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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Do you want to become a better game developer with Godot? GDquest, who makes game creation tutorials with open source tools, is on Kickstarter, with our full support!"><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/2d-games-godot-kickstarter-live/"><meta property="og:type" content="website"><meta property="og:description" content="Do you want to become a better game developer with Godot? GDquest, who makes game creation tutorials with open source tools, is on Kickstarter, with our full support!"><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/592/29d/1fe/59229d1fe233b092175821.jpg"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/2d-games-godot-kickstarter-live/"><meta property="og:title" content="Make Professional 2d Games with Godot: Kickstarter LIVE Godot Engine"><title>Make Professional 2d Games with Godot: Kickstarter LIVE Godot Engine</title>
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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, some of its contents might be outdated and no longer accurate.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>

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="The first two weeks of our new Patreon campaign have been astounding, with more than $2,400/month pledged by the community to enable us to hire Juan full-time to work on Godot's development. We are 80% of the way up to that goal, and with your help to spread the news we might be able to reach our target $3,000 within a few days! To celebrate this huge progress, we upgraded our Patreon rewards to make them more accessible. We also took this opportunity to satisfy some legal requirements of being a non-profit charity, ensuring that no reward could be interpreted as a taxable business income."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/80-funded-celebrating-patreon-rewards-upgrade/"><meta property="og:type" content="website"><meta property="og:description" content="The first two weeks of our new Patreon campaign have been astounding, with more than $2,400/month pledged by the community to enable us to hire Juan full-time to work on Godot's development. We are 80% of the way up to that goal, and with your help to spread the news we might be able to reach our target $3,000 within a few days! To celebrate this huge progress, we upgraded our Patreon rewards to make them more accessible. We also took this opportunity to satisfy some legal requirements of being a non-profit charity, ensuring that no reward could be interpreted as a taxable business income."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/59a/1fe/5c5/59a1fe5c53457648503006.jpg"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/80-funded-celebrating-patreon-rewards-upgrade/"><meta property="og:title" content="80% funded! Celebrating with a Patreon rewards upgrade Godot Engine"><title>80% funded! Celebrating with a Patreon rewards upgrade Godot Engine</title>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2017-08-26 23:20:19 +0000">26 August 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>August 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=astounding-and-invigorating>Astounding and invigorating</h2><p>I have to admit, the financial support that we got over the last two weeks has been astounding and reached far beyond my expectations for the launch of <a href=https://www.patreon.com/godotengine>our Patreon campaign</a>.

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<span style=margin-left:.75rem;font-size:90%>Photo by <a href=https://unsplash.com/photos/two-video-game-controllers-sitting-next-to-each-other-r4iput0KsOw>Eugene Chystiakov</a> from Unsplash</span></figcaption><img src=/storage/blog/covers/about-official-console-ports.webp title alt=" Photo by <a href='https://unsplash.com/photos/two-video-game-controllers-sitting-next-to-each-other-r4iput0KsOw'>Eugene Chystiakov</a> from Unsplash" class=rounded-lg style=width:100%;height:auto;background-color:initial></figure><div class=article-info><h1>About Official Console Ports</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Godot Engine arrives to the Google Play Store with an official beta release of the Godot Editor for Android! With the UI adjusted to work better on a tiny screen, you can try your hand at making games on the go."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/android_godot_editor_play_store_beta_release/"><meta property="og:type" content="website"><meta property="og:description" content="Godot Engine arrives to the Google Play Store with an official beta release of the Godot Editor for Android! With the UI adjusted to work better on a tiny screen, you can try your hand at making games on the go."><meta property="og:image" content="https://godotengine.org/storage/blog/covers/android-godot-editor-play-store-beta-release-cover.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/android_godot_editor_play_store_beta_release/"><meta property="og:title" content="Godot Editor (Beta) arrives to the Play Store Godot Engine"><title>Godot Editor (Beta) arrives to the Play Store Godot Engine</title>
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<span class=by>Fredia Huya-Kouadio</span></div><span class=date data-post-date="2023-02-07 15:00:00 +0000">7 February 2023</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>Youve probably heard it before, that Godots own editor is “built with the Godot Engine”, and in a certain way it is true. Another fact is that Godot supports the Android platform, and many developers have been using it to create <a href="https://www.youtube.com/watch?v=xF3QiQfQxeQ">amazing mobile games</a> in the last few years. The natural conclusion of these two factoids is a question: “Can I run the Godot Editor on my Android device to make games and app on the go?”.<p>Yes, you can! Since <a href=/article/dev-snapshot-godot-3-5-beta-3/>our announcement last year</a>, we have been hard at work demonstrating this capability and have been making significant progress developing, refining, and polishing the port of the Godot Editor on Android devices.<p><em>Note that the same tenets apply to other platforms supported by the Godot Engine, like iOS; the implementation is left as an exercise to the reader :).</em><p>Our porting efforts culminate with a <strong>beta release</strong> of the Godot Editor for Android on the Google Play Store! And you can try not one, but two upcoming Godot Engine releases on your device:<ul><li><a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v3">Godot 3.6 Play Store beta release</a><li><a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">Godot 4.0 Play Store beta release</a></ul><h2 id=features--highlights>Features & Highlights</h2><p>The focus, at this stage, has been to replicate on the Android platform as much of the functionality offered by the Godot Editor on desktop platforms as we can. We want to provide Godot users with an experience, environment, and capabilities they are already familiar with.<p>With this release we hope to enable both existing and new members of the Godot community, as well as other Android users interested in game development, to develop and test their projects on accessible, flexible, and portable mobile devices. To that end, weve tried to optimize the workflow and the user interface to work better on smaller screens and with touch input.<h3 id=supported-form-factors>Supported form factors</h3><p>For the best experience, we <strong>strongly recommend</strong> to use a large form factor Android device (e.g., an Android tablet or an Android-powered netbook). The Godot Editor for Android can also be downloaded and installed on regular Android phones, though the experience may vary and be suboptimal. We are looking forward to your feedback to address key pain points in future releases.<h3 id=keyboard-and-mouse-support>Keyboard and mouse support</h3><p>While we have made some adjustments to allow for easier navigation and control with the touch input, an external keyboard and mouse connected to the Android device would still give you a better experience. This setup brings you close the development experience on desktop platforms, which has received numerous refinement and polish over the years.<h3 id=touchscreen-and-multi-touch-support>Touchscreen and multi-touch support</h3><p>The Godot Editor for Android has been updated with touchscreen and multi-touch support to allow using it without a connected keyboard or mouse. This support is going to receive refinement and additional features based on your feedback.<h4 id=viewport-navigation>Viewport navigation</h4><ul><li><strong>Double-tap & zoom.</strong> Double-tap and drag to zoom in or out inside of the viewport.</ul><video autoplay loop muted playsinline>

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Godot 4.0 comes with an animation retargeting system to allow for easy sharing of animations between similar models."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/animation-retargeting-in-godot-4-0/"><meta property="og:type" content="website"><meta property="og:description" content="Godot 4.0 comes with an animation retargeting system to allow for easy sharing of animations between similar models."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/636/2a3/36e/6362a336e23be482773873.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/animation-retargeting-in-godot-4-0/"><meta property="og:title" content="Animation Retargeting in Godot 4.0 Godot Engine"><title>Animation Retargeting in Godot 4.0 Godot Engine</title>
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<span class=by>Silc Renew</span></div><span class=date data-post-date="2022-11-07 17:52:41 +0000">7 November 2022</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>November 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>This post will talk about animation retargeting, a new feature coming in Godot 4.0. It has already been merged, so anything you read in this post can be done in the current beta version (beta 3).<p>Recently, a lot of attention has been paid to the 3D features of Godot 4 that have been improved such as rendering, physics, etc. To make those improvements widely known, we should make it easier to create 3D games with Godot so that more people will be able to use them.<h2 id=my-background>My background</h2><p>Hi, my name is Silc Tokage Renew (<a href=https://github.com/TokageItLab>TokageItLab</a>). I am so honored to write this blog post as a member of Godots animation team.</p><video autoplay loop muted playsinline>

