mirror of
https://github.com/godotengine/godot-website.git
synced 2026-01-06 14:09:58 +03:00
Update name and pronouns for HP, including in past blog posts (#506)
This commit is contained in:
@@ -24,7 +24,7 @@
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image: /assets/images/authors/groud.png
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- name: Gordon MacPherson
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image: /assets/images/authors/default_avatar.svg
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- name: Hein-Pieter van Braam
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- name: HP van Braam
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image: /assets/images/authors/default_avatar.svg
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- name: Hugo Locurcio
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image: /assets/images/authors/calinou.png
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@@ -11,7 +11,7 @@ Yes, you read correctly: Godot 2.1.5 is still being worked on, four months after
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I planned to release it much sooner, but 3.0 and its subsequent maintenance releases happened, and I could only dedicate a few hours every now and then to the old stable branch.
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On top of that, I decided to wait for this RC2 to have a proper fix for the [Android placeholder permissions issue](/article/fixing-godot-games-published-google-play) that crept up on Google Play in May and affected many published 2.1 games. Hein-Pieter's [APK fixer tool](/article/godot-apk-fixer-tool) could already be used to fix those games, but I wanted 2.1.5 to export correct APKs out of the box. The proper fix was [merged a few days ago](https://github.com/godotengine/godot/pull/20082), so I'm now considering 2.1.5 ready to go stable.
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On top of that, I decided to wait for this RC2 to have a proper fix for the [Android placeholder permissions issue](/article/fixing-godot-games-published-google-play) that crept up on Google Play in May and affected many published 2.1 games. HP's [APK fixer tool](/article/godot-apk-fixer-tool) could already be used to fix those games, but I wanted 2.1.5 to export correct APKs out of the box. The proper fix was [merged a few days ago](https://github.com/godotengine/godot/pull/20082), so I'm now considering 2.1.5 ready to go stable.
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## Download and test
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@@ -2,12 +2,12 @@
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title: "Introduction and Godot 3.0.1-rc1"
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excerpt: "We've released the release candidate for the first patch release of the Godot 3.0 branch. This is what is going to be 3.0.1. We've added many fixes and some enhancements to make your lives as Godot users (even) better. Please see the article for details on the release and we'd like to ask all our users to test!"
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categories: ["pre-release"]
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author: Hein-Pieter van Braam
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author: HP van Braam
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image: /storage/app/uploads/public/5a9/078/f91/5a9078f917e6e405671833.png
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date: 2018-02-23 21:21:34
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---
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Hi Godot! My name is Hein-Pieter van Braam-Stewart. Some of you might know me on IRC/Discord/Matrix as 'TMM' and on GitHub as '[hpvb](https://github.com/hpvb)'. To help Rémi ([Akien](https://github.com/akien-mga)) focus on making sure the *master* branch is as good as it can be, I'm looking after the stable branch. Currently the stable branch is the *3.0* branch.
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Hi Godot! My name is HP van Braam. Some of you might know me on IRC/Discord/Matrix as 'TMM' and on GitHub as '[hpvb](https://github.com/hpvb)'. To help Rémi ([Akien](https://github.com/akien-mga)) focus on making sure the *master* branch is as good as it can be, I'm looking after the stable branch. Currently the stable branch is the *3.0* branch.
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I'm very happy to have been given this responsibility and I hope to work with all of you to make the Godot stable branches, well, just that! Stable!
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@@ -2,7 +2,7 @@
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title: "Dev snapshot: Godot 3.0.3 RC 1"
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excerpt: "This is the first release candidate for what will become Godot 3.0.3. In this release we have initial support for Mono export for desktop platforms. Please test this release and report bugs!"
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categories: ["pre-release"]
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author: Hein-Pieter van Braam
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author: HP van Braam
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image: /storage/app/uploads/public/5ae/a42/707/5aea427070767889266673.png
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date: 2018-05-02 23:06:38
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---
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@@ -2,7 +2,7 @@
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title: "Dev snapshot: Godot 3.0.3 RC 2"
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excerpt: "This is the second release candidate for what will become Godot 3.0.3. In this release we overhauled the new buildsystem (again) and fixed quite a few bugs. Please go forth and test!"
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categories: ["pre-release"]
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author: Hein-Pieter van Braam
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author: HP van Braam
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image: /storage/app/uploads/public/5af/9dd/ac8/5af9ddac832c9548534486.png
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date: 2018-05-14 19:03:45
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---
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@@ -2,7 +2,7 @@
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title: "Dev snapshot: Godot 3.0.3 RC 3"
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excerpt: "Godot 3.0.3 RC3 is out! We've done a lot of work to make the mono export experience better for Windows users. Please help us test and debug this release!"
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categories: ["pre-release"]
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author: Hein-Pieter van Braam
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author: HP van Braam
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image: /storage/app/uploads/public/5b1/2ab/104/5b12ab104dfb6960002176.png
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date: 2018-06-02 00:00:00
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||||
---
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||||
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@@ -2,7 +2,7 @@
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title: "Dev snapshot: Godot 3.1 alpha 5"
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excerpt: "Godot 3.1 alpha 5 is released, with 31 PRs merged since the previous alpha last week. This is the last alpha, we're now moving into the beta stage, where only critical bug fixes will be considered for merging until we are happy with the overall stability of the master branch."
