazing and thank you for reading. I really wanted to share the story of my adventures in this territory.<p>My ways into this issues may or may not be the best, but what Im pretty sure about is that they are at least interesting or exotic enough for people interested or curious about these topics.<h2 id=support>Support</h2><p>Godot is a non-profit, open source game engine developed by hundreds of contributors in their free time, and a handful of part or full-time developers hired thanks to <a href=/donate>donations from the Godot community</a>. A big thank you to everyone who has contributed <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md>their time</a> or <a href=https://github.com/godotengine/godot/blob/master/DONORS.md>financial support</a> to the project!<p>If youd like to support the project financially and help us secure our future hires, you can do so on <a href=https://www.patreon.com/godotengine>Patreon</a> or <a href=/donate>PayPal</a>.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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</code></pre></div></div><p>You can see the pose is different depending on the signal.<p><img src=/storage/blog/design-of-the-skeleton-modifier-3d/modified_pose.webp alt="modified pose"><h3 id=download>Download</h3><p><a href=/storage/blog/design-of-the-skeleton-modifier-3d/skeleton-modifier-3d-demo-project.zip>skeleton-modifier-3d-demo-project.zip</a><h1 id=do-i-always-need-to-create-a-custom-skeletonmodifier3d-when-modifying-a-skeleton3d-bone>Do I always need to create a custom SkeletonModifier3D when modifying a Skeleton3D bone?</h1><p>As explained above, the modification provided by <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> is temporary. So <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> would be appropriate for effectors and controllers as <strong>post FX</strong>.<p>If you want permanent modifications, i.e., if you want to develop something like a bone editor, then it makes sense that it is not a <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>. Also, in simple cases where it is guaranteed that no other <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> will be used in the scene, your judgment will prevail.<h1 id=what-kind-of-skeletonmodifier3d-nodes-are-included-in-godot-43>What kind of SkeletonModifier3D nodes are included in Godot 4.3?</h1><p>For now, Godot 4.3 will be containing only <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> which is a migration of several existing nodes that have been in existence since 4.0.<p>But, there is good news! We are planning to add some built in <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>s in Godot 4.4, such as new IK, constraint, and springbone/jiggle.<p>If you are interested in developing your own effect using <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>, feel free to make a proposal to include it in core.<h2 id=support>Support</h2><p>Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part or full-time developers hired thanks to <a href=https://fund.godotengine.org/>generous donations from the Godot community</a>. A big thank you to everyone who has contributed <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md>their time</a> or <a href=https://github.com/godotengine/godot/blob/master/DONORS.md>their financial support</a> to the project!<p>If youd like to support the project financially and help us secure our future hires, you can do so using the <a href=https://fund.godotengine.org/>Godot Development Fund</a> platform managed by <a href=https://godot.foundation/>Godot Foundation</a>. There are also several <a href=/donate>alternative ways to donate</a> which you may find more suitable.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2018-02-19 16:34:00 +0000">19 February 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>Godot 3.0 was <a href=/article/godot-3-0-released>released a few weeks ago</a>, and the feedback we are getting so far is incredible. The new version is of course not perfect, but for a major compatibility breaking release with over 18 months of development, it seems to be pretty usable and satisfactory for most users.<p>Still, we still have many users who depend on the previous stable branch, 2.1, for various reasons:<ol><li>They might need support for OpenGL 2.1 / OpenGL ES 2.0, which is missing in Godot 3.0, limiting it to higher end devices (especially on mobile). This support will come back with Godot 3.1, but in the meantime such users are stuck on 2.1.<li>They might have existing projects in development, or even already released, that they do not wish to port over to the new version. Migrating from Godot 2 to Godot 3 can be time consuming.</ol><p>As such, we will continue to provide maintenance releases for Godot 2.1 until at least version 3.1 (to address point 1.), and likely a few months afterwards with only security fixes (for users with games in production as per 2.).<h2 id=godot-215-incoming>Godot 2.1.5 incoming</h2><p>The previous stable version, Godot 2.1.4, was released in August 2017. Since then, there have been over 300 commits to the <em>2.1</em> branch, with bug fixes, enhancements, and even some new features.<p>Well go over the changes more in-depth in the actual release announcement, but until then, we need testers for this first beta 1 build! <a href=https://download.tuxfamily.org/godotengine/2.1.5/beta1/>Download it</a> and test it with your existing 2.1 projects (make sure to do backups or use version control, as always). If you spot any regression (something worked in 2.1.4 and is now broken), please make a bug report and mention it in the <a href=https://github.com/godotengine/godot/issues/16813>tracker bug</a>.<ul><li><a href=https://download.tuxfamily.org/godotengine/2.1.5/beta1/><strong>Download repository</strong></a><li><a href=https://github.com/godotengine/godot/issues/16813>Tracker bug for regressions</a></ul><p>Happy bug hunting!<h2 id=godot-301-also-coming-soon>Godot 3.0.1 also coming soon</h2><p>In parallel, were also working on what will be the 3.0.1 release, with many bug fixes and enhancements to the current stable branch. Stay tuned for more info!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2018-03-15 09:01:21 +0000">15 March 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>As mentioned in a <a href=/article/dev-snapshot-godot-2-1-5-beta-1>previous blog post</a>, we plan to continue supporting the 2.1.x branch for a while - at least until 3.1 is released, bringing back support for low and mid-end mobile and low-end desktop GPUs via OpenGL ES 2.0 / OpenGL 2.1.<p>The feedback on the previous 2.1.5 beta 1 build was relatively good, and many fixes have been done since, especially to the (still imperfect, but better) tool to convert 2.1 projects to the Godot 3 API.<h2 id=godot-215-incoming>Godot 2.1.5 incoming</h2><p>The previous stable version, Godot 2.1.4, was released in August 2017. Since then, there have been over 300 commits to the <em>2.1</em> branch, with bug fixes, enhancements, and even some new features.<p>Well go over the changes more in-depth in the actual release announcement, but until then, we need testers for this new beta 2 build! <a href=https://download.tuxfamily.org/godotengine/2.1.5/beta2/>Download it</a> and test it with your existing 2.1 projects (make sure to do backups or use version control, as always). If you spot any regression (i.e. something that worked fine in 2.1.4 and is now broken), please make a bug report and mention it in the <a href=https://github.com/godotengine/godot/issues/16813>tracker bug</a>.