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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 style=margin-left:.75rem;font-size:90%>Desktop game by Marco Burri</span></figcaption><img src=/storage/app/uploads/public/618/fef/05a/618fef05ae03d489116981.png title="The Circle of Kerzoven" alt="The Circle of Kerzoven Desktop game by Marco Burri" class=rounded-lg style=width:100%;height:auto;background-color:initial></figure><div class=article-info><h1>Announcing the 2021 Godot games showreel!</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>

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<span class=by>Bastiaan Olij</span></div><span class=date data-post-date="2025-11-14 12:00:00 +0000">14 November 2025</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class=article-body><p>With the recent public release of Samsung Galaxy XR, the first headset using the new Android XR operating system, we are pleased to announce that Godot already supports this new ecosystem.<p>As a game engine that puts OpenXR front and center, Godot is uniquely positioned to excel on this platform.<p>With the release of the <a href=https://store-beta.godotengine.org/asset/godot-xr/godot-openxr-vendors-plugin/>Godot OpenXR vendor plugin v4.2.0</a>, a new option for Android XR has been added that allows developers using <a href=https://godotengine.org/download/>Godot 4.5 and newer</a> to effortlessly export their existing projects to this new platform.<p>The Godot XR Editor has also been updated with Android XR support and runs beautifully on this new device. Users can download the Godot XR Editor from <a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">Google Play</a>.<p>W4 Games has <a href=https://www.w4games.com/blog/w4-games-news-1/w4-games-works-with-the-androidxr-team-and-the-godot-foundation-to-improve-godots-android-xr-support-123>announced their support of the platform</a> including implementing various vendor specific extensions that expose functionality unique to Android XR.<p>As part of this initiative, W4 Games will be making a donation to the Godot Foundation to ensure supporting Android XR long term and continue their work on enhancing Godots OpenXR support.</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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<span class=by>Ilaria Cislaghi</span></div><span class=date data-post-date="2021-11-04 11:00:00 +0000">4 November 2021</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>November 2021</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>After five months from the <a href=https://godotengine.org/article/announcing-gogodotjam>first GoGodotJam</a>, the event is back!<p><a href=https://gogodotjam.com/><strong>GoGodotJam</strong></a> is a month-long festival ending with a game jam. During the event, you can expect tutorials and interviews with Godot creators on a daily basis.

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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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<span class=by>Ilaria Cislaghi</span></div><span class=date data-post-date="2021-05-11 17:25:00 +0000">11 May 2021</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 2021</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>Meet Adrian, a game developer from Stockholm, Sweden. He co-organises <a href=https://gogodotjam.com/><strong>Go Godot Jam</strong></a>, a one-month long community festival with a game jam included. Adrian answered a few questions.<h3 id=who-are-you-adrian>Who are you, Adrian?</h3><p>I am a game developer based in Stockholm, Sweden. While I am passionate about creating games, I also want to help the gamedev community grow. I have created a few gamedev teams, a club, and more recently, the <a href=https://www.youtube.com/channel/UCtJgMUhrD8EgCILPeIWBHCA>Redefine Gamedev</a> YouTube channel. Here I want to grow together with other game developers by sharing quality content.<h3 id=how-did-you-find-out-about-godot>How did you find out about Godot?</h3><p>At work, I have developed games and other software by using proprietary engines only. But in my free time, I have always sought a breath of fresh air. That led me to experiment with free game engines: from Irrlicht to Esenthel to Godot.<p>Upon closer inspection, I have found out that Godot is the perfect place for me to grow. So I began exploring it further, creating content for it, and helping others discover it as well.<h3 id=what-do-you-see-in-godot>What do you see in Godot?</h3><p>Godot is a great game engine that unlocks possibilities for game developers. It is a free, open-source 2D and 3D engine that provides many features so that you can focus on your game.<p>Yet most people start developing games with proprietary engines such as Unity or Unreal. They are solid engines with a proven track record and a vibrant ecosystem. One advantage having experience with more than one engine can enable people to create better games. In the end, its up to each individual to pick the one that theyll be most comfortable with to fulfil their creative vision.<p>I know that Godot has a lot to offer to new developers, with a distinctive approach to game development which enables more people to express their creativity. Its open, focused on user-friendliness, easy to learn, yet feature-packed and a great fit for many types of games. As such, I want to increase awareness of the engine so that more users decide to try it out and add it to their toolset.<h3 id=how-can-we-supercharge-godot>How can we supercharge Godot?</h3><p>We, the community, are the fuel that can supercharge Godot. We can spread awareness, clarify misunderstandings, and in the end, show it to the world. At the same time, we can also carve a path for new people to get started on their gamedev journeys.<p>One way to achieve this is to organise a Godot event that will ripple in the gamedev community, offering a lot of content for both existing Godot developer and new people that want to approach the engine but just dont know how to.<h3 id=what-is-go-godot-jam>What is Go Godot Jam?</h3><p>With Go Godot Jam, we want to try a new format which complements existing Godot events.

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</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Starting from today, there is a new User groups page on the Godot Engine website! This page replaces the old User groups page by featuring a community map that can be freely navigated and contributed to."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/announcing-new-community-map-user-groups/"><meta property="og:type" content="website"><meta property="og:description" content="Starting from today, there is a new User groups page on the Godot Engine website! This page replaces the old User groups page by featuring a community map that can be freely navigated and contributed to."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/600/86b/4bc/60086b4bc8790999054229.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/announcing-new-community-map-user-groups/"><meta property="og:title" content="Announcing the new community map for user groups Godot Engine"><title>Announcing the new community map for user groups Godot Engine</title>
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<span class=by>Hugo Locurcio</span></div><span class=date data-post-date="2021-01-20 17:45:00 +0000">20 January 2021</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>January 2021</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>Starting from today, there is a new <a href=https://godotengine.org/community/user-groups data-barba-prevent>User groups</a> page on the Godot Engine website! This page replaces the old User groups page by featuring a community map that can be freely navigated and contributed to.<h2 id=what-is-the-community-map>What is the community map?</h2><p>The community map on the <a href=https://godotengine.org/community/user-groups data-barba-prevent>User groups</a> page allows you to see where physical and online communities are located around the world.

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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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<span class=by>Juan Linietsky</span></div><span class=date data-post-date="2019-04-19 00:00:00 +0000">19 April 2019</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>April 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>With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.<h2 id=what-is-an-atlas>What is an Atlas?</h2><p>Importing images into an atlas is a process that will take all of the images, and pack them into a single larger image (called an “Atlas”). Then, when the original image needs to be drawn, it actually draws the piece of the larger atlas.<p><img src=/storage/app/uploads/public/5cb/a1f/fad/5cba1ffad5e78163949453.png alt=atlasexample.png><p>Character is (c) Square Enix.<p>This is also only useful for 2D (Godot does not support 3D atlases).<p>So, why would one use an atlas instead of individual images? In most cases, it doesnt make sense, but for some situations it may provide some improvement in memory usage or performance. Here are such cases:<h4 id=batching>Batching</h4><p>In cases where a lot of objects need to be drawn, having them all share the same texture (or material) may reduce draw calls or state changes. When working on tile-sets, its normal to have everything already drawn to a single texture but if the level uses a lot of separate images, then using an atlas may make sense to improve performance.<h4 id=optimizing-memory>Optimizing Memory</h4><p>When doing character animations, specially characters with hundreds of thousands of animation frames (like <a href="https://youtu.be/LnIXQqldC7o?t=832">Cuphead</a>), using an atlas will not give any increase in performance (as only one frame is drawn at the same time).<p>However, to ensure animation remains fluid and easy to integrate, animators will use a relatively large image size that remains constant, then animate a smaller character inside. This produces a lot of wasted memory, as these empty places in the animation frames take up a lot of video memory and make loading slow.<p><img src=/storage/app/uploads/public/5cb/a27/2b1/5cba272b1dd33445053051.png alt=empty_space.png><p>Using atlases ensures that, before placing all the animation frames in a single image, the frames are cropped (and the offset to the crop remembered). The packer will then, ensure everything is fit in the atlas image as compactly as possible. This makes it easy to optimize for memory, as only the places in the images that contain information are saved.<h2 id=how-to-use-atlases-in-godot>How to use atlases in Godot</h2><p>Using atlases in Godot is <em>extremely</em> easy. Just select all the files that you want to <em>pack together</em> in the <em>Filesystem Dock</em>, then change the import type to “Texture Atlas”.<p>When the new file type is selected, change the “atlas file” setting to the image you will want to create, then push the “Re-Import” button. All your assets will be re-imported and added to an atlas. (The editor will restart afterwards, as the images may be in use, to ensure everything is re-opened in a clean state).<p>Here is a visual explanation:<p><img src=/storage/app/uploads/public/5cb/a24/49e/5cba2449ea061494413691.png alt=atlassteps.png><p>Packing is also deterministic, which means that the same image should always be generated (this ensures it works for generating normal map atlases separatedly, as an example).<h2 id=import-modes>Import modes</h2><p>As you may have noticed, atlas files have an Import Mode, settings. There are two possible ones:<h4 id=region>Region</h4><p>This packs the used part of the image in a square region in the atlas, then this is referenced in an <em>AtlasTexture</em>.