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categories: ["pre-release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
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||||
image: /storage/app/uploads/public/5c2/cbd/8e3/5c2cbd8e3bcdd214188243.png
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date: 2019-01-02 00:00:00
|
||||
---
|
||||
|
||||
@@ -13,7 +13,7 @@ See the changes between [3.1 beta 9 and 3.1 beta 10](https://github.com/godoteng
|
||||
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||||
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.
|
||||
|
||||
A big change since 3.1 beta 6 is that the Windows binaries are now **properly code signed**. Our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb) is now signing binaries with his own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
A big change since 3.1 beta 6 is that the Windows binaries are now **properly code signed**. Our release manager [HP van Braam](https://github.com/hpvb) is now signing binaries with their own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
|
||||
Contrarily to our [3.0.x maintenance releases](/article/maintenance-release-godot-3-0-6), 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 *master* branch since January 2018, and especially all those showcased on [our past devblogs](/devblog). It's 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!
|
||||
|
||||
@@ -37,7 +37,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [Classical build](https://downloads.tuxfamily.org/godotengine/3.1/beta10) (GDScript, GDNative, VisualScript)
|
||||
- [Mono build](https://downloads.tuxfamily.org/godotengine/3.1/beta10/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.
|
||||
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ See the changes between [3.1 beta 10 and 3.1 beta 11](https://github.com/godoten
|
||||
|
||||
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.
|
||||
|
||||
A big change since 3.1 beta 6 is that the Windows binaries are now **properly code signed**. Our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb) is now signing binaries with his own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
A big change since 3.1 beta 6 is that the Windows binaries are now **properly code signed**. Our release manager [HP van Braam](https://github.com/hpvb) is now signing binaries with their own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
|
||||
Contrarily to our [3.0.x maintenance releases](/article/maintenance-release-godot-3-0-6), 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 *master* branch since January 2018, and especially all those showcased on [our past devblogs](/devblog). It's 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!
|
||||
|
||||
@@ -37,7 +37,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [Classical build](https://downloads.tuxfamily.org/godotengine/3.1/beta11) (GDScript, GDNative, VisualScript)
|
||||
- [Mono build](https://downloads.tuxfamily.org/godotengine/3.1/beta11/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.
|
||||
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to rele
|
||||
|
||||
See the changes between [3.1 beta 5 and 3.1 beta 6](https://github.com/godotengine/godot/compare/c54330c6b0530d0fdc836f7349c4725eb7f309cb...30a4723d9c974daaaf6b8af581b2d66c6b31b119). This beta is built from commit [30a4723](https://github.com/godotengine/godot/commit/30a4723d9c974daaaf6b8af581b2d66c6b31b119).
|
||||
|
||||
A big change in this release is that the Windows binaries are now **properly code signed**. Our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb) is now signing binaries with his own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
A big change in this release is that the Windows binaries are now **properly code signed**. Our release manager [HP van Braam](https://github.com/hpvb) is now signing binaries with their own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
|
||||
Contrarily to our [3.0.x maintenance releases](/article/maintenance-release-godot-3-0-6), 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 *master* branch since January 2018, and especially all those showcased on [our past devblogs](/devblog). It's 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!
|
||||
|
||||
@@ -35,7 +35,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [Classical build](https://downloads.tuxfamily.org/godotengine/3.1/beta6) (GDScript, GDNative, VisualScript)
|
||||
- [Mono build](https://downloads.tuxfamily.org/godotengine/3.1/beta6/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.
|
||||
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Dev snapshot: Godot 3.1 beta 7"
|
||||
excerpt: "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 we're now publishing Godot 3.1 beta 7 with close to 25 commits made since beta 6 a few days ago. This is also the first Godot released to have code signed binaries on Windows!"
|
||||
categories: ["pre-release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5c7/2a2/0bb/5c72a20bb6843627788761.jpg
|
||||
date: 2019-02-24 00:00:00
|
||||
---
|
||||
@@ -11,7 +11,7 @@ As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to rele
|
||||
|
||||
See the changes between [3.1 beta 6 and 3.1 beta 7](https://github.com/godotengine/godot/compare/30a4723d9c974daaaf6b8af581b2d66c6b31b119...e30ce69cb44cd31933dc81700d16db2c80727015). This beta is built from commit [e30ce69](https://github.com/godotengine/godot/commit/e30ce69cb44cd31933dc81700d16db2c80727015).
|
||||
|
||||
A big change in this release is that the Windows binaries are now **properly code signed**. Our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb) is now signing binaries with his own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
A big change in this release is that the Windows binaries are now **properly code signed**. Our release manager [HP van Braam](https://github.com/hpvb) is now signing binaries with their own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
|
||||
Contrarily to our [3.0.x maintenance releases](/article/maintenance-release-godot-3-0-6), 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 *master* branch since January 2018, and especially all those showcased on [our past devblogs](/devblog). It's 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!
|
||||
|
||||
@@ -35,7 +35,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [Classical build](https://downloads.tuxfamily.org/godotengine/3.1/beta7) (GDScript, GDNative, VisualScript)
|
||||
- [Mono build](https://downloads.tuxfamily.org/godotengine/3.1/beta7/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.
|
||||
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ See the changes between [3.1 beta 7 and 3.1 beta 8](https://github.com/godotengi
|
||||
|
||||
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.
|
||||
|
||||
A big change since 3.1 beta 6 is that the Windows binaries are now **properly code signed**. Our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb) is now signing binaries with his own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
A big change since 3.1 beta 6 is that the Windows binaries are now **properly code signed**. Our release manager [HP van Braam](https://github.com/hpvb) is now signing binaries with their own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
|
||||
Contrarily to our [3.0.x maintenance releases](/article/maintenance-release-godot-3-0-6), 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 *master* branch since January 2018, and especially all those showcased on [our past devblogs](/devblog). It's 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!