<ul><li><a href=https://download.tuxfamily.org/godotengine/2.1.5/beta2/><strong>Download repository</strong></a><li><a href=https://github.com/godotengine/godot/issues/16813>Tracker bug for regressions</a></ul><p>Happy bug hunting!<h2 id=godot-31-making-good-progress>Godot 3.1 making good progress</h2><p>In parallel, work on Godot 3.1 is still ongoing. Support for OpenGL ES 2.0 / OpenGL 2.1 <strong>for 2D</strong> was merged in the <em>master</em> branch recently, and <a href=https://github.com/karroffel>karroffel</a> is now focusing on the more complex 3D part.<p>Juan (<a href=https://github.com/reduz>reduz</a>) implemented initial support for 2D meshes, and is now quite busy with preparations for GDC, where he will meet many companies as well as give a talk during our <a href=https://godotengine.org/article/join-us-gdc-during-godot-meetup-2018>GDC Meetup</a> at the GitHub HQ.<p>Other contributors are still quite active, and were slowly but surely reducing our backlog of <a href=https://github.com/godotengine/godot/pulls>awesome pull requests</a> done by the community over the last couple of months.<p>There is still no ETA for 3.1, but basically we will wrap it up as soon as the 3D support via OpenGL ES 2.0 / OpenGL 2.1 is ready for production use.<h2 id=godot-303-in-a-few-weeks>Godot 3.0.3 in a few weeks</h2><p>We will continue pushing bug fixes and improvements in a forward compatible way to the 3.0 branch (i.e. you should be able to use the newer versions on your existing 3.0.x project without logic change). Hein-Peter (<a href=https://github.com/hpvb>TMM</a>) did a great job so far on <a href=/article/maintenance-release-godot-3-0-1>3.0.1</a> and <a href=/article/maintenance-release-godot-302>3.0.2</a>, and will continue doing so!<p>Unless regressions or critical bugs dictate it, we plan to have maintenance releases once a month or so, to keep you up-to-date with the latest and greatest in the stable branch.<p>Keep having fun working with Godot, and dont hesitate to showcase your work on social media using the <a href=https://twitter.com/hashtag/GodotEngine>#GodotEngine</a> hashtag!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=next href=/article/sketchfab-integrates-with-godot/>Sketchfab integrates with Godot</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2018-03-24 18:53:08 +0000">24 March 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>As mentioned in a <a href=/article/dev-snapshot-godot-2-1-5-beta-1>previous blog post</a>, we plan to continue supporting the 2.1.x branch for a while - at least until 3.1 is released, bringing back support for low and mid-end mobile and low-end desktop GPUs via OpenGL ES 2.0 / OpenGL 2.1.<p>The feedback on the previous 2.1.5 beta 1 and 2 builds was relatively good, and many fixes have been done since, especially to the (still imperfect, but better) tool to convert 2.1 projects to the Godot 3 API.<h2 id=godot-215-is-around-the-corner>Godot 2.1.5 is around the corner</h2><p>The previous stable version, Godot 2.1.4, was released in August 2017. Since then, there have been over 350 commits to the 2.1 branch, with bug fixes, enhancements, and even some new features.<p>Well go over the changes more in-depth in the actual release announcement, but until then, we need testers for this first release candidate!<p><strong><a href=https://download.tuxfamily.org/godotengine/2.1.5/rc1/>Download it</a></strong> and test it with your existing 2.1 projects (make sure to do backups or use version control, as always). If you spot any regression (i.e. something that worked fine in 2.1.4 and is now broken), please make a bug report and mention it in the <a href=https://github.com/godotengine/godot/issues/16813>tracker bug report</a>.<ul><li><strong><a href=https://download.tuxfamily.org/godotengine/2.1.5/rc1/>Download repository</a></strong><li><a href=https://github.com/godotengine/godot/issues/16813>Tracker bug report for regressions</a></ul><p>Happy testing!<h2 id=known-issues>Known issues</h2><ul><li>The “toggle visibility” button in the SceneTree panel does not work for Spatial-derived nodes (<a href=https://github.com/godotengine/godot/issues/17722>#17722</a>). It has been fixed in the <em>2.1</em> branch after the RC 1 build was made.</ul></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=next href=/article/godot-doing-well-gdc-2018/>Godot is doing well at GDC 2018!</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-06-04 17:28:31 +0000">4 June 2019</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>Its been a long time since <a href=/article/maintenance-release-godot-2-1-5>our previous release</a> in the 2.1 branch!<p>“Wait,” I hear you say, “is the 2.1 branch still maintained 3 years after its first release?”<p>The answer is yes, on a “best effort” basis and focusing on release critical and security issues. What we consider “release critical” are issues which prevent people using Godot 2.1.x in production from releasing or updating their game, such as crash issues and adapting to the changing requirements of distribution platforms (mainly Google Play and Apple Store).<p>The upcoming 2.1.6 release is intended to address new requirements from Google Play and Apple store, as well as update thirdparty libraries to recent versions to fix known security vulnerabilities (in particular in libpng and openssl).<p>Google Play now mandates the support of its two 64-bit architectures, <code class="language-plaintext highlighter-rouge">arm64v8</code> and <code class="language-plaintext highlighter-rouge">x86_64</code>. The former was already included in Godot 2.1.5, but <code class="language-plaintext highlighter-rouge">x86_64</code> was missing and added first in Godot 3.1-stable. The templates for this architecture are now also included in Godot 2.1.6 RC 1, and will be included in an upcoming Godot 3.0.7 for the same reason.<p>Apple Store now requires binaries compiled against the iOS SDK 12.1 or later to support the latest iterations of its OS, so new binaries were also needed.<h3 id=who-is-this-for>Who is this for?</h3><p>As mentioned above, this new release is made for people using Godot 2.1.x in production. Many users started projects years ago with Godot 2.1 and are still developing them, about to release them or need to ship updates. Upgrading to Godot 3.0 or later is not straightforward due to various compatibility breakages that we did at the time, so these users need long term support.<p>If you want to start a new project, there is no reason to use Godot 2.1.6 which is based on a 3 years old code branch. You should instead use the <a href=/download>latest stable release</a> to benefit from all the new features and bug fixes included over the years.<h3 id=download>Download</h3><p>As a reminder, Godot 2.1.x does not have an export templates downloader, so you should make sure to download both the editor binary for your platform and the templates archive (<code class="language-plaintext highlighter-rouge">.tpz</code> file), and install these templates using the dedicated editor feature. You should <strong>not mix versions</strong>, i.e. using a 2.1.6 editor binary with 2.1.5 templates or the other way around. Export templates should match the exact commit used to build your editor binary.<p>Please test this release candidate on your 2.1 projects and make sure that both the editor and the exports work as expected. If you could test the upload of Android or iOS games to Google Play/Apple Store to confirm that they pass the platforms requirements, this would be very helpful too.<p>Please report any regression (a new bug in 2.1.6 RC 1 that you did not have in 2.1.5) or blocking bug in this <a href=https://github.com/godotengine/godot/issues/29484>tracker bug report</a>.