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<span class=by>Fabio Alessandrelli</span></div><span class=date data-post-date="2019-09-28 12:15:00 +0000">28 September 2019</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 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>As part of the MOSS project sponsored by Mozilla, during July I worked on some new features regarding cryptography and SSL to improve the quality and security of Godot networking.<h2 id=certificates-and-keys-as-resources>Certificates and keys as resources</h2><p>SSL certificates (in the form of <code class="language-plaintext highlighter-rouge">*.crt</code> files) and private keys (in the form of <code class="language-plaintext highlighter-rouge">*.key</code> files) are now treated as resources in Godot. This means they will be exported automatically and they can be loaded via the GDScript <code class="language-plaintext highlighter-rouge">load()</code> function.<h2 id=crypto-class>Crypto class</h2><p>A new <a href=http://docs.godotengine.org/en/latest/classes/class_crypto.html><code class="language-plaintext highlighter-rouge">Crypto</code></a> class was introduced that allows to access some basic cryptographic functions.<ul><li>You can generate cryptographically secure random bytes via the <code class="language-plaintext highlighter-rouge">generate_random_bytes()</code> function. The bytes are returned in a <code class="language-plaintext highlighter-rouge">PoolByteArray</code>.<li>You can generate RSA keys that can be used by <code class="language-plaintext highlighter-rouge">StreamPeerSSL</code> to act as a server.<li>You can generate SSL self-signed certificates that again, can be used by <code class="language-plaintext highlighter-rouge">StreamPeerSSL</code> to act as a server.</ul><h2 id=hashing-context>Hashing Context</h2><p>A new <a href=http://docs.godotengine.org/en/latest/classes/class_hashingcontext.html><code class="language-plaintext highlighter-rouge">HashingContext</code></a> class now provides an interface for computing cryptographic hashes (MD5, SHA-1, SHA-256) over multiple iterations.<p>This is useful for example when computing hashes of big files (so you dont have to load them all in memory), network streams, and data streams in general (so you dont have to hold buffers). Here is an example of how it works:<div class="language-plaintext highlighter-rouge"><div class=highlight><pre class=highlight><code>const CHUNK_SIZE = 1024

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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2018-05-21 20:38:35 +0000">21 May 2018</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 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>If you are into game development, chances are that youve heard of <a href=https://en.wikipedia.org/wiki/Ben_Tristem>Ben Tristem</a> and his <a href=https://www.gamedev.tv/>GameDev.tv</a> team, as they are making some of the best-rated <a href=https://www.gamedev.tv/>online courses on Udemy</a> for game engines like Unity3D and Unreal Engine 4, as well as art making tools like Blender and The GIMP.<h2 id=new-professional-godot-course-on-kickstarter>New professional Godot course on Kickstarter</h2><p>Last week, Ben and his team started a new Kickstarter campaign for a <a href="https://www.kickstarter.com/projects/bentristem/discovering-godot-learn-to-code-by-making-games?ref=7dkj1f"><strong>Godot Engine course</strong></a>!<p>In the Godot team, we are delighted to see them giving Godot the spotlight it deserves by making a top-quality professional course for the hundreds of thousands of Udemy users that learn with their material.<p>Their formula was tested and proven on other game engines, and we cant wait to see how they will approach Godot we are confident that they will make a great course, as they plan to involve the backers and the greater Godot community to help them shape the final curriculum.<p><strong>Link:</strong> <a href="https://www.kickstarter.com/projects/bentristem/discovering-godot-learn-to-code-by-making-games?ref=7dkj1f">Discovering Godot Learn to Code by Making Games</a> by Ben Tristem and Yann Burrett.<p>Make sure to check it out and to support the campaign if you can, as this course should be a great learning resource as well as a visibility boost for your favourite no-marketing-budget game engine :)

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Emmanuel Leblond (touilleMan) just released the first beta of his Python for Godot interface, which will allow developers to use Python 3 and its complete ecosystem as a scripting language in Godot 3.0."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/beta-release-python-support/"><meta property="og:type" content="website"><meta property="og:description" content="Emmanuel Leblond (touilleMan) just released the first beta of his Python for Godot interface, which will allow developers to use Python 3 and its complete ecosystem as a scripting language in Godot 3.0."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/596/62b/1c4/59662b1c4ffa8859295653.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/beta-release-python-support/"><meta property="og:title" content="Beta release for Python support Godot Engine"><title>Beta release for Python support Godot Engine</title>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2017-07-12 08:59:44 +0000">12 July 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>July 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><em>This is a guest post by Emmanuel Leblond (touilleMan), a Godot contributor and Python lover who develops a GDNative interface to use Python 3 as alternative scripting language in Godot. To answer the obligatory question: yes, the plan is still to ship Godot 3.0 with GDScript, VisualScript and C# support. Python support should also be ready by then and usable plug n play thanks to GDNative; its main advantage compared to the Python-like GDScript will be the access to the whole Python ecosystem.</em><hr><p>Who said Godots only about waiting? Today we are releasing the <a href=https://github.com/touilleMan/godot-python>first beta version of Python for Godot</a>, the GDNative interface that enables you to use the full-blown Python 3 as a scripting language for Godot games. Now we need you to try it and give your feedback, so that it can be made as good as possible for the upcoming 3.0 release!<ul><li><a href=https://github.com/touilleMan/godot-python/releases/tag/v0.9.0>Release 0.9.0 page</a><li><a href=https://github.com/touilleMan/godot-python/releases/download/v0.9.0/godot-python-0.9.0.tar.bz2>Direct link to 0.9.0 linux binary release</a><li><a href=https://github.com/touilleMan/godot-python>Repository for Godot Python</a></ul><p>All core features of Godot are expected to work fine:<ul><li>Builtins (e.g. <code class="language-plaintext highlighter-rouge">Vector2</code>)<li>Object classes (e.g. <code class="language-plaintext highlighter-rouge">Node</code>)<li>Signals<li>Variable export<li>RPC synchronization</ul><p>On top of that, mixing GDScript and Python code inside a project should work fine, have a look at the <a href=https://github.com/touilleMan/godot-python/tree/master/examples/pong>Pong example</a> to see how you can convert one by one your existing GDScript code to Python fairly easily.<p>This release ships a recent build of Godot 3.0-alpha (yes, its a beta based on an alpha…) and CPython 3.6.1 with the standard library and pip, ready to work with the Python ecosystem in its full glory (cant wait to see people experimenting game AI with <a href=http://pytorch.org/>Pytorch</a>!).<p>The project is Linux-only so far, however you should be able to compile it from the sources if you are on macOS (let us know if you do so).