|
||||
|
||||
@@ -37,7 +37,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [Classical build](https://downloads.tuxfamily.org/godotengine/3.1/beta8) (GDScript, GDNative, VisualScript)
|
||||
- [Mono build](https://downloads.tuxfamily.org/godotengine/3.1/beta8/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.
|
||||
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Dev snapshot: Godot 3.1 beta 9"
|
||||
excerpt: "The previous beta had some GLES2/Android regressions which, along with several other issues, has been fixed in Beta 9. Please go forth and test! Assuming no new regressions are found we are likely going to move to *release candidate* state soon."
|
||||
categories: ["pre-release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5c7/818/df2/5c7818df2369c923755927.jpg
|
||||
date: 2019-02-28 00:00:00
|
||||
---
|
||||
@@ -13,7 +13,7 @@ See the changes between [3.1 beta 8 and 3.1 beta 9](https://github.com/godotengi
|
||||
|
||||
The ETC issue on GLES2/Android has been fixed in this release.
|
||||
|
||||
A big change since 3.1 beta 6 is that the Windows binaries are now **properly code signed**. Our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb) is now signing binaries with his own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
A big change since 3.1 beta 6 is that the Windows binaries are now **properly code signed**. Our release manager [HP van Braam](https://github.com/hpvb) is now signing binaries with their own company's certificate. From now on, you should thus expect (and can trust) our official binaries signed by **[Prehensile Tales B.V.](https://www.prehensile-tales.com/)**. macOS binaries will be signed at a later time.
|
||||
|
||||
Contrarily to our [3.0.x maintenance releases](/article/maintenance-release-godot-3-0-6), 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 *master* branch since January 2018, and especially all those showcased on [our past devblogs](/devblog). It's 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!
|
||||
|
||||
@@ -37,7 +37,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [Classical build](https://downloads.tuxfamily.org/godotengine/3.1/beta9) (GDScript, GDNative, VisualScript)
|
||||
- [Mono build](https://downloads.tuxfamily.org/godotengine/3.1/beta9/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build. However, this build no longer mandates a specific Mono SDK version; it comes bundled with Mono 5.18.
|
||||
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** As mentioned above, Windows binaries are now signed by **Prehensile Tales B.V.**, the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ date: 2019-10-11 19:46:27
|
||||
---
|
||||
|
||||
We released a [first alpha build](/article/dev-snapshot-godot-3-2-alpha-1) last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 release.
|
||||
The new official buildsystem that our contributor Hein-Pieter van Braam-Stewart ([hpvb](https://github.com/hpvb/)) set up for us is now quite efficient, so we can roll out builds fast and easily.
|
||||
The new official buildsystem that our contributor HP van Braam ([hpvb](https://github.com/hpvb/)) set up for us is now quite efficient, so we can roll out builds fast and easily.
|
||||
|
||||
We thus publish **Godot 3.2 alpha 2** as a second snapshot, fixing various issues from the last build. [152 commits](https://github.com/godotengine/godot/compare/1d9233c3882afe888b9396f7f2aac917d4dcac4d...3cc94b2c0b90ec1136937e2c02b9d7901d3d28b8) have been merged since 3.2 alpha 1. This release is built from commit [3cc94b2](https://github.com/godotengine/godot/commit/3cc94b2c0b90ec1136937e2c02b9d7901d3d28b8).
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@ After another two weeks since our [previous beta build](/article/dev-snapshot-go
|
||||
|
||||
A month ago, we attempted to upgrade our Mono version to 6.6.0 (from 5.18.1.3) which is necessary for the WebAssembly target. It brought some issues with the cross-compilation and packaging of our binaries, so the Windows and macOS Mono builds were not functional in beta 2, and we skipped Mono builds altogether in beta 3.
|
||||
|
||||
Since then, [Hein-Pieter](https://github.com/hpvb) spent some time debugging and fixing our cross-compilation issues. He has some work-in-progress patches that will be contributed back to the upstream Mono project, but for now we used a workaround using [Wine](http://www.winehq.org/).
|
||||
Since then, [HP](https://github.com/hpvb) spent some time debugging and fixing our cross-compilation issues. He has some work-in-progress patches that will be contributed back to the upstream Mono project, but for now we used a workaround using [Wine](http://www.winehq.org/).
|
||||
|
||||
Apart from fixing Mono builds, there have been various important changes since beta 3. Here's a short selection:
|
||||
|
||||
|
||||
@@ -114,7 +114,7 @@ After researching these methods for pivots and various parts of the skinning, I
|
||||
|
||||
* Everyone at [IMVU Inc](https://about.imvu.com/), you did an amazing job helping with FBX and ensuring its success. You made Godot have a commercial-grade FBX importer, thank you so much for spending the time and money getting this to be a reality for 2020.
|
||||
* All the people who helped me debug issues, who helped with various logic and also to the Godot core development team.
|
||||
* A big shoutout to [Prehensile Tales](https://prehensile-tales.com/) for helping me through the tough FBX project, especially Hein-Pieter van Braam-Stewart who has been an amazing employer and great person to me personally and professionally.
|
||||
* A big shoutout to [Prehensile Tales](https://prehensile-tales.com/) for helping me through the tough FBX project, especially HP van Braam who has been an amazing employer and great person to me personally and professionally.
|
||||
* Andrea Catania for his amazing work improving our mesh creation code and helping fix hard to find bugs.
|
||||
* Ernest Lee for his continued support and information, along with helping me get to grips with Godot codebase and many many other things, including the first prototype for the importer :)
|
||||
* Juan Linietsky for being there when I needed to ask complex questions on his time.
|
||||
|
||||
@@ -243,7 +243,7 @@ If you don't add any permission that justifies it, you don't need a privacy poli
|
||||
|
||||
## Future
|
||||
|
||||
[Hein-Pieter/TMM](https://github.com/hpvb) is working on a fix to to be integrated in Godot 2.1.5 and Godot 3.0.3 so that you can continue setting the permissions you want without having those leftover placeholders.
|
||||
[HP/TMM](https://github.com/hpvb) is working on a fix to to be integrated in Godot 2.1.5 and Godot 3.0.3 so that you can continue setting the permissions you want without having those leftover placeholders.
|
||||
|
||||
Godot 3.1 will use a different export approach where you will have more control over the manifest file.