<ul><li><a href=https://download.tuxfamily.org/godotengine/2.1.6/rc1/><del>Download repository</del></a><li><a href=https://github.com/godotengine/godot-builds/releases/2.1.6/rc1-Godot_v2.1.6-rc1_changelog.txt><del>Changelog</del></a><li><a href=https://github.com/godotengine/godot/issues/29484>Tracker bug report for regressions</a></ul></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>HP van Braam</span></div><span class=date data-post-date="2018-05-02 23:06:38 +0000">2 May 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p><strong>Note: <a href=https://godotengine.org/article/dev-snapshot-godot-3-0-3-rc-2>Release candidate 2</a> is out now!</strong><p>This is the first release candiate for what will become Godot 3.0.3. This release has over 100 bugfixes and new features. A full human-readable changelog is still to be created but the git shortlog <a href=https://github.com/godotengine/godot-builds/releases/download/3.0.3-rc1/Godot_v3.0.3-rc1_changelog.txt>can be downloaded here</a>.<p>The most important new feature for this release is initial support for Mono exports on the desktop platforms (Windows, Linux, and MacOSX). Were still hard at work at making Mono exporting to mobile work.<p>Note that some early users have reported some issues with the Mono downloads. This is being investigated.<p>Please test this release with your existing projects and as usual: Any breakage of existing projects after upgrading is a bug. If we somehow missed something please <a href=https://github.com/godotengine/godot/issues/new>report a bug</a>.<p>Id like to thank our wonderful community for smothering us in the warm glow of their pull requests and bug reports. This is looking like another great release!<p>On a sidenote: I (hp) was moving house last month so this release is somewhat later than usual. Were aiming to have 3.0.4 available near the end of May. Were aiming for a roughly monthly patch release cycle.<h2 id=downloads>Downloads</h2><p><strong>The original uploads for the X11 binaries were accidentally the export templates instead of the editor. This has been corrected now.</strong><p>As always, you will find the binaries for your platform on our mirrors:<ul><li>Classical version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0.3-rc1>HTTPS mirror</a>]<li>Mono version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0.3-rc1>HTTPS mirror</a>]</ul><p>Mono versions require Mono 5.10 on Linux and Windows and Mono 5.8 on MacOS<h2 id=known-incompatibilities-with-godot-302>Known incompatibilities with Godot 3.0.2</h2><p>None<h2 id=known-incompatibilities-with-godot-301>Known incompatibilities with Godot 3.0.1</h2><p>None<h2 id=known-incompatibilities-with-godot-30>Known incompatibilities with Godot 3.0</h2><ul><li>If you use the Bullet physics engine and relied on the fact that the calculated effective gravity on KinematicBodies was always 0 then you will need to fix your code as this is now correctly calculated. See <a href=https://github.com/godotengine/godot/issues/15554>#15554</a> for details.<li>Setting the <code class="language-plaintext highlighter-rouge">v</code> member of a color did not properly set the <code class="language-plaintext highlighter-rouge">s</code> member. This is now corrected. See <a href=https://github.com/godotengine/godot/pull/16916>#16916</a> for details.<li>RichTextLabels did not properly determine the baseline of all fonts. If you relied on the look of the previous implementation please let us know. See <a href=https://github.com/godotengine/godot/pull/15711>#15711</a> for details.<li>SpinBoxes didnt calculate their width properly. This is now fixed but could subtly change your GUI layout. See <a href=https://github.com/godotengine/godot/pull/16432>#16432</a> for details.<li>OGG streams now correctly signal the end of playback. If you were relying on this not happening please let us know. See <a href=https://github.com/godotengine/godot/pull/15910>#15910</a> for details.</ul><h2 id=-known-bugs-in-godot-303><a id=known-bugs></a>Known bugs in Godot 3.0.3</h2><ul><li><code class="language-plaintext highlighter-rouge">Vector3.snapped()</code> does not work and just returns the original Vector3. Fixing this would have meant breaking ABI between Godot 3.0 and 3.0.2 so this function will remain non-functional.<li><code class="language-plaintext highlighter-rouge">move_and_slide()</code> doesnt quite work correctly. An easy workaround is to increase the safe margin to 0.05 (or higher if required). It is not yet clear how to implement the proper fix without impacting users who already implemented this workaround in their projects. See <a href=https://github.com/godotengine/godot/issues/16459>issue #16459</a> for an explanation.<li>Some users report crashes on Windows 10 after a recent Windows update. We currently dont know what is causing this.</ul></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>HP van Braam</span></div><span class=date data-post-date="2018-05-14 19:03:45 +0000">14 May 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>Were pleased to announce the second release candidate for what will become Godot 3.0.3. Weve added quite a few bugfixes compared to rc1 and a port of <a href=https://github.com/RandomShaper>RandomShaper</a>s mouse input emulation code.<p>For this release Ive had to redo our buildsystem (again) due to trouble with the rc1 packages. This is why it took a while to get rc2 out. I believe the problems have now been solved but please test on all your platforms! The most important user-visible changes compared to rc1 are that now the Mono builds should work on all platforms, and rc2 restores support for Windows 7. Windows 7 compatibility is now also being tested before releases happen.<p>Please test this release with your existing projects and as usual: Any breakage of existing projects after upgrading is a bug. If we somehow missed something please <a href=https://github.com/godotengine/godot/issues/new>report a bug</a>.<p>Id like to take this time to thank all of our wonderful contributers who made this releases possible. Youre the best! Thank you for all your contributions, be it code, docs, or bugreports.<h2 id=downloads>Downloads</h2><p>As always, you will find the binaries for your platform on our mirrors:<ul><li>Classical version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0.3-rc2>HTTPS mirror</a>]<li>Mono version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0.3-rc2>HTTPS mirror</a>]</ul><p>Mono versions require Mono 5.10 on Linux and Windows and Mono 5.8 on MacOS<h2 id=known-incompatibilities-with-godot-302>Known incompatibilities with Godot 3.0.2</h2><p>None<h2 id=known-incompatibilities-with-godot-301>Known incompatibilities with Godot 3.0.1</h2><p>None<h2 id=known-incompatibilities-with-godot-30>Known incompatibilities with Godot 3.0</h2><ul><li>If you use the Bullet physics engine and relied on the fact that the calculated effective gravity on KinematicBodies was always 0 then you will need to fix your code as this is now correctly calculated. See <a href=https://github.com/godotengine/godot/issues/15554>#15554</a> for details.<li>Setting the <code class="language-plaintext highlighter-rouge">v</code> member of a color did not properly set the <code class="language-plaintext highlighter-rouge">s</code> member. This is now corrected. See <a href=https://github.com/godotengine/godot/pull/16916>#16916</a> for details.<li>RichTextLabels did not properly determine the baseline of all fonts. If you relied on the look of the previous implementation please let us know. See <a href=https://github.com/godotengine/godot/pull/15711>#15711</a> for details.