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<span style=margin-left:.75rem;font-size:90%>Godot XR Game Jam IV logo</span></figcaption><img src=/storage/blog/covers/august-2025-update-godot-xr-community.webp title alt=" Godot XR Game Jam IV logo" class=rounded-lg style=width:100%;height:auto;background-color:initial></figure><div class=article-info><h1>Godot XR update - August 2025</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij</span></div><span class=date data-post-date="2025-09-02 12:00:00 +0000">2 September 2025</span></div><div class=tags><a href=/blog/progress-report><div class="tag active">Progress Report</div></a></div></div><div class=article-body><h2 id=godot-xr-community-game-jam>Godot XR Community Game Jam</h2><p>Starting on 8 September 2025 the Godot XR Community is hosting its <a href=https://itch.io/jam/godot-xr-game-jam-sep-2025>fourth Godot XR game jam</a>.<p>Participants have a week to put together a small XR game using the Godot Game Engine. In addition, special consideration will be given to participants using the <a href=https://www.meta.com/experiences/godot-game-engine/7713660705416473/>Godot XR editor</a> to create their entry!<p>This is a great way to try out some XR development and hone your game design skills, as well as provide feedback to help improve the XR editor.<p>We invite you to take this opportunity to try out Godot as an XR platform! The XR channel on the <a href=https://discord.gg/godotengine>official Godot Discord</a> is a great place to get help.<h2 id=creating-a-game-entirely-in-the-xr-editor>Creating a game entirely in the XR editor</h2><p>And on the topic of using the XR editor to create an XR game, during the Godot Wild Jam in May, David and Logan challenged themselves to create their entry entirely in VR - without using their PCs at all!<p>In this devlog video by Logan, they explain how it went:</p><iframe width=560 height=315 style=width:100%;height:100%;aspect-ratio:16/9 src=https://www.youtube.com/embed/6RE8KuCspqw title="Can we make a Godot VR Game... in VR?" frameborder=0 allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy=strict-origin-when-cross-origin allowfullscreen></iframe><p>Were they successful? Watch to find out!<h2 id=pre-release-channels-on-horizonos>Pre-release channels on HorizonOS</h2><p>To improve development and testing of the XR editor, we have set up <strong>DEV</strong>, <strong>BETA</strong>, and <strong>RC</strong> (release candidate) pre-release channels in the Horizon store to provide the community with pre-release builds of the XR editor.<p>Interested users can self-subscribe to the pre-release channels using the following links:<ul><li><a href=https://www.meta.com/s/3yJ7i8kop>DEV channel</a><li><a href=https://www.meta.com/s/h9JcJGHfg>BETA channel</a><li><a href=https://www.meta.com/s/6Ls6Bfa34>RC channel</a></ul><p>After joining the pre-release channels, users can change the XR editor active channel by visiting the apps “Settings” page in-headset, or via the “Version” dropdown in the <a href=https://www.meta.com/experiences/godot-game-engine/7713660705416473/>apps store page</a>.<h2 id=render-models-support-coming-in-godot-45>Render models support coming in Godot 4.5</h2><p>Render models is a new API added to OpenXR 1.1.49 that provides access to various 3D assets accessible in the runtime.<p>Its main focus is to provide accurate render models for the physical controllers the player is using and accurately placing those in the virtual world. These models come with metadata and tracking data that result in full animation of these assets. Thus they react properly to button presses and other interactions the player is performing.<p>The <a href=https://github.com/godotengine/godot/pull/107388>implementation in Godot</a> was made possible thanks to the Godot Integration Project that Khronos is currently funding and allowed Godot to implement this logic early. In doing so, runtime implementations could be tested and this provided feedback that allowed this API to be published.<ul><li>SteamVR added support for this API in their 2.12 release.<li>PICO has added support for this API in their 5.14.0 release, currently supporting PICO 4 Ultra devices.<li>Other vendors are expected to provide support in the near future.</ul><iframe width=560 height=995 style=width:100%;height:100%;aspect-ratio:9/16 src=https://www.youtube.com/embed/DfOW6tj0Pk4 title="Godot OpenXR Render Models demo" frameborder=0 allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy=strict-origin-when-cross-origin allowfullscreen></iframe></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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@@ -1,4 +1,32 @@
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-09-02T22:51:13+00:00</updated><id>https://godotengine.org/</id><entry><title>Dev snapshot: Godot 4.5 beta 7</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-5-beta-7/"/><updated>2025-08-29T12:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-7/</id><summary>Two more for the road!</summary><content type="html">&lt;p>While we initially anticipated our next snapshot to begin release candidate phase, we left open the possibility of another beta pass if any significant blockers persisted. And while the overwhelming majority have since been handled, this extra pass is to ensure debug symbols are supported for Android platforms. While this was always something that could be done when building from source, a long-term goal is official access to debug symbols, making this something we want to get right out of the gate.&lt;/p>
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-09-02T22:55:34+00:00</updated><id>https://godotengine.org/</id><entry><title>Godot XR update - August 2025</title><link href="https://godotengine.org/article/godot-xr-update-aug-2025/"/><updated>2025-09-02T12:00:00+00:00</updated><id>https://godotengine.org/article/godot-xr-update-aug-2025/</id><summary>Upcoming XR game jam, using the XR editor, new release channels and the new Render Models API</summary><content type="html">&lt;h2 id="godot-xr-community-game-jam">Godot XR Community Game Jam&lt;/h2>
&lt;p>Starting on 8 September 2025 the Godot XR Community is hosting its &lt;a href="https://itch.io/jam/godot-xr-game-jam-sep-2025">fourth Godot XR game jam&lt;/a>.&lt;/p>
&lt;p>Participants have a week to put together a small XR game using the Godot Game Engine. In addition, special consideration will be given to participants using the &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">Godot XR editor&lt;/a> to create their entry!&lt;/p>
&lt;p>This is a great way to try out some XR development and hone your game design skills, as well as provide feedback to help improve the XR editor.&lt;/p>
&lt;p>We invite you to take this opportunity to try out Godot as an XR platform! The XR channel on the &lt;a href="https://discord.gg/godotengine">official Godot Discord&lt;/a> is a great place to get help.&lt;/p>
&lt;h2 id="creating-a-game-entirely-in-the-xr-editor">Creating a game entirely in the XR editor&lt;/h2>
&lt;p>And on the topic of using the XR editor to create an XR game, during the Godot Wild Jam in May, David and Logan challenged themselves to create their entry entirely in VR - without using their PCs at all!&lt;/p>
&lt;p>In this devlog video by Logan, they explain how it went:&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/6RE8KuCspqw" title="Can we make a Godot VR Game... in VR?" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;p>Were they successful? Watch to find out!&lt;/p>
&lt;h2 id="pre-release-channels-on-horizonos">Pre-release channels on HorizonOS&lt;/h2>
&lt;p>To improve development and testing of the XR editor, we have set up &lt;strong>DEV&lt;/strong>, &lt;strong>BETA&lt;/strong>, and &lt;strong>RC&lt;/strong> (release candidate) pre-release channels in the Horizon store to provide the community with pre-release builds of the XR editor.&lt;/p>
&lt;p>Interested users can self-subscribe to the pre-release channels using the following links:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://www.meta.com/s/3yJ7i8kop">DEV channel&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://www.meta.com/s/h9JcJGHfg">BETA channel&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://www.meta.com/s/6Ls6Bfa34">RC channel&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>After joining the pre-release channels, users can change the XR editor active channel by visiting the apps “Settings” page in-headset, or via the “Version” dropdown in the &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">apps store page&lt;/a>.&lt;/p>
&lt;h2 id="render-models-support-coming-in-godot-45">Render models support coming in Godot 4.5&lt;/h2>
&lt;p>Render models is a new API added to OpenXR 1.1.49 that provides access to various 3D assets accessible in the runtime.&lt;/p>
&lt;p>Its main focus is to provide accurate render models for the physical controllers the player is using and accurately placing those in the virtual world. These models come with metadata and tracking data that result in full animation of these assets. Thus they react properly to button presses and other interactions the player is performing.&lt;/p>
&lt;p>The &lt;a href="https://github.com/godotengine/godot/pull/107388">implementation in Godot&lt;/a> was made possible thanks to the Godot Integration Project that Khronos is currently funding and allowed Godot to implement this logic early. In doing so, runtime implementations could be tested and this provided feedback that allowed this API to be published.&lt;/p>
&lt;ul>
&lt;li>SteamVR added support for this API in their 2.12 release.&lt;/li>
&lt;li>PICO has added support for this API in their 5.14.0 release, currently supporting PICO 4 Ultra devices.&lt;/li>
&lt;li>Other vendors are expected to provide support in the near future.&lt;/li>
&lt;/ul>
&lt;iframe width="560" height="995" style="width: 100%; height: 100%; aspect-ratio: 9/16;" src="https://www.youtube.com/embed/DfOW6tj0Pk4" title="Godot OpenXR Render Models demo" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe></content><author><name>Bastiaan Olij</name></author><category term="Progress Report"/></entry><entry><title>Dev snapshot: Godot 4.5 beta 7</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-5-beta-7/"/><updated>2025-08-29T12:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-7/</id><summary>Two more for the road!</summary><content type="html">&lt;p>While we initially anticipated our next snapshot to begin release candidate phase, we left open the possibility of another beta pass if any significant blockers persisted. And while the overwhelming majority have since been handled, this extra pass is to ensure debug symbols are supported for Android platforms. While this was always something that could be done when building from source, a long-term goal is official access to debug symbols, making this something we want to get right out of the gate.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.5.beta7/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/2702170/Strange_Jigsaws/?curator_clanid=41324400">&lt;strong>Strange Jigsaws&lt;/strong>&lt;/a>, a game of strange jigsaws! You can buy the game on &lt;a href="https://store.steampowered.com/app/2702170/Strange_Jigsaws/?curator_clanid=41324400">Steam&lt;/a>, and follow the developer on &lt;a href="https://www.youtube.com/@FLEBpuzzles">YouTube&lt;/a> or &lt;a href="https://bsky.app/profile/flebpuzzles.bsky.social">Bluesky&lt;/a>.&lt;/p>
@@ -4269,311 +4297,4 @@ It is well worth a watch to get an impression of the entries that were submitted
&lt;h2 id="the-next-godot-xr-community-game-jam">The next Godot XR Community game jam&lt;/h2>
&lt;p>The next jam will likely be in August or September of this year.
Communication around the game jam has moved to the newly created &lt;a href="https://godot-xr.itch.io/">Godot XR Community itch.io page&lt;/a>, so be sure to follow that account.
Join the Godot XR Community in the XR channel on &lt;a href="https://discord.gg/godotengine">Godots official Discord server&lt;/a> if youre interested in using Godot to develop XR projects.&lt;/p></content><author><name>Bastiaan Olij</name></author><category term="Progress Report"/></entry><entry><title>Maintenance release: Godot 4.4.1</title><link href="https://godotengine.org/article/maintenance-release-godot-4-4-1/"/><updated>2025-03-26T15:00:00+00:00</updated><id>https://godotengine.org/article/maintenance-release-godot-4-4-1/</id><summary>Godot 4.4 was a massive success, and with most users migrating to it, we discovered and fixed a number of significant bugs which warrant a first maintenance release.</summary><content type="html">&lt;p>We released &lt;a href="/releases/4.4/">Godot 4.4&lt;/a> in early March and we are delighted to see the reception, with so many users upgrading to it on day one and sharing their favorite new changes on social media! If you havent seen the &lt;a href="/releases/4.4/">&lt;strong>4.4 release page&lt;/strong>&lt;/a>, its well worth a read!&lt;/p>
&lt;p>Since then, weve started the development phase for Godot 4.5 at full speed (with a first &lt;a href="/article/dev-snapshot-godot-4-5-dev-1/">dev snapshot&lt;/a> released last week!), but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.&lt;/p>
&lt;p>See below for a list of the most relevant changes. This release includes fixes to &lt;a href="https://github.com/Mbed-TLS/mbedtls/releases/tag/mbedtls-3.6.3">security vulnerabilities&lt;/a> in the mbedTLS third-party library, so we strongly recommend updating for any game using networking functionality.&lt;/p>
&lt;p>Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.&lt;/p>
&lt;p>Please, consider &lt;a href="#support">supporting the project financially&lt;/a>, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.&lt;/p>
&lt;p>&lt;a href="/download/">&lt;strong>Download Godot 4.4.1 now&lt;/strong>&lt;/a> or try the &lt;a href="https://editor.godotengine.org/4.4.1.stable/">online version of the Godot editor&lt;/a>.&lt;/p>
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&lt;p>&lt;em>The illustration picture for this article comes from&lt;/em> &lt;a href="https://store.steampowered.com/app/1907590/Psycho_Patrol_R/?curator_clanid=41324400">&lt;strong>Psycho Patrol R&lt;/strong>&lt;/a>, &lt;em>a FPS/mecha hybrid europolice sim, which was recently released in Early Access &lt;a href="https://store.steampowered.com/app/1907590/Psycho_Patrol_R/?curator_clanid=41324400">on Steam&lt;/a>. It is developed by &lt;a href="https://csoftproducts.life/">Consumer Softproducts&lt;/a>, known for their previous Godot hit &lt;a href="https://store.steampowered.com/app/1388770/Cruelty_Squad/?curator_clanid=41324400">Cruelty Squad&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="changes">Changes&lt;/h2>
&lt;p>&lt;strong>58 contributors&lt;/strong> submitted around &lt;strong>125 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4.1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the &lt;a href="/releases/4.4/">4.4 release&lt;/a>.&lt;/p>
&lt;p>Below are some of the most notable changes (with critical fixes highlighted in bold):&lt;/p>
&lt;ul>
&lt;li>3D: Fix &lt;code class="language-plaintext highlighter-rouge">RemoteTransform3D&lt;/code> to always use global rotation if &lt;code class="language-plaintext highlighter-rouge">use_global_coordinates&lt;/code> is true (&lt;a href="https://github.com/godotengine/godot/pull/97498">GH-97498&lt;/a>).&lt;/li>
&lt;li>Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D (&lt;a href="https://github.com/godotengine/godot/pull/103921">GH-103921&lt;/a>).&lt;/li>
&lt;li>Animation: Fix missing &lt;code class="language-plaintext highlighter-rouge">process_state&lt;/code> error in blend spaces (&lt;a href="https://github.com/godotengine/godot/pull/104018">GH-104018&lt;/a>).&lt;/li>
&lt;li>Animation: Fix rest translation space in &lt;code class="language-plaintext highlighter-rouge">LookAtModifier3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104217">GH-104217&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Audio: Set interactive music streams as meta streams (&lt;a href="https://github.com/godotengine/godot/pull/104054">GH-104054&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Audio: Fix AudioEffectPitchShift issues when &lt;code class="language-plaintext highlighter-rouge">pitch_scale&lt;/code> is set to 1 (&lt;a href="https://github.com/godotengine/godot/pull/104090">GH-104090&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Android: Fix build with &lt;code class="language-plaintext highlighter-rouge">disable_3d&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103523">GH-103523&lt;/a>).&lt;/li>
&lt;li>C#: Use &lt;code class="language-plaintext highlighter-rouge">ObjectID&lt;/code> when converting &lt;code class="language-plaintext highlighter-rouge">Variant&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">GodotObject&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/98034">GH-98034&lt;/a>).&lt;/li>
&lt;li>C#: Skip re-saving &lt;code class="language-plaintext highlighter-rouge">.csproj&lt;/code> when TFM is unchanged (&lt;a href="https://github.com/godotengine/godot/pull/103714">GH-103714&lt;/a>).&lt;/li>
&lt;li>Core: Use single RNG instance for &lt;code class="language-plaintext highlighter-rouge">FileAccessEncrypted&lt;/code> IV generation (&lt;a href="https://github.com/godotengine/godot/pull/103415">GH-103415&lt;/a>).&lt;/li>
&lt;li>Core: Fix &lt;code class="language-plaintext highlighter-rouge">Invalid Task ID&lt;/code> errors in &lt;code class="language-plaintext highlighter-rouge">ResourceLoader&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104060">GH-104060&lt;/a>).&lt;/li>
&lt;li>Editor: Fix copying a Node with a signal potentially resulting in an editor crash (&lt;a href="https://github.com/godotengine/godot/pull/96372">GH-96372&lt;/a>).&lt;/li>
&lt;li>Editor: Make &lt;code class="language-plaintext highlighter-rouge">EditorProperty&lt;/code> and its child &lt;code class="language-plaintext highlighter-rouge">EditorProperty&lt;/code> behave like sibling nodes when handling mouse events (&lt;a href="https://github.com/godotengine/godot/pull/103316">GH-103316&lt;/a>).&lt;/li>
&lt;li>Editor: Fix TextEdit scrolls wrong on text selection (&lt;a href="https://github.com/godotengine/godot/pull/103410">GH-103410&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Editor: Update script modified times when saved in EditorNode (&lt;a href="https://github.com/godotengine/godot/pull/103695">GH-103695&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Editor: Fix ownership when pasting non root with child nodes in new scene (&lt;a href="https://github.com/godotengine/godot/pull/103769">GH-103769&lt;/a>).&lt;/li>
&lt;li>Editor: Create .uid files for detected new files (&lt;a href="https://github.com/godotengine/godot/pull/104248">GH-104248&lt;/a>).&lt;/li>
&lt;li>Editor: Fix editor crash when inspecting 2 objects handled by the same plugin (&lt;a href="https://github.com/godotengine/godot/pull/104296">GH-104296&lt;/a>).&lt;/li>
&lt;li>Editor: Change root node transform warning to only show up for position (&lt;a href="https://github.com/godotengine/godot/pull/104331">GH-104331&lt;/a>).&lt;/li>
&lt;li>Export: iOS: Restore one-click deploy device enumeration using Xcode (&lt;a href="https://github.com/godotengine/godot/pull/103590">GH-103590&lt;/a>).&lt;/li>
&lt;li>Export: Android: Convert &lt;code class="language-plaintext highlighter-rouge">compress_native_libraries&lt;/code> to a basic export option (&lt;a href="https://github.com/godotengine/godot/pull/104301">GH-104301&lt;/a>).&lt;/li>
&lt;li>&lt;strong>GDExtension: Correctly register editor-only &lt;code class="language-plaintext highlighter-rouge">OpenXR*&lt;/code> classes &lt;code class="language-plaintext highlighter-rouge">api_type&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103869">GH-103869&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>GDScript: Fix head class range to include &lt;code class="language-plaintext highlighter-rouge">class_name&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104114">GH-104114&lt;/a>).&lt;/li>
&lt;li>GDScript: Add clearing of &lt;code class="language-plaintext highlighter-rouge">static_gdscript_cache&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">GDScriptCache&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104281">GH-104281&lt;/a>).&lt;/li>
&lt;li>GUI: Fix Tree keyboard navigation in RTL direction (&lt;a href="https://github.com/godotengine/godot/pull/102865">GH-102865&lt;/a>).&lt;/li>
&lt;li>GUI: Fix &lt;code class="language-plaintext highlighter-rouge">changed&lt;/code> signal emission in &lt;code class="language-plaintext highlighter-rouge">Curve::set_point_offset&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/96296">GH-96296&lt;/a>).&lt;/li>
&lt;li>GUI: Fix spinbox decimal issues when &lt;code class="language-plaintext highlighter-rouge">update_on_text_changed&lt;/code> = true (&lt;a href="https://github.com/godotengine/godot/pull/100684">GH-100684&lt;/a>).&lt;/li>
&lt;li>GUI: Fix error when embedded popup is closed while resizing (&lt;a href="https://github.com/godotengine/godot/pull/102504">GH-102504&lt;/a>).&lt;/li>
&lt;li>GUI: VideoStreamPlayer: Stop video on exit tree (&lt;a href="https://github.com/godotengine/godot/pull/103396">GH-103396&lt;/a>).&lt;/li>
&lt;li>GUI: Use &lt;code class="language-plaintext highlighter-rouge">Viewport&lt;/code>s default texture filter/repeat in GUI tooltips (&lt;a href="https://github.com/godotengine/godot/pull/103636">GH-103636&lt;/a>).&lt;/li>
&lt;li>GUI: Label: Fix min. size calculation counting extra spacing twice (&lt;a href="https://github.com/godotengine/godot/pull/103728">GH-103728&lt;/a>).&lt;/li>
&lt;li>Import: Fix headless import always emits errors (&lt;a href="https://github.com/godotengine/godot/pull/103403">GH-103403&lt;/a>).&lt;/li>
&lt;li>Import: BasisUniversal: Ensure ASTCs HDR variant is supported when transcoding (&lt;a href="https://github.com/godotengine/godot/pull/103766">GH-103766&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Import: ResourceLoader: Do not wait for the main thread during initial reimport (&lt;a href="https://github.com/godotengine/godot/pull/104013">GH-104013&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>&lt;strong>Import: Force multiple of 4 sizes for Betsy compressor (&lt;a href="https://github.com/godotengine/godot/pull/104275">GH-104275&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Import: Fix crash when reimporting nested gltf scenes (&lt;a href="https://github.com/godotengine/godot/pull/104384">GH-104384&lt;/a>).&lt;/li>
&lt;li>Input: Fix Android mouse capture issues (&lt;a href="https://github.com/godotengine/godot/pull/103413">GH-103413&lt;/a>).&lt;/li>
&lt;li>Input: macOS/iOS: Ensure only one axis change event is produced during single &lt;code class="language-plaintext highlighter-rouge">process_joypads()&lt;/code> call (&lt;a href="https://github.com/godotengine/godot/pull/104314">GH-104314&lt;/a>).&lt;/li>
&lt;li>Navigation: Make NavigationLink3D properly update on visibility change (&lt;a href="https://github.com/godotengine/godot/pull/103588">GH-103588&lt;/a>).&lt;/li>
&lt;li>Particles: Fix particle jitter when scene tree is paused (&lt;a href="https://github.com/godotengine/godot/pull/95912">GH-95912&lt;/a>).&lt;/li>
&lt;li>Particles: Fix GPU particles not emitting at some configured rates when scale curve is zero (&lt;a href="https://github.com/godotengine/godot/pull/103121">GH-103121&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Physics: Fix interpolation in XR (&lt;a href="https://github.com/godotengine/godot/pull/103233">GH-103233&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Physics: Fix broken negative scaling when using Jolt Physics (&lt;a href="https://github.com/godotengine/godot/pull/103440">GH-103440&lt;/a>).&lt;/li>
&lt;li>Physics: Fix &lt;code class="language-plaintext highlighter-rouge">ConcavePolygonShape3D&lt;/code> always enabling &lt;code class="language-plaintext highlighter-rouge">backface_collision&lt;/code> when using Jolt Physics (&lt;a href="https://github.com/godotengine/godot/pull/104310">GH-104310&lt;/a>).&lt;/li>