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<span class=by>Matias Goldberg</span></div><span class=date data-post-date="2020-11-25 00:00:00 +0000">25 November 2020</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>November 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>My name is <a href=https://twitter.com/matiasgoldberg>Matias N. Goldberg</a>, I normally maintain the <a href=https://www.ogre3d.org/download/sdk/sdk-ogre-next>2.x branch of Ogre</a> aka <a href=https://github.com/OGRECave/ogre-next>ogre-next</a> and I wrote Betsy, a GPU texture compressor that runs on GPUs.<p>This work was commissioned by Godot Engine through the Software Freedom Conservancy to solve a major complaint: importing textures is excruciantly slow and takes many minutes.<p>Certain compression algorithms such as BC1-5 are quite simple and there are already fast high quality compression algorithms.<p>However algorithms such as BC6, ETC1, ETC2 and EAC are currently taking the majority of time and thus considerably attention were given to these.<p>Nonetheless Betsy implemented compute-shader versions for BC1,3,4,5,6, ETC1,2 and EAC algorithms.<p>Betsy works as a standard Command Line tool which means it can be used like any other exe tool outside of Godot.<p>More importantly, Betsy was developed with integration to Godot in mind, which is why its code has been isolated and abstracted from API details, written in GLSL shaders since Godot uses Vulkan.<p>Godot can make further performance improvements a standard CLI tool cant, because Godot doesnt have to initialize the graphics API every time it is invoked to compress a texture; and Godot can upload a texture just once and then encode into multiple formats (e.g. compress into BC1 and ETC1, or EAC and BC4 at the same time); rather than re-upload the texture again for every format we need to compress into.<p>Theoretically the CLI tool could accept to encode many textures in a single invocation (e.g. encode A.png into A.etc1.ktx A.etc2.ktx A.bc1.ktx and B.etc1.ktx B.etc2.ktx B.bc1.ktx) but we were worried that could complicate the code and make its integration with Godot harder. Additionally its hard to write a generic tool interface that would take advantage of such command line syntax.<h1 id=what-is-texture-compression-and-why-you-care>What is texture compression and why you care</h1><p>GPUs have precious limited available RAM. Too many big textures and you can see yourself running out of RAM.<p>When that happens, the GPU driver may fallback to streaming from regular system RAM over the PCI-E bus.<p>When this works, a significant performance degradation can happen.

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<span style=margin-left:.75rem;font-size:90%>Sketch of Keanu Reeves at the 2019 #XboxE3 event</span></figcaption><img src=/storage/blog/covers/beyond-100000-you-re-breathtaking.webp title you're breathtaking!"" alt you're breathtaking!" sketch of keanu reeves at the 2019 #xboxe3 event" class=rounded-lg style=width:100%;height:auto;background-color:initial></figure><div class=article-info><h1>Beyond #100000: You're breathtaking!</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>

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@@ -3,8 +3,9 @@ We propose to have a special bug hunting day on Saturday, 9 December, to focus o
We propose to have a special bug hunting day on 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."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5a2/add/15e/5a2add15ea3c5631753661.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/bugs-lets-catch-em-all-saturday/"><meta property="og:title" content="Bugs: Let's catch 'em all this Saturday 9 December Godot Engine"><title>Bugs: Let's catch 'em all this Saturday 9 December Godot Engine</title>
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<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=https://contributing.godotengine.org/en/latest/organization/how_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>

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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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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="We have a full week of Godot-related events upcoming in Brussels, Belgium, with the Godot Sprint (31 Jan & 1 Feb 2019), FOSDEM (2-3 Feb 2019) and GodotCon (4-5 Feb 2019)! The venue for the Sprint and GodotCon has now been found, it will be the Ludus Académie in Brussels. We're now asking for proposals of talks, workshops, etc. from GodotCon attendees. The speakers lineup will be announced on this blog in January."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/call-participation-godotcon-2019/"><meta property="og:type" content="website"><meta property="og:description" content="We have a full week of Godot-related events upcoming in Brussels, Belgium, with the Godot Sprint (31 Jan & 1 Feb 2019), FOSDEM (2-3 Feb 2019) and GodotCon (4-5 Feb 2019)! The venue for the Sprint and GodotCon has now been found, it will be the Ludus Académie in Brussels. We're now asking for proposals of talks, workshops, etc. from GodotCon attendees. The speakers lineup will be announced on this blog in January."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5c1/8f7/f3c/5c18f7f3cc9b6563814474.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/call-participation-godotcon-2019/"><meta property="og:title" content="Call for participation for GodotCon 2019 Godot Engine"><title>Call for participation for GodotCon 2019 Godot Engine</title>
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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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<span class=by>Camille Mohr-Daurat</span></div><span class=date data-post-date="2020-12-19 10:30:00 +0000">19 December 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>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>Hi!<p>Camille here, aka <a href=https://github.com/pouleyKetchoupp>PouleyKetchoupp</a>.<p>Thanks to a generous donation, I was brought onto the team to work part-time on improving the 2D and 3D physics engines for the next 6 months.<p>The main goal is to modernize Godot Physics 2D and Godot Physics 3D, the custom physics backends Godot uses internally for physics simulation.<p><strong>For 3D physics:</strong> Bullet is currently the default physics engine, but this will change. Godot Physics will become the new default after improvements and no loss in functionality is verified. The reason being Godot Physics is lighter, simpler and easier to maintain. That will make 3D physics easier to use and more reliable for most use-cases out of the box.<p><strong>Will it be still possible to use Bullet Physics in Godot?</strong><p>Yes, Bullet will still be available as an official plugin for the cases where you need specific features.<p>And not just that, but Godot 4 improvements around GDNative will allow different physics engines to be easily integrated as plugins. This opens the possibility for Nvidia PhysX to be supported in the future.<p><strong>For 2D physics:</strong> Godot already uses a custom engine so there will be no major change, although it will also be improved and optimized.<h2 id=plan-in-details>Plan in details</h2><p>Though most changes will be done for Godot 4, some fixes and improvements that can easily be backported will be included in 3.2 updates.<p>Here is my general roadmap:<h4 id=1-add-physics-test-framework>1. Add physics test framework</h4><p>The first step is to add a series of physics tests for Godot that will help with physics engine maintenance.<p><strong>Functional tests</strong> will be added to check for regressions and compare behavior between physics engines.<p><strong>Performance tests</strong> will be added to evaluate and compare performance between physics engines.<p>These tests will be part of the official Godot demos. You can already check the progress for <a href=https://github.com/godotengine/godot-demo-projects/tree/master/3d/physics_tests>3D</a> and <a href=https://github.com/godotengine/godot-demo-projects/tree/master/2d/physics_tests>2D</a>.<h4 id=2-review-and-fix-physics-issues>2. Review and fix physics issues</h4><p>With the help of other physics contributors, I will audit existing issues with Godot Physics 2D and 3D, review existing pull requests, and implement fixes in order to make the custom physics backends as stable as possible.<p>New cases will be added to the physics test framework based on these issues to keep it up-to-date.<h4 id=3-implement-features-for-godot-physics-2d3d>3. Implement features for Godot Physics 2D/3D</h4><p>The next step is to implement all needed features for the custom physics engines in order to match Bullet Physics (for 3D) and consider them feature complete for Godot 4.0.<p>The current list of features is:<ul><li>Soft bodies (3D only)<li>Cylinder shapes (3D only)<li>Heightmap shapes (3D only)<li>Buoyancy (new feature for 2D/3D to allow objects to float in Areas)</ul><h4 id=4-optimize-godot-physics>4. Optimize Godot Physics</h4><p>Godot Physics 2D and 3D will be improved in order to have good enough performance in the most common scenarios.<p>Optimizations include:<ul><li>Broadphase improvements (using dynamic BVH tree)<li>Solver improvements (using jacobians)<li>SAT collision improvements<li>Adding multithreading whenever possible</ul><p>The optimization task list might change depending on performance investigations on the physics engines.<h4 id=5-review-of-extra-physics-topics>5. Review of extra physics topics</h4><p>Finally, depending on the remaining time I have, I will help move along extra features and improvements for Godot 4, based on some <a href="https://github.com/godotengine/godot-proposals/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Aphysics">Godot Proposals</a>.<p>You will be able to get development progress updates on this blog or by following me on <a href=https://twitter.com/PouleyKetchoup>Twitter</a>.<hr><p><em>Credits illustration: Robot Head model by James Redmond (fracteed) 2018</em>