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@ Unfortunately, it was difficult for us (and him) to predict when the goal would
|
||||
|
||||
Some months ago, due to the growing amount of potential sponsors and donations, we had to discuss potential hires. The project is blessed with a large amount of absolutely brilliant contributors and it is our wish that as Godot keeps growing and securing more funding sources, we will be able to have more of them on board working full time. Hope this comes true in the coming years.
|
||||
|
||||
George is from Sao Paulo, Brazil. I had the pleasure of meeting him some months ago during the Big Festival (to where I was invited). He is part of the Godot project leadership comitee, along with me, Ariel Manzur, Rémi Verschelde, Julian Murgia and Hein-Pieter van Braam.
|
||||
George is from Sao Paulo, Brazil. I had the pleasure of meeting him some months ago during the Big Festival (to where I was invited). He is part of the Godot project leadership comitee, along with me, Ariel Manzur, Rémi Verschelde, Julian Murgia and HP van Braam.
|
||||
|
||||
He is one of the longest standing and most reliable contributors and an excellent generalist. He is responsible for the UWP port, as well as a lot of improvements and fixes across the engine. He is the main contributor behind the GDScript rewrite for Godot 3.1, which now includes optional typing and a several quality of life improvements (he is the current GDSCript maintainer, along with Bojidar Marinov). Together with Rémi, George has also managed our activities related to Google Summer of Code, and has been present last year during the mentor summit. Thanks to their fantastic work on this area the project has managed to get more student slots granted this year.
|
||||
|
||||
|
||||
@@ -255,7 +255,7 @@ The `get_node()` function also got syntactic sugar to obtain nodes in the local
|
||||
|
||||

|
||||
|
||||
GDScript has also seen a huge performance boost thanks to the work of Hein-Pieter van Braam ([hpvb/TMM](https://github.com/hpvb)), which makes its execution much faster.
|
||||
GDScript has also seen a huge performance boost thanks to the work of HP van Braam ([hpvb/TMM](https://github.com/hpvb)), which makes its execution much faster.
|
||||
|
||||
A new pattern matching API is also available, courtesy of [karroffel](https://github.com/karroffel).
|
||||
|
||||
|
||||
@@ -271,7 +271,7 @@ These nodes do particle processing using the CPU (and draw using the MultiMesh A
|
||||
|
||||
Ignacio Etcheverry ([neikeq](https://github.com)) and other contributors have done a tremendous work since Godot 3.0 to improve the C# integration in Godot. As of 3.1, C# projects can be exported to Linux, macOS and Windows. Support for Android, iOS and HTML5 will come further down the road, with Android being the current priority.
|
||||
|
||||
Both Ignacio and Hein-Pieter van Braam ([hpvb](https://github.com/hpvb)) did great work to improve our Mono builds and remove some of its previous hurdles, such as being tied to a specific Mono version. The relevant bits from the Mono SDK are now included directly with the editor binary, and you only need to install MSBuild to build and ship C# games.
|
||||
Both Ignacio and HP van Braam ([hpvb](https://github.com/hpvb)) did great work to improve our Mono builds and remove some of its previous hurdles, such as being tied to a specific Mono version. The relevant bits from the Mono SDK are now included directly with the editor binary, and you only need to install MSBuild to build and ship C# games.
|
||||
|
||||
|
||||
<a id="networking"></a>
|
||||
|
||||
@@ -177,7 +177,7 @@ Fabio also greatly improved support for [gamepads](/article/godot-web-progress-r
|
||||
|
||||
Thanks to Pāvels Nadtočajevs ([bruvzg](https://github.com/bruvzg)), Godot 3.2.3 already had support for *compiling* Godot for Apple M1 Macs (ARM64 architecture), but we hadn't updated our infrastructure to provide such builds at the time. With Godot 3.3, we now provide a *universal* binary which supports both x86_64 and ARM64 Macs. As of 3.3, this is only for the *standard* build, not for the *Mono* ones, as we still need more work to be able to cross-compile Mono for Apple M1.
|
||||
|
||||
Additionally, we now provide editor binaries which are *signed and notarized*, so you should no longer need to jump through hoops to run Godot on a Mac. Thanks to Hein-Pieter van Braam-Stewart ([hpvb](https://github.com/hpvb)) and his company [Prehensile Tales](https://prehensile-tales.com/) who provide the Mac and signing certificate needed for this. Both *standard* and *Mono* builds are notarized.
|
||||
Additionally, we now provide editor binaries which are *signed and notarized*, so you should no longer need to jump through hoops to run Godot on a Mac. Thanks to HP van Braam ([hpvb](https://github.com/hpvb)) and their company [Prehensile Tales](https://prehensile-tales.com/) who provide the Mac and signing certificate needed for this. Both *standard* and *Mono* builds are notarized.
|
||||
|
||||
The export dialog now has support for [signing](https://github.com/godotengine/godot/pull/33447) your builds when you export your game from a Mac, including the [configuration of entitlements](https://github.com/godotengine/godot/pull/46618) (this is sadly not possible from other OSes as it depends on macOS-specific tools).