<li>SpinBoxes didnt calculate their width properly. This is now fixed but could subtly change your GUI layout. See <a href=https://github.com/godotengine/godot/pull/16432>#16432</a> for details.<li>OGG streams now correctly signal the end of playback. If you were relying on this not happening please let us know. See <a href=https://github.com/godotengine/godot/pull/15910>#15910</a> for details.</ul><h2 id=-known-bugs-in-godot-303><a id=known-bugs></a>Known bugs in Godot 3.0.3</h2><ul><li><code class="language-plaintext highlighter-rouge">Vector3.snapped()</code> does not work and just returns the original Vector3. Fixing this would have meant breaking ABI between Godot 3.0 and 3.0.2 so this function will remain non-functional.<li><code class="language-plaintext highlighter-rouge">move_and_slide()</code> doesnt quite work correctly. An easy workaround is to increase the safe margin to 0.05 (or higher if required). It is not yet clear how to implement the proper fix without impacting users who already implemented this workaround in their projects. See <a href=https://github.com/godotengine/godot/issues/16459>issue #16459</a> for an explanation.<li>Some users report crashes on Windows 10 after a recent Windows update. We currently dont know what is causing this.</ul></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>HP van Braam</span></div><span class=date data-post-date="2018-06-02 00:00:00 +0000">2 June 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>Were pleased to announce the third release candidate for what will become Godot 3.0.3. Quite a lot of work went into making the Mono exports work for Windows targets. It turned out to be quite a hairy problem. But now Mono exports to Windows, Linux, and MacOS should work with a single click. It is no longer necessary to ship the Mono runtime DLL manually.<p>This release also restores the Javascript export templates. These were broken for rc2.<p>Please note that this release still has the <a href=https://godotengine.org/article/fixing-godot-games-published-google-play>Android Google Play bug</a>. We will do an rc4 shortly with a fix. A tool will be released soon to fix existing APKs. Ive had some trouble with getting signing to work reliably from a third-party tool.<p>Please test this release with your existing projects and as usual: Any breakage of existing projects after upgrading is a bug. If we somehow missed something please <a href=https://github.com/godotengine/godot/issues/new>report a bug</a>.<p>Id like to take a moment to thank all of the superheroes that contribute to the project to make this release possible. If youd like to be elevated to super hero please file bugs, fix documentation, write patches, or just come hang out with us on Discord, IRC, or Matrix!<h2 id=downloads>Downloads</h2><p>As always, you will find the binaries for your platform on our mirrors:<ul><li>Classical version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0.3-rc3>HTTPS mirror</a>]<li>Mono version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0.3-rc3>HTTPS mirror</a>]</ul><p>Mono versions require <strong>Mono 5.12.0</strong> on all platforms.<h2 id=known-incompatibilities-with-godot-302>Known incompatibilities with Godot 3.0.2</h2><p>None<h2 id=known-incompatibilities-with-godot-301>Known incompatibilities with Godot 3.0.1</h2><p>None<h2 id=known-incompatibilities-with-godot-30>Known incompatibilities with Godot 3.0</h2><ul><li>If you use the Bullet physics engine and relied on the fact that the calculated effective gravity on KinematicBodies was always 0 then you will need to fix your code as this is now correctly calculated. See <a href=https://github.com/godotengine/godot/issues/15554>#15554</a> for details.<li>Setting the <code class="language-plaintext highlighter-rouge">v</code> member of a color did not properly set the <code class="language-plaintext highlighter-rouge">s</code> member. This is now corrected. See <a href=https://github.com/godotengine/godot/pull/16916>#16916</a> for details.<li>RichTextLabels did not properly determine the baseline of all fonts. If you relied on the look of the previous implementation please let us know. See <a href=https://github.com/godotengine/godot/pull/15711>#15711</a> for details.<li>SpinBoxes didnt calculate their width properly. This is now fixed but could subtly change your GUI layout. See <a href=https://github.com/godotengine/godot/pull/16432>#16432</a> for details.<li>OGG streams now correctly signal the end of playback. If you were relying on this not happening please let us know. See <a href=https://github.com/godotengine/godot/pull/15910>#15910</a> for details.</ul><h2 id=-known-bugs-in-godot-303><a id=known-bugs></a>Known bugs in Godot 3.0.3</h2><ul><li><code class="language-plaintext highlighter-rouge">Vector3.snapped()</code> does not work and just returns the original Vector3. Fixing this would have meant breaking ABI between Godot 3.0 and 3.0.2 so this function will remain non-functional.<li><code class="language-plaintext highlighter-rouge">move_and_slide()</code> doesnt quite work correctly. An easy workaround is to increase the safe margin to 0.05 (or higher if required). It is not yet clear how to implement the proper fix without impacting users who already implemented this workaround in their projects. See <a href=https://github.com/godotengine/godot/issues/16459>issue #16459</a> for an explanation.<li>Some users report crashes on Windows 10 after a recent Windows update. We currently dont know what is causing this.</ul></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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Export templates for the Mono flavour will not be provided, as exporting Mono games is not completely implemented yet.<p>Also clone the <a href=https://github.com/godotengine/godot-demo-projects/>godot-demo-projects</a> repository to have demos to play with. Some of them might still need adjustments due to recent changes in the <em>master</em> branch, feel free to report any issue.<h2 id=bug-reports>Bug reports</h2><p>There are still many open bug reports for the 3.0 milestone, which means that we are aware of many bugs already. We still release this snapshot to get some early feedback while we work on fixing the known issues.<p>As a tester, you are encouraged to open bug reports if you experience issues with alpha 2. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>Have fun with this alpha 2 and stay tuned for future, more stable releases :)</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -7,7 +7,7 @@ Dont worry though, Godot 3.1 will arrive soon after the 3.0 release to bring