&lt;li>Physics: Fix &lt;code class="language-plaintext highlighter-rouge">shape&lt;/code> always being zero with &lt;code class="language-plaintext highlighter-rouge">get_rest_info&lt;/code> when using Jolt Physics (&lt;a href="https://github.com/godotengine/godot/pull/104599">GH-104599&lt;/a>).&lt;/li>
&lt;li>Plugin: JavaClassWrapper: Improve handling of typed array arguments (&lt;a href="https://github.com/godotengine/godot/pull/102817">GH-102817&lt;/a>).&lt;/li>
&lt;li>Plugin: JavaClassWrapper: Fix converting returned arrays to Godot types (&lt;a href="https://github.com/godotengine/godot/pull/103375">GH-103375&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Plugin: JavaClassWrapper: Fix conversion to/from &lt;code class="language-plaintext highlighter-rouge">org.godotengine.godot.Dictionary&lt;/code> that regressed (&lt;a href="https://github.com/godotengine/godot/pull/103733">GH-103733&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/104156">GH-104156&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Porting: Linux: X11: Fix check for &lt;code class="language-plaintext highlighter-rouge">is_maximized&lt;/code> to require both horizontal and vertical (&lt;a href="https://github.com/godotengine/godot/pull/103526">GH-103526&lt;/a>).&lt;/li>
&lt;li>Porting: Linux: Offload RenderingDevice creation test to subprocess (&lt;a href="https://github.com/godotengine/godot/pull/103560">GH-103560&lt;/a>).&lt;/li>
&lt;li>Porting: macOS: Swap Nintendo face buttons (&lt;a href="https://github.com/godotengine/godot/pull/103661">GH-103661&lt;/a>).&lt;/li>
&lt;li>Porting: macOS: Update mouse-entered state when subwindow closes (&lt;a href="https://github.com/godotengine/godot/pull/104328">GH-104328&lt;/a>).&lt;/li>
&lt;li>Porting: Windows: Fix &lt;code class="language-plaintext highlighter-rouge">get_modified_time&lt;/code> on locked files (&lt;a href="https://github.com/godotengine/godot/pull/103622">GH-103622&lt;/a>).&lt;/li>
&lt;li>Porting: Windows: Use more efficient sleep approach when low-processor mode is enabled (&lt;a href="https://github.com/godotengine/godot/pull/103773">GH-103773&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Add ASTC HDR format variants (&lt;a href="https://github.com/godotengine/godot/pull/102777">GH-102777&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix voxelizer normals (&lt;a href="https://github.com/godotengine/godot/pull/102893">GH-102893&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer (&lt;a href="https://github.com/godotengine/godot/pull/102908">GH-102908&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix uninitialized value in Tonemap (&lt;a href="https://github.com/godotengine/godot/pull/103092">GH-103092&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Use separate WorkThreadPool for shader compiler (&lt;a href="https://github.com/godotengine/godot/pull/103506">GH-103506&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix incorrect parameters passed to VMA (&lt;a href="https://github.com/godotengine/godot/pull/103730">GH-103730&lt;/a>).&lt;/li>
&lt;li>Rendering: MetalFX: Change fallback behavior (&lt;a href="https://github.com/godotengine/godot/pull/103792">GH-103792&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix GLES3 &lt;code class="language-plaintext highlighter-rouge">gaussian_blur&lt;/code> mipmap setup (&lt;a href="https://github.com/godotengine/godot/pull/103878">GH-103878&lt;/a>).&lt;/li>
&lt;li>Rendering: CPUParticles2D: Fix physics interpolation after entering tree with &lt;code class="language-plaintext highlighter-rouge">emitting = false&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103966">GH-103966&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc (&lt;a href="https://github.com/godotengine/godot/pull/104154">GH-104154&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix Metal handling of cube textures; assert equal dimensions (&lt;a href="https://github.com/godotengine/godot/pull/104341">GH-104341&lt;/a>).&lt;/li>
&lt;li>Rendering: Disable broken Vulkan layers before running RenderingDevice tests (&lt;a href="https://github.com/godotengine/godot/pull/104572">GH-104572&lt;/a>).&lt;/li>
&lt;li>Shaders: Fix 2D instance params crashing using outside of &lt;code class="language-plaintext highlighter-rouge">main()&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103348">GH-103348&lt;/a>).&lt;/li>
&lt;li>Shaders: 2D: Fix light shader accessing &lt;code class="language-plaintext highlighter-rouge">TEXTURE_PIXEL_SIZE&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103617">GH-103617&lt;/a>).&lt;/li>
&lt;li>Thirdparty: Theora: Fix YUV422/444 to RGB conversion (&lt;a href="https://github.com/godotengine/godot/pull/102859">GH-102859&lt;/a>).&lt;/li>
&lt;li>Thirdparty: Update to latest version of Swappy (&lt;a href="https://github.com/godotengine/godot/pull/103409">GH-103409&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Thirdparty: mbedTLS: Update to version 3.6.3 (security fix) (&lt;a href="https://github.com/godotengine/godot/pull/104562">GH-104562&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV (&lt;a href="https://github.com/godotengine/godot/pull/104249">GH-104249&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="known-incompatibilities">Known incompatibilities&lt;/h2>
&lt;p>As of now, there are no known incompatibilities with the previous Godot 4.4 release. &lt;strong>We encourage all users to upgrade to 4.4.1.&lt;/strong>&lt;/p>
&lt;p>If you experience any unexpected behavior change in your projects after upgrading to 4.4.1, please &lt;a href="https://github.com/godotengine/godot/issues">file an issue on GitHub&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></content><author><name>Rémi Verschelde</name></author><category term="Release"/></entry></feed>
Join the Godot XR Community in the XR channel on &lt;a href="https://discord.gg/godotengine">Godots official Discord server&lt;/a> if youre interested in using Godot to develop XR projects.&lt;/p></content><author><name>Bastiaan Olij</name></author><category term="Progress Report"/></entry></feed>

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<a class=pagination-next href=https://godotengine.org/blog/11/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/355/534/632355534b2d7687276315.jpg) href=/article/dev-snapshot-godot-4-0-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/11/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-5-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/b1a/d10/632b1ad102373095371461.jpg) href=/article/release-candidate-godot-3-5-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 September 2022</span></div><h3>Release candidate: Godot 3.5.1 RC 2</h3><p class=excerpt>We released Godot 3.5 in early August, and like any release, there are few rough edges to iron out which warrant making maintenance "patch" releases (3.5.x). This is the second Release Candidate to validate the upcoming 3.5.1 stable release.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/355/534/632355534b2d7687276315.jpg) href=/article/dev-snapshot-godot-4-0-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 September 2022</span></div><h3>The next big step: Godot 4.0 reaches Beta</h3><p class=excerpt>It has been a long road to Godot 4.0 with 17 alpha builds distributed in 2022, and continuous development effort since 2019. We arent done yet, but today marks a major milestone on the road to Godot 4.0: the first beta is out!</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-17/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/08f/42e/63208f42e7e15588239571.png) href=/article/dev-snapshot-godot-4-0-alpha-17/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 September 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 17</h3><p class=excerpt>We're getting prepared for the imminent release of Godot 4.0 beta 1, and to do so we're having a (last?) alpha 17 release to ensure that things work as best as we can reasonably expect before the beta phase.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-16/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/631/8a4/10f/6318a410f1d2c423222075.png) href=/article/dev-snapshot-godot-4-0-alpha-16/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 September 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 16</h3><p class=excerpt>One more alpha build on the way to Godot 4.0 beta! As we're getting closer we're also iterating faster to make sure that we spot and fix the most problematic bugs ahead of the beta phase, to enable broader testing.</div></article></a><a href=/article/release-candidate-godot-3-5-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/631/1d7/7cc/6311d77cc7f5f571027656.jpg) href=/article/release-candidate-godot-3-5-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 July 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 11</h3><p class=excerpt>Another alpha snapshot from the development branch, this time with 4.0 alpha 11! Noteworthy changes: exporting Node pointers as NodePaths, Movie Maker run mode, fixed release builds, AnimationTree advance expressions.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/9c8/732/62b9c87325b88411816934.jpg) href=/article/release-candidate-godot-3-5-rc-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 5</h3><p class=excerpt>Another release candidate for Godot 3.5, with another couple late but quite important changes for Android: full scoped storage support, and support for NDK r23. And another set of important bug fixes for rendering, navigation, and more!</div></article></a><a href=/article/godot-community-poll-2022/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/5a0/79b/62b5a079b2b24464427790.png) href=/article/godot-community-poll-2022/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 June 2022</span></div><h3>Godot community poll 2022</h3><p class=excerpt>It's this time of the year! Godot Community Poll 2022 is now out for everyone to take part. Let us know what your relationship with Godot is in this brief list of questions!</div></article></a><a href=/article/release-candidate-godot-3-5-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/c71/8fb/62ac718fb81bf021665504.jpg) href=/article/release-candidate-godot-3-5-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 4</h3><p class=excerpt>Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/9e1/79b/62a9e179b77cb823642349.jpg) href=/article/dev-snapshot-godot-4-0-alpha-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 June 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 10</h3><p class=excerpt>Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the Godot 4.0 API.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 4</h3><p class=excerpt>Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/12/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-alpha-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/629/89b/e37/62989be37c03a908985630.jpg) href=/article/dev-snapshot-godot-4-0-alpha-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/12/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-alpha-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/9e1/79b/62a9e179b77cb823642349.jpg) href=/article/dev-snapshot-godot-4-0-alpha-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 June 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 10</h3><p class=excerpt>Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the Godot 4.0 API.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/629/89b/e37/62989be37c03a908985630.jpg) href=/article/dev-snapshot-godot-4-0-alpha-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 June 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 9</h3><p class=excerpt>New alpha build for Godot 4.0, fresh from the Godot Sprint in Barcelona where some core contributors are finally meeting IRL. Lots of editor, core and rendering improvements with an early version of the OpenGL 3D renderer!</div></article></a><a href=/article/release-candidate-godot-3-5-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/629/774/035/629774035d259629688644.jpg) href=/article/release-candidate-godot-3-5-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 3</h3><p class=excerpt>A new Release Candidate for Godot 3.5, fixing a handful of issues to get us even closer to the stable release. Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2.</div></article></a><a href=/article/release-candidate-3-5-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/cb6/800/628cb6800fa5e986276178.jpg) href=/article/release-candidate-3-5-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 May 2022</span></div><h3>Release candidate: Godot 3.5 RC 2</h3><p class=excerpt>Another release candidate for Godot 3.5, exceptionally with a couple new features backported from 4.0 (Label3D and TextMesh), and some important regression fixes (Bullet KinematicBody collisions, Windows build crash).</div></article></a><a href=/article/submissions-open-godot-2022-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/a23/98f/628a2398f3298531933405.png) href=/article/submissions-open-godot-2022-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 March 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 4</h3><p class=excerpt>Another couple of weeks, another alpha build for Godot 4.0!</div></article></a><a href=/article/release-candidate-godot-3-4-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/622/7be/93b/6227be93b17ef513033459.jpg) href=/article/release-candidate-godot-3-4-4-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 March 2022</span></div><h3>Release candidate: Godot 3.4.4 RC 1</h3><p class=excerpt>Users found a number of regressions in our recent Godot 3.4.3 release, so we're fast-tracking the development of Godot 3.4.4 to fix them.</div></article></a><a href=/article/godot-xr-update-feb-2022/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/621/e46/b59/621e46b59f6a8102188120.jpg) href=/article/godot-xr-update-feb-2022/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;27 February 2022</span></div><h3>Godot XR update - February 2022</h3><p class=excerpt>Updates on various things XR in Godot, a new version of the OpenXR plugin, a new version of the tools library and an update on Godot 4 support.</div></article></a><a href=/article/maintenance-release-godot-3-4-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/621/e42/95a/621e4295a0f3f285158210.jpg) href=/article/maintenance-release-godot-3-4-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 February 2022</span></div><h3>Maintenance release: Godot 3.4.3</h3><p class=excerpt>In parallel to our work on the upcoming feature releases Godot 3.5 and 4.0, we backport important fixes to the stable 3.4 branch for use in production. After several weeks of user testing, we're now ready to release Godot 3.4.3 as a maintenance update for all users.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/621/561/e9c/621561e9c9799081922431.jpg) href=/article/dev-snapshot-godot-4-0-alpha-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 February 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 3</h3><p class=excerpt>We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 alpha 3.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/10/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 February 2022</span></div><h3>Maintenance release: Godot 3.4.3</h3><p class=excerpt>In parallel to our work on the upcoming feature releases Godot 3.5 and 4.0, we backport important fixes to the stable 3.4 branch for use in production. After several weeks of user testing, we're now ready to release Godot 3.4.3 as a maintenance update for all users.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/10/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/13/>Next →</a></div><div class=posts><a href=/article/opening-github-discussions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/620/fcb/7e0/620fcb7e0742d599654701.png) href=/article/opening-github-discussions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/13/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-alpha-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/621/561/e9c/621561e9c9799081922431.jpg) href=/article/dev-snapshot-godot-4-0-alpha-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 February 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 3</h3><p class=excerpt>We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 alpha 3.</div></article></a><a href=/article/opening-github-discussions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/620/fcb/7e0/620fcb7e0742d599654701.png) href=/article/opening-github-discussions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;18 February 2022</span></div><h3>Opening GitHub Discussions for enhancement ideas and suggestions</h3><p class=excerpt>We are opening GitHub Discussions for open-ended conversations about new features and improvements, and making proposal requirements stricter to allow for more productive deliberations and easier tracking of feature development.</div></article></a><a href=/article/release-candidate-godot-3-4-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/620/e90/6eb/620e906eb1baa441988416.jpg) href=/article/release-candidate-godot-3-4-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 February 2022</span></div><h3>Release candidate: Godot 3.4.3 RC 2</h3><p class=excerpt>The 3.4.3 maintenance release is around the corner with a number of important fixes queued in the stable branch since 3.4.2. This second Release Candidate is your chance to help us validate it before tagging the release.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/620/3d3/0e0/6203d30e0bda9846826159.jpg) href=/article/dev-snapshot-godot-4-0-alpha-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 9 February 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 2</h3><p class=excerpt>Every other week we'll publish a new alpha build for Godot 4.0! This is the second build, adding a number of new features and a ton of bug fixes that should be beneficial to both existing and new alpha testers!</div></article></a><a href=/article/release-candidate-godot-3-4-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61f/bdd/52d/61fbdd52d4fee221804267.jpg) href=/article/release-candidate-godot-3-4-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp; 4 November 2021</span></div><h3>Announcing GoGodotJam 2!</h3><p class=excerpt>GoGodotJam is live again!</div></article></a><a href=/article/release-candidate-godot-3-4-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/1af/057/6181af057be31908593743.jpg) href=/article/release-candidate-godot-3-4-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 November 2021</span></div><h3>Release candidate: Godot 3.4 RC 3</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this third Release Candidate, we have frozen feature development and are nearly ready to release the stable version.</div></article></a><a href=/article/improvements-shaders-visual-shaders-godot-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/e8b/e77/617e8be771fb0476901545.png) href=/article/improvements-shaders-visual-shaders-godot-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Yuri Roubinsky" loading=lazy>
<span class=by>Yuri Roubinsky </span><span class=date>&nbsp;-&nbsp; 1 November 2021</span></div><h3>Improvements to shaders and visual shaders in Godot 4.0</h3><p class=excerpt>A quick overview of upcoming changes for the shader language and visual shader systems in Godot 4.0.</div></article></a><a href=/article/animation-data-redesign-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/06c/42a/61806c42af0f7814469862.png) href=/article/animation-data-redesign-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 November 2021</span></div><h3>Animation data rework for 4.0</h3><p class=excerpt>One of the last areas pending for redesign in upcoming Godot 4.0 has now been completed, resulting in much improved usability when dealing animation data.</div></article></a><a href=/article/multiplayer-changes-godot-4-0-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/989/cf8/617989cf82e64600038831.png) href=/article/multiplayer-changes-godot-4-0-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;27 October 2021</span></div><h3>Multiplayer in Godot 4.0: ENet wrappers, WebRTC</h3><p class=excerpt>A more powerful ENet interface for better multiplayer in Godot 4, updates about WebRTC, hints at the new scene replication API.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/11/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 November 2021</span></div><h3>Animation data rework for 4.0</h3><p class=excerpt>One of the last areas pending for redesign in upcoming Godot 4.0 has now been completed, resulting in much improved usability when dealing animation data.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/11/>← Previous</a>
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<a title="Godot Engine - Blog - Page 15" href=https://godotengine.org/blog/15/>15</a>
<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/913/881/617913881aa25087367439.jpg) href=/article/release-candidate-godot-3-4-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><a href=/article/multiplayer-changes-godot-4-0-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/989/cf8/617989cf82e64600038831.png) href=/article/multiplayer-changes-godot-4-0-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;27 October 2021</span></div><h3>Multiplayer in Godot 4.0: ENet wrappers, WebRTC</h3><p class=excerpt>A more powerful ENet interface for better multiplayer in Godot 4, updates about WebRTC, hints at the new scene replication API.</div></article></a><a href=/article/release-candidate-godot-3-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/913/881/617913881aa25087367439.jpg) href=/article/release-candidate-godot-3-4-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 October 2021</span></div><h3>Release candidate: Godot 3.4 RC 2</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this second Release Candidate, we have frozen feature development and are nearly ready to release the stable version.</div></article></a><a href=/article/release-candidate-godot-3-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/616/e85/0d7/616e850d7ecf5684336903.jpg) href=/article/release-candidate-godot-3-4-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 October 2021</span></div><h3>Release candidate: Godot 3.4 RC 1</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this first Release Candidate, we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches).</div></article></a><a href=/article/dev-snapshot-godot-3-4-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/db4/6c2/615db46c275e9053218403.jpg) href=/article/dev-snapshot-godot-3-4-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 October 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 6</h3><p class=excerpt>One step closer to releasing Godot 3.4 with this new beta, which may be the final one before Release Candidate. The feature set for 3.4 is already pretty packed and it's more than time to get it released in the wild.</div></article></a><a href=/article/godot-games-steam-next-fest-oct-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/c8d/d24/615c8dd245136034621315.png) href=/article/godot-games-steam-next-fest-oct-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