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<span class=by>George Marques</span></div><span class=date data-post-date="2019-10-09 14:10:40 +0000">9 October 2019</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>October 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>We are happy to announce that we will be organizing a <strong>Game Development devroom</strong> at <a href=https://fosdem.org/2020/>FOSDEM 2020</a>! The event will take place on 1st and 2nd of February at the usual venue in Brussels, Belgium. The devroom will last for a full day (most likely Saturday, but not set in stone yet).<p><strong>Note:</strong> While this <abbr title="Call for Participation">CFP</abbr> is published on Godots blog, we want to outline that this FOSDEM devroom will be about <strong>Free and Open Source Game Development</strong> at large, and not focused on Godot Engine. We will assess all proposals independently of the engine or framework used, as long as it is free and open source.<h2 id=about-the-game-development-devroom>About the Game Development devroom</h2><p>Open source is often neglected in the game industry—and the reverse is also true: game development is often neglected in open source. We want to present that it is possible to combine the two. In particular, Godot being an open source game engine is a proof of that.<p>We want to present open source tools to make games. That not only include engines but also asset-making tools. There are many industry-grade open source tools which are growing in use in the gamedev world. Software as Blender, Krita, GIMP, Ardour, LMMS, etc. can be applied to any kind of game.<p>More importantly, we want to present games made with those tools. We want to hear the benefits, the insights, the hurdles, the challenges, the sleepless nights and everything. Real examples are always a great inspiration for other game developers, even (or maybe especially) when things dont go perfectly. Talking about changing tools is welcome too (either from proprietary to open source, or between FOSS solutions), as we can hear a perspective about the differences between them.<p>Also, we want to hear about open source games. What are the issues with those and the benefits, and whether it can be a viable business model.<h2 id=call-for-participation>Call for participation</h2><p>This is the point where we ask you to participate. Even though we from Godot are organizing the room, we want to hear from people using other engines and tools as well. Theres no discrimination, we want to hear experiences from everybody (even if are you moving out of Godot for some reason).<p>We ask you to submit the proposals through FOSDEMs pentabarf system at https://penta.fosdem.org/submission/FOSDEM20. If you already have an account, please use the same as they show speakers participation across the editions. Well be using that system to organize the schedule. Please take your time to fill up the fields, especially the descriptions, as that will be shown on FOSDEM website and booklets.<p>The topic can be anything related to open source together with game development, be it tools or games.<p>The time slot for presentations is 25 min including questions (if you think your topic would fit better in a longer time slot, feel free to contact us to discuss it see email below).

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="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 don't really care much about keeping a reference. 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)."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/change-image/"><meta property="og:type" content="website"><meta property="og:description" content="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 don't really care much about keeping a reference. 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)."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/57e/5b7/9a6/57e5b79a6b638283853884.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/change-image/"><meta property="og:title" content="A change of Image Godot Engine"><title>A change of Image Godot Engine</title>
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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="card card-warning"><p>This article is from <strong>December 2023</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>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="card card-warning"><p>This article is from <strong>December 2023</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>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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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/complex-text-layouts-progress-report-1/"><meta property="og:type" content="website"><meta property="og:description" content="Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5f8/6ec/9d7/5f86ec9d7d0fd694122636.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/complex-text-layouts-progress-report-1/"><meta property="og:title" content="Complex text layouts progress report #1 Godot Engine"><title>Complex text layouts progress report #1 Godot Engine</title>
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<span class=by>Pāvels Nadtočajevs</span></div><span class=date data-post-date="2020-10-14 14:20:00 +0000">14 October 2020</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>October 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><h1 id=introduction>Introduction</h1><p>Hello! <a href=https://github.com/bruvzg>bruvzg</a> here, I got hired by the Godot team to work on the complex text layouts and BiDi aware UI implementation. This is the first part that focuses on TextServer API implementation.<p>See <a href=https://github.com/godotengine/godot-proposals/issues/1180>GH-1180</a>, <a href=https://github.com/godotengine/godot-proposals/issues/1181>GH-1181</a>, <a href=https://github.com/godotengine/godot-proposals/issues/1182>GH-1182</a>, <a href=https://github.com/godotengine/godot-proposals/issues/1183>GH-1183</a> on GitHub for detailed information on CTL proposals and feedback.<p>Currently, text display in Godot Engine is extremely limited, text is drawn character-by-character, left-to-right without kerning and support for any other font features.<p>Godot is incapable of correctly displaying text in the languages that are written right-to-left (e.g. Arabic, Hebrew), have context-sensitive characters (e.g. Arabic positional shape-forms) and ligatures or character reordering (e.g. Devanagari consonant placement).<h1 id=how-does-this-work>How does this work?</h1><p>Since Godot is game engine and CTL support is slower than simple text display and can (depending on the set of supported features) substantially increase the size of the exported project, and is not required for every game, CTL support is implemented as standalone <code class="language-plaintext highlighter-rouge">TextServer</code> module, that can be disabled, or easily moved to the GDNative library in the future.<p>Heres <code class="language-plaintext highlighter-rouge">TextServer</code> API in the current state (API is not final and is subject to minor changes during further development): https://bruvzg.github.io/textserver-api-overview.html<h1 id=preparation-work>Preparation work</h1><p><code class="language-plaintext highlighter-rouge">wchar_t</code> type that was previously used by Godot to store Unicode string, is inconsistent and have different size on different platforms. Due to lack of UTF-16 surrogate pair support Godot was incapable to store and display character outside the basic multilingual plane (characters with the codes above <code class="language-plaintext highlighter-rouge">0xFFFF</code>, e.g. emojis) on Windows, where <code class="language-plaintext highlighter-rouge">wchar_t</code> is 16-bit.<p>For the ease of <code class="language-plaintext highlighter-rouge">TextServer</code> and GDNative interface development, Godot strings were changed to always use C++11 <code class="language-plaintext highlighter-rouge">char32_t</code> type and store string in UTF-32 encoding.

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<span class=by>Pāvels Nadtočajevs</span></div><span class=date data-post-date="2020-12-29 09:00:00 +0000">29 December 2020</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>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><h1 id=introduction>Introduction</h1><p>This is the third part of my work on Complex Text Layouts for Godot 4.0.<p>See <a href=https://github.com/godotengine/godot-proposals/issues/1180>godot-proposals#1180</a>, <a href=https://github.com/godotengine/godot-proposals/issues/1181>godot-proposals#1181</a>, <a href=https://github.com/godotengine/godot-proposals/issues/1182>godot-proposals#1182</a>, and <a href=https://github.com/godotengine/godot-proposals/issues/1183>godot-proposals#1183</a> on GitHub for detailed information on <abbr title="Complex Text Layouts">CTL</abbr> proposals and feedback.<p>See also the <a href=https://godotengine.org/article/complex-text-layouts-progress-report-2>previous progress report</a> for UI mirroring details and the <a href=https://godotengine.org/article/complex-text-layouts-progress-report-1>first part</a> for the <code class="language-plaintext highlighter-rouge">TextServer</code> API implementation details.<h1 id=changes-to-the-richtextlabel-control>Changes to the RichTextLabel control</h1><h4 id=paragraph>Paragraph</h4><p>Existing alignment tags (<code class="language-plaintext highlighter-rouge">[left]</code>, <code class="language-plaintext highlighter-rouge">[center]</code>, <code class="language-plaintext highlighter-rouge">[right]</code>, <code class="language-plaintext highlighter-rouge">[fill]</code>), as well as new base direction, structured text override and language paragraph options are combined to the single <code class="language-plaintext highlighter-rouge">[p]</code> tag. Standalone alignment tags are still available for compatibility.<div class="language-plaintext highlighter-rouge"><div class=highlight><pre class=highlight><code>[p align=x dir=rtl]

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<span class=by>Ignacio Roldán Etcheverry</span></div><span class=date data-post-date="2019-07-12 10:16:37 +0000">12 July 2019</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>July 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>In this devlog I will be talk about what I have been working on for the last two months. There are some nice new goodies coming for C# users with Godot 3.2.<p>Before starting, I would like to announce that this work is possible thanks to a generous donation of $24,000 by Microsoft. This grant will be used to fund my work on C# in Godot for a year. This is the second time I receive a grant from Microsoft to work in Godot and Im extremely grateful.<h2 id=c-on-android>C# on Android</h2><p><img src=/storage/app/media/SkyOfSteel_REPL_Android.png alt="SkyOfSteel REPL">

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<span class=by>Ignacio Roldán Etcheverry</span></div><span class=date data-post-date="2020-04-06 10:55:26 +0000">6 April 2020</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>April 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>Initially and for quite some time C# was only supported in Godot on desktop platforms. In the last year we made good progress extending support to Android and WebAssembly, and now its time to add iOS to that list as well.<p>In this progress report Im also introducing a new way of working with Godot signals in C#.<p>This work is kindly sponsored by Microsoft.<h1 id=ios-support>iOS support</h1><p><img src=/storage/app/media/mono/csharp_dodgethecreeps_ios_sim.png alt="DodgeTheCreepsCS on the iOS Simulator">

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<span class=by>Ignacio Roldán Etcheverry</span></div><span class=date data-post-date="2020-07-03 15:10:04 +0000">3 July 2020</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>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>In a past progress report I announced a Godot extension for

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<span class=by>Ignacio Roldán Etcheverry</span></div><span class=date data-post-date="2019-11-15 21:18:23 +0000">15 November 2019</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>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>Theres been some interesting progress going on with C# over the last few months since the first progress report as part of my work sponsored by Microsoft.