Export templates for the Mono flavour will not be provided for beta 1, as exporting Mono games is not fully implemented yet.<p>Also clone the <a href=https://github.com/godotengine/godot-demo-projects/>godot-demo-projects</a> repository to have demos to play with. Some of them might still need adjustments due to recent changes in the <em>master</em> branch, feel free to report any issue.<h2 id=bug-reports>Bug reports</h2><p>There are still many open bug reports for the 3.0 milestone, which means that we are aware of many bugs already. We still release this snapshot to get more testing coverage while we work on fixing the known issues.<p>As a tester, you are encouraged to open bug reports if you experience issues with beta 1. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>Have fun with this beta 1 and stay tuned for a potential beta 2, or directly a release candidate (RC) if were happy with the test results.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2017-12-21 22:48:33 +0000">21 December 2017</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p><strong>Edit 22.12.2017:</strong> Windows binaries (both the editor binaries and the export templates) have been replaced by versions without OpenMP support, the latter forcing the installation of the MS Visual C++ Redistributable 2017 to get the OpenMP DLL. If you downloaded export templates before 22.12.2017 at 23:59 UTC, we advise to download them anew to get the proper portable Windows binaries.<hr><p>Three weeks after our <a href=/article/dev-snapshot-godot-3-0-beta-1>3.0 beta 1 development snapshot</a>, its time for another beta release to bring us closer to the final 3.0 version.<p>We initially hoped for a stable release around Christmas, but given that were publishing 3.0 <em>beta 2</em> today, you can probably assume that 3.0 <em>stable</em> will be an early 2018 release instead. And thats just as well, since a lot of work continues to be done every day to fix issues in the master branch and improve usability, and Juan even took the time to sneak in a couple past-deadline but very requested features, like a <a href=/article/introducing-new-last-minute-lightmapper>lightmapper</a> for static light baking (to provide an alternative to the real-time but resource-heavy GIProbe).<p>This release fixes many of the issues that you reported while testing <em>beta 1</em>, so it should be a lot more stable. There are definitely still bugs here and there, so please report anything you might stumble upon.<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <em><a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta>beta</a></em> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.0 would be on its release.</strong><p>There will still be many fixes and enhancements done before the final release, and we will need your <a href=https://github.com/godotengine/godot/issues>detailed bug reports</a> to debug issues and fix them. Notably, the 3D performance varies greatly depending on your graphics hardware, and will be improved and streamlined progressively as Godot 3 stabilizes.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page for now to avoid confusing new users. Instead, browse one of our mirrors and download the editor binary for your platform and the export templates archive:<ul><li>Classical version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0-beta2><del>HTTPS mirror</del></a>]<li>Mono version (requires the Mono SDK): [<a href=https://github.com/godotengine/godot-builds/releases/3.0-beta2><del>HTTPS mirror</del></a>]</ul><p>Note that Godot can now download and install the export templates automatically, so you dont need to download them manually. If you installed export templates for the previous 3.0 <em>beta 1</em> release, make sure to uninstall them/replace them by the <em>beta 2</em> ones, as they are not compatible. Export templates for the Mono flavour will not be provided for beta 2, as exporting Mono games is not fully implemented yet.<p>Also clone the <a href=https://github.com/godotengine/godot-demo-projects/>godot-demo-projects</a> repository to have demos to play with. Some of them might still need adjustments due to recent changes in the <em>master</em> branch, feel free to report any issue.<h2 id=bug-reports>Bug reports</h2><p>As a tester, you are encouraged to open bug reports if you experience issues with beta 2. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>Have fun with this beta 2 and stay tuned for a release candidate (RC) in the first weeks of January!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=next href=/article/look-gdnative-architecture/>A look at the GDNative architecture</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2018-01-14 17:36:39 +0000">14 January 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>So Godot 3.0 wont be a 2017 release as we had hoped during the last semester, but we are pretty confident that you will get it in January 2018 to properly kickstart this new year!<p>We fixed hundreds of bugs and declared the <a href=https://github.com/godotengine/godot/issues/15321>release freeze</a>, which means that many non critical bugs and enhancements have been moved to the 3.1 milestone, allowing us to tend faster towards the final 3.0 release by focusing on the big issues.<p>With this first <em>Release Candidate</em> (RC), we are now getting very close to the final release. We plan to have at least a second RC in the middle of the coming week, fixing some already-known regressions and probably some more important bugs <a href=https://github.com/godotengine/godot/issues>that you will have reported</a> until then.<p>Note that no release can be bug-free, even if we label it “stable”, so dont be offended if the bugs you report are assigned to the 3.1 milestone - at this stage we focus only on the most critical stuff, but we still welcome your reports to know all that is not working perfectly. Many non-critical bug fixes and enhancements will be included in 3.0.x maintenance releases, the first one likely coming in February.<h2 id=downloads>Downloads</h2><p>Enough talk, here are your download links:<ul><li>Classical version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0-rc1><del>HTTPS mirror</del></a>]<li>Mono version (requires the Mono SDK): [<a href=https://github.com/godotengine/godot-builds/releases/3.0-rc1/mono><del>HTTPS mirror</del></a>]</ul><p>Note that Godot can now download and install the export templates automatically, so you dont need to download them manually.<p>Export templates for the Mono flavour are still not available yet due to time constraints. It might be that they will only be made available in the first 3.0.1 maintenance release (so you can start working on C# projects in 3.0 nevertheless, but exports will have to wait a few weeks). Even though Godot 3.0 is reaching the gold state, its important to remember that C# support is a young feature and still to be considered at the <em>beta</em> stage. It will improve <em>a lot</em> in coming months.<p>Another caveat for users of 3.0 beta 2 with Mono: you might need to delete the <code class="language-plaintext highlighter-rouge">mono</code> folder of your Godot user folder, as well as the <code class="language-plaintext highlighter-rouge">.mono</code> folder in your project, to remove now-incompatible assemblies.<p>Also clone the <a href=https://github.com/godotengine/godot-demo-projects/>godot-demo-projects</a> repository to have demos to play with. Some of them might still need adjustments due to recent changes in the <em>master</em> branch, feel free to report any issue in that repositorys tracker.<h2 id=bug-reports>Bug reports</h2><p>As a tester, you are encouraged to open bug reports if you experience issues with RC 1. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already. In particular, you can check the list of issues <a href="https://github.com/godotengine/godot/issues?utf8=%E2%9C%93&amp;q=is%3Aissue+milestone%3A3.0+-label%3Aarchived+created%3A%3E%3D2018-01-11+">reported since last Thursday</a>, many of which might affect RC 1 but be fixed already or known in the master branch.<p>If youve been following development closely, you might notice issues with physics/collision shapes in this RC 1 (recent regression, will be fixed soon in the master branch) as well as script error if you have variables shadowing newly exposed member variables (e.g. you can now accept <code class="language-plaintext highlighter-rouge">Node.name</code> directly, so if you declared your own <code class="language-plaintext highlighter-rouge">name</code> variables in scripts, you might need to rename those to avoid the conflict).<p>Have fun with this RC 1 and stay tuned for a new RC in the coming week as well as the stable release Very Soon™.