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<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;22 July 2021</span></div><h3>Godot Showcase - The Garden Path developer talks about his experience</h3><p class=excerpt>This week, we are interviewing Louis Durrant about his game The Garden Path. It will be released in Autumn/Winter 2021 for Windows, macOS and Linux.</div></article></a><a href=/article/about-godot4-vulkan-gles3-and-gles2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60f/438/4ca/60f4384ca5805220006247.png) href=/article/about-godot4-vulkan-gles3-and-gles2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp;18 July 2021</span></div><h3>About Godot 4, Vulkan, GLES3 and GLES2</h3><p class=excerpt>As the alpha of Godot 4.0 comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends.</div></article></a><a href=/article/godot-community-poll-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60e/dd3/367/60edd3367a79e493301061.jpg) href=/article/godot-community-poll-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;13 July 2021</span></div><h3>Godot Community Poll 2021</h3><p class=excerpt>It's this time of the year! Help us learn more about our community by taking part in the 2021 Godot Community Poll!</div></article></a><a href=/article/godot-xr-progress-update-june-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60e/169/1fa/60e1691fab28c135981956.jpg) href=/article/godot-xr-progress-update-june-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp; 4 July 2021</span></div><h3>Godot XR progress update June 2021</h3><p class=excerpt>June 2021 update of the recent work done in relation to XR support in Godot.</div></article></a><a href=/article/godotcon-july-2021-schedule/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60d/cc6/251/60dcc6251e506284385457.png) href=/article/godotcon-july-2021-schedule/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp; 1 July 2021</span></div><h3>GodotCon July 2021 - Schedule</h3><p class=excerpt></div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/12/>← Previous</a>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp; 4 July 2021</span></div><h3>Godot XR progress update June 2021</h3><p class=excerpt>June 2021 update of the recent work done in relation to XR support in Godot.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/12/>← Previous</a>
<a title="Godot Engine - Blog - Page 11" href=https://godotengine.org/blog/11/>11</a>
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<a title="Godot Engine - Blog - Page 16" href=https://godotengine.org/blog/16/>16</a>
<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/dfe/795/60cdfe7956fca023522866.png) href=/article/godot-web-progress-report-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/godotcon-july-2021-schedule/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60d/cc6/251/60dcc6251e506284385457.png) href=/article/godotcon-july-2021-schedule/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp; 1 July 2021</span></div><h3>GodotCon July 2021 - Schedule</h3><p class=excerpt></div></article></a><a href=/article/godot-web-progress-report-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/dfe/795/60cdfe7956fca023522866.png) href=/article/godot-web-progress-report-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;30 June 2021</span></div><h3>Godot Web progress report #9: Godot Scripts <-> JavaScript Interface</h3><p class=excerpt>No need to "eval"! A whole new interface to interact with JavaScript from Godot Scripts in Web exports, and a new API to prompt the user to download a file generated by Godot.</div></article></a><a href=/article/tiles-editor-progress-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/b75/209/60cb75209c854804584350.png) href=/article/tiles-editor-progress-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;17 June 2021</span></div><h3>Tiles editor progress report #4</h3><p class=excerpt>Tiles editor progress report #4, with tiles properties painting and scene-based tiles support.</div></article></a><a href=/article/godot-web-progress-report-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/72b/dc3/60c72bdc393a4838114722.png) href=/article/godot-web-progress-report-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;16 June 2021</span></div><h3>Godot Web progress report #8: Progressive Web Apps</h3><p class=excerpt>One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.</div></article></a><a href=/article/gdscript-progress-report-feature-complete-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60b/4f2/b0a/60b4f2b0a8130694314324.png) href=/article/gdscript-progress-report-feature-complete-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 March 2021</span></div><h3>Release candidate: Godot 3.3 RC 7</h3><p class=excerpt>Here's a new Release Candidate for Godot 3.3 fixing most of the outstanding regressions, and thus bringing us very close to the stable release. Make sure to give it a try and let us know if you run into any new issue compared to Godot 3.2.3.</div></article></a><a href=/article/editor-improvements-godot-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/23c/e43/60623ce430cfe148969930.jpeg) href=/article/editor-improvements-godot-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;29 March 2021</span></div><h3>Editor improvements for Godot 4.0</h3><p class=excerpt>If you are following my progress, you might have noticed that I took a two month break from rendering to work on many long standing editor improvements and features.</div></article></a><a href=/article/godot-web-progress-report-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/23a/448/60523a448123d203397950.png) href=/article/godot-web-progress-report-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;20 March 2021</span></div><h3>Web Editor PWA, easier HTML customizations, and faster load times!</h3><p class=excerpt>Godot on the Web is feeling more and more like native, getting performance improvements (20% faster load time), easier customizations, and more!</div></article></a><a href=/article/release-candidate-godot-3-3-rc-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/476/229/605476229ad0d849814406.jpg) href=/article/release-candidate-godot-3-3-rc-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 March 2021</span></div><h3>Release candidate: Godot 3.3 RC 6</h3><p class=excerpt>We decided to rename the upcoming version 3.2.4 to Godot 3.3 to better reflect how feature-packed it is! So this new 3.3 RC 6 is a direct follow-up to 3.2.4 RC 5, with a few more bugs fixed and the version changed.</div></article></a><a href=/article/godot-openxr-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/33d/fed/60533dfed520d231708447.jpg) href=/article/godot-openxr-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;18 March 2021</span></div><h3>Godot OpenXR support</h3><p class=excerpt>An update on the current work being rounded off adding OpenXR support to Godot 3 through a plugin and the planned work for Godot 4.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 March 2021</span></div><h3>Release candidate: Godot 3.3 RC 6</h3><p class=excerpt>We decided to rename the upcoming version 3.2.4 to Godot 3.3 to better reflect how feature-packed it is! So this new 3.3 RC 6 is a direct follow-up to 3.2.4 RC 5, with a few more bugs fixed and the version changed.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
<a title="Godot Engine - Blog - Page 12" href=https://godotengine.org/blog/12/>12</a>
<a title="Godot Engine - Blog - Page 13" href=https://godotengine.org/blog/13/>13</a>
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<a title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/versioning-change-godot-3x/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/21b/37b/60521b37b2e39457329843.png) href=/article/versioning-change-godot-3x/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/godot-openxr-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/33d/fed/60533dfed520d231708447.jpg) href=/article/godot-openxr-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;18 March 2021</span></div><h3>Godot OpenXR support</h3><p class=excerpt>An update on the current work being rounded off adding OpenXR support to Godot 3 through a plugin and the planned work for Godot 4.</div></article></a><a href=/article/versioning-change-godot-3x/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/21b/37b/60521b37b2e39457329843.png) href=/article/versioning-change-godot-3x/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 March 2021</span></div><h3>Versioning change for Godot 3.x</h3><p class=excerpt>We decide to rename the upcoming 3.2.4 release to Godot 3.3 to better advertize that it's a big milestone with tons of new features! It's still fully compatible with previous Godot 3.2.x releases as one would have expected of 3.2.4, so it will be a recommended update for all Godot users. Moreover, we'll start working on Godot 3.4 in parallel to providing bugfix releases for 3.3.x at a faster pace.</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/ccb/8f8/604ccb8f89381083294997.jpg) href=/article/release-candidate-godot-3-2-4-rc-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 March 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 5</h3><p class=excerpt>Godot 3.2.4 is going to be incredibly feature-packed, and we're taking the time necessary to ensure that it will also be stable. We had a fourth Release Candidate a few days ago which got good testing and helped surface various bugs, many of which have been fixed. So we're now making a RC 5 build to keep iterating fast and make sure that the bug fixes work as expected. Thanks to all pre-release testers who help us find and debug regressions!</div></article></a><a href=/article/godot-showcase-leocesar3d-human-diaspora/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/a91/97d/604a9197d1523072023513.jpg) href=/article/godot-showcase-leocesar3d-human-diaspora/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;11 March 2021</span></div><h3>Godot Showcase - Human Diaspora developer interview</h3><p class=excerpt>This week, we are interviewing Leonardo "Leocesar3D" Veloso about their game Human Diaspora. It was released in September 2020 in early access and is available on Windows and Linux.</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/753/902/604753902a0ff871037563.jpg) href=/article/release-candidate-godot-3-2-4-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;19 January 2021</span></div><h3>Godot Showcase - Resolutiion developer Monolith of Minds talks about their experience</h3><p class=excerpt>We've interviewed Monolith of Minds about their latest game Resolutiion. It was released in May 2020 and is available on Windows, macOS, Linux and Nintendo Switch.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/305/9f5/6003059f52bb4613931642.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 January 2021</span></div><h3>Dev snapshot: Godot 3.2.4 beta 6</h3><p class=excerpt>Here's another feature-packed beta for the upcoming Godot 3.2.4 release. It adds the following main changes: new CPU lightmapper, new dynamic BVH for rendering and the GodotPhysics backends, multiple fixes to one-way collisions, iOS plugins support, and a new AspectRatioContainer Control node.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ff/6f7/246/5ff6f724691ad311133792.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 January 2021</span></div><h3>Dev snapshot: Godot 3.2.4 beta 5</h3><p class=excerpt>Another beta build on the way to Godot 3.2.4, which promises a much improved feature set for Godot 3.2 users while we wait for the 4.0 release. This beta 5 includes many bug fixes and improvements, but also new features such as WebXR support and a minimap in the graph editors!</div></article></a><a href=/article/introducing-the-godot-gltf-2-0-scene-exporter/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ff/358/855/5ff358855fada706463549.png) href=/article/introducing-the-godot-gltf-2-0-scene-exporter/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Ernest Lee" loading=lazy>
<span class=by>Ernest Lee </span><span class=date>&nbsp;-&nbsp; 4 January 2021</span></div><h3>Introducing the Godot glTF 2.0 scene exporter</h3><p class=excerpt>To supplement Godot's existing import capabilities for the glTF 2.0 open format for 3D assets, Godot 4.0 now includes support for exporting Godot scenes as glTF 2.0. This import/export workflow allows a seamless transition from and to 3D modelling and animation software, giving artists and designers greater flexibility to use each tool for what it can do best.</div></article></a><a href=/article/godot-2020-year-in-review-video/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/e21/1c7/5fee211c7e4eb714359827.jpg) href=/article/godot-2020-year-in-review-video/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;31 December 2020</span></div><h3>Godot 2020 Year in Review video</h3><p class=excerpt>While 2020 was a difficult year for most of us, it's been a great year for Godot development! In the spirit of last year's retrospective article, we made a video showcasing various features that have been developed in 2020.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/14/>← Previous</a>
<span class=by>Ernest Lee </span><span class=date>&nbsp;-&nbsp; 4 January 2021</span></div><h3>Introducing the Godot glTF 2.0 scene exporter</h3><p class=excerpt>To supplement Godot's existing import capabilities for the glTF 2.0 open format for 3D assets, Godot 4.0 now includes support for exporting Godot scenes as glTF 2.0. This import/export workflow allows a seamless transition from and to 3D modelling and animation software, giving artists and designers greater flexibility to use each tool for what it can do best.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/14/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/complex-text-layouts-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/1a5/089/5fe1a50899fe1978638754.png) href=/article/complex-text-layouts-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/godot-2020-year-in-review-video/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/e21/1c7/5fee211c7e4eb714359827.jpg) href=/article/godot-2020-year-in-review-video/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;31 December 2020</span></div><h3>Godot 2020 Year in Review video</h3><p class=excerpt>While 2020 was a difficult year for most of us, it's been a great year for Godot development! In the spirit of last year's retrospective article, we made a video showcasing various features that have been developed in 2020.</div></article></a><a href=/article/complex-text-layouts-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/1a5/089/5fe1a50899fe1978638754.png) href=/article/complex-text-layouts-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
<span class=by>Pāvels Nadtočajevs </span><span class=date>&nbsp;-&nbsp;29 December 2020</span></div><h3>Complex text layouts progress report #3</h3><p class=excerpt>Report on the complex text layouts support implementation progress, including changes to RichTextEdit class, compatibility and custom control implementation details.</div></article></a><a href=/article/godot-web-export-progress-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/1bf/c80/5fe1bfc80c475551734903.png) href=/article/godot-web-export-progress-report-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;24 December 2020</span></div><h3>Web Editor beta, AudioWorklet, GDNative and more!</h3><p class=excerpt>The Web Editor reaches beta (3.2.4 beta 4), GDNative lands on the web, thread-enabled HTML5 builds now come with an improved audio driver using the AudioWorklet API.</div></article></a><a href=/article/camille-mohr-daurat-hired-work-physics/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/d4a/1da/5fdd4a1dadfac213080744.png) href=/article/camille-mohr-daurat-hired-work-physics/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
<span class=by>Camille Mohr-Daurat </span><span class=date>&nbsp;-&nbsp;19 December 2020</span></div><h3>Camille Mohr-Daurat was hired to work on physics</h3><p class=excerpt>We hired Camille Mohr-Daurat to work on the 2D and 3D physics engines for Godot 4.</div></article></a><a href=/article/godot-showcase-little-red-dog-games/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/8c9/92b/5fd8c992b68a7578144586.jpg) href=/article/godot-showcase-little-red-dog-games/></div><div class=content><div class=info><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>Camille Mohr-Daurat </span><span class=date>&nbsp;-&nbsp;20 October 2020</span></div><h3>X11 display server progress report</h3><p class=excerpt>Progress report on the changes made in the X11 display server, the window management system for Godot 4 on Linux.</div></article></a><a href=/article/complex-text-layouts-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f8/6ec/9d7/5f86ec9d7d0fd694122636.png) href=/article/complex-text-layouts-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
<span class=by>Pāvels Nadtočajevs </span><span class=date>&nbsp;-&nbsp;14 October 2020</span></div><h3>Complex text layouts progress report #1</h3><p class=excerpt>Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details.</div></article></a><a href=/article/improvements-gpuparticles-godot-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f7/f4a/c24/5f7f4ac242e0b845845549.png) href=/article/improvements-gpuparticles-godot-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 8 October 2020</span></div><h3>New improvements for GPUParticles in Godot 4.0</h3><p class=excerpt>The turn of porting the GPU particle system to Godot 4.0 has arrived. This was the final feature that had to be ported over. Like all the rest of the features ported, it managed to get massive improvements.</div></article></a><a href=/article/hugo-locurcio-hired-improve-godots-web-infrastructure/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f7/dd0/27a/5f7dd027a070a333686808.png) href=/article/hugo-locurcio-hired-improve-godots-web-infrastructure/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp; 7 October 2020</span></div><h3>Hugo Locurcio is hired to improve Godot's web infrastructure</h3><p class=excerpt>We hired Hugo Locurcio to work on Godot's web infrastructure such as documentation and the asset library.</div></article></a><a href=/article/maintenance-release-godot-3-2-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f6/361/d91/5f6361d91ea05815400927.jpg) href=/article/maintenance-release-godot-3-2-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 September 2020</span></div><h3>Maintenance release: Godot 3.2.3</h3><p class=excerpt>Godot contributors are proud to release Godot 3.2.3 as a maintenance update to the stable 3.2 branch. The main development focus for this version was to fix regressions reported against the fairly big 3.2.2 release from June, but in the process many other bugfixes for older issues have been merged.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/15/>← Previous</a>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp; 7 October 2020</span></div><h3>Hugo Locurcio is hired to improve Godot's web infrastructure</h3><p class=excerpt>We hired Hugo Locurcio to work on Godot's web infrastructure such as documentation and the asset library.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/15/>← Previous</a>
<a title="Godot Engine - Blog - Page 14" href=https://godotengine.org/blog/14/>14</a>
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<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/we-hired-gdquest-work-manual/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/ed8/457/5f4ed845746c3708025266.png) href=/article/we-hired-gdquest-work-manual/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-3-2-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f6/361/d91/5f6361d91ea05815400927.jpg) href=/article/maintenance-release-godot-3-2-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 September 2020</span></div><h3>Maintenance release: Godot 3.2.3</h3><p class=excerpt>Godot contributors are proud to release Godot 3.2.3 as a maintenance update to the stable 3.2 branch. The main development focus for this version was to fix regressions reported against the fairly big 3.2.2 release from June, but in the process many other bugfixes for older issues have been merged.</div></article></a><a href=/article/we-hired-gdquest-work-manual/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/ed8/457/5f4ed845746c3708025266.png) href=/article/we-hired-gdquest-work-manual/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp;10 September 2020</span></div><h3>We hired Nathan to work on the manual</h3><p class=excerpt>We hired Nathan from GDQuest to work on the online user manual. He will work on the workflow, content organization, and improving the Getting Started guide.</div></article></a><a href=/article/release-candidate-godot-3-2-3-rc-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f5/89f/2b4/5f589f2b46587026501332.jpg) href=/article/release-candidate-godot-3-2-3-rc-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 9 September 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 6</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a><a href=/article/release-candidate-godot-3-2-3-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/f5b/28e/5f4f5b28e3bc7036433999.jpg) href=/article/release-candidate-godot-3-2-3-rc-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 September 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 5</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a><a href=/article/godot-web-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/8d5/175/5f48d51759192009283012.png) href=/article/godot-web-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 June 2020</span></div><h3>Maintenance release: Godot 3.2.2</h3><p class=excerpt>Godot contributors are happy to release version 3.2.2 of our free and open source game engine. It adds various features such as C# support for iOS, 2D batching for the GLES2 renderer, a new plugin system for Android, DTLS support in the networking API, and more! Numerous bugs have been fixed and the documentation and translations have been greatly enhanced.</div></article></a><a href=/article/release-candidate-godot-3-2-2-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/450/702/5ef45070297f5645726026.jpg) href=/article/release-candidate-godot-3-2-2-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 4</h3><p class=excerpt>Yet another release candidate for Godot 3.2.2, including a few new bugfixes that warrant some testing before we can confidently tag it as 3.2.2-stable. We're getting there!</div></article></a><a href=/article/release-candidate-godot-3-2-2-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/0ca/3a0/5ef0ca3a02bad250381385.jpg) href=/article/release-candidate-godot-3-2-2-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 3</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate since the first dev snapshot mid-April. This new RC 3 build fixes a couple recent regressions. It's now considered release-ready, so unless new regressions are reported in coming days, we plan to release 3.2.2-stable in a day or two.</div></article></a><a href=/article/release-candidate-godot-3-2-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/b7c/5c0/5eeb7c5c0d2ed339418233.jpg) href=/article/release-candidate-godot-3-2-2-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 2</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. Last week saw a first release candidate, and now's the second one with a couple regression fixes and more bugfixes and usability improvements.</div></article></a><a href=/article/release-candidate-godot-3-2-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/38a/dca/5ee38adca7c14514308047.jpg) href=/article/release-candidate-godot-3-2-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 1</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate.
This new RC 1 build should be quite stable and we hope that many Godot 3.2.x users will give it a try and help us confirm that it's ready to take the place of the current 3.2.1 stable build.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 2</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. Last week saw a first release candidate, and now's the second one with a couple regression fixes and more bugfixes and usability improvements.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
<a title="Godot Engine - Blog - Page 15" href=https://godotengine.org/blog/15/>15</a>
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<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/godot-core-budget-meeting-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/105/a49/5ee105a49ffe5297659537.png) href=/article/godot-core-budget-meeting-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-2-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/38a/dca/5ee38adca7c14514308047.jpg) href=/article/release-candidate-godot-3-2-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 1</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate.