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Godot APK Fixer tool"
|
||||
excerpt: "We have released a tool to repair APK files released with older versions of Godot. A fix for this will also be integrated in upcoming Godot releases."
|
||||
categories: ["news"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5b1/962/b00/5b1962b00413a990510141.png
|
||||
date: 2018-06-07 00:00:00
|
||||
---
|
||||
|
||||
@@ -21,7 +21,7 @@ Without further ado, let's go through the list of accepted proposals:
|
||||
|
||||
This project will be about creating an interface into GDNative so custom video decoders can be added without the need of recompiling the engine. It'll enable Godot to support several video formats that are hard to integrate because of patents or licenses, while also avoiding the bloat in the base engine for those who don't need it.
|
||||
|
||||
[Anish Bhobe (KidRigger)](https://github.com/KidRigger) will work on this project with the help of [karroffel](https://github.com/karroffel) and [Hein-Pieter van Braam (TMM/hpvb)](https://github.com/hpvb).
|
||||
[Anish Bhobe (KidRigger)](https://github.com/KidRigger) will work on this project with the help of [karroffel](https://github.com/karroffel) and [HP van Braam (TMM/hpvb)](https://github.com/hpvb).
|
||||
|
||||
## WebRTC support for multiplayer games
|
||||
|
||||
|
||||
@@ -78,7 +78,7 @@ Using this new system, I could prepare official builds of Godot more often (stil
|
||||
|
||||
Once 2.0 was out, I decided to keep maintaining a stable 2.0 branch with bugfix releases, while development was ongoing for Godot 2.1. So I branched off at the 2.0 release commit, and started cherry-picking bugfixes and usability improvements to this stable 2.0 branch. We [released 2.0.1](/article/updates-on-the-release-cycle-and-godot-2-0-1) a couple of weeks after 2.0, and so on and so forth up to 2.0.4.1. And we did the same for the 2.1 branch.
|
||||
|
||||
Now with [Godot 3.0 released in January 2018](/article/godot-3-0-released) and the huge community growth that we experienced over the last year, we decided that stable branches needed more guarantee of forward compatibility (you should be able to run your 3.0.1 project in Godot 3.0.4 for example). [Hein-Pieter van Braam](https://github.com/hpvb) proposed to offload me of this responsibility and to be the official maintainer of the 3.0 branch, which I gladly accepted. For now I'm still handling the buildsystem and helping review what should be backported to the stable branch, but he's taking on more and more of the work so that I can focus on the master branch.
|
||||
Now with [Godot 3.0 released in January 2018](/article/godot-3-0-released) and the huge community growth that we experienced over the last year, we decided that stable branches needed more guarantee of forward compatibility (you should be able to run your 3.0.1 project in Godot 3.0.4 for example). [HP van Braam](https://github.com/hpvb) proposed to offload me of this responsibility and to be the official maintainer of the 3.0 branch, which I gladly accepted. For now I'm still handling the buildsystem and helping review what should be backported to the stable branch, but they're taking on more and more of the work so that I can focus on the master branch.
|
||||
|
||||
<a id="what-now"></a>
|
||||
## What now?
|
||||
|
||||
@@ -114,7 +114,7 @@ Here is a link to my branch and the code I’ve written so far: https://github.c
|
||||
|
||||
- **Project:** GDNative plugins for video decoding
|
||||
- **Student:** [Anish Bhobe](https://github.com/KidRigger)
|
||||
- **Mentors:** [Hein-Pieter van Braam](https://github.com/hpvb) and [karroffel](https://github.com/karroffel)
|
||||
- **Mentors:** [HP van Braam](https://github.com/hpvb) and [karroffel](https://github.com/karroffel)
|
||||
- **Repository:** https://github.com/KidRigger/godot-videodecoder and https://github.com/KidRigger/godot/commits/gsoc-pr
|
||||
|
||||
### What's the project?
|
||||
@@ -122,7 +122,7 @@ Here is a link to my branch and the code I’ve written so far: https://github.c
|
||||
The project is to make an interface that can be exposed to GDNative so that anyone can easily add video decoders to Godot by means of GDNative libraries. (Lets call them plugins, shall we?) Along with this, the plans are to release a small set of plugins that can take care of as many popular codecs as possible.
|
||||
We are using [FFmpeg](https://ffmpeg.org/) for the codecs in the plugins.
|
||||
|
||||
This project is a part of Google Summer of Code program which makes it a learning opportunity for me (Anish Bhobe) under my mentors Hein-Pieter van Braam and karroffel.
|
||||
This project is a part of Google Summer of Code program which makes it a learning opportunity for me (Anish Bhobe) under my mentors HP van Braam and karroffel.
|
||||
|
||||
### Scope of the project
|
||||
|
||||
|
||||
@@ -182,7 +182,7 @@ After that, I started implementing *Pose and Trajectory Matching* (i.e. calculat
|
||||
|
||||
- **Project:** Asynchronous Cached File Access
|
||||
- **Student:** Raghav Shankar ([WarpspeedSCP](https://gist.github.com/WarpspeedSCP))
|
||||
- **Mentors:** Ariel Manzur ([punto-](https://github.com/punto-)) and Hein-Pieter van Braam ([hpvb](https://github.com/hpvb))
|
||||
- **Mentors:** Ariel Manzur ([punto-](https://github.com/punto-)) and HP van Braam ([hpvb](https://github.com/hpvb))
|
||||
- **Repository:** https://github.com/WarpspeedSCP/godot/tree/wip-patch
|
||||
|
||||
### About this project
|
||||
|
||||
@@ -141,7 +141,7 @@ Also work on the documentation.