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2018-01-20 21:07:35 +0000">20 January 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>The final release of Godot 3.0 is getting closer and closer! We had a first <em>Release Candidate</em> (RC) <a href=/article/dev-snapshot-godot-3-0-rc-1>last week</a>, quite stable already but with some remaining blockers and late regressions.<p>After a week of bugfixing with a tight control of what gets merged and what must wait for the 3.1 development cycle, we should now have a pretty good RC 2.<p>This RC 2 build corresponds to commit <a href=https://github.com/godotengine/godot/commit/fe2932a969cdc0483c31c12c1f8bfd5868401da8>fe2932a9</a> from almost two days ago already, and some more fixes have been made since then. Well have a RC 3 in a few days to get those tested, and if all goes fine, this RC 3 should become our stable release.<p>Note that no release can be bug-free, even if we label it “stable”, so dont be offended if the bugs you report are assigned to the 3.1 milestone - at this stage we focus only on the most critical stuff, but we still welcome your reports to know all that is not working perfectly. Many non-critical bug fixes and enhancements will be included in 3.0.x maintenance releases, the first one likely coming in February.<p>Theres also a bad news for C# users: the export pipeline hasnt been finalized yet for Mono projects, and we have decided that we wont wait for it to release 3.0. That means that even though you can use 3.0 to develop games in C#, you wont be able to export them just yet. This support will be added quickly after 3.0 is released, and should be available in February with 3.0.1, so the wait shouldnt be long. Until then, you can start your projects and debug the likely numerous issues of our first public release with C# support.<p>Keep in mind that C# support is a <em>work in progress</em>, and your critical feedback will help greatly to shape the C# support in later releases. Even though the rest of Godot 3.0 is quite stable, users of the C# version should be aware of potential feature-specific instabilities.<h2 id=downloads>Downloads</h2><p>As always, you will find the binaries for your platform on our mirrors:<ul><li>Classical version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0-rc2><del>HTTPS mirror</del></a>]<li>Mono version (requires the Mono SDK): [<a href=https://github.com/godotengine/godot-builds/releases/3.0-rc2><del>HTTPS mirror</del></a>]</ul><p><em>Edit 20/01/2018 @ 23:15 CET:</em> The current Mono binaries display a non-blocking error about API hash mismatches. You can ignore it, the binaries should work fine regardless. Updated binaries with the proper API hashes will be available in the coming hours.<p><em>Edit 21/01/2018 @ 00:10 CET:</em> Mono binaries for Linux and Windows are now fixed. <em>00:40 CET:</em> macOS binary is fixed too.<p>Note that Godot can now download and install the export templates automatically, so you dont need to download them manually.<p>As mentioned above, there are no export templates for Mono and likely wont be any for 3.0 stable either, but they should be available in February with 3.0.1.<p>Also clone the <a href=https://github.com/godotengine/godot-demo-projects/>godot-demo-projects</a> repository to have demos to play with. Some of them might still need adjustments due to recent changes in the <em>master</em> branch, feel free to report any issue in that repositorys tracker.<h2 id=bug-reports>Bug reports</h2><p>As a tester, you are encouraged to open bug reports if you experience issues with RC 2. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p><em>Edit 21/01/2018 @ 00:20 CET:</em> Known major issues in RC 2:<ul><li>Resource preloading does not work after export due to converted paths (<a href=https://github.com/godotengine/godot/issues/15902>#15902</a>)</ul><p>Have fun with this RC 2 and stay tuned for the final release (still planned for January)!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2018-01-24 09:48:06 +0000">24 January 2018</span></div><div class=tags><a href=/blog/pre-release><div class="tag active">Pre-release</div></a></div></div><div class=article-body><p>Heres another <em>Release Candidate</em> (RC) build on the way to 3.0 stable, fixing most of the remaining blocking bugs from <a href=/article/dev-snapshot-godot-3-0-rc-2>RC 2</a>.<p>This RC 3 build corresponds to commit <a href=https://github.com/godotengine/godot/commit/d50c0efd2c352b1e03fea1425e01e120dab8f2bb>d50c0ef</a> for the classical build, and commit <a href=https://github.com/godotengine/godot/commit/59e83af201af5a93c7a13750d781c050c2275c07>59e83af</a> for the Mono build. The classical build is thus already a couple days old, due to the system we currently use to produce binaries being particularly slow lately (this will be worked on after 3.0 to improve the release workflow).<p>Note that no release can be bug-free, even if we label it “stable”, so dont be offended if the bugs you report are assigned to the 3.1 milestone - at this stage we focus only on the most critical stuff, but we still welcome your reports to know all that is not working perfectly. Many non-critical bug fixes and enhancements will be included in 3.0.x maintenance releases, the first one likely coming in February.<p>As mentioned in the <a href=/article/dev-snapshot-godot-3-0-rc-3>RC 2 announcement</a>, the export pipeline hasnt been finalized yet for Mono projects, and has therefore been postponed to 3.0.1. You can use 3.0 for Mono projects nevertheless, but you wont be able to export them as standalone release binaries just yet.<p>Keep in mind that C# support is a <em>work in progress</em>, and your critical feedback will help greatly to shape the C# support in later releases. Even though the rest of Godot 3.0 is quite stable, users of the C# version should be aware of potential feature-specific instabilities.<h2 id=downloads>Downloads</h2><p>As always, you will find the binaries for your platform on our mirrors:<ul><li>Classical version: [<a href=https://github.com/godotengine/godot-builds/releases/3.0-rc3><del>HTTPS mirror</del></a>]<li>Mono version (requires the Mono SDK in version 5.x, ideally 5.4.1.7): [<a href=https://github.com/godotengine/godot-builds/releases/3.0-rc3><del>HTTPS mirror</del></a>]</ul><p><strong>Note:</strong> Due to a huge backlog of macOS builds on the buildsystem we use for release binaries, two macOS binaries are missing at the time of this announcement: 1) The Mono-flavoured macOS editor binary. 2) The macOS release export template (the one in the templates zip is for now a copy of the debug export template). This post will be updated once the missing macOS binaries are available.<p><em>Edit 25.01.2018 8:00 UTC:</em> The Mono-flavoured macOS editor binary is now available.<p>Godot can now download and install the export templates automatically, so you dont need to download them manually.<p>As mentioned above, there are no export templates for Mono and likely wont be any for 3.0 stable either, but they should be available in February with 3.0.1.<p>Also clone the <a href=https://github.com/godotengine/godot-demo-projects/>godot-demo-projects</a> repository to have demos to play with. Some of them might still need adjustments due to recent changes in the <em>master</em> branch, feel free to report any issue in that repositorys tracker.<h2 id=bug-reports>Bug reports</h2><p>As a tester, you are encouraged to open bug reports if you experience issues with RC 3. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>Have fun with this RC 3 and stay tuned for the final release (still planned for January)!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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In the meantime, you can read the <a href=https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased>preliminary changelog</a>, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta10>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta10>Mono build</a> (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><p><strong>Important:</strong> As mentioned above, Windows binaries are now signed by <strong>Prehensile Tales B.V.</strong>, the company of our release manager <a href=https://github.com/hpvb>HP van Braam</a>. You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.<h2 id=bug-reports>Bug reports</h2><p>There is still a couple hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><em>The illustration picture is from <a href=https://carrotcake.studio>carrotcake.studio</a>s *<a href=https://carrotcakestudio.itch.io/thegardenpath>The Garden Path</a></em>, a beautiful sandbox gardening game developed with Godot. Follow its development on their <a href=https://blog.carrotcake.studio>Devlog</a> and <a href=https://mobile.twitter.com/carrotcakest>Twitter</a>.*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -6,7 +6,7 @@