This new RC 1 build should be quite stable and we hope that many Godot 3.2.x users will give it a try and help us confirm that it's ready to take the place of the current 3.2.1 stable build.</div></article></a><a href=/article/godot-core-budget-meeting-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/105/a49/5ee105a49ffe5297659537.png) href=/article/godot-core-budget-meeting-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;11 June 2020</span></div><h3>Godot core budget meeting report #1</h3><p class=excerpt>The funding situation of Godot has been changing for the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc. takes considerable time as well as the right timing.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/a94/760/5eda94760bb2e320902518.png) href=/article/dev-snapshot-godot-3-2-2-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 5 June 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 4</h3><p class=excerpt>Yet another snapshot on the way to the feature-packed Godot 3.2.2! This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better.</div></article></a><a href=/article/gdscript-progress-report-writing-new-parser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/43c/e24/5ed43ce245f10218039510.png) href=/article/gdscript-progress-report-writing-new-parser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 1 June 2020</span></div><h3>GDScript progress report: Writing a new parser</h3><p class=excerpt>Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.</div></article></a><a href=/article/godot-editor-running-web-browser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ec/fac/efa/5ecfacefaeb1e933757325.png) href=/article/godot-editor-running-web-browser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;29 February 2020</span></div><h3>Core refactoring progress report #1</h3><p class=excerpt>Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.</div></article></a><a href=/article/call-volunteers-organizing-regional-communities/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e1/0a0/456/5e10a04563669518301236.png) href=/article/call-volunteers-organizing-regional-communities/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 February 2020</span></div><h3>Call for volunteers for organizing regional communities</h3><p class=excerpt>Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. We now start a Regional Communities team to connect those groups together and give them better visibility on official Godot platforms.</div></article></a><a href=/article/enet-dtls-encryption/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/166/6a0/5e51666a0d8b2890019310.png) href=/article/enet-dtls-encryption/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;25 February 2020</span></div><h3>ENet with DTLS encryption in 4.0</h3><p class=excerpt>Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.</div></article></a><a href=/article/release-candidate-godot-3-2-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/10f/1c7/5e510f1c7000c476919180.jpg) href=/article/release-candidate-godot-3-2-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 February 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 1</h3><p class=excerpt>Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.</div></article></a><a href=/article/navigation-server-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/941/218/5e494121885db845075999.png) href=/article/navigation-server-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp;19 February 2020</span></div><h3>Navigation Server for Godot 4.0</h3><p class=excerpt>Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/17/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 February 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 1</h3><p class=excerpt>Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/17/>← Previous</a>
<a title="Godot Engine - Blog - Page 16" href=https://godotengine.org/blog/16/>16</a>
<a title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
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<a class=pagination-next href=https://godotengine.org/blog/20/>Next →</a></div><div class=posts><a href=/article/headsup-vulkan-merged-master-branch-unstable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/29f/3d0/5e429f3d06b36035564587.png) href=/article/headsup-vulkan-merged-master-branch-unstable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/20/>Next →</a></div><div class=posts><a href=/article/navigation-server-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/941/218/5e494121885db845075999.png) href=/article/navigation-server-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp;19 February 2020</span></div><h3>Navigation Server for Godot 4.0</h3><p class=excerpt>Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.</div></article></a><a href=/article/headsup-vulkan-merged-master-branch-unstable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/29f/3d0/5e429f3d06b36035564587.png) href=/article/headsup-vulkan-merged-master-branch-unstable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 February 2020</span></div><h3>Headsup: Vulkan merged, master branch unstable</h3><p class=excerpt>Godot 3.2 was released two weeks ago, and it's now time to go full steam ahead towards our next milestone, Godot 4.0. The Vulkan port which had been worked on in a dedicated branch is now getting merged in our main development branch, which has a few implications on what to expect from the 'master' branch and how pending Pull Requests will be impacted.</div></article></a><a href=/article/meet-godot-engine-representatives-gdc-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/183/064/5e4183064b6bd149641883.png) href=/article/meet-godot-engine-representatives-gdc-2020/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 February 2020</span></div><h3>Meet with the Godot Engine representatives at GDC 2020!</h3><p class=excerpt>Next month it will be time for GDC yet again! The project leadership will be attending the event for meetings and we are starting to build our schedule for GDC 2020.</div></article></a><a href=/article/submissions-open-godot-2020-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/d78/d9e/5e3d78d9eacfa625348868.png) href=/article/submissions-open-godot-2020-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 7 February 2020</span></div><h3>Submissions open for Godot 2020 showreel</h3><p class=excerpt>Showcase your game in the upcoming 2020 Godot showreel!</div></article></a><a href=/article/godot-engine-was-awarded-epic-megagrant/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/86b/c31/5e386bc31db0b649571269.png) href=/article/godot-engine-was-awarded-epic-megagrant/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 December 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 3</h3><p class=excerpt>Many fixes have been applied since our previous beta build, encompassing rendering issues, port-specific issues notably on iOS and Windows, and many other fixes all around the editor. Due to issues with our build process, this release does not include the usual Mono build, but we are hard at work to fix it and provide a Mono build again with 3.2 beta 4.</div></article></a><a href=/article/maintenance-release-godot-3-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/1a4/91b/5de1a491b9c7c743318901.jpg) href=/article/maintenance-release-godot-3-1-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;29 November 2019</span></div><h3>Maintenance release: Godot 3.1.2</h3><p class=excerpt>While Godot 3.2 is shaping up nicely in the late beta stage, it's time for a long overdue update to the stable 3.1 branch: Godot 3.1.2 is now released with over 400 commits worth of bug fixes and improvements over the previous 3.1.1 version.</div></article></a><a href=/article/websocket-ssl-testing-html5-export/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/044/c15/5de044c1559cf429683529.png) href=/article/websocket-ssl-testing-html5-export/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;28 November 2019</span></div><h3>WebSocket SSL server, HTTP server for testing HTML5 builds</h3><p class=excerpt>More networking improvements are coming in 3.2. WebSocketServer now has SSL support, and users can now test HTML5 export from the editor with one click.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dd/7f7/f3b/5dd7f7f3b7de4872680557.jpg) href=/article/dev-snapshot-godot-3-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 November 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 2</h3><p class=excerpt>We now release Godot 3.2 beta 2 with two weeks of bug fixes over the previous snapshot. Notable changes include the addition of WebAssembly export templates for the Mono build, as well as C# 8 support via Mono 6.6.0 Preview.</div></article></a><a href=/article/interblock-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dd/555/69a/5dd55569a6e5d003811414.png) href=/article/interblock-supports-godot-development/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 November 2019</span></div><h3>Interblock supports Godot development</h3><p class=excerpt>We are happy to announce that Interblock is now supporting Godot's development as Platinum sponsor! For this occasion, we asked them to share some words about the company, why they choose to support Godot and their plans to use the engine for their products.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 November 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 2</h3><p class=excerpt>We now release Godot 3.2 beta 2 with two weeks of bug fixes over the previous snapshot. Notable changes include the addition of WebAssembly export templates for the Mono build, as well as C# 8 support via Mono 6.6.0 Preview.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
<a title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
<a title="Godot Engine - Blog - Page 18" href=https://godotengine.org/blog/18/>18</a>
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<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-4-1-rc-2.webp) href=/article/release-candidate-godot-4-4-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-4-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-4-1.webp) href=/article/maintenance-release-godot-4-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 March 2025</span></div><h3>Maintenance release: Godot 4.4.1</h3><p class=excerpt>Godot 4.4 was a massive success, and with most users migrating to it, we discovered and fixed a number of significant bugs which warrant a first maintenance release.</div></article></a><a href=/article/release-candidate-godot-4-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-4-1-rc-2.webp) href=/article/release-candidate-godot-4-4-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 March 2025</span></div><h3>Release candidate: Godot 4.4.1 RC 2</h3><p class=excerpt>Closing in on the first maintenance release for Godot 4.4, fixing a number of regressions and other significant bugs found in this month's feature release.</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-1.webp) href=/article/dev-snapshot-godot-4-5-dev-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;20 March 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 1</h3><p class=excerpt>The feature freeze has melted away—here comes the flood!</div></article></a><a href=/article/release-candidate-godot-4-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-4-1-rc-1.webp) href=/article/release-candidate-godot-4-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 March 2025</span></div><h3>Release candidate: Godot 4.4.1 RC 1</h3><p class=excerpt>Godot 4.4 was released 10 days ago, and as is customary with such major feature updates, we have a late harvest of regression fixes to offer!</div></article></a><a href=/article/godot-xr-update-feb-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/february-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-feb-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Emi </span><span class=date>&nbsp;-&nbsp; 9 December 2024</span></div><h3>Meet the creator behind the Godot Game Awards</h3><p class=excerpt>StayAtHomeDev has been sharing his passion on YouTube for over two years and now he's running the awards.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-6.webp) href=/article/dev-snapshot-godot-4-4-dev-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp; 5 December 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 6</h3><p class=excerpt>New snapshot on the road to beta, with a lot of 3D workflow goodies!</div></article></a><a href=/article/beyond-100000-you-re-breathtaking/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/beyond-100000-you-re-breathtaking.webp) href=/article/beyond-100000-you-re-breathtaking/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 December 2024</span></div><h3>Beyond #100000: You're breathtaking!</h3><p class=excerpt>As we reach issue #100,000 on GitHub, we celebrate with a little retrospective on our issue and pull request growth.</div></article></a><a href=/article/godot-foundation-update-dec-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-foundation-update-2024.webp) href=/article/godot-foundation-update-dec-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
<span class=by>Godot Foundation </span><span class=date>&nbsp;-&nbsp; 2 December 2024</span></div><h3>Godot Foundation Update December 2024</h3><p class=excerpt>Weve made progress on several key initiatives for the organization and the Godot ecosystem. Heres what weve been up to.</div></article></a><a href=/article/statement-on-godloader-malware-loader/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/statement-on-godloader-malware-loader.webp) href=/article/statement-on-godloader-malware-loader/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/security_team.webp alt="Godot Security Team" loading=lazy>
<span class=by>Godot Security Team </span><span class=date>&nbsp;-&nbsp;28 November 2024</span></div><h3>Statement on GodLoader malware loader</h3><p class=excerpt>Godot security team clarifies the risk exposed by Check Point Research's report.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/>← Previous</a>
<span class=by>Godot Foundation </span><span class=date>&nbsp;-&nbsp; 2 December 2024</span></div><h3>Godot Foundation Update December 2024</h3><p class=excerpt>Weve made progress on several key initiatives for the organization and the Godot ecosystem. Heres what weve been up to.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/21/>Next →</a></div><div class=posts><a href=/article/csharp-wasm-aot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/e01/229/5dce01229c795712716182.png) href=/article/csharp-wasm-aot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/21/>Next →</a></div><div class=posts><a href=/article/interblock-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dd/555/69a/5dd55569a6e5d003811414.png) href=/article/interblock-supports-godot-development/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 November 2019</span></div><h3>Interblock supports Godot development</h3><p class=excerpt>We are happy to announce that Interblock is now supporting Godot's development as Platinum sponsor! For this occasion, we asked them to share some words about the company, why they choose to support Godot and their plans to use the engine for their products.</div></article></a><a href=/article/csharp-wasm-aot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/e01/229/5dce01229c795712716182.png) href=/article/csharp-wasm-aot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
<span class=by>Ignacio Roldán Etcheverry </span><span class=date>&nbsp;-&nbsp;15 November 2019</span></div><h3>C# progress report: WebAssembly, MonoDevelop and AOT</h3><p class=excerpt>Godot 3.2 brings WebAssembly support for C# games. There is also a new extension for Visual Studio for Mac and MonoDevelop and preliminary support for AOT compilation.</div></article></a><a href=/article/release-candidate-godot-3-1-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/bf1/454/5dcbf1454c1cc840552545.jpg) href=/article/release-candidate-godot-3-1-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 November 2019</span></div><h3>Release candidate: Godot 3.1.2 RC 1</h3><p class=excerpt>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. As we cherry-picked close to 400 commits to the 3.1 branch since the previous release, 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.</div></article></a><a href=/article/major-update-visual-shaders-godot-3-2-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/1aa/e06/5dc1aae06d7f4636917764.png) href=/article/major-update-visual-shaders-godot-3-2-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Yuri Roubinsky" loading=lazy>
<span class=by>Yuri Roubinsky </span><span class=date>&nbsp;-&nbsp;11 November 2019</span></div><h3>Major update for Visual Shaders in Godot 3.2 (part 2)</h3><p class=excerpt>This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2. Much time and effort was spent adding a lot of new things to enhance the overall experience developing shaders.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/2d4/f59/5dc2d4f59ea0f935451715.jpg) href=/article/dev-snapshot-godot-3-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;22 August 2019</span></div><h3>WebSocket updates, UDP multicast</h3><p class=excerpt>UDP multicast support, WebSocket updates, demos, a new tutorial.</div></article></a><a href=/article/gsoc-2019-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d5/d4e/904/5d5d4e9043f37492937462.png) href=/article/gsoc-2019-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 August 2019</span></div><h3>GSoC 2019 progress report #2</h3><p class=excerpt>Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. With the programme coming close to an end, they each share their recent progress since the first report with a short devlog. A final report will be posted in coming weeks with an overview of the work done and how to get started using the features they worked on.</div></article></a><a href=/article/vulkan-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d4/604/0cd/5d46040cdd2b1294169859.png) href=/article/vulkan-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 3 August 2019</span></div><h3>Vulkan progress report #2</h3><p class=excerpt>In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened!</div></article></a><a href=/article/meet-community-godotcon-poznan-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d3/75c/13b/5d375c13b89b2704350625.png) href=/article/meet-community-godotcon-poznan-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 July 2019</span></div><h3>Meet the community at GodotCon Poznań 2019</h3><p class=excerpt>For the second year in a row, we're graciously hosted by the Game Industry Conference (GIC) organizers to have our own GodotCon in Poznań, Poland on 16 & 17 October 2019, the two days before GIC. And to complete the week, we will also have a Godot Sprint on 14 & 15 October 2019, for all Godot contributors to meet, work together and exchange on development topics.</div></article></a><a href=/article/gsoc-2019-progress-report-1-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d3/04f/f48/5d304ff480b0c840286811.png) href=/article/gsoc-2019-progress-report-1-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 July 2019</span></div><h3>GSoC 2019 progress report #1 (part 2)</h3><p class=excerpt>Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on rewriting the light mapper (Joan Fons Sanchez), a static analyzer for GDScript (Suhas Prasanna), motion matching (Aditya Abhiram) and asynchronous cached file access (Raghav Shankar).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/19/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 July 2019</span></div><h3>Meet the community at GodotCon Poznań 2019</h3><p class=excerpt>For the second year in a row, we're graciously hosted by the Game Industry Conference (GIC) organizers to have our own GodotCon in Poznań, Poland on 16 & 17 October 2019, the two days before GIC. And to complete the week, we will also have a Godot Sprint on 14 & 15 October 2019, for all Godot contributors to meet, work together and exchange on development topics.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/19/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/22/>Next →</a></div><div class=posts><a href=/article/gsoc-2019-progress-report-1-part-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/f37/8f4/5d2f378f489ad333505584.png) href=/article/gsoc-2019-progress-report-1-part-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/22/>Next →</a></div><div class=posts><a href=/article/gsoc-2019-progress-report-1-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d3/04f/f48/5d304ff480b0c840286811.png) href=/article/gsoc-2019-progress-report-1-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 July 2019</span></div><h3>GSoC 2019 progress report #1 (part 2)</h3><p class=excerpt>Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on rewriting the light mapper (Joan Fons Sanchez), a static analyzer for GDScript (Suhas Prasanna), motion matching (Aditya Abhiram) and asynchronous cached file access (Raghav Shankar).</div></article></a><a href=/article/gsoc-2019-progress-report-1-part-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/f37/8f4/5d2f378f489ad333505584.png) href=/article/gsoc-2019-progress-report-1-part-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 July 2019</span></div><h3>GSoC 2019 progress report #1 (part 1)</h3><p class=excerpt>Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on VCS integration (Twarit Waikar), interactive music (Daniel Matarov), a GDScript language server (Ankit Priyarup) and Visual Script improvements (Swarnim Arun).</div></article></a><a href=/article/csharp-android-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/775/7d1/5d27757d198a8779988083.png) href=/article/csharp-android-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
<span class=by>Ignacio Roldán Etcheverry </span><span class=date>&nbsp;-&nbsp;12 July 2019</span></div><h3>C# support on Android</h3><p class=excerpt>Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.</div></article></a><a href=/article/maintenance-release-godot-2-1-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/745/fd5/5d2745fd51cc0710225918.png) href=/article/maintenance-release-godot-2-1-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 July 2019</span></div><h3>Maintenance release: Godot 2.1.6</h3><p class=excerpt>Godot 2.1.6 is a maintenance update for users of Godot's older 2.1 stable branch. It fixes a few platform-specific bugs, and updates Android and iOS export templates to match new requirements of Google Play and the Apple Store.</div></article></a><a href=/article/godot-3-2-arvr-update/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/713/c8f/5d2713c8f26e6377170736.png) href=/article/godot-3-2-arvr-update/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 April 2019</span></div><h3>Godot 3.2 adds support for convex decomposition</h3><p class=excerpt>Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.</div></article></a><a href=/article/godot-32-will-allow-disabling-editor-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/bd1/e31/5cabd1e317cd5107007815.png) href=/article/godot-32-will-allow-disabling-editor-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 8 April 2019</span></div><h3>Godot 3.2 will allow disabling editor features</h3><p class=excerpt>It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot adoption in the future.</div></article></a><a href=/article/godot-32-will-get-pseudo-3d-support-2d-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/776/3d9/5ca7763d99acc514180027.png) href=/article/godot-32-will-get-pseudo-3d-support-2d-engine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 5 April 2019</span></div><h3>Godot 3.2 will get pseudo 3D support in 2D engine</h3><p class=excerpt>Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.</div></article></a><a href=/article/godot-engine-go-public-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/165/3d9/5ca1653d931bd503713803.png) href=/article/godot-engine-go-public-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 April 2019</span></div><h3>Godot Engine to go public in 2019</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.</div></article></a><a href=/article/update-godot-ar-and-vr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/b32/7a5/5c9b327a5d359085248627.png) href=/article/update-godot-ar-and-vr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;29 March 2019</span></div><h3>Update on Godot AR and VR</h3><p class=excerpt>Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 April 2019</span></div><h3>Godot Engine to go public in 2019</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/status-godot-gdc-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/a84/8fe/5c9a848fe2fac096915646.jpg) href=/article/status-godot-gdc-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/update-godot-ar-and-vr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/b32/7a5/5c9b327a5d359085248627.png) href=/article/update-godot-ar-and-vr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;29 March 2019</span></div><h3>Update on Godot AR and VR</h3><p class=excerpt>Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.</div></article></a><a href=/article/status-godot-gdc-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/a84/8fe/5c9a848fe2fac096915646.jpg) href=/article/status-godot-gdc-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 March 2019</span></div><h3>Status of Godot at GDC 2019</h3><p class=excerpt>Rémi Verschelde, Hein Pieter Van Braam and I went to GDC 2019 in representation of Godot. Until last year, I would go mostly alone. So, how did it go compared to last year?</div></article></a><a href=/article/godot-3-1-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/f7a/c66/5c3f7ac66e008154491407.png) href=/article/godot-3-1-released/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;13 March 2019</span></div><h3>Godot 3.1 is out, improving usability and features</h3><p class=excerpt>After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1! It brings much-requested improvements to usability and many important features. Godot 3.1 is more mature and easy to use, and it does away with many hurdles introduced in the previous versions.</div></article></a><a href=/article/release-candidate-godot-3-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/7c8/5f1/5c87c85f18d8a373377035.jpg) href=/article/release-candidate-godot-3-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 March 2019</span></div><h3>Release candidate: Godot 3.1 RC 3</h3><p class=excerpt>All good things come in threes, so after our first two release candidates, here is Godot 3.1 RC 3. We've reached a state which we think should be good to release as the stable branch, so if no critical regression is found, the next build should be 3.1 stable!