|
||||
|
||||
- **Project:** Asynchronous Cached File Access
|
||||
- **Student:** Raghav Shankar ([WarpspeedSCP](https://gist.github.com/WarpspeedSCP))
|
||||
- **Mentors:** Ariel Manzur ([punto-](https://github.com/punto-)) and Hein-Pieter van Braam ([hpvb](https://github.com/hpvb))
|
||||
- **Mentors:** Ariel Manzur ([punto-](https://github.com/punto-)) and HP van Braam ([hpvb](https://github.com/hpvb))
|
||||
- **Repository:** https://github.com/WarpspeedSCP/godot/tree/wip-patch
|
||||
|
||||
### Current progress
|
||||
|
||||
@@ -214,7 +214,7 @@ I'm looking forward to contribute and work upon things that I missed post-GSoC a
|
||||
|
||||
- **Project:** Asynchronous Cached File Access
|
||||
- **Student:** Raghav Shankar ([WarpspeedSCP](https://gist.github.com/WarpspeedSCP))
|
||||
- **Mentors:** Ariel Manzur ([punto-](https://github.com/punto-)) and Hein-Pieter van Braam ([hpvb](https://github.com/hpvb))
|
||||
- **Mentors:** Ariel Manzur ([punto-](https://github.com/punto-)) and HP van Braam ([hpvb](https://github.com/hpvb))
|
||||
- **Repository:** https://github.com/WarpspeedSCP/godot-cacheserv
|
||||
|
||||
### Motivation
|
||||
|
||||
@@ -4,7 +4,7 @@ excerpt: "We are pretty happy with the overall stability of Godot 3.0, that we r
|
||||
|
||||
Check the detailed release notes to see what's new in Godot 3.0.1, and what bugs have been fixed."
|
||||
categories: ["release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5a9/2f7/557/5a92f75575e65533435326.jpg
|
||||
date: 2018-02-25 20:59:56
|
||||
---
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Maintenance release: Godot 3.0.3"
|
||||
excerpt: "Godot 3.0.3! In this release we've enable C# exporting for desktop platforms and fixed many bugs."
|
||||
categories: ["release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5b2/146/640/5b214664037c0726907530.png
|
||||
date: 2018-06-13 13:00:00
|
||||
---
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Maintenance release: Godot 3.0.4"
|
||||
excerpt: "Godot 3.0.4 is a small release that fixes a crasher in the asset library on Windows. If you were affected by this please upgrade. Otherwise we'll come back with a larger 3.0.5 soon!"
|
||||
categories: ["release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5b2/d2f/118/5b2d2f118951e820036835.png
|
||||
date: 2018-06-22 00:00:00
|
||||
---
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Maintenance release: Godot 3.0.5"
|
||||
excerpt: "In Godot 3.0.5 we've fixed the Android APK export issue, a C# bug that only appeared on exported games, and several other small things. Get it while the gettin's good!"
|
||||
categories: ["release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5b4/266/3cc/5b42663cc18a0730946172.png
|
||||
date: 2018-07-08 00:00:00
|
||||
---
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Maintenance release: Godot 3.0.6"
|
||||
excerpt: "Godot 3.0.6 fixes an important security issue. In addition we've added the 'headless' build for CI use and fixed several C# issues."
|
||||
categories: ["release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5b5/d0d/013/5b5d0d0134b9d363512677.jpg
|
||||
date: 2018-07-29 00:00:00
|
||||
---
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Maintenance release: Godot 3.1.1"
|
||||
excerpt: "Godot 3.1.1-stable is released, the first maintenance release of the 3.1 series. In this release we've fixed an important security issue related to networking, added some nice quality of life improvements to the animation editor, and fixed several bugs."
|
||||
categories: ["release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5cc/42f/af6/5cc42faf61a5d075621243.png
|
||||
date: 2019-04-27 00:00:00
|
||||
---
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Maintenance release: Godot 3.0.2"
|
||||
excerpt: "We've found several small regressions in Godot 3.0.1. This maintenance release addresses these and also add some features for our C# users."
|
||||
categories: ["release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5a9/bbf/1e2/5a9bbf1e2b04f446577255.jpg
|
||||
date: 2018-03-04 10:40:06
|
||||
---
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Release candidate: Godot 3.1.1 RC 1"
|
||||
excerpt: "Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!"
|
||||
categories: ["pre-release"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5cb/f0a/f71/5cbf0af719498893498887.png
|
||||
date: 2019-04-23 00:00:00
|
||||
---
|
||||
|
||||
@@ -10,7 +10,7 @@ date: 2019-11-13 12:05:15
|
||||
|
||||
It's been over 6 months since Godot 3.1.1-stable, so the upcoming **3.1.2** release is both long overdue and accordingly packed with important bug fixes and enhancements.
|
||||
|
||||
We intended to have 3.1.x releases more regularly (every other month or so), but our release manager for the stable branches, Hein-Pieter, has been quite busy the past few months and thus less available for Godot contributions. So now that the 3.2 pipeline is well oiled (see [3.2 beta 1](/article/dev-snapshot-godot-3-2-beta-1)), I'm going back to the stable branches to provide new releases. I also plan to release 3.0.7 in coming weeks for those of you who are still using the 3.0 branch for specific projects.
|
||||
We intended to have 3.1.x releases more regularly (every other month or so), but our release manager for the stable branches, HP, has been quite busy the past few months and thus less available for Godot contributions. So now that the 3.2 pipeline is well oiled (see [3.2 beta 1](/article/dev-snapshot-godot-3-2-beta-1)), I'm going back to the stable branches to provide new releases. I also plan to release 3.0.7 in coming weeks for those of you who are still using the 3.0 branch for specific projects.
|
||||
|
||||
As we cherry-picked close to 400 commits to the 3.1 branch since 3.1.1-stable, extensive testing is necessary to ensure that no regression crept in under disguise of a bugfix. This is why we publish this **release candidate** for 3.1.2 to gather test reports from the community.