In the meantime, you can read the <a href=https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased>preliminary changelog</a>, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta11>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta11>Mono build</a> (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><p><strong>Important:</strong> As mentioned above, Windows binaries are now signed by <strong>Prehensile Tales B.V.</strong>, the company of our release manager <a href=https://github.com/hpvb>HP van Braam</a>. You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.<h2 id=bug-reports>Bug reports</h2><p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><em>The illustration picture is from Odyssey Entertainments upcoming sci-fi puzzle platformer *<a href=http://www.playtransmogrify.com/>Transmogrify</a></em>, which is schedule to release in coming weeks on <a href=https://odysseyentertainment.itch.io/transmogrify>itch.io</a> and <a href=https://store.steampowered.com/app/740310/Transmogrify/>Steam</a>.*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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In the meantime, you can refer to the <a href=https://gist.github.com/Calinou/49aefe52ce8f67ffa3f743932123d14f>detailed changelog</a> that our contributor <a href=https://github.com/Calinou>Hugo Locurcio</a> is maintaining, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features. Juan added several tutorials on new 3.1 features last week (<a href=http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html>2D meshes</a>, <a href=http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html>2D skeletons</a> and <a href=http://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html>AnimationTree</a> docs).<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta2>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta2>Mono build</a> (C# support + all the above). You need to have Nuget and MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version.</ul><p><strong>IMPORTANT:</strong> Make backups of your Godot 3.0 projects before opening them in any 3.1 development build. Once a project has been opened in 3.1, its <code class="language-plaintext highlighter-rouge">project.godot</code> file will be updated to a new format for input mappings which is not compatible with Godot 3.0 - the latter will thus refuse to open a 3.1 project. Moreover, using new 3.1 features in your project means that you cant go back to 3.0, unless you do the necessary work to remove the use of those features. So either test this release on a copy of your 3.0 projects, or start new projects with it.<h2 id=bug-reports>Bug reports</h2><p>There are still hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><em>The illustration picture is a screenshot from <a href=https://miskatonicstudio.com/>Miskatonic Studio</a>s first game, *Intrepid</em>, a sci-fi esape room game, which was released last month. <a href=https://store.steampowered.com/app/992860/Intrepid>Steam</a>, <a href=https://twitter.com/miskatonic_s>Twitter</a>.*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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In the meantime, you can refer to the <a href=https://gist.github.com/Calinou/49aefe52ce8f67ffa3f743932123d14f>detailed changelog</a> that our contributor <a href=https://github.com/Calinou>Hugo Locurcio</a> is maintaining, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features. Juan added several tutorials on new 3.1 features this month (<a href=http://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html>2D meshes</a>, <a href=http://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html>2D skeletons</a> and <a href=http://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html>AnimationTree</a> docs).<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta3>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta3>Mono build</a> (C# support + all the above). You need to have Nuget and MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><p><strong>IMPORTANT:</strong> Make backups of your Godot 3.0 projects before opening them in any 3.1 development build. Once a project has been opened in 3.1, its <code class="language-plaintext highlighter-rouge">project.godot</code> file will be updated to a new format for input mappings which is not compatible with Godot 3.0 - the latter will thus refuse to open a 3.1 project. Moreover, using new 3.1 features in your project means that you cant go back to 3.0, unless you do the necessary work to remove the use of those features. So either test this release on a copy of your 3.0 projects, or start new projects with it.<h2 id=bug-reports>Bug reports</h2><p>There is still a couple hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p>Known regressions in 3.1 beta 3:<ul><li><a href=https://github.com/godotengine/godot/issues/25378>GH-25378</a>: Texture previews are extremely low res</ul><p><em>The illustration picture is a screenshot from John Watsons upcoming game, *<a href=https://gravityace.com>Gravity Ace</a></em>, a gorgeous arcade twin-stick shooter currently in public alpha on <a href=https://jotson.itch.io/gravity>itch.io</a>.*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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In the meantime, you can read the <a href=https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased>preliminary changelog</a>, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta4>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta4>Mono build</a> (C# support + all the above). You need to have Nuget and MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><h2 id=bug-reports>Bug reports</h2><p>There is still a couple hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><strong>Known regressions:</strong><ul><li><a href=https://github.com/godotengine/godot/issues/25804>GH-25804</a>: 3d workspace disappears in the editor (fixed in <em>master</em>)<li><a href=https://github.com/godotengine/godot/issues/25839>GH-25839</a>: Visual Shader compile error with CanvasShaderGLES2 (fixed in <em>master</em>)</ul><p><em>The illustration picture is a screenshot from <a href=https://twitter.com/KoderaSoftware>Kodera Software (Mariusz Chwalba)</a>s upcoming game, *<a href=https://games.kodera.pl/dv/>ΔV: Rings of Saturn</a></em>, a hard sci-fi, top-down space simulator with a demo available on <a href=https://koder.itch.io/dv-rings-of-saturn-demo>itch.io</a> and <a href=https://store.steampowered.com/app/846030/V_Rings_of_Saturn/>Steam</a>. *</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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In the meantime, you can read the <a href=https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased>preliminary changelog</a>, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta5>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta5>Mono build</a> (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><h2 id=bug-reports>Bug reports</h2><p>There is still a couple hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><em>The illustration picture is a screenshot from *<a href=https://twitter.com/PrimalLightGame>Primal Light</a></em>, a gorgeous action platformer developed in Godot 3.1 by a team of two, scheduled to release on Steam in 2019. Check their many GIFs <a href=https://twitter.com/PrimalLightGame>on Twitter</a>!