</div></article></a><a href=/article/release-candidate-godot-3-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/592/85d/5c859285d93ec042711193.jpg) href=/article/release-candidate-godot-3-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 3</h3><p class=excerpt>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.</div></article></a><a href=/article/gdquest-kickstarter-learn-2d-and-3d-game-creation-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/ebd/56b/5c3ebd56b7fc9728379239.jpg) href=/article/gdquest-kickstarter-learn-2d-and-3d-game-creation-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp;18 January 2019</span></div><h3>GDquest Kickstarter: learn 2d and 3d game creation with Godot</h3><p class=excerpt>We are crowdfunding 2d and 3d training series for Godot once again! With our last campaign, we made both paid and free tutorials, contributed to the official documentation, and to Godot's demos. We want to do more, but for that, we need your help.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c4/0b8/f02/5c40b8f021bd5327148897.jpg) href=/article/dev-snapshot-godot-3-1-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 2</h3><p class=excerpt>We're making good progress on fixing the most critical bugs for Godot 3.1, and it's now time for another beta build for testers to work with. This brings us one step closer to the final release, with notably many crashes fixed. A major performance regression in the GLES2 backend has also been fixed.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/3a6/698/5c33a66988e9b192770083.jpg) href=/article/dev-snapshot-godot-3-1-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 1</h3><p class=excerpt>We're now entering the beta phase for Godot 3.1, and the release freeze, which means that only major bug fixes will now be merged in the master branch until 3.1 is released. This first development snapshot, 3.1 beta 1, brings a week's worth of bug fixes and enhancements merged in the master branch since the alpha 5 release.</div></article></a><a href=/article/introducing-japanese-indies-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/cd5/ee3/5c1cd5ee371a8697487065.png) href=/article/introducing-japanese-indies-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp; 6 January 2019</span></div><h3>Introducing Japanese indies to Godot</h3><p class=excerpt>Godot isn't well-known in Japan just yet, like in many other countries all around the world. I got the chance to present it to indie developers in Tokyo and in Kyoto. Here's a quick report and an example of how you can help raise awareness about the engine where you are.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 1</h3><p class=excerpt>We're now entering the beta phase for Godot 3.1, and the release freeze, which means that only major bug fixes will now be merged in the master branch until 3.1 is released. This first development snapshot, 3.1 beta 1, brings a week's worth of bug fixes and enhancements merged in the master branch since the alpha 5 release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/24/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-1-alpha-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c2/cbd/8e3/5c2cbd8e3bcdd214188243.png) href=/article/dev-snapshot-godot-3-1-alpha-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/24/>Next →</a></div><div class=posts><a href=/article/introducing-japanese-indies-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/cd5/ee3/5c1cd5ee371a8697487065.png) href=/article/introducing-japanese-indies-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp; 6 January 2019</span></div><h3>Introducing Japanese indies to Godot</h3><p class=excerpt>Godot isn't well-known in Japan just yet, like in many other countries all around the world. I got the chance to present it to indie developers in Tokyo and in Kyoto. Here's a quick report and an example of how you can help raise awareness about the engine where you are.</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c2/cbd/8e3/5c2cbd8e3bcdd214188243.png) href=/article/dev-snapshot-godot-3-1-alpha-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp; 2 January 2019</span></div><h3>Dev snapshot: Godot 3.1 alpha 5</h3><p class=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.</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/b47/a5d/5c1b47a5d4436949253271.jpg) href=/article/dev-snapshot-godot-3-1-alpha-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 December 2018</span></div><h3>Dev snapshot: Godot 3.1 alpha 4</h3><p class=excerpt>Godot 3.1 alpha 4 is released, with 97 PRs merged since the previous alpha last week. It should be the last alpha release, as 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.</div></article></a><a href=/article/call-participation-godotcon-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/8f7/f3c/5c18f7f3cc9b6563814474.png) href=/article/call-participation-godotcon-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 December 2018</span></div><h3>Call for participation for GodotCon 2019</h3><p class=excerpt>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.</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c0/d20/8fb/5c0d208fb9e4c913419803.png) href=/article/dev-snapshot-godot-3-1-alpha-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 8 September 2018</span></div><h3>Hero wanted! (3.1 version)</h3><p class=excerpt>Looking for a good chance to learn about Godot internals and development? Want to become a hero and help with the release of Godot 3.1? This is your chance!</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b8/84a/92b/5b884a92b2b2a338707291.jpg) href=/article/dev-snapshot-godot-3-1-alpha-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;31 August 2018</span></div><h3>Dev snapshot: Godot 3.1 alpha 1</h3><p class=excerpt>Godot 3.1 is shaping up nicely, and the master branch is finally ready for wider testing from the community. With this snapshot, we're entering the alpha stage and focus will now be solely on bug fixing and stabilizing the development version, up until we release Godot 3.1-stable.</div></article></a><a href=/article/meet-community-godotcon-poznan-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b8/588/37e/5b858837eb859451189783.png) href=/article/meet-community-godotcon-poznan-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 August 2018</span></div><h3>Meet the community at GodotCon Poznań 2018</h3><p class=excerpt>We're organizing a new GodotCon in Poznań, Poland on Wed 10 & Thu 11 October 2018, right before the Game Industry Conference (same location). Our lead developer Juan Linietsky will be there (flying in from Argentina), as well as many other core developers and Godot users, and we'd love you to join us there!</div></article></a><a href=/article/soft-body/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b6/9e0/6e0/5b69e06e09f36011938163.png) href=/article/soft-body/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp; 7 August 2018</span></div><h3>Soft Body in Godot 3.1</h3><p class=excerpt>It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a **Soft Ball** and a **Cloak**.</div></article></a><a href=/article/skeleton-inverse-kinematic/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b6/6fd/2fb/5b66fd2fbc6eb388844952.png) href=/article/skeleton-inverse-kinematic/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp; 5 August 2018</span></div><h3>Skeleton Inverse Kinematic - Godot 3.1</h3><p class=excerpt>Skeleton Inverse kinematic announcement with tutorial video</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp; 7 August 2018</span></div><h3>Soft Body in Godot 3.1</h3><p class=excerpt>It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a **Soft Ball** and a **Cloak**.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
<a title="Godot Engine - Blog - Page 21" href=https://godotengine.org/blog/21/>21</a>
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<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-3-0-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/d0d/013/5b5d0d0134b9d363512677.jpg) href=/article/maintenance-release-godot-3-0-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/skeleton-inverse-kinematic/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b6/6fd/2fb/5b66fd2fbc6eb388844952.png) href=/article/skeleton-inverse-kinematic/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp; 5 August 2018</span></div><h3>Skeleton Inverse Kinematic - Godot 3.1</h3><p class=excerpt>Skeleton Inverse kinematic announcement with tutorial video</div></article></a><a href=/article/maintenance-release-godot-3-0-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/d0d/013/5b5d0d0134b9d363512677.jpg) href=/article/maintenance-release-godot-3-0-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;29 July 2018</span></div><h3>Maintenance release: Godot 3.0.6</h3><p class=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.</div></article></a><a href=/article/maintenance-release-godot-2-1-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/c98/687/5b5c9868740e5620786710.jpg) href=/article/maintenance-release-godot-2-1-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 July 2018</span></div><h3>Maintenance release: Godot 2.1.5</h3><p class=excerpt>Godot 2.1.5 is released with hundreds of bug fixes and enhancements made by the community over the last 11 months! It features various distribution changes for Android and iOS, as well as new platform features like hardware cursor acceleration and multitouch events. The binaries now come with the same crash handler as Godot 3.0, and dozens of improvements have been made to the "Godot 2 to 3 converter" which you can use to port your Godot 2 projects to the new format. Last but not least, this release fixes security vulnerabilities in Godot's marshalling code (also going to be fixed in Godot 3.0.6 in coming hours) which can affect Godot servers.</div></article></a><a href=/article/why-we-broke-your-pr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/90c/f2d/5b590cf2dac47927219311.jpg) href=/article/why-we-broke-your-pr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;25 July 2018</span></div><h3>Why we broke your PR</h3><p class=excerpt>As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137</div></article></a><a href=/article/gsoc-2018-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/88a/3f1/5b588a3f134c0077195925.png) href=/article/gsoc-2018-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -37,8 +38,7 @@ The jam starts today (Friday 15 June) at 19:30 UTC and will end on Monday 18 Jun
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 7 June 2018</span></div><h3>Godot gets a brand new animation editor (with cinematic support)</h3><p class=excerpt>The existing animation system in Godot was already one of the most powerful of any game engine, but its age was starting to show (it was written 10 years ago and barely improved). The new one builds upon the strengths of the previous one but does massive improvements to features and usability.</div></article></a><a href=/article/godot-apk-fixer-tool/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/962/b00/5b1962b00413a990510141.png) href=/article/godot-apk-fixer-tool/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp; 7 June 2018</span></div><h3>Godot APK Fixer tool</h3><p class=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.</div></article></a><a href=/article/importing-3d-assets-blender-gamedevtv/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/7f6/458/5b17f6458fa5c055437751.jpg) href=/article/importing-3d-assets-blender-gamedevtv/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 June 2018</span></div><h3>Importing 3D assets from Blender (GameDev.tv)</h3><p class=excerpt>Guest blog post by Michael Bridges from GameDev.tv, explaining how to import 3D models and animations from Blender using Godot's "Better" Collada exporter.</div></article></a><a href=/article/gles2-and-gdnative-progress-report-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/817/ac2/5b1817ac23235651080146.png) href=/article/gles2-and-gdnative-progress-report-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp; 6 June 2018</span></div><h3>GLES2 and GDNative, progress report #6</h3><p class=excerpt>The GLES2 backend is getting closer and closer to completion, this progress report shows a detailed overview of the steps taken to implement PBR.</div></article></a><a href=/article/dev-snapshot-godot-3-0-3-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/2ab/104/5b12ab104dfb6960002176.png) href=/article/dev-snapshot-godot-3-0-3-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp; 2 June 2018</span></div><h3>Dev snapshot: Godot 3.0.3 RC 3</h3><p class=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!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/23/>← Previous</a>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp; 6 June 2018</span></div><h3>GLES2 and GDNative, progress report #6</h3><p class=excerpt>The GLES2 backend is getting closer and closer to completion, this progress report shows a detailed overview of the steps taken to implement PBR.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/23/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/26/>Next →</a></div><div class=posts><a href=/article/fixing-godot-games-published-google-play/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/801/a45/5b0801a4507a7324391341.png) href=/article/fixing-godot-games-published-google-play/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/26/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-0-3-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/2ab/104/5b12ab104dfb6960002176.png) href=/article/dev-snapshot-godot-3-0-3-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp; 2 June 2018</span></div><h3>Dev snapshot: Godot 3.0.3 RC 3</h3><p class=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!</div></article></a><a href=/article/fixing-godot-games-published-google-play/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/801/a45/5b0801a4507a7324391341.png) href=/article/fixing-godot-games-published-google-play/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;25 May 2018</span></div><h3>Fixing Godot games published in Google Play</h3><p class=excerpt>After games being published using Godot on Google Play for almost 8 years with no problems, Google decided they don't like the format we use for exporting any more and is suspending many published games. Here's how to fix your APK to upload it again.</div></article></a><a href=/article/ben-tristem-gamedevtv-are-kickstarting-godot-course/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/329/342/5b032934283e8029566244.jpg) href=/article/ben-tristem-gamedevtv-are-kickstarting-godot-course/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 May 2018</span></div><h3>Ben Tristem & GameDev.tv are kickstarting a Godot course</h3><p class=excerpt>Ben Tristem and his GameDev.tv team, authors of many best-selling game development courses on the online platform Udemy, are now kickstarting a Godot Engine course! They strongly believe in Godot and want to make top quality content for all kinds of users. Ben tells us in a video what they like in Godot and why they are so enthusiastic about it.</div></article></a><a href=/article/godot-gets-new-inspector/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/09e/0c2/5b009e0c2cabd079105425.png) href=/article/godot-gets-new-inspector/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;19 May 2018</span></div><h3>Godot gets a new Inspector</h3><p class=excerpt>Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority.</div></article></a><a href=/article/godot-ragdoll-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/c2e/449/5afc2e44937d1306025773.png) href=/article/godot-ragdoll-system/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
@@ -40,8 +41,7 @@ They have integrations for other famous game engines, like Unity and Unreal and
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp; 4 March 2018</span></div><h3>Maintenance release: Godot 3.0.2</h3><p class=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.</div></article></a><a href=/article/abandoning-gles3-vulkan-and-gles2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/681/3c1/5a96813c154bd636778829.svg) href=/article/abandoning-gles3-vulkan-and-gles2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 February 2018</span></div><h3>Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0</h3><p class=excerpt>The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms. This sounds really good in theory and we could say it *almost* works, but...</div></article></a><a href=/article/maintenance-release-godot-3-0-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/2f7/557/5a92f75575e65533435326.jpg) href=/article/maintenance-release-godot-3-0-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;25 February 2018</span></div><h3>Maintenance release: Godot 3.0.1</h3><p class=excerpt>We are pretty happy with the overall stability of Godot 3.0, that we released in late January. Still, we want to provide the best level of support to our users, so we are going to make regular maintenance releases for the 3.0 branch, to bring backward-compatible bug fixes and enhancements to all users. Our aim is that you should be able to just upgrade to 3.0.1 and continue developing your 3.0 projects without any change (apart from C# support, which is still in alpha and thus a moving target).
Check the detailed release notes to see what's new in Godot 3.0.1, and what bugs have been fixed.</div></article></a><a href=/article/dev-snapshot-godot-3-0-1-rc1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/078/f91/5a9078f917e6e405671833.png) href=/article/dev-snapshot-godot-3-0-1-rc1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;23 February 2018</span></div><h3>Introduction and Godot 3.0.1-rc1</h3><p class=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!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/24/>← Previous</a>
Check the detailed release notes to see what's new in Godot 3.0.1, and what bugs have been fixed.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/24/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/27/>Next →</a></div><div class=posts><a href=/article/update-on-recent-vr-developments/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/aa0/2a3/5a8aa02a3024a585722524.png) href=/article/update-on-recent-vr-developments/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/27/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-0-1-rc1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/078/f91/5a9078f917e6e405671833.png) href=/article/dev-snapshot-godot-3-0-1-rc1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;23 February 2018</span></div><h3>Introduction and Godot 3.0.1-rc1</h3><p class=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!</div></article></a><a href=/article/update-on-recent-vr-developments/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/aa0/2a3/5a8aa02a3024a585722524.png) href=/article/update-on-recent-vr-developments/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;21 February 2018</span></div><h3>Update on recent VR developments</h3><p class=excerpt>Godot VR support is slowly improving. The OpenVR drivers are now supplied through the asset library and we have the first version of our Oculus drivers available!</div></article></a><a href=/article/dev-snapshot-godot-2-1-5-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/af9/b4c/5a8af9b4c4f7e372924442.png) href=/article/dev-snapshot-godot-2-1-5-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 February 2018</span></div><h3>Dev snapshot: Godot 2.1.5 beta 1</h3><p class=excerpt>As Godot 3.0 is a major release with compatibility breakage, we are still going to support the previous 2.1 stable branch for some time. Many fixes and enhancements have been done in the 2.1 branch since the release of 2.1.4 in August 2017, so it's time to get them tested widely to go towards a 2.1.5 release.</div></article></a><a href=/article/preparing-gdc-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/6c1/baf/5a86c1baf168c824859574.png) href=/article/preparing-gdc-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;16 February 2018</span></div><h3>Preparing for GDC 2018</h3><p class=excerpt>Me and other Godot devs will be present at GDC 2018. The plan is to push Godot more into the corporate world.</div></article></a><a href=/article/gles2-and-gdnative-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/20c/237/5a820c237c611332498492.png) href=/article/gles2-and-gdnative-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
@@ -40,8 +41,7 @@ We propose to have a special bug hunting day on Saturday, 9 December, to focus o
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 3 December 2017</span></div><h3>Shedding light on Godot's development process</h3><p class=excerpt>Godot keeps growing steadily in both users and contributors, and 3.0 will be our best release yet. As our community keeps expanding, the development process also reshapes to accommodate new contributions. While our process is completely transparent, it is not obvious for a large part of the community how new features, fixes and improvements are added. This short article will attempt to shed some light on it.</div></article></a><a href=/article/dev-snapshot-godot-3-0-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/01a/2d7/5a201a2d7a27e423350304.jpg) href=/article/dev-snapshot-godot-3-0-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 November 2017</span></div><h3>Dev snapshot: Godot 3.0 beta 1</h3><p class=excerpt>Godot 3.0's development official entered the beta stage last week, which coincides for us with what we name the feature freeze: from now on, no new features will be merged in the master branch, as the focus will be fully on fixing existing issues to stabilize the current feature set. To get broader testing of the feature-frozen branch, we're releasing an official build, Godot 3.0 beta 1, just one month after the previous alpha 2.</div></article></a><a href=/article/introducing-onion-skinning-godot-game-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/b3d/3f2/5a1b3d3f23c11640221120.png) href=/article/introducing-onion-skinning-godot-game-engine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 November 2017</span></div><h3>Introducing onion skinning for the Godot game engine</h3><p class=excerpt>Right on time before Beta Freeze, our superstar contributor Pedro Estebanez completed Onion Skinning support! This implementation is really good, and allows visualizing future and past frames. This helps animators have a much greater deal of control on repositioning objects on every frame.</div></article></a><a href=/article/enjin-coin-supports-godot-and-announces-upcoming-module/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/8a8/a92/5a18a8a92779a993178386.png) href=/article/enjin-coin-supports-godot-and-announces-upcoming-module/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 November 2017</span></div><h3>Enjin Coin supports Godot and announces upcoming module</h3><p class=excerpt>Godot just got its first platinum sponsor, and we're thrilled to announce that it's Enjin Coin, a smart cryptocurrency designed for virtual goods in games! They are working on a module to integrate their open source framework in Godot 3.</div></article></a><a href=/article/please-help-us-reach-our-second-patreon-goal/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/5de/ee5/5a15deee52d15217381472.png) href=/article/please-help-us-reach-our-second-patreon-goal/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 November 2017</span></div><h3>Please help us reach our second Patreon goal so we can hire karroffel part-time!</h3><p class=excerpt>Our campaign for the initial Patreon goal (hiring Juan full time) has been a huge success thanks to our community's support. Thanks to this, Juan is able to spend a lot more time working on Godot and helping other contributors. However, many areas remain where more dedicated developer time would be highly beneficial to advance the project faster.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/25/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 November 2017</span></div><h3>Enjin Coin supports Godot and announces upcoming module</h3><p class=excerpt>Godot just got its first platinum sponsor, and we're thrilled to announce that it's Enjin Coin, a smart cryptocurrency designed for virtual goods in games! They are working on a module to integrate their open source framework in Godot 3.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/25/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/help-complete-translations-godot-3-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/578/034/5a1578034db00415708461.png) href=/article/help-complete-translations-godot-3-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/please-help-us-reach-our-second-patreon-goal/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/5de/ee5/5a15deee52d15217381472.png) href=/article/please-help-us-reach-our-second-patreon-goal/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 November 2017</span></div><h3>Please help us reach our second Patreon goal so we can hire karroffel part-time!</h3><p class=excerpt>Our campaign for the initial Patreon goal (hiring Juan full time) has been a huge success thanks to our community's support. Thanks to this, Juan is able to spend a lot more time working on Godot and helping other contributors. However, many areas remain where more dedicated developer time would be highly beneficial to advance the project faster.</div></article></a><a href=/article/help-complete-translations-godot-3-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/578/034/5a1578034db00415708461.png) href=/article/help-complete-translations-godot-3-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 November 2017</span></div><h3>Help complete translations for Godot 3.0!</h3><p class=excerpt>As we are nearing the 3.0 release, it's the right time to contribute to the localisation effort and make sure that your native language has an accurate and complete translation of the Godot editor upon release.