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="We have reworked the skeleton bone update process to add SkeletonModifier3D for modifying the Skeleton."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/design-of-the-skeleton-modifier-3d/"><meta property="og:type" content="website"><meta property="og:description" content="We have reworked the skeleton bone update process to add SkeletonModifier3D for modifying the Skeleton."><meta property="og:image" content="https://godotengine.org/storage/blog/covers/design-of-the-skeleton-modifier-3d.webp"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/design-of-the-skeleton-modifier-3d/"><meta property="og:title" content="Design of the Skeleton Modifier 3D Godot Engine"><title>Design of the Skeleton Modifier 3D Godot Engine</title>
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<span class=by>Silc Renew</span></div><span class=date data-post-date="2024-08-12 10:00:00 +0000">12 August 2024</span></div><div class=tags><a href=/blog/progress-report><div class="tag active">Progress Report</div></a></div></div><div class=article-body><style>article .content img{background-color:initial}</style><p>In Godot 4.3 we are adding a new node called <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>. It is used to animate <code class="language-plaintext highlighter-rouge">Skeleton3D</code>s outside of <code class="language-plaintext highlighter-rouge">AnimationMixer</code> and is now the base class for several existing nodes.<p>As part of this we have deprecated (but not removed) some of the pose override functionality in <code class="language-plaintext highlighter-rouge">Skeleton3D</code> including:<ul><li><code class="language-plaintext highlighter-rouge">set_bone_global_pose_override()</code><li><code class="language-plaintext highlighter-rouge">get_bone_global_pose_override()</code><li><code class="language-plaintext highlighter-rouge">get_bone_global_pose_no_override()</code><li><code class="language-plaintext highlighter-rouge">clear_bones_global_pose_override()</code></ul><h1 id=did-the-pose-override-design-have-problems>Did the pose override design have problems?</h1><p><img src=/storage/blog/design-of-the-skeleton-modifier-3d/mod.webp alt=modification><p>Previously, we recommended using the property <code class="language-plaintext highlighter-rouge">global_pose_override</code> when modifying the bones. This was useful because the original pose was kept separately, so blend values could be set, and bones could be modified without changing the property in <code class="language-plaintext highlighter-rouge">.tscn</code> file. However, the more complex peoples demands for Godot 3D became, the less it covered the use cases and became outdated.<p>The main problem is the fact that “the processing order between <code class="language-plaintext highlighter-rouge">Skeleton3D</code> and <code class="language-plaintext highlighter-rouge">AnimationMixer</code> is changed depending on the <code class="language-plaintext highlighter-rouge">SceneTree</code> structure`.<p><strong>For example, it means that the following two scenes will have different results:</strong><p><img src=/storage/blog/design-of-the-skeleton-modifier-3d/different_process_orders.webp alt="different process orders"><p>If there is a modifier such as IK or physical bone, in most cases, it needs to be applied to the result of the played animation. So they need to be processed after the <code class="language-plaintext highlighter-rouge">AnimationMixer</code>.<p>In the old skeleton modifier design with bone pose override you must place those modifiers below the <code class="language-plaintext highlighter-rouge">AnimationMixer</code>. However as scene trees become more complex, it becomes difficult to keep track of the processing order. Also the scene might be imported from glTF which cannot be edited without localization, so managing node order becomes tedious.<p>Moreover, if multiple nodes use bone pose override, it breaks the modified result.<p><strong>Lets imagine a case in which bone modification is performed in the following order:</strong><div class="language-plaintext highlighter-rouge"><div class=highlight><pre class=highlight><code>AnimationMixer -&gt; ModifierA -&gt; ModifierB

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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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<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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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="It's been a long time since our previous release in the 2.1 branch! 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)."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/dev-snapshot-godot-2-1-6-rc-1/"><meta property="og:type" content="website"><meta property="og:description" content="It's been a long time since our previous release in the 2.1 branch! 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)."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5cf/69b/132/5cf69b132699d052649367.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/dev-snapshot-godot-2-1-6-rc-1/"><meta property="og:title" content="Dev snapshot: Godot 2.1.6 RC 1 Godot Engine"><title>Dev snapshot: Godot 2.1.6 RC 1 Godot Engine</title>
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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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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2017-10-31 18:23:17 +0000">31 October 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>A little treat (or is it a trick?) for our community on this Halloween eve: Godot 3.0 <em>alpha 2</em> is out, ready for your testing! Its already been 3 months since our previous <a href=/article/dev-snapshot-godot-3-0-alpha-1>official development snapshot</a>, and lots of bugs have been fixed, making us one big step closer to the final 3.0 <em>stable</em> release.<p>Its also the first build to include the long awaited support for the C# programming language using <a href=http://mono-project.com/>Mono</a>! This is of course still pretty rough, though usable, and we are looking forward to your feedback and bug reports. Some caveats are documented below as well as in the <a href=/article/introducing-csharp-godot>introduction blog post</a>, so make sure to read them before filing issues.<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is an <em><a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha>alpha</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 is still a long way of bug fixing and usability improvement until we can release the stable version, and this release comes with incomplete documentation: the in-editor and <a href=http://docs.godotengine.org/en/latest/>online Class Reference</a> is quite complete thanks to the awesome work of our documentation team, but there arent many tutorials about using Godot 3.0 yet. For the Mono build, there is no specific documentation yet. This release is exclusively for testers who are already familiar with Godot and can report the issues they experience on GitHub.<p>There is also no guarantee that projects started with the alpha 2 build will still work later builds, as we reserve the right to do necessary breaking adjustments up to the <em>beta</em> stage.<p><strong>Note:</strong> New Godot users should <em>not</em> use this build to start their learning. Godot 2.1 is still supported and <a href=http://docs.godotengine.org/en/stable/>well documented</a>.<h2 id=the-features>The features</h2><p>Since the previous alpha build, there have been hundreds of bugs fixed, as well as many usability enhancements to make the new features as easy to use as possible.<p>There was also a <a href=https://godotengine.org/article/first-godot-3-docs-sprint-sept-9>strong focus on the documentation</a>, with the Class Reference close to 70% complete now (which is already much higher than the completion level of the 2.x API documentation).<h3 id=quick-mono-howto>Quick Mono howto</h3><p>Of course, the main feature many have been waiting for is the Mono support. It comes in separate binaries with an additional system requirement: the Mono SDK. You need to install the <a href=http://www.mono-project.com/download/>current stable version</a> of Mono to use with Godot, as you will be developing applications which require the .NET Framework.<p>If you installed Mono in the classical system directories (using the upstream macOS or Windows installers, or the Linux repositories), everything should work out of the box.<p>If you installed Mono in a specific directory, things might get a bit more complex. You can override the <code class="language-plaintext highlighter-rouge">MONO_PATH</code> environment variable to point to the location of your .NET Framework 4.5, typically <code class="language-plaintext highlighter-rouge">/path_to_mono_root/lib/mono/4.5/</code>. You will also need <code class="language-plaintext highlighter-rouge">msbuild</code> in your <code class="language-plaintext highlighter-rouge">PATH</code>, so if you installed it in a location which is not included in the <code class="language-plaintext highlighter-rouge">PATH</code>, you can either override the latter or create a symbolic link.<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-alpha2><del>HTTPS mirror</del></a>]<li>Mono version (requires the Mono SDK): [<a href=https://github.com/godotengine/godot-builds/releases/3.0-alpha2><del>HTTPS mirror</del></a>]</ul><p><strong>Note:</strong> Export templates are currently missing due to a last minute regression in the HTML5 platform (<strong>Edit 2017-10-31 23:00 UTC:</strong> They are now available for the classical version).

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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2017-11-30 14:48:18 +0000">30 November 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>Godot 3.0s development officially entered the <em>beta</em> stage last week, which coincides for us with what we name the <em>feature freeze</em>: from now on, no new features will be merged in the <em>master</em> branch, as the focus will be fully on fixing existing issues to stabilize the current feature set.