*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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In the meantime, you can read the <a href=https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased>preliminary changelog</a>, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta6>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta6>Mono build</a> (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><p><strong>Important:</strong> As mentioned above, Windows binaries are now signed by <strong>Prehensile Tales B.V.</strong>, the company of our release manager <a href=https://github.com/hpvb>HP van Braam</a>. You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.<h2 id=bug-reports>Bug reports</h2><p>There is still a couple hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><strong>Known issues:</strong><ul><li><a href=https://github.com/godotengine/godot/issues/26149>GH-26149</a> - Recent area optimization commit causes massive FPS swings (fixed in <em>master</em> branch).</ul><p><em>The illustration picture is a screenshot from <a href=https://twitter.com/Binogure>Binogure Studio</a>s *<a href=https://store.steampowered.com/app/726840/City_Game_Studio/>City Game Studio</a></em>, a game development simulation game made with Godot 2.1.5, which was just released on <a href=https://store.steampowered.com/app/726840/City_Game_Studio/>Steam Early Access</a>.*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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In the meantime, you can read the <a href=https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased>preliminary changelog</a>, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta7>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta7>Mono build</a> (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><p><strong>Important:</strong> As mentioned above, Windows binaries are now signed by <strong>Prehensile Tales B.V.</strong>, the company of our release manager <a href=https://github.com/hpvb>HP van Braam</a>. You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.<h2 id=bug-reports>Bug reports</h2><p>There is still a couple hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><strong>Known issues:</strong><ul><li><a href=https://github.com/godotengine/godot/issues/26243>26243</a>: Crash with “Illegal instruction” on pre-2011 CPUs (fixed in <em>master</em>)<li><a href=https://github.com/godotengine/godot/issues/26244>26244</a>: C# builds are failing (fixed in <em>master</em>)</ul><p><em>The illustration picture is a scene created with <a href=http://twitter.com/ZylannMP3>Marc Gilleron</a>s *HeightMap terrain plugin</em>, available on the <a href=https://godotengine.org/asset-library/asset/231>Asset Library</a> and on <a href=https://github.com/Zylann/godot_heightmap_plugin>GitHub</a>.*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=next href=/article/dev-snapshot-godot-3-1-beta-8/>Dev snapshot: Godot 3.1 beta 8</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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@@ -6,7 +6,7 @@
In the meantime, you can read the <a href=https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased>preliminary changelog</a>, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta8>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta8>Mono build</a> (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><p><strong>Important:</strong> As mentioned above, Windows binaries are now signed by <strong>Prehensile Tales B.V.</strong>, the company of our release manager <a href=https://github.com/hpvb>HP van Braam</a>. You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.<h2 id=bug-reports>Bug reports</h2><p>There is still a couple hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><strong>Known issues:</strong><ul><li><a href=https://github.com/godotengine/godot/issues/26301>GH-26301</a> and others: GLES2 projets with ETC textures on Android crash on start</ul><p><em>The illustration picture is a screenshot from the <abbr title="Free and Open Source Software">FOSS</abbr> game *<a href=https://tof.p1x.in/>Tanks of Freedom</a></em> by <a href=https://p1x.in>P1X</a>, initially released in 2015 and continuously updated since then. <a href=https://github.com/w84death/Tanks-of-Freedom>Source code</a> (Godot 2.1), <a href=https://w84death.itch.io/tanks-of-freedom>itch.io</a>.*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=next href=/article/godot-google-summer-code-2019/>Godot in Google Summer of Code 2019</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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@@ -6,7 +6,7 @@
In the meantime, you can read the <a href=https://github.com/godotengine/godot/blob/master/CHANGELOG.md#unreleased>preliminary changelog</a>, as well as <a href=/devblog>past devblogs</a>.<p>Documentation writers are hard at work to catch up with the new features, and the <a href=http://docs.godotengine.org/en/latest/><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<h2 id=downloads>Downloads</h2><p>The download links are not featured on the <a href=/download>Download</a> page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour:<ul><li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta9>Classical build</a> (GDScript, GDNative, VisualScript)<li><a href=https://github.com/godotengine/godot-builds/releases/3.1-beta9>Mono build</a> (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.</ul><p><strong>Important:</strong> As mentioned above, Windows binaries are now signed by <strong>Prehensile Tales B.V.</strong>, the company of our release manager <a href=https://github.com/hpvb>HP van Braam</a>. You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.<h2 id=bug-reports>Bug reports</h2><p>There is still a couple hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug">bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues are not critical for the 3.1 release and will end up retargeted to a later milestone.<p>As a tester, you are encouraged to open bug reports if you experience issues with 3.1 beta. Please check first the <a href=https://github.com/godotengine/godot/issues>existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<p>At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.<p><strong>Known issues:</strong><ul><li><a href=https://github.com/godotengine/godot/issues/26359>GH-26359</a>: Previous scenes/scripts and project layout not loading up (fixed in <em>master</em>)</ul><p><em>The illustration picture is from <a href=http://twitter.com/uheartbeast/>HeartBeast Studios</a> byte-sized roguelike *Endhall</em>, released in December on <a href=https://uheartbeast.itch.io/endhall>itch.io</a> and <a href=https://store.steampowered.com/app/838990/Endhall/>Steam</a>.*</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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