</div></article></a><a href=/article/godot-3-capitole-du-libre-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a0/c9d/faa/5a0c9dfaabeed972339224.jpg) href=/article/godot-3-capitole-du-libre-2017/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp;15 November 2017</span></div><h3>Godot 3 at the Capitole du Libre 2017</h3><p class=excerpt>We will be at the Capitole du Libre this week-end with Julian Murgia and Gilles Roudière. It's one of the largest French events dedicated to Free Software, and it's taking place in Toulouse. Come meet us if you're in the area!</div></article></a><a href=/article/hero-wanted-help-fix-remaining-issues-30/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a0/1cb/4ce/5a01cb4ce7921429806565.png) href=/article/hero-wanted-help-fix-remaining-issues-30/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 7 November 2017</span></div><h3>Hero Wanted! Help fix the remaining issues for 3.0!</h3><p class=excerpt>Godot 3.0 is in it's final march towards a stable release, hopefully before year's end. The first Beta will be releases shortly and then candidates and stable... you can help and be a hero!</div></article></a><a href=/article/godot-3-vr-and-ar-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a0/060/6e2/5a00606e2f006284076643.png) href=/article/godot-3-vr-and-ar-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 3 August 2017</span></div><h3>Why we should all support glTF 2.0 as THE standard asset exchange format for game engines</h3><p class=excerpt>Khronos, with glTF 2.0, has given us a fantastic open standard for asset exchange format between 3D modelling software and game engines. Here's why we must make it succeed...</div></article></a><a href=/article/dev-snapshot-godot-3-0-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/597/8e2/fc4/5978e2fc4ffb4676085667.jpg) href=/article/dev-snapshot-godot-3-0-alpha-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 July 2017</span></div><h3>Dev snapshot: Godot 3.0 alpha1</h3><p class=excerpt>There is still a long way to go to finalize Godot 3.0 and release it publicly, but we are now ready for some broader testing of the alpha version. The first alpha build comes with many known issues, but also a lot of interesting (and undocumented) features to experiment with and debug.</div></article></a><a href=/article/beta-release-python-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/596/62b/1c4/59662b1c4ffa8859295653.png) href=/article/beta-release-python-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 July 2017</span></div><h3>Beta release for Python support</h3><p class=excerpt>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.</div></article></a><a href=/article/tests-needed-godot-2-1-4-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/ffc/f90/594ffcf90df4b624442486.jpg) href=/article/tests-needed-godot-2-1-4-beta/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 June 2017</span></div><h3>Tests needed for Godot 2.1.4-rc</h3><p class=excerpt>Today's beta build for the upcoming Godot 2.1.4 version brings two months worth of development, including both bug fixes and new features, some of which potentially bolder than usual - with the long wait for Godot 3.0, many 2.1.x users grow restless and push to get the latest and shiniest included in the stable branch ;) As such, testers needed to make sure everything works flawlessly!</div></article></a><a href=/article/make-2d-games-godot-last-day-kickstarter/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/95a/1a5/59495a1a5ee9e468550721.jpg) href=/article/make-2d-games-godot-last-day-kickstarter/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp;20 June 2017</span></div><h3>Make 2d games with Godot, last day on Kickstarter</h3><p class=excerpt>There are but a few days left on the Kickstarter campaign. It's been an enormous success, with over 4 times the initial goal! The backers unlocked every stretch goal, including 4 contributions to the official documentation. Here's what will improve in the coming year.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 June 2017</span></div><h3>Tests needed for Godot 2.1.4-rc</h3><p class=excerpt>Today's beta build for the upcoming Godot 2.1.4 version brings two months worth of development, including both bug fixes and new features, some of which potentially bolder than usual - with the long wait for Godot 3.0, many 2.1.x users grow restless and push to get the latest and shiniest included in the stable branch ;) As such, testers needed to make sure everything works flawlessly!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
<a title="Godot Engine - Blog - Page 25" href=https://godotengine.org/blog/25/>25</a>
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<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/progress-report-april-may-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/103/ff1/594103ff1f172007468975.jpg) href=/article/progress-report-april-may-2017/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/make-2d-games-godot-last-day-kickstarter/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/95a/1a5/59495a1a5ee9e468550721.jpg) href=/article/make-2d-games-godot-last-day-kickstarter/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp;20 June 2017</span></div><h3>Make 2d games with Godot, last day on Kickstarter</h3><p class=excerpt>There are but a few days left on the Kickstarter campaign. It's been an enormous success, with over 4 times the initial goal! The backers unlocked every stretch goal, including 4 contributions to the official documentation. Here's what will improve in the coming year.</div></article></a><a href=/article/progress-report-april-may-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/103/ff1/594103ff1f172007468975.jpg) href=/article/progress-report-april-may-2017/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 June 2017</span></div><h3>Progress report April/May 2017</h3><p class=excerpt>The Godot Engine contributors were not idle during Juan's long holidays - lots of interesting features were implemented over the last two months, and they all converge towards making Godot 3.0 an impressive release! This progress reports covers the work done by all contributors apart from Juan, who will showcase his recent renderer improvements in the next progress report.</div></article></a><a href=/article/2d-games-godot-kickstarter-live/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/592/29d/1fe/59229d1fe233b092175821.jpg) href=/article/2d-games-godot-kickstarter-live/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp;22 May 2017</span></div><h3>Make Professional 2d Games with Godot: Kickstarter LIVE</h3><p class=excerpt>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!</div></article></a><a href=/article/godot-course-kickstarter-next-monday/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/591/991/65f/59199165f24e2014770050.jpg) href=/article/godot-course-kickstarter-next-monday/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 May 2017</span></div><h3>Godot course on Kickstarter next Monday!</h3><p class=excerpt>GDquest, content creator and gamedev teacher of Krita and Godot fame, will soon start a Kickstarter campaign for a professional quality game creation course targeting the upcoming Godot 3! Among Godot developers, we are all thrilled about the project and want it to be a huge success, so mark the date and be sure to support the campaign!</div></article></a><a href=/article/maintenance-release-godot-2-1-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/58e/e76/0ca/58ee760ca31aa290366551.png) href=/article/maintenance-release-godot-2-1-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -37,8 +38,7 @@ For Godot 3.0 (our new release being worked on) we are working hard to change th
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;31 October 2016</span></div><h3>The Asset Library web frontend reaches beta</h3><p class=excerpt>After several months of development, the web frontend to Godot's Asset Library finally reached the beta status!</div></article></a><a href=/article/making-shaders-more-accessible/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/85d/a5a/57f85da5a8026317996214.png) href=/article/making-shaders-more-accessible/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 6 October 2016</span></div><h3>Making shaders more accessible</h3><p class=excerpt>For most game developers, shaders are this scary monster that presents itself with such a complexity that seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them.</div></article></a><a href=/article/our-point-click-framework-finally-out/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/f6c/a06/57ef6ca06ea2a421665008.png) href=/article/our-point-click-framework-finally-out/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/punto.png alt="Ariel Manzur" loading=lazy>
<span class=by>Ariel Manzur </span><span class=date>&nbsp;-&nbsp; 1 October 2016</span></div><h3>Our point'n'click framework is finally out!</h3><p class=excerpt>The long-awaited framework to create point & click adventure games, initially promised during the Kickstarter for The Interactive Adventures of Dog Mendonça and Pizzaboy®, is finally available. It is of course open source, and comes with a great manual written by Ariel Manzur and the FLOSS Manuals FR team.</div></article></a><a href=/article/join-hacktoberfest-and-contribute-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/f83/c4e/57ef83c4e718d700719754.svg) href=/article/join-hacktoberfest-and-contribute-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 October 2016</span></div><h3>Join the Hacktoberfest and contribute to Godot!</h3><p class=excerpt>Hacktoberfest, an event that encourages you to contribute to open source projects (Godot included) starts now, and will last for the whole month of October. If you make at least four pull requests, you can earn a cool hacker T-shirt!</div></article></a><a href=/article/why-does-godot-use-servers-and-rids/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/85e/895/57e85e89581c7897117696.png) href=/article/why-does-godot-use-servers-and-rids/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 September 2016</span></div><h3>Why does Godot use Servers and RIDs?</h3><p class=excerpt>If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 October 2016</span></div><h3>Join the Hacktoberfest and contribute to Godot!</h3><p class=excerpt>Hacktoberfest, an event that encourages you to contribute to open source projects (Godot included) starts now, and will last for the whole month of October. If you make at least four pull requests, you can earn a cool hacker T-shirt!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
<a title="Godot Engine - Blog - Page 26" href=https://godotengine.org/blog/26/>26</a>
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<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/change-image/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/5b7/9a6/57e5b79a6b638283853884.png) href=/article/change-image/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/why-does-godot-use-servers-and-rids/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/85e/895/57e85e89581c7897117696.png) href=/article/why-does-godot-use-servers-and-rids/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 September 2016</span></div><h3>Why does Godot use Servers and RIDs?</h3><p class=excerpt>If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.</div></article></a><a href=/article/change-image/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/5b7/9a6/57e5b79a6b638283853884.png) href=/article/change-image/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 September 2016</span></div><h3>A change of Image</h3><p class=excerpt>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).</div></article></a><a href=/article/godots-new-high-level-networking-preview/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57b/7d4/a03/57b7d4a0368f1273442154.png) href=/article/godots-new-high-level-networking-preview/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;20 August 2016</span></div><h3>Godot's new high level networking preview is up!</h3><p class=excerpt>Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...</div></article></a><a href=/article/godot-getting-more-languages/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/b73/701/57ab73701f653339027447.jpg) href=/article/godot-getting-more-languages/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 August 2016</span></div><h3>More programming languages in Godot, want to help?</h3><p class=excerpt>There is a common misundertanding in the industry about us, Godot devs, trying to reinvent the wheel because we like it. This could not be further away from the truth.</div></article></a><a href=/article/godot-reaches-2-1-stable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/886/5d5/57a8865d5dc44195460713.png) href=/article/godot-reaches-2-1-stable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 March 2016</span></div><h3>Updates on the release cycle and Godot 2.0.1</h3><p class=excerpt>After the lengthy development of Godot 2.0, we decided to try to have a shorter release cycle (therefore with several releases in the 2.x branch instead of the massive 2.1 release planned up to now) and to provide maintenance releases for the current stable branch. As a start, Godot 2.0.1 is released with several usability enhancements and bug fixes.</div></article></a><a href=/article/plugins/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56d/25b/983/56d25b983d7be414490678.png) href=/article/plugins/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;27 February 2016</span></div><h3>Plugins!</h3><p class=excerpt>For a while users have requested they can extend Godot without having to modify the core C++ codebase. We have begun implementing this in the form of plugins. Support is experimental on GitHub HEAD but there should be enough resources to get to work.</div></article></a><a href=/article/godot-engine-reaches-2-0-stable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/bd3/9db/56cbd39dbdddc275301297.png) href=/article/godot-engine-reaches-2-0-stable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;23 February 2016</span></div><h3>Godot Engine reaches 2.0 stable</h3><p class=excerpt>Godot 2.0 is out! This release is special because our team has grown a lot. We have more regular contributors, a documentation team, a bug triage team and a much larger community! Godot keeps growing and becoming more and more awesome.</div></article></a><a href=/article/home-sweet-home/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/9da/a89/56c9daa8921c3243289535.jpg) href=/article/home-sweet-home/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 February 2016</span></div><h3>Home, sweet home</h3><p class=excerpt>Godot Engine has a new home! A new website was designed from the ground up with a modular design, so that it can easily be extended and customized to fit our needs. You'll now find a Q&A section where the community can share its knowledge, and a new documentation system that can be contributed to directly via pull requests!</div></article></a><a href=/article/open-source-godot-gets-two-years-old/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/329/c21/56c329c21a583053685050.jpg) href=/article/open-source-godot-gets-two-years-old/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;14 February 2016</span></div><h3>Open source Godot gets two years old!</h3><p class=excerpt>On a day like today, two years ago Godot was open sourced.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/28/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 February 2016</span></div><h3>Home, sweet home</h3><p class=excerpt>Godot Engine has a new home! A new website was designed from the ground up with a modular design, so that it can easily be extended and customized to fit our needs. You'll now find a Q&A section where the community can share its knowledge, and a new documentation system that can be contributed to directly via pull requests!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/28/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-4-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-5.webp) href=/article/dev-snapshot-godot-4-4-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/statement-on-godloader-malware-loader/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/statement-on-godloader-malware-loader.webp) href=/article/statement-on-godloader-malware-loader/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/security_team.webp alt="Godot Security Team" loading=lazy>
<span class=by>Godot Security Team </span><span class=date>&nbsp;-&nbsp;28 November 2024</span></div><h3>Statement on GodLoader malware loader</h3><p class=excerpt>Godot security team clarifies the risk exposed by Check Point Research's report.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-5.webp) href=/article/dev-snapshot-godot-4-4-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;21 November 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 5</h3><p class=excerpt>With GodotCon behind us and our developers recuperated, we're thrilled to return to a more frequent release-cycle.</div></article></a><a href=/article/review-godotcon24/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2024-post.webp) href=/article/review-godotcon24/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp;13 November 2024</span></div><h3>GodotCon 24: Berlin Edition</h3><p class=excerpt>Our biggest conference yet!</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-4.webp) href=/article/dev-snapshot-godot-4-4-dev-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp; 8 November 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 4</h3><p class=excerpt>After a short delay due to GodotCon, we are back with another exciting update.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-3.webp) href=/article/dev-snapshot-godot-4-4-dev-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 2</h3><p class=excerpt>After a week in the Release Candidate stage, we have squashed most bugs we were still tracking for 4.3, and are ready for a second candidate.</div></article></a><a href=/article/release-candidate-godot-4-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-1.webp) href=/article/release-candidate-godot-4-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 July 2024</span></div><h3>Release candidate: Godot 4.3 RC 1</h3><p class=excerpt>We are cautiously optimistic that Godot 4.3 is ready for release, please test it and let us know if we are right!</div></article></a><a href=/article/dev-snapshot-godot-4-3-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-beta-3.webp) href=/article/dev-snapshot-godot-4-3-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 July 2024</span></div><h3>Dev snapshot: Godot 4.3 beta 3</h3><p class=excerpt>We are nearing the end of the beta phase for Godot 4.3, which is shaping up to be a very solid release, solving a lot of pain points.</div></article></a><a href=/article/development-fund-perks/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/development-fund-perks.webp) href=/article/development-fund-perks/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/winston.png alt="Winston Yallow" loading=lazy>
<span class=by>Winston Yallow </span><span class=date>&nbsp;-&nbsp;10 July 2024</span></div><h3>New Dev Fund Perks: Discord Role and Forum Badge</h3><p class=excerpt>Proudly display your support on our community platforms.</div></article></a><a href=/article/release-candidate-godot-3-6-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-3-6-rc-1.webp) href=/article/release-candidate-godot-3-6-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lawnjelly.webp alt=lawnjelly loading=lazy>
<span class=by>lawnjelly </span><span class=date>&nbsp;-&nbsp; 9 July 2024</span></div><h3>Release candidate: Godot 3.6 RC 1</h3><p class=excerpt>We are now at the Release Candidate stage, finalizing everything so that we can release 3.6-stable for all users.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
<span class=by>Winston Yallow </span><span class=date>&nbsp;-&nbsp;10 July 2024</span></div><h3>New Dev Fund Perks: Discord Role and Forum Badge</h3><p class=excerpt>Proudly display your support on our community platforms.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
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<a class=active title="Godot Engine - Blog - Page 30" href=https://godotengine.org/blog/30/>30</a></div><div class=posts><a href=/article/godot-2-0-rc1-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c83/5a6/56bc835a68672307835902.jpg) href=/article/godot-2-0-rc1-released/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=active title="Godot Engine - Blog - Page 30" href=https://godotengine.org/blog/30/>30</a></div><div class=posts><a href=/article/open-source-godot-gets-two-years-old/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/329/c21/56c329c21a583053685050.jpg) href=/article/open-source-godot-gets-two-years-old/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;14 February 2016</span></div><h3>Open source Godot gets two years old!</h3><p class=excerpt>On a day like today, two years ago Godot was open sourced.</div></article></a><a href=/article/godot-2-0-rc1-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c83/5a6/56bc835a68672307835902.jpg) href=/article/godot-2-0-rc1-released/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 9 February 2016</span></div><h3>Godot 2.0 RC1 released!</h3><p class=excerpt>Finally, a couple of weeks (and hundreds of fixes) after the Beta, we are proud to present our first Release Candidate! This engine version should be much more stable and, if no serious bugs are found, will become 2.0 stable.</div></article></a><a href=/article/godot-2-0-now-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/329/d53/56c329d53bbca269077842.jpg) href=/article/godot-2-0-now-beta/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 January 2016</span></div><h3>Godot 2.0 is now beta!</h3><p class=excerpt>After a long, long time in development Godot 2.0 is now in beta!</div></article></a><a href=/article/godot-joins-software-freedom-conservancy/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/326/ef2/56c326ef24792179061082.png) href=/article/godot-joins-software-freedom-conservancy/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 4 November 2015</span></div><h3>Godot joins Software Freedom Conservancy</h3><p class=excerpt>Godot is the newest member of Software Freedom Conservancy!</div></article></a><a href=/article/help-us-write-floss-manual-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/216/c04/57f216c0477dc171469549.png) href=/article/help-us-write-floss-manual-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/punto.png alt="Ariel Manzur" loading=lazy>

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<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/godot-community-poll-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/community-poll-2024.webp) href=/article/godot-community-poll-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-6-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-3-6-rc-1.webp) href=/article/release-candidate-godot-3-6-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lawnjelly.webp alt=lawnjelly loading=lazy>
<span class=by>lawnjelly </span><span class=date>&nbsp;-&nbsp; 9 July 2024</span></div><h3>Release candidate: Godot 3.6 RC 1</h3><p class=excerpt>We are now at the Release Candidate stage, finalizing everything so that we can release 3.6-stable for all users.</div></article></a><a href=/article/godot-community-poll-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/community-poll-2024.webp) href=/article/godot-community-poll-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;28 June 2024</span></div><h3>Godot Community Poll 2024</h3><p class=excerpt>We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.</div></article></a><a href=/article/gamescom-latam-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gamescom-latam-2024.webp) href=/article/gamescom-latam-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp;21 June 2024</span></div><h3>Godot returns: gamescom latam</h3><p class=excerpt>Godot will be present at gamescom latam once again: meet contributors and fellow gamedevs at the booth, or sign up to our very own party!</div></article></a><a href=/article/dev-snapshot-godot-4-3-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-beta-2.webp) href=/article/dev-snapshot-godot-4-3-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 June 2024</span></div><h3>Dev snapshot: Godot 4.3 beta 2</h3><p class=excerpt>Godot 4.3 is in beta, and progressing well towards stable. This beta 2 fixes many critical issues reported by testers of the previous snapshots.</div></article></a><a href=/article/godotcon-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2024.webp) href=/article/godotcon-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
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<span class=by>Darío Banini </span><span class=date>&nbsp;-&nbsp;16 February 2024</span></div><h3>GPU synchronization in Godot 4.3 is getting a major upgrade</h3><p class=excerpt>Say goodbye to placing barriers, hello to the new acyclic graph</div></article></a><a href=/article/godot-at-gdc-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/gdc/2024/gdc-thumbnail.webp) href=/article/godot-at-gdc-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
<span class=by>Godot Foundation </span><span class=date>&nbsp;-&nbsp;13 February 2024</span></div><h3>Godot Does Conferences - Meet us at GDC!</h3><p class=excerpt>We are excited to announce that the Godot Engine will attend the 2024 Game Developers Conference (March 18-22).</div></article></a><a href=/article/dev-snapshot-godot-4-3-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-3.webp) href=/article/dev-snapshot-godot-4-3-dev-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 February 2024</span></div><h3>Dev snapshot: Godot 4.3 dev 3</h3><p class=excerpt>A month's worth of development means a lot of new features to test, such as single-threaded web exports and Wayland support!</div></article></a><a href=/article/january-jams-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-jam.webp) href=/article/january-jams-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp;31 January 2024</span></div><h3>January Jams</h3><p class=excerpt>Looking back at a month of game jams, we curated a list of ten events that you might or might not have heard of before.</div></article></a><a href=/article/platform-state-in-csharp-for-godot-4-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-update-csharp-2.webp) href=/article/platform-state-in-csharp-for-godot-4-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/raulsantos.webp alt="Raul Santos" loading=lazy>