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!"><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/dev-snapshot-godot-3-0-beta-2/"><meta property="og:type" content="website"><meta property="og:description" content="After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!"><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5a3/c39/918/5a3c399188781933894734.jpg"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/dev-snapshot-godot-3-0-beta-2/"><meta property="og:title" content="Dev snapshot: Godot 3.0 beta 2 Godot Engine"><title>Dev snapshot: Godot 3.0 beta 2 Godot Engine</title>
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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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<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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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="The long-awaited release is finally here, Godot 3.0... RC 2 ;) The actual stable release is still planned for January 2018, but we have various recent bug fixes that need broader testing before we can label the current master branch " stable" and move on towards the next milestone. you can already expect a third (and hopefully last) rc early next week, and the stable release shortly after."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/dev-snapshot-godot-3-0-rc-2/"><meta property="og:type" content="website"><meta property="og:description" content="The long-awaited release is finally here, Godot 3.0... RC 2 ;) The actual stable release is still planned for January 2018, but we have various recent bug fixes that need broader testing before we can label the current master branch " stable" and move on towards the next milestone. you can already expect a third (and hopefully last) rc early next week, and the stable release shortly after."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5a6/3ae/e17/5a63aee174d80543898745.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/dev-snapshot-godot-3-0-rc-2/"><meta property="og:title" content="Dev snapshot: Godot 3.0 RC 2 Godot Engine"><title>Dev snapshot: Godot 3.0 RC 2 Godot Engine</title>
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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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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-03-02 00:00:00 +0000">2 March 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>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So were now publishing Godot 3.1 <strong>beta 10</strong> with 70 commits made since beta 9 a few days ago.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/a5370b1b1bed3744941c90b4a05d4516aabd4c67...e930fb9a6e4277ad3c4dc60a775785b294840512>3.1 beta 9 and 3.1 beta 10</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/e930fb9a6e4277ad3c4dc60a775785b294840512>e930fb9</a>.<p>Barring any big regression, this should be our last beta build, the next one being the first Release Candidate (RC 1) in a few days.<p>A big change since 3.1 beta 6 is that the Windows binaries are now <strong>properly code signed</strong>. Our release manager <a href=https://github.com/hpvb>HP van Braam</a> is now signing binaries with their own companys certificate. From now on, you should thus expect (and can trust) our official binaries signed by <strong><a href=https://www.prehensile-tales.com/>Prehensile Tales B.V.</a></strong>. macOS binaries will be signed at a later time.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been over a year since the 3.0 release and over 6,500 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be various fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="One (hopefully) last beta was needed to test the many last-minute bug fixes done over the last few day, which brought the 3.1 version very close to what we want the final version to be. But any heavy bugfix requires QA testing to ensure that it does not introduce regressions, so we're publishing a new 3.1 beta 11 build to have the community confirm if it's ready for the Release Candidate stage."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/dev-snapshot-godot-3-1-beta-11/"><meta property="og:type" content="website"><meta property="og:description" content="One (hopefully) last beta was needed to test the many last-minute bug fixes done over the last few day, which brought the 3.1 version very close to what we want the final version to be. But any heavy bugfix requires QA testing to ensure that it does not introduce regressions, so we're publishing a new 3.1 beta 11 build to have the community confirm if it's ready for the Release Candidate stage."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5c7/eb0/021/5c7eb0021fe9f976412604.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/dev-snapshot-godot-3-1-beta-11/"><meta property="og:title" content="Dev snapshot: Godot 3.1 beta 11 Godot Engine"><title>Dev snapshot: Godot 3.1 beta 11 Godot Engine</title>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-03-05 00:00:00 +0000">5 March 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>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So were now publishing Godot 3.1 <strong>beta 11</strong> with over 110 commits made since beta 10 a few days ago.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/e930fb9a6e4277ad3c4dc60a775785b294840512...80618700ca668a595fd214ca8db43a69ca2a8b67>3.1 beta 10 and 3.1 beta 11</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/80618700ca668a595fd214ca8db43a69ca2a8b67>e930fb9</a>.<p>We said that beta 10 would likely be the last one before the first Release Candidate (RC 1), but there were still quite a few big changes that warrant another beta. The list of remaining release-critical bugs is quite small, so we should be able to enter the RC phase soon.<p>A big change since 3.1 beta 6 is that the Windows binaries are now <strong>properly code signed</strong>. Our release manager <a href=https://github.com/hpvb>HP van Braam</a> is now signing binaries with their own companys certificate. From now on, you should thus expect (and can trust) our official binaries signed by <strong><a href=https://www.prehensile-tales.com/>Prehensile Tales B.V.</a></strong>. macOS binaries will be signed at a later time.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been over a year since the 3.0 release and over 6,500 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be various fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-01-18 00:00:00 +0000">18 January 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>We entered the <a href=https://github.com/godotengine/godot/issues/24822><em>release freeze</em></a> last week with Godot <a href=/article/dev-snapshot-godot-3-1-beta-1>3.1 beta 1</a>, and many high priority bug reports have been fixed since then. Were now publishing a new <strong>beta 2</strong> snapshot for testers to work with. This new release fixes various crash scenarios, as well as a <a href=https://github.com/godotengine/godot/issues/24466>performance regression</a> in the GLES backend.<p>Were still aiming for a release by the end of the month, so were under a tight schedule. From now on dev focus is on release-critical issues that would seriously hamper Godot 3.1s usability and features.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/f7de2c0cb3793bd289b8465bcc9af54157a54e91...1efd37f1b77d71c652fe28a50f42c5284d5ef4ec>3.1 beta 1 and 3.1 beta 2</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/1efd37f1b77d71c652fe28a50f42c5284d5ef4ec>1efd37f</a>.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been almost a year since the 3.0 release and close to 6,000 commits, so expect a lot of nice things in the final 3.1 version!<p>And a small note for C# users: Godot 3.1 beta 2 now bundles <strong>mono 5.18</strong> instead of 5.16. Its still bundled so you dont need to upgrade your system mono.<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be many fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="We've been hard at work fixing bugs since the Godot 3.1 beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 to be like. We've reviewed the many bug reports filed in the 3.1 milestone over the last few weeks, and many of them have been resolved, or postponed to the next milestone when they were not critical. The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/dev-snapshot-godot-3-1-beta-3/"><meta property="og:type" content="website"><meta property="og:description" content="We've been hard at work fixing bugs since the Godot 3.1 beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 to be like. We've reviewed the many bug reports filed in the 3.1 milestone over the last few weeks, and many of them have been resolved, or postponed to the next milestone when they were not critical. The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5c4/b93/a45/5c4b93a45047f384045358.png"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/dev-snapshot-godot-3-1-beta-3/"><meta property="og:title" content="Dev snapshot: Godot 3.1 beta 3 Godot Engine"><title>Dev snapshot: Godot 3.1 beta 3 Godot Engine</title>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-01-27 00:00:00 +0000">27 January 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>Weve been hard at work fixing bugs since the Godot <a href=/article/dev-snapshot-godot-3-1-beta-2>3.1 beta 2</a> last week, and our new <strong>beta 3</strong> snapshot is a lot closer to what we want the final 3.1 to be like.<p>There were over 600 bugs listed for the 3.1 milestone at the start of the month, but weve been reviewed them tirelessly over the last few weeks, and many of them have been fixed, or postponed to the next milestone when they were not critical. The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed.<p>If all goes well, we may have a first release candidate next week :)<p>See the changes between <a href=https://github.com/godotengine/godot/compare/1efd37f1b77d71c652fe28a50f42c5284d5ef4ec...a8510331c0115eeee2d6ac0a4acbeb5d4df833b3>3.1 beta 2 and 3.1 beta 3</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/a8510331c0115eeee2d6ac0a4acbeb5d4df833b3>a851033</a>.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been almost a year since the 3.0 release and over 6,000 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be many fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and GodotCon. Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. We're quite close to being ready for a first release candidate."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/dev-snapshot-godot-3-1-beta-4/"><meta property="og:type" content="website"><meta property="og:description" content="The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and GodotCon. Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. We're quite close to being ready for a first release candidate."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5c6/086/93b/5c608693b2c0c600326798.jpg"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/dev-snapshot-godot-3-1-beta-4/"><meta property="og:title" content="Dev snapshot: Godot 3.1 beta 4 Godot Engine"><title>Dev snapshot: Godot 3.1 beta 4 Godot Engine</title>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-02-12 14:21:08 +0000">12 February 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>The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and <a href=/article/schedule-godotcon-2019-brussels>GodotCon</a>. Well post an update about what we did there and some of the topics discussed in coming days, stay tuned!<p>Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new <strong>beta 4</strong> build. Were quite close to being ready for a first release candidate.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/a8510331c0115eeee2d6ac0a4acbeb5d4df833b3...17809ca9a907b8d48bea2fd26ea42312a9eaaca4>3.1 beta 3 and 3.1 beta 4</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/17809ca9a907b8d48bea2fd26ea42312a9eaaca4>17809ca</a>.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been almost a year since the 3.0 release and over 6,300 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be many fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-02-17 00:00:00 +0000">17 February 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 only been a few days since <a href=/article/dev-snapshot-godot-3-1-beta-4>beta 4</a>, but were making very good progress on polishing the 3.1 beta, with many bugs being fixed every day. Well soon be able to issue a Release Candidate (RC) build and from there, proceed quickly to the stable release. For now, were still calling this one <strong>beta 5</strong>, as there are some critical bugs left that we want to fix before RC 1.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/17809ca9a907b8d48bea2fd26ea42312a9eaaca4...c54330c6b0530d0fdc836f7349c4725eb7f309cb>3.1 beta 4 and 3.1 beta 5</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/c54330c6b0530d0fdc836f7349c4725eb7f309cb>c54330c</a>.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been over a year since the 3.0 release and close to 6,500 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be various fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-02-22 00:00:00 +0000">22 February 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>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So were now publishing Godot 3.1 <strong>beta 6</strong> with close to 150 commits made since beta 5 a few days ago.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/c54330c6b0530d0fdc836f7349c4725eb7f309cb...30a4723d9c974daaaf6b8af581b2d66c6b31b119>3.1 beta 5 and 3.1 beta 6</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/30a4723d9c974daaaf6b8af581b2d66c6b31b119>30a4723</a>.<p>A big change in this release is that the Windows binaries are now <strong>properly code signed</strong>. Our release manager <a href=https://github.com/hpvb>HP van Braam</a> is now signing binaries with their own companys certificate. From now on, you should thus expect (and can trust) our official binaries signed by <strong><a href=https://www.prehensile-tales.com/>Prehensile Tales B.V.</a></strong>. macOS binaries will be signed at a later time.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been over a year since the 3.0 release and over 6,500 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be various fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<span class=by>HP van Braam</span></div><span class=date data-post-date="2019-02-24 00:00:00 +0000">24 February 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>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So were now publishing Godot 3.1 <strong>beta 7</strong> with close to 25 commits made since beta 6 a few days ago.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/30a4723d9c974daaaf6b8af581b2d66c6b31b119...e30ce69cb44cd31933dc81700d16db2c80727015>3.1 beta 6 and 3.1 beta 7</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/e30ce69cb44cd31933dc81700d16db2c80727015>e30ce69</a>.<p>A big change in this release is that the Windows binaries are now <strong>properly code signed</strong>. Our release manager <a href=https://github.com/hpvb>HP van Braam</a> is now signing binaries with their own companys certificate. From now on, you should thus expect (and can trust) our official binaries signed by <strong><a href=https://www.prehensile-tales.com/>Prehensile Tales B.V.</a></strong>. macOS binaries will be signed at a later time.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been over a year since the 3.0 release and over 6,500 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be various fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-02-26 15:29:20 +0000">26 February 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>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So were now publishing Godot 3.1 <strong>beta 8</strong> with close to 50 commits made since beta 7 a few days ago.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/e30ce69cb44cd31933dc81700d16db2c80727015...a32b26dfa26f2a039bf9c84b90d10666bcf785c9>3.1 beta 7 and 3.1 beta 8</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/a32b26dfa26f2a039bf9c84b90d10666bcf785c9>a32b26d</a>.<p>Our two previous betas had regressions on Bullet physics (beta 6), C# support and old CPUs supports (beta 7), which are fixed in this beta. There is still one big regression that we know of, which is that ETC import is now invalid, so GLES2 projects exported to Android or iOS would likely not work. This will be fixed shortly in beta 9.<p>A big change since 3.1 beta 6 is that the Windows binaries are now <strong>properly code signed</strong>. Our release manager <a href=https://github.com/hpvb>HP van Braam</a> is now signing binaries with their own companys certificate. From now on, you should thus expect (and can trust) our official binaries signed by <strong><a href=https://www.prehensile-tales.com/>Prehensile Tales B.V.</a></strong>. macOS binaries will be signed at a later time.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been over a year since the 3.0 release and over 6,500 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be various fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<span class=by>HP van Braam</span></div><span class=date data-post-date="2019-02-28 00:00:00 +0000">28 February 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>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So were now publishing Godot 3.1 <strong>beta 9</strong> with close to 50 commits made since beta 8 a few days ago.<p>See the changes between <a href=https://github.com/godotengine/godot/compare/a32b26dfa26f2a039bf9c84b90d10666bcf785c9...a5370b1b1bed3744941c90b4a05d4516aabd4c67>3.1 beta 8 and 3.1 beta 9</a>. This beta is built from commit <a href=https://github.com/godotengine/godot/commit/a5370b1b1bed3744941c90b4a05d4516aabd4c67>a5370b1</a>.<p>The ETC issue on GLES2/Android has been fixed in this release.<p>A big change since 3.1 beta 6 is that the Windows binaries are now <strong>properly code signed</strong>. Our release manager <a href=https://github.com/hpvb>HP van Braam</a> is now signing binaries with their own companys certificate. From now on, you should thus expect (and can trust) our official binaries signed by <strong><a href=https://www.prehensile-tales.com/>Prehensile Tales B.V.</a></strong>. macOS binaries will be signed at a later time.<p>Contrarily to our <a href=/article/maintenance-release-godot-3-0-6>3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href=/devblog>our past devblogs</a>. Its been over a year since the 3.0 release and over 6,500 commits, so expect a lot of nice things in the final 3.1 version!<h2 id=disclaimer>Disclaimer</h2><p><strong>IMPORTANT: This is a <a href=https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta><em>beta</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><p>There will still be various fixes made 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.<h2 id=the-features>The features</h2><p>Release notes are drafted already, but we dont want to spoil the surprise of the 3.1 release announcement ;)