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [**Classic build**](https://downloads.tuxfamily.org/godotengine/3.1/rc1) (GDScript, GDNative, VisualScript)
|
||||
- [**Mono build**](https://downloads.tuxfamily.org/godotengine/3.1/rc1/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build.
|
||||
|
||||
**Important:** Windows binaries are now signed by [**Prehensile Tales B.V.**](https://www.prehensile-tales.com), the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** Windows binaries are now signed by [**Prehensile Tales B.V.**](https://www.prehensile-tales.com), the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -34,7 +34,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [**Classic build**](https://downloads.tuxfamily.org/godotengine/3.1/rc2) (GDScript, GDNative, VisualScript)
|
||||
- [**Mono build**](https://downloads.tuxfamily.org/godotengine/3.1/rc2/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build.
|
||||
|
||||
**Important:** Windows binaries are now signed by [**Prehensile Tales B.V.**](https://www.prehensile-tales.com), the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** Windows binaries are now signed by [**Prehensile Tales B.V.**](https://www.prehensile-tales.com), the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -33,7 +33,7 @@ The download links are not featured on the [Download](/download) page to avoid c
|
||||
- [**Standard build**](https://downloads.tuxfamily.org/godotengine/3.1/rc3) (GDScript, GDNative, VisualScript)
|
||||
- [**Mono build**](https://downloads.tuxfamily.org/godotengine/3.1/rc3/mono) (C# support + all the above). You need to have MSbuild installed to use the Mono build.
|
||||
|
||||
**Important:** Windows binaries are now signed by [**Prehensile Tales B.V.**](https://www.prehensile-tales.com), the company of our release manager [Hein-Pieter van Braam-Stewart](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
**Important:** Windows binaries are now signed by [**Prehensile Tales B.V.**](https://www.prehensile-tales.com), the company of our release manager [HP van Braam](https://github.com/hpvb). You can trust this signature and accept any warning that Windows may issue due to the novelty of this certificate. As more users accept it, the certificate will be recognized as trusted for future releases.
|
||||
|
||||
## Bug reports
|
||||
|
||||
|
||||
@@ -33,8 +33,8 @@ In particular, some additional talks or workshops may typically be planned by Go
|
||||
* In the field of neuroscience, the study of how the mind and brain make decisions relies heavily on observing, classifying and dissecting behaviour. Due to the difficult nature of this issue, neuroscience has historically studied very simple decision problems. Most decisions are not, however, simple. Throughout the last century, scientists have developed amazingly controlled environments and, in parallel, and often unknowingly, so have game developers. Despite doing so, these two fields do not create these environments with the same goals, principles, or even tools. By bridging the two we hope to create environments that are both complex enough to mimic "real decisions" and retain the elegance and analytical prowess of the simple scientific tasks. So how can we make games that, while analytically tractable and scientifically relevant, remain engaging and fun for the player?
|
||||
- **Workshop:** *Solving targeting solution for your game* | Leszek Nowak ([John Meadow](https://github.com/JohnMeadow1))
|
||||
* Depending on interests from the audience, John will run a workshop about [2D target leading](https://github.com/JohnMeadow1/GodotGeometryElements/blob/master/assets/examples_animations/targeting.gif), seeking AI or [solving for 3D ballistic trajectory](https://blog.forrestthewoods.com/solving-ballistic-trajectories-b0165523348c).
|
||||
- **Demo:** *Make your own cross-platform builds easily with the upcoming godot_build tool* | Hein-Pieter van Braam-Stewart ([hpvb](https://github.com/hpvb))
|
||||
* Godot comes bundled with many great features, but sometimes you need to roll your own build to add specific features (Steam integration, mobile monetization SDKs, etc.). Setting up cross-platform build environments can be a daunting and error-prone task, so Hein-Pieter is developing a standalone tool to build Godot using containerized build environments, which he uses for official 3.1 builds and will make available for everyone.
|
||||
- **Demo:** *Make your own cross-platform builds easily with the upcoming godot_build tool* | HP van Braam ([hpvb](https://github.com/hpvb))
|
||||
* Godot comes bundled with many great features, but sometimes you need to roll your own build to add specific features (Steam integration, mobile monetization SDKs, etc.). Setting up cross-platform build environments can be a daunting and error-prone task, so HP is developing a standalone tool to build Godot using containerized build environments, which he uses for official 3.1 builds and will make available for everyone.
|
||||
- **Talk:** *Re-making Triple Triad with Godot* | Davide Cristini
|
||||
* Davide has this question: "How difficult is it to re-create the Triple Triad card game from Final Fantasy 8 with the Godot Engine?" He will talk about the challenges of creating this simple card-game and how he solved them.
|
||||
- **Demo:** *Daki-chan's Great Expectations* | Piet Bronders & Laurent Van Acker
|
||||
@@ -49,10 +49,10 @@ Here's some info about our GodotCon speakers. Note that we're still accepting la
|
||||
|
||||
<div class="speaker">
|
||||
<div class="speaker-img">
|
||||
<img alt="Hein-Pieter van Braam-Stewart" src="/storage/app/uploads/public/5c5/0d7/96a/5c50d796a4c37792972855.jpg" />
|
||||
<img alt="HP van Braam" src="/storage/app/uploads/public/5c5/0d7/96a/5c50d796a4c37792972855.jpg" />
|
||||
</div>
|
||||
<div class="speaker-text">
|
||||
Hein-Pieter van Braam-Stewart is one of the more experienced developers of the community, often asked to investigate the most esoteric bugs involving compiler quirks or crafting platform-specific incantations.
|
||||
HP van Braam is one of the more experienced developers of the community, often asked to investigate the most esoteric bugs involving compiler quirks or crafting platform-specific incantations.
|
||||
Aside from maintaining Godot's stable branches and doing all the official builds for 3.1, he runs his own Godot consulting company <a href="https://www.prehensile-tales.com/">Prehensile Tales</a>.