<span class=by>Raul Santos </span><span class=date>&nbsp;-&nbsp;26 January 2024</span></div><h3>Current state of C# platform support in Godot 4.2</h3><p class=excerpt>How the transition to a unified .NET has impacted platform support, and re-adding the ability to port to mobile.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp;31 January 2024</span></div><h3>January Jams</h3><p class=excerpt>Looking back at a month of game jams, we curated a list of ten events that you might or might not have heard of before.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-1.webp) href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/platform-state-in-csharp-for-godot-4-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-update-csharp-2.webp) href=/article/platform-state-in-csharp-for-godot-4-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/raulsantos.webp alt="Raul Santos" loading=lazy>
<span class=by>Raul Santos </span><span class=date>&nbsp;-&nbsp;26 January 2024</span></div><h3>Current state of C# platform support in Godot 4.2</h3><p class=excerpt>How the transition to a unified .NET has impacted platform support, and re-adding the ability to port to mobile.</div></article></a><a href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-1.webp) href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;26 January 2024</span></div><h3>Release candidates: Godot 4.1.4 RC 1 & 4.2.2 RC 1</h3><p class=excerpt>As a double-feature release, Godot 4.1.4 and 4.2.2 are ready for testing with their respective release candidates!</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-4.webp) href=/article/dev-snapshot-godot-3-6-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 January 2024</span></div><h3>Dev snapshot: Godot 3.6 beta 4</h3><p class=excerpt>Godot 3.6 is still in development, slowly but steadily! This snapshot updates toolchains for official builds and adds official Linux ARM binaries, among other improvements.</div></article></a><a href=/article/rendering-priorities-january-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-jan-2024.webp) href=/article/rendering-priorities-january-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;16 January 2024</span></div><h3>Godot Rendering Priorities: January 2024</h3><p class=excerpt>4.2 brought a lot of improvements to Godot's renderer and ongoing work is paving the way for new features</div></article></a><a href=/article/dev-snapshot-godot-4-3-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-2.webp) href=/article/dev-snapshot-godot-4-3-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;27 October 2023</span></div><h3>Release candidate: Godot 4.1.3 RC 1</h3><p class=excerpt>Another batch of fixes and stability improvements for Godot 4.1 users is ready to be tested. Of note, this release addresses a number of rendering and GUI issues, and improves class documentation.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-3.webp) href=/article/dev-snapshot-godot-4-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 3</h3><p class=excerpt>We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release.</div></article></a><a href=/article/progress-report-state-of-particles/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-report-state-of-particles.webp) href=/article/progress-report-state-of-particles/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp;23 October 2023</span></div><h3>State of particles and future updates</h3><p class=excerpt>An update on the current state of the particle system in Godot, and some hints about what the future holds!</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-2.webp) href=/article/dev-snapshot-godot-4-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 2</h3><p class=excerpt>After last week's 4.2 beta 1 release, we introduced fixes for a number of bugs reported by the community, which are now ready to test in beta 2.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-1.webp) href=/article/dev-snapshot-godot-4-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;12 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 1</h3><p class=excerpt>With all planned major and minor features implemented, Godot 4.2 is ready for beta testing!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/4/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 2</h3><p class=excerpt>After last week's 4.2 beta 1 release, we introduced fixes for a number of bugs reported by the community, which are now ready to test in beta 2.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/4/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-4-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-1-2.webp) href=/article/maintenance-release-godot-4-1-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-1.webp) href=/article/dev-snapshot-godot-4-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;12 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 1</h3><p class=excerpt>With all planned major and minor features implemented, Godot 4.2 is ready for beta testing!</div></article></a><a href=/article/maintenance-release-godot-4-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-1-2.webp) href=/article/maintenance-release-godot-4-1-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 4 October 2023</span></div><h3>Maintenance release: Godot 4.1.2</h3><p class=excerpt>As Godot 4.2 enters feature freeze this week, a new Godot 4.1 maintenance release arrives with a handful of improvements to stability and performance!</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-6.webp) href=/article/dev-snapshot-godot-4-2-dev-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 October 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 6</h3><p class=excerpt>Final 4.2 dev snapshot before we enter the beta phase, and it's absolutely feature-packed!</div></article></a><a href=/article/maintenance-release-godot-3-5-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-3-5-3.webp) href=/article/maintenance-release-godot-3-5-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 September 2023</span></div><h3>Maintenance release: Godot 3.5.3</h3><p class=excerpt>It's been way too long since our previous 3.5 maintenance release! This new Godot 3.5.3 fixes a number of important issues and adjusts to changing platform requirements.</div></article></a><a href=/article/release-candidate-godot-4-1-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-2-rc-1.webp) href=/article/release-candidate-godot-4-1-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;18 July 2023</span></div><h3>Join us at the Godot Conference 2023!</h3><p class=excerpt>We are happy to announce that we are going to be hosting the 2023 GodotCon in Munich, Germany.</div></article></a><a href=/article/maintenance-release-godot-4-1-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-1-1.webp) href=/article/maintenance-release-godot-4-1-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;17 July 2023</span></div><h3>Maintenance release: Godot 4.1.1</h3><p class=excerpt>Hot on the heels of its parent release, here's Godot 4.1.1 — the first maintenance release of the 4.1 branch, with more stability and workflow improvements.</div></article></a><a href=/article/release-candidate-godot-4-1-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-1-rc-1.webp) href=/article/release-candidate-godot-4-1-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;12 July 2023</span></div><h3>Release candidate: Godot 4.1.1 RC 1</h3><p class=excerpt>The first round of bugfixes and usability improvements for Godot 4.1 is ready for your consideration!</div></article></a><a href=/article/funding-breakdown-and-hiring-process/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/funding-breakdown-and-hiring-process.webp) href=/article/funding-breakdown-and-hiring-process/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
<span class=by>Godot Foundation </span><span class=date>&nbsp;-&nbsp;11 July 2023</span></div><h3>Godot Funding Breakdown & Hiring Process</h3><p class=excerpt>This article aims to shed light on the current status of Godot's funding, hiring, and our plans for sustainable funding long term.</div></article></a><a href=/article/godot-4-1-is-here/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-1-is-here.webp) href=/article/godot-4-1-is-here/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
<span class=by>Godot contributors </span><span class=date>&nbsp;-&nbsp; 6 July 2023</span></div><h3>Godot 4.1 is here, smoother, more reliable, and with plenty of new features</h3><p class=excerpt>Four months after the release of Godot 4.0, we are excited to bring you Godot 4.1 — an update with a focus on stability, performance, and polish.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/5/>← Previous</a>
<span class=by>Godot Foundation </span><span class=date>&nbsp;-&nbsp;11 July 2023</span></div><h3>Godot Funding Breakdown & Hiring Process</h3><p class=excerpt>This article aims to shed light on the current status of Godot's funding, hiring, and our plans for sustainable funding long term.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/5/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-rc-3.webp) href=/article/release-candidate-godot-4-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/godot-4-1-is-here/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-1-is-here.webp) href=/article/godot-4-1-is-here/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
<span class=by>Godot contributors </span><span class=date>&nbsp;-&nbsp; 6 July 2023</span></div><h3>Godot 4.1 is here, smoother, more reliable, and with plenty of new features</h3><p class=excerpt>Four months after the release of Godot 4.0, we are excited to bring you Godot 4.1 — an update with a focus on stability, performance, and polish.</div></article></a><a href=/article/release-candidate-godot-4-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-rc-3.webp) href=/article/release-candidate-godot-4-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 July 2023</span></div><h3>Release candidate: Godot 4.1 RC 3</h3><p class=excerpt>A few more critical regressions were fixed, and the milestone is now 100% complete. Let's confirm that 4.1 is ready with a (final?) RC.</div></article></a><a href=/article/release-candidate-godot-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-rc-2.webp) href=/article/release-candidate-godot-4-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 June 2023</span></div><h3>Release candidate: Godot 4.1 RC 2</h3><p class=excerpt>A few more regressions were fixed, and we should now be ready for the Godot 4.1 release. Help us confirm that by testing RC 2!</div></article></a><a href=/article/release-candidate-godot-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-rc-1.webp) href=/article/release-candidate-godot-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;27 June 2023</span></div><h3>Release candidate: Godot 4.1 RC 1</h3><p class=excerpt>After 4 months of development, Godot 4.1 is only days away. To make sure it doesn't miss the mark, here's the first release candidate for your testing!</div></article></a><a href=/article/godot-community-poll-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/quiz-2023.png) href=/article/godot-community-poll-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp;14 April 2023</span></div><h3>Direct3D 12: Adventures in Shaderland</h3><p class=excerpt>Godot is about to get a Direct3D 12 rendering driver. This is a discussion on the exotic approaches taken to face some of the challenges posed in the area of shaders.</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-1.jpg) href=/article/dev-snapshot-godot-3-6-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 April 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 1</h3><p class=excerpt>It's time to start testing the next feature release of Godot 3, packed with over 500 fixes and enhancements which don't require any compatibility breaking changes!</div></article></a><a href=/article/gdc-2023-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gdc-2023-retrospective.jpg) href=/article/gdc-2023-retrospective/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp; 6 April 2023</span></div><h3>GDC 2023: Retrospective</h3><p class=excerpt>We attended the Game Developers Conference (GDC) in San Francisco this year.</div></article></a><a href=/article/maintenance-release-godot-4-0-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-2.jpg) href=/article/maintenance-release-godot-4-0-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 4 April 2023</span></div><h3>Maintenance release: Godot 4.0.2</h3><p class=excerpt>As the work on Godot 4.1 continues, more fixes and enhancements become available to existing 4.0 users as patch releases. Meet Godot 4.0.2, addressing more of your reports, including several regressions from 4.0.1, and improving platform support for Android, macOS, and Windows!</div></article></a><a href=/article/release-candidate-godot-4-0-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-2-rc-1.jpg) href=/article/release-candidate-godot-4-0-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;31 March 2023</span></div><h3>Release candidate: Godot 4.0.2 RC 1</h3><p class=excerpt>With the GDC 2023 past us, we are getting ready for the 4.1 dev cycle. But that doesn't mean current Godot 4.0 users have to wait, because here's a release candidate for 4.0.2, with a handful of fixes and extra enhancements!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 4 April 2023</span></div><h3>Maintenance release: Godot 4.0.2</h3><p class=excerpt>As the work on Godot 4.1 continues, more fixes and enhancements become available to existing 4.0 users as patch releases. Meet Godot 4.0.2, addressing more of your reports, including several regressions from 4.0.1, and improving platform support for Android, macOS, and Windows!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
<a title="Godot Engine - Blog - Page 5" href=https://godotengine.org/blog/5/>5</a>
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<a title="Godot Engine - Blog - Page 10" href=https://godotengine.org/blog/10/>10</a>
<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-4-0-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-1.jpg) href=/article/maintenance-release-godot-4-0-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-2-rc-1.jpg) href=/article/release-candidate-godot-4-0-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;31 March 2023</span></div><h3>Release candidate: Godot 4.0.2 RC 1</h3><p class=excerpt>With the GDC 2023 past us, we are getting ready for the 4.1 dev cycle. But that doesn't mean current Godot 4.0 users have to wait, because here's a release candidate for 4.0.2, with a handful of fixes and extra enhancements!</div></article></a><a href=/article/maintenance-release-godot-4-0-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-1.jpg) href=/article/maintenance-release-godot-4-0-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;20 March 2023</span></div><h3>Maintenance release: Godot 4.0.1</h3><p class=excerpt>The first of many, Godot 4.0.1 comes with important fixes and usability improvements to Godot 4.0. Multiple crashes, bugs, and smaller annoyances have been addressed in this patch release, and we recommend all Godot 4 users to update.</div></article></a><a href=/article/godot-arrives-in-the-epic-games-store/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-epic-games-store.jpg) href=/article/godot-arrives-in-the-epic-games-store/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;17 March 2023</span></div><h3>Godot Arrives in the Epic Games Store</h3><p class=excerpt>We are honored to announce that Epic Games is offering Godot Engine a place on Epic Games' own digital distribution platform, the Epic Games Store.</div></article></a><a href=/article/release-candidate-godot-4-0-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-1-rc-2.jpg) href=/article/release-candidate-godot-4-0-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;17 March 2023</span></div><h3>Release candidate: Godot 4.0.1 RC 2</h3><p class=excerpt>Adding finishing touches to the first patch release of Godot 4, here comes 4.0.1 Release Candidate 2. It brings even more urgent fixes, and documentation improvements.</div></article></a><a href=/article/release-candidate-godot-4-0-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-1-rc-1.jpg) href=/article/release-candidate-godot-4-0-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 15</h3><p class=excerpt>We're getting dangerously close to Release Candidate, finalizing many of the remaining high priority issues. This beta adds support Unicode identifiers in GDScript, custom resources in the Quick Open menu, multiple active plugins in parallel, and more!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-14/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-14.jpg) href=/article/dev-snapshot-godot-4-0-beta-14/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 14</h3><p class=excerpt>Beta snapshots are getting out quicker to ensure stability and quickly spot regressions! This time around there are improvements to CanvasItem draw methods, TileMap, AnimationStateMachine, and more!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-13/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-13.jpg) href=/article/dev-snapshot-godot-4-0-beta-13/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 13</h3><p class=excerpt>Beta snapshots are getting out quicker to ensure stability and quickly spot regressions! This week major important changes come to animation, with an unfortunate but necessary feature rollback. We also deliver a new tool for cross-platform development.</div></article></a><a href=/article/whats-missing-in-godot-for-aaa/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/whats-missing-in-godot-for-aaa.jpg) href=/article/whats-missing-in-godot-for-aaa/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;16 January 2023</span></div><h3>Godot for AA/AAA game development - What's missing?</h3><p class=excerpt>Godot 4.0 is coming out soon. It includes major improvements all across the board in both features, performance and usability. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings?</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63c/17e/368/63c17e3689796351687911.jpg) href=/article/dev-snapshot-godot-4-0-beta-12/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 12</h3><p class=excerpt>We released a massive 4.0 beta 11 on Tuesday, and users found a lot of regressions as we expected! Contributors fixed many of the new regressions quickly, and we merged another big batch of changes. As the pace intensifies in the lead-up to the first Release Candidate, we decided to make more frequent beta snapshots for testing.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/7/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;16 January 2023</span></div><h3>Godot for AA/AAA game development - What's missing?</h3><p class=excerpt>Godot 4.0 is coming out soon. It includes major improvements all across the board in both features, performance and usability. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings?</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/7/>← Previous</a>
<a title="Godot Engine - Blog - Page 6" href=https://godotengine.org/blog/6/>6</a>
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<a title="Godot Engine - Blog - Page 11" href=https://godotengine.org/blog/11/>11</a>
<a class=pagination-next href=https://godotengine.org/blog/10/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-5-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63c/053/77e/63c05377eaa1e774008524.jpg) href=/article/release-candidate-godot-3-5-2-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/10/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-beta-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63c/17e/368/63c17e3689796351687911.jpg) href=/article/dev-snapshot-godot-4-0-beta-12/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 12</h3><p class=excerpt>We released a massive 4.0 beta 11 on Tuesday, and users found a lot of regressions as we expected! Contributors fixed many of the new regressions quickly, and we merged another big batch of changes. As the pace intensifies in the lead-up to the first Release Candidate, we decided to make more frequent beta snapshots for testing.</div></article></a><a href=/article/release-candidate-godot-3-5-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63c/053/77e/63c05377eaa1e774008524.jpg) href=/article/release-candidate-godot-3-5-2-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 January 2023</span></div><h3>Release candidate: Godot 3.5.2 RC 2</h3><p class=excerpt>While all contributors are on the deck working to finalize the Godot 4.0 release, some of us are still backporting important bugfixes to the current stable branch, Godot 3.5. We're getting ready to release 3.5.2, now with a second Release Candidate available for testing.</div></article></a><a href=/article/godot-4-0-docs-sprint/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63b/eba/ed6/63bebaed69c6c649257378.png) href=/article/godot-4-0-docs-sprint/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/maxhilbrunner.webp alt="Max Hilbrunner" loading=lazy>
<span class=by>Max Hilbrunner </span><span class=date>&nbsp;-&nbsp;11 January 2023</span></div><h3>Godot 4.0 Documentation Sprint</h3><p class=excerpt>We're starting a docs sprints to get the documentation ready for Godot Engine 4.0 release! Together, we can improve everyone's experience using the new version.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63b/d87/318/63bd873180f42194998123.jpg) href=/article/dev-snapshot-godot-4-0-beta-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 11</h3><p class=excerpt>First snapshot of the year, Godot 4.0 beta 11! We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we'll aim to fix for beta 12 next week.</div></article></a><a href=/article/2022-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/ebf/03e/63aebf03e854b249543216.png) href=/article/2022-retrospective/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 October 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 3</h3><p class=excerpt>Progress continues on Godot 4.0 development while the community is busy testing our beta builds and reporting bugs. This is now the 3rd beta release, fixing a lot of bugs reported in the previous releases and continuing the implementation of some key features.</div></article></a><a href=/article/announcing-godot-2022-showreels/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/633/d85/6c0/633d856c08477650100797.png) href=/article/announcing-godot-2022-showreels/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp; 6 October 2022</span></div><h3>Announcing the Godot 2022 showreels!</h3><p class=excerpt>We bring you three brand-new videos showcasing what the Godot Engine can do: desktop/console games, mobile games, and tools!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/633/69f/d37/63369fd37cc17811993052.jpg) href=/article/dev-snapshot-godot-4-0-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;29 September 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 2</h3><p class=excerpt>We released Godot 4.0 beta 1 two weeks ago! That was a big milestone on our journey to finalize our next major release. But the "1" in beta 1 means that it's only the first step of the journey, so we're going to release new beta snapshots roughly every other week. So here's beta 2!</div></article></a><a href=/article/maintenance-release-godot-3-5-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/633/40f/40e/63340f40ec5d8921619579.jpg) href=/article/maintenance-release-godot-3-5-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 September 2022</span></div><h3>Maintenance release: Godot 3.5.1</h3><p class=excerpt>We released Godot 3.5 in early August, and like any release, there are few rough edges to iron out which warrant making maintenance releases (3.5.x), with a focus on fixing bugs and not on integrating new features. The first release is that series is out, Godot 3.5.1!</div></article></a><a href=/article/release-candidate-godot-3-5-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/b1a/d10/632b1ad102373095371461.jpg) href=/article/release-candidate-godot-3-5-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 September 2022</span></div><h3>Release candidate: Godot 3.5.1 RC 2</h3><p class=excerpt>We released Godot 3.5 in early August, and like any release, there are few rough edges to iron out which warrant making maintenance "patch" releases (3.5.x). This is the second Release Candidate to validate the upcoming 3.5.1 stable release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 September 2022</span></div><h3>Maintenance release: Godot 3.5.1</h3><p class=excerpt>We released Godot 3.5 in early August, and like any release, there are few rough edges to iron out which warrant making maintenance releases (3.5.x), with a focus on fixing bugs and not on integrating new features. The first release is that series is out, Godot 3.5.1!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
<a title="Godot Engine - Blog - Page 7" href=https://godotengine.org/blog/7/>7</a>
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<a title="Godot Engine - Blog - Page 5" href=https://godotengine.org/blog/5/>5</a>