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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/dev-snapshot-godot-3-2-4-beta-3/"><meta property="og:type" content="website"><meta property="og:description" content="This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip."><meta property="og:image" content="https://godotengine.org/storage/app/uploads/public/5fc/0f4/eac/5fc0f4eac186e790380821.jpg"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/dev-snapshot-godot-3-2-4-beta-3/"><meta property="og:title" content="Dev snapshot: Godot 3.2.4 beta 3 Godot Engine"><title>Dev snapshot: Godot 3.2.4 beta 3 Godot Engine</title>
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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2020-11-27 12:46:50 +0000">27 November 2020</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>While development keeps going at full speed towards Godot 4.0 (see recent devblogs on <a href=/article/gdscript-progress-report-typed-instructions>GDScript typed instructions</a> and <a href=/article/complex-text-layouts-progress-report-2>Complex Text Layout</a>), a lot of work is also being done on the <code class="language-plaintext highlighter-rouge">3.2</code> branch for the upcoming Godot 3.2.4.<p>This new <strong>beta 3</strong> build comes shortly after <a href=/article/dev-snapshot-godot-3-2-4-beta-2>last weeks beta 2</a> to fix some of the regressions and bugs reported against that release.<p>The only big change is that the classical build for macOS is now a universal binary, with <strong>both <code class="language-plaintext highlighter-rouge">x86_64</code> and <code class="language-plaintext highlighter-rouge">arm64</code></strong> architectures included (to support the new ARM-based Apple M1 chip natively).

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<span class=by>Rémi Verschelde</span></div><span class=date data-post-date="2019-10-11 19:46:27 +0000">11 October 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>We released a <a href=/article/dev-snapshot-godot-3-2-alpha-1>first alpha build</a> last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 release.

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