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
title: "Why we broke your PR"
|
||||
excerpt: "As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137"
|
||||
categories: ["progress-report"]
|
||||
author: Hein-Pieter van Braam
|
||||
author: HP van Braam
|
||||
image: /storage/app/uploads/public/5b5/90c/f2d/5b590cf2dac47927219311.jpg
|
||||
date: 2018-07-25 23:30:00
|
||||
---
|
||||
|
||||
@@ -106,7 +106,7 @@ current_tab: "code-of-conduct"
|
||||
</ul>
|
||||
</li>
|
||||
<li>
|
||||
Hein-Pieter van Braam-Stewart, hp@godotengine.org (he/him)
|
||||
HP van Braam, hp@godotengine.org (they/them)
|
||||
<ul>
|
||||
<li>GitHub: <em>hpvb</em> – Contributors Chat: <em>hp</em> – Discord / Reddit: <em>TMM</em></li>
|
||||
<li>Languages: English, Dutch</li>
|
||||
|
||||
@@ -164,7 +164,7 @@ redirect_from:
|
||||
<li>Guilherme Felipe de C. G. da Silva (guilhermefelipecgs)</li>
|
||||
<li>Hanif Bin Ariffin (hbina)</li>
|
||||
<li>Haoyu Qiu (timothyqiu)</li>
|
||||
<li>Hein-Pieter van Braam-Stewart (hpvb)</li>
|
||||
<li>HP van Braam (hpvb)</li>
|
||||
<li>Hendrik Brucker (Geometror)</li>
|
||||
<li>hilfazer</li>
|
||||
<li>Hiroshi Ogawa (hi-ogawa)</li>
|
||||
|
||||
@@ -58,7 +58,7 @@ current_tab: "governance"
|
||||
<li>Bastiaan Olij — <i>bastiaan@godotengine.org</i></li>
|
||||
<li>Clay John — <i>clay@godotengine.org</i></li>
|
||||
<li>George Marques — <i>george@godotengine.org</i></li>
|
||||
<li>Hein-Pieter van Braam-Stewart — <i>hp@godotengine.org</i></li>
|
||||
<li>HP van Braam — <i>hp@godotengine.org</i></li>
|
||||
<li>Ilaria Cislaghi — <i>ilaria@godotengine.org</i></li>
|
||||
<li>Juan Linietsky — <i>juan@godotengine.org</i></li>
|
||||
<li>Julian Murgia — <i>julian@godotengine.org</i></li>
|
||||
|
||||
@@ -54,7 +54,7 @@ current_tab: "teams"
|
||||
<p>
|
||||
<span class="teams-subteam-leader">Juan Linietsky (<a href="https://github.com/reduz">@reduz</a>)</span>,
|
||||
George Marques (<a href="https://github.com/vnen">@vnen</a>),
|
||||
Hein-Pieter van Braam (<a href="https://github.com/hpvb">@hpvb</a>),
|
||||
HP van Braam (<a href="https://github.com/hpvb">@hpvb</a>),
|
||||
Pedro J. Estébanez (<a href="https://github.com/RandomShaper">@RandomShaper</a>)
|
||||
</p>
|
||||
|
||||
@@ -227,7 +227,7 @@ current_tab: "teams"
|
||||
<span class="teams-subteam-leader">Rémi Verschelde (<a href="https://github.com/akien-mga">@akien-mga</a>)</span>,
|
||||
Aaron Franke (<a href="https://github.com/aaronfranke">@aaronfranke</a>),
|
||||
Fabio Alessandrelli (<a href="https://github.com/Faless">@Faless</a>),
|
||||
Hein-Pieter van Braam (<a href="https://github.com/hpvb">@hpvb</a>),
|
||||
HP van Braam (<a href="https://github.com/hpvb">@hpvb</a>),
|
||||
Hugo Locurcio (<a href="https://github.com/Calinou">@Calinou</a>),
|
||||
Ignacio Roldán Etcheverry (<a href="https://github.com/neikeq">@neikeq</a>)
|
||||
</p>
|
||||
@@ -278,7 +278,7 @@ current_tab: "teams"
|
||||
<th class="teams-subteam-name">Linux / BSD</th>
|
||||
<td class="teams-subteam-members">
|
||||
Fabio Alessandrelli (<a href="https://github.com/Faless">@Faless</a>),
|
||||
Hein-Pieter van Braam (<a href="https://github.com/hpvb">@hpvb</a>),
|
||||
HP van Braam (<a href="https://github.com/hpvb">@hpvb</a>),
|
||||
Pāvels Nadtočajevs (<a href="https://github.com/bruvzg">@bruvzg</a>),
|
||||
Rémi Verschelde (<a href="https://github.com/akien-mga">@akien-mga</a>)
|
||||
</td>
|
||||
|
||||
Reference in New Issue
Block a user