<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-5-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-7.webp) href=/article/dev-snapshot-godot-4-5-beta-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><a href=/article/godot-xr-update-aug-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/august-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-aug-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp; 2 September 2025</span></div><h3>Godot XR update - August 2025</h3><p class=excerpt>Upcoming XR game jam, using the XR editor, new release channels and the new Render Models API</div></article></a><a href=/article/dev-snapshot-godot-4-5-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-7.webp) href=/article/dev-snapshot-godot-4-5-beta-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;29 August 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 7</h3><p class=excerpt>Two more for the road!</div></article></a><a href=/article/dev-snapshot-godot-4-5-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-6.webp) href=/article/dev-snapshot-godot-4-5-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;21 August 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 6</h3><p class=excerpt>One more for the road!</div></article></a><a href=/article/submissions-open-godot-2025-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2023.webp) href=/article/submissions-open-godot-2025-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;15 August 2025</span></div><h3>Submissions open for Godot 2025 showreel</h3><p class=excerpt>Showcase your Godot creations in 2025! We're inviting submissions of short videos featuring your published or in-progress Godot games or tools. Don't miss this chance to be a part of it!</div></article></a><a href=/article/dev-snapshot-godot-4-5-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-5.webp) href=/article/dev-snapshot-godot-4-5-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp; 2 May 2025</span></div><h3>Godot Showcase - Somar</h3><p class=excerpt>We interviewed Frédéric Plourde from Collabora and Daniel Castellanos from Decasis about the Somar project.</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-3.webp) href=/article/dev-snapshot-godot-4-5-dev-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;25 April 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 3</h3><p class=excerpt>Access the engine like never before!</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-2.webp) href=/article/dev-snapshot-godot-4-5-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp; 8 April 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 2</h3><p class=excerpt>This is where the fun begins</div></article></a><a href=/article/godot-xr-update-mar-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/march-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-mar-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;28 March 2025</span></div><h3>Godot XR update - March 2025</h3><p class=excerpt>Godot XR Community Game Jam February 2025</div></article></a><a href=/article/maintenance-release-godot-4-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-4-1.webp) href=/article/maintenance-release-godot-4-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 March 2025</span></div><h3>Maintenance release: Godot 4.4.1</h3><p class=excerpt>Godot 4.4 was a massive success, and with most users migrating to it, we discovered and fixed a number of significant bugs which warrant a first maintenance release.</div></article></a></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;28 March 2025</span></div><h3>Godot XR update - March 2025</h3><p class=excerpt>Godot XR Community Game Jam February 2025</div></article></a></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/3/>Next →</a></div><div class=posts><a href=/article/multiplayer-in-godot-4-0-scene-replication/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/multiplayer-in-godot-4-0-scene-replication.jpg) href=/article/multiplayer-in-godot-4-0-scene-replication/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/3/>Next →</a></div><div class=posts><a href=/article/whats-new-in-csharp-for-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/whats-new-in-csharp-for-godot-4-0.jpg) href=/article/whats-new-in-csharp-for-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/raulsantos.webp alt="Raul Santos" loading=lazy>
<span class=by>Raul Santos </span><span class=date>&nbsp;-&nbsp;25 February 2023</span></div><h3>What's new in C# for Godot 4.0</h3><p class=excerpt>All about changes and improvements that Godot 4.0 offers to C# developers.</div></article></a><a href=/article/multiplayer-in-godot-4-0-scene-replication/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/multiplayer-in-godot-4-0-scene-replication.jpg) href=/article/multiplayer-in-godot-4-0-scene-replication/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;23 February 2023</span></div><h3>Multiplayer in Godot 4.0: Scene Replication</h3><p class=excerpt>Create multiplayer games in an instance (pun intended) with the new MultiplayerSpawner and MultiplayerSynchronizer nodes. Check out the key concepts, and get started with a quick tutorial on how to make a simple game using Godot multiplayer features!</div></article></a><a href=/article/godot-xr-progress-update-jan-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-xr-progress-update-jan-2023.jpg) href=/article/godot-xr-progress-update-jan-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;31 January 2023</span></div><h3>Godot XR update - January 2023</h3><p class=excerpt>Updates on various things XR in Godot as per January 2023. New Godot XR Tools, new documentation for Godot 4, new supported renderers and devices.</div></article></a><a href=/article/status-of-opengl-renderer/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/182/5cd/63a1825cd2443916160270.png) href=/article/status-of-opengl-renderer/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;20 December 2022</span></div><h3>Status of the OpenGL 3 renderer</h3><p class=excerpt>Godot 4.0 will ship with an OpenGL-based renderer designed for older and low-end devices, but it won't be totally feature-complete at the time 4.0 is released.</div></article></a><a href=/article/movie-maker-mode-arrives-in-godot-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/942/fed/636942feda67c584924051.png) href=/article/movie-maker-mode-arrives-in-godot-4/></div><div class=content><div class=info><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>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp; 5 August 2021</span></div><h3>Multiplayer in Godot 4.0: On servers, RSETs and state updates</h3><p class=excerpt>News about running Godot on servers, and hints at upcoming networking changes in Godot 4.0.</div></article></a><a href=/article/gsoc-2021-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/43f/11b/61043f11b5388567890116.png) href=/article/gsoc-2021-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 July 2021</span></div><h3>GSoC 2021 - Progress report #1</h3><p class=excerpt>For the 2021 edition of the Google Summer of Code, we have 5 students working on great features for Godot Engine: DAP backend, pseudolocalization, soft-body improvements, auto-layout in GraphEdit, and a command palette!</div></article></a><a href=/article/godot-xr-progress-update-june-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60e/169/1fa/60e1691fab28c135981956.jpg) href=/article/godot-xr-progress-update-june-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp; 4 July 2021</span></div><h3>Godot XR progress update June 2021</h3><p class=excerpt>June 2021 update of the recent work done in relation to XR support in Godot.</div></article></a><a href=/article/godot-web-progress-report-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/dfe/795/60cdfe7956fca023522866.png) href=/article/godot-web-progress-report-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;30 June 2021</span></div><h3>Godot Web progress report #9: Godot Scripts <-> JavaScript Interface</h3><p class=excerpt>No need to "eval"! A whole new interface to interact with JavaScript from Godot Scripts in Web exports, and a new API to prompt the user to download a file generated by Godot.</div></article></a><a href=/article/tiles-editor-progress-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/b75/209/60cb75209c854804584350.png) href=/article/tiles-editor-progress-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;17 June 2021</span></div><h3>Tiles editor progress report #4</h3><p class=excerpt>Tiles editor progress report #4, with tiles properties painting and scene-based tiles support.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/>← Previous</a>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;30 June 2021</span></div><h3>Godot Web progress report #9: Godot Scripts <-> JavaScript Interface</h3><p class=excerpt>No need to "eval"! A whole new interface to interact with JavaScript from Godot Scripts in Web exports, and a new API to prompt the user to download a file generated by Godot.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/4/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/72b/dc3/60c72bdc393a4838114722.png) href=/article/godot-web-progress-report-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/4/>Next →</a></div><div class=posts><a href=/article/tiles-editor-progress-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/b75/209/60cb75209c854804584350.png) href=/article/tiles-editor-progress-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;17 June 2021</span></div><h3>Tiles editor progress report #4</h3><p class=excerpt>Tiles editor progress report #4, with tiles properties painting and scene-based tiles support.</div></article></a><a href=/article/godot-web-progress-report-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/72b/dc3/60c72bdc393a4838114722.png) href=/article/godot-web-progress-report-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;16 June 2021</span></div><h3>Godot Web progress report #8: Progressive Web Apps</h3><p class=excerpt>One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.</div></article></a><a href=/article/gdscript-progress-report-feature-complete-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60b/4f2/b0a/60b4f2b0a8130694314324.png) href=/article/gdscript-progress-report-feature-complete-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 2 June 2021</span></div><h3>GDScript progress report: Feature-complete for 4.0</h3><p class=excerpt>GDScript is now feature-complete for the upcoming Godot 4.0 version. This article goes through the last bits that were added: typed arrays, lambda functions, builtin static methods, plus a few extra changes for optimization and bug-fixing.</div></article></a><a href=/article/physics-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60a/554/df7/60a554df7b179532579882.png) href=/article/physics-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
<span class=by>Camille Mohr-Daurat </span><span class=date>&nbsp;-&nbsp;19 May 2021</span></div><h3>Physics progress report #1</h3><p class=excerpt>Update on Godot physics engine improvements: test framework, bug fixing, new features and optimizations.</div></article></a><a href=/article/godot-web-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/199/55d/60719955d6579766750202.png) href=/article/godot-web-progress-report-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Gordon MacPherson </span><span class=date>&nbsp;-&nbsp; 5 November 2020</span></div><h3>FBX importer rewritten for Godot 3.2.4 and later</h3><p class=excerpt>Gordon MacPherson authored the new rewrite of the FBX importer in Godot 3.2. We had originally added alpha FBX support but this first version had many limitations for complex, commercial-grade models, especially around animations. After a lot of debugging and research, the importer has been fully rewritten to better implement FBX support in Godot specifically, and vastly increase the compatibility with commercial FBX assets. This new importer will be available in the upcoming Godot 3.2.4, as well as Godot 4.0.</div></article></a><a href=/article/godot-web-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/88c/905/5f988c90545a8956737903.png) href=/article/godot-web-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;27 October 2020</span></div><h3>Godot Web export progress report #3</h3><p class=excerpt>An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.</div></article></a><a href=/article/gdscript-progress-report-typed-instructions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/17e/9ec/5f917e9ecf2a2049515486.png) href=/article/gdscript-progress-report-typed-instructions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp;22 October 2020</span></div><h3>GDScript progress report: Typed instructions</h3><p class=excerpt>GDScript now has specific instructions for typed code, allowing a faster execution when types are known at compile time. This is the beginning of optimization in GDScript and the article shows a few details on how it was done and why it's faster.</div></article></a><a href=/article/x11-display-server-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f8/d66/bae/5f8d66bae9125677247883.png) href=/article/x11-display-server-progress-report/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
<span class=by>Camille Mohr-Daurat </span><span class=date>&nbsp;-&nbsp;20 October 2020</span></div><h3>X11 display server progress report</h3><p class=excerpt>Progress report on the changes made in the X11 display server, the window management system for Godot 4 on Linux.</div></article></a><a href=/article/complex-text-layouts-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f8/6ec/9d7/5f86ec9d7d0fd694122636.png) href=/article/complex-text-layouts-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
<span class=by>Pāvels Nadtočajevs </span><span class=date>&nbsp;-&nbsp;14 October 2020</span></div><h3>Complex text layouts progress report #1</h3><p class=excerpt>Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/2/>← Previous</a>
<span class=by>Camille Mohr-Daurat </span><span class=date>&nbsp;-&nbsp;20 October 2020</span></div><h3>X11 display server progress report</h3><p class=excerpt>Progress report on the changes made in the X11 display server, the window management system for Godot 4 on Linux.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/2/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/5/>Next →</a></div><div class=posts><a href=/article/improvements-gpuparticles-godot-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f7/f4a/c24/5f7f4ac242e0b845845549.png) href=/article/improvements-gpuparticles-godot-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/5/>Next →</a></div><div class=posts><a href=/article/complex-text-layouts-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f8/6ec/9d7/5f86ec9d7d0fd694122636.png) href=/article/complex-text-layouts-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
<span class=by>Pāvels Nadtočajevs </span><span class=date>&nbsp;-&nbsp;14 October 2020</span></div><h3>Complex text layouts progress report #1</h3><p class=excerpt>Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details.</div></article></a><a href=/article/improvements-gpuparticles-godot-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f7/f4a/c24/5f7f4ac242e0b845845549.png) href=/article/improvements-gpuparticles-godot-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 8 October 2020</span></div><h3>New improvements for GPUParticles in Godot 4.0</h3><p class=excerpt>The turn of porting the GPU particle system to Godot 4.0 has arrived. This was the final feature that had to be ported over. Like all the rest of the features ported, it managed to get massive improvements.</div></article></a><a href=/article/godot-web-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/8d5/175/5f48d51759192009283012.png) href=/article/godot-web-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;28 August 2020</span></div><h3>Godot web export progress report #2</h3><p class=excerpt>Godot is getting better export for the Web. While web technologies are not always suited to provide bleeding edge experiences, we do our best to let you exported game run as smoothly as possible on every platform.</div></article></a><a href=/article/gdscript-progress-report-new-gdscript-now-merged/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f2/966/b6d/5f2966b6dca1a217164497.png) href=/article/gdscript-progress-report-new-gdscript-now-merged/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 4 August 2020</span></div><h3>GDScript progress report: New GDScript is now merged</h3><p class=excerpt>New GDScript code is now merged. Here I talk a bit of what has changed, report what else I did this month and talk a bit about my current work and plans for the future.</div></article></a><a href=/article/gsoc-2020-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f2/1bb/011/5f21bb0114081243850484.png) href=/article/gsoc-2020-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp;19 February 2020</span></div><h3>Navigation Server for Godot 4.0</h3><p class=excerpt>Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.</div></article></a><a href=/article/vulkan-progress-report-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/0ae/e1a/5e30aee1a2a5a347843703.png) href=/article/vulkan-progress-report-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;28 January 2020</span></div><h3>Vulkan progress report #6</h3><p class=excerpt>It's been a while since the previous progress report, as I went on Vacation in November (did not take a vacation in years..), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on Vulkan branch resumed at the beginning of January and significant progress was made already.</div></article></a><a href=/article/html5-export-profiling/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/78b/00a/5e078b00a7171714583829.png) href=/article/html5-export-profiling/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;28 December 2019</span></div><h3>HTML5 export profiling for Godot 4.0</h3><p class=excerpt>HTML5 debug export profiling is coming for Godot 4.0</div></article></a><a href=/article/godot-oculus-quest-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/038/931/5e00389316ad1115387831.png) href=/article/godot-oculus-quest-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;23 December 2019</span></div><h3>Godot Oculus Quest support</h3><p class=excerpt>Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.</div></article></a><a href=/article/websocket-ssl-testing-html5-export/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/044/c15/5de044c1559cf429683529.png) href=/article/websocket-ssl-testing-html5-export/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;28 November 2019</span></div><h3>WebSocket SSL server, HTTP server for testing HTML5 builds</h3><p class=excerpt>More networking improvements are coming in 3.2. WebSocketServer now has SSL support, and users can now test HTML5 export from the editor with one click.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/3/>← Previous</a>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;23 December 2019</span></div><h3>Godot Oculus Quest support</h3><p class=excerpt>Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/3/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/6/>Next →</a></div><div class=posts><a href=/article/csharp-wasm-aot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/e01/229/5dce01229c795712716182.png) href=/article/csharp-wasm-aot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/6/>Next →</a></div><div class=posts><a href=/article/websocket-ssl-testing-html5-export/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/044/c15/5de044c1559cf429683529.png) href=/article/websocket-ssl-testing-html5-export/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;28 November 2019</span></div><h3>WebSocket SSL server, HTTP server for testing HTML5 builds</h3><p class=excerpt>More networking improvements are coming in 3.2. WebSocketServer now has SSL support, and users can now test HTML5 export from the editor with one click.</div></article></a><a href=/article/csharp-wasm-aot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/e01/229/5dce01229c795712716182.png) href=/article/csharp-wasm-aot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
<span class=by>Ignacio Roldán Etcheverry </span><span class=date>&nbsp;-&nbsp;15 November 2019</span></div><h3>C# progress report: WebAssembly, MonoDevelop and AOT</h3><p class=excerpt>Godot 3.2 brings WebAssembly support for C# games. There is also a new extension for Visual Studio for Mac and MonoDevelop and preliminary support for AOT compilation.</div></article></a><a href=/article/major-update-visual-shaders-godot-3-2-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/1aa/e06/5dc1aae06d7f4636917764.png) href=/article/major-update-visual-shaders-godot-3-2-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Yuri Roubinsky" loading=lazy>
<span class=by>Yuri Roubinsky </span><span class=date>&nbsp;-&nbsp;11 November 2019</span></div><h3>Major update for Visual Shaders in Godot 3.2 (part 2)</h3><p class=excerpt>This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2. Much time and effort was spent adding a lot of new things to enhance the overall experience developing shaders.</div></article></a><a href=/article/vulkan-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5db/e26/e58/5dbe26e58c5b1549900965.jpeg) href=/article/vulkan-progress-report-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 2 November 2019</span></div><h3>Vulkan progress report #5</h3><p class=excerpt>Another month, another Vulkan progress report! October was a busy month, as most of it was split between working on the new Global Illumination system and Godotcon/GIC in Poland.</div></article></a><a href=/article/dtls-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5db/87c/7eb/5db87c7eb83ec156927495.png) href=/article/dtls-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 April 2019</span></div><h3>Godot 3.2 will get a new Android plugin system</h3><p class=excerpt>Godot has the simplest and most efficient Android deploy system you can find in any game engine. With a single click, your project is runing on the phone. With a single option (network fs deploy) your gigabyte-sized project is running on your device in mere seconds. You can use the editor to debug your running game while it runs on your device and you can make changes in the scenes or scripts and they will reflect in real-time in your phone or tablet. The big drawback, however, was that adding plugins was a pain in the butt.</div></article></a><a href=/article/godot-webrtc-report1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/9e2/b60/5cb9e2b60bf06285510736.png) href=/article/godot-webrtc-report1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;19 April 2019</span></div><h3>WebRTC support, progress report #1</h3><p class=excerpt>Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.</div></article></a><a href=/article/atlas-support-returns-godot-3-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/a27/5de/5cba275deeea9159968354.png) href=/article/atlas-support-returns-godot-3-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;19 April 2019</span></div><h3>Atlas support returns to Godot 3.2</h3><p class=excerpt>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.</div></article></a><a href=/article/godot-32-will-get-new-audio-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/e12/bb1/5cae12bb15e13776060470.png) href=/article/godot-32-will-get-new-audio-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 April 2019</span></div><h3>Godot 3.2 will get new audio features</h3><p class=excerpt>I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2.</div></article></a><a href=/article/godot-3-2-adds-support-convex-decomposition/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/e78/fa3/5cae78fa3280b961363999.png) href=/article/godot-3-2-adds-support-convex-decomposition/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 April 2019</span></div><h3>Godot 3.2 adds support for convex decomposition</h3><p class=excerpt>Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/4/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 April 2019</span></div><h3>Godot 3.2 will get new audio features</h3><p class=excerpt>I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/4/>← Previous</a>
<a title="Blog - Progress Report - Page 3" href=https://godotengine.org/blog/progress-report/3/>3</a>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/7/>Next →</a></div><div class=posts><a href=/article/godot-32-will-allow-disabling-editor-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/bd1/e31/5cabd1e317cd5107007815.png) href=/article/godot-32-will-allow-disabling-editor-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/7/>Next →</a></div><div class=posts><a href=/article/godot-3-2-adds-support-convex-decomposition/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/e78/fa3/5cae78fa3280b961363999.png) href=/article/godot-3-2-adds-support-convex-decomposition/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 April 2019</span></div><h3>Godot 3.2 adds support for convex decomposition</h3><p class=excerpt>Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.</div></article></a><a href=/article/godot-32-will-allow-disabling-editor-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/bd1/e31/5cabd1e317cd5107007815.png) href=/article/godot-32-will-allow-disabling-editor-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 8 April 2019</span></div><h3>Godot 3.2 will allow disabling editor features</h3><p class=excerpt>It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot adoption in the future.</div></article></a><a href=/article/godot-32-will-get-pseudo-3d-support-2d-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/776/3d9/5ca7763d99acc514180027.png) href=/article/godot-32-will-get-pseudo-3d-support-2d-engine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 5 April 2019</span></div><h3>Godot 3.2 will get pseudo 3D support in 2D engine</h3><p class=excerpt>Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.</div></article></a><a href=/article/update-godot-ar-and-vr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/b32/7a5/5c9b327a5d359085248627.png) href=/article/update-godot-ar-and-vr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;29 March 2019</span></div><h3>Update on Godot AR and VR</h3><p class=excerpt>Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.</div></article></a><a href=/article/godot-google-summer-code-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/67d/8c6/5c767d8c62621713488685.png) href=/article/godot-google-summer-code-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -37,8 +38,7 @@
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp; 7 May 2018</span></div><h3>GLES2 and GDNative, progress report #5</h3><p class=excerpt>The progress of last month was largely defined by stabilizing the 3D renderer with many smaller fixes, but work on the PRB side of things has begun and the GDNative system also saw some quality-of-life changes again, with improvements to the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript.</div></article></a><a href=/article/godot-gets-2d-skeletal-deform/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ae/c8f/8c1/5aec8f8c19c0b515935183.gif) href=/article/godot-gets-2d-skeletal-deform/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 4 May 2018</span></div><h3>Godot gets 2D skeletal deform</h3><p class=excerpt>Currently, Godot is pretty comfortable for doing 2D cutout animation, with several games in development making use of this feature.
A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This would allow deforming such parts, for a more organic animation feel.</div></article></a><a href=/article/godot-gets-csg-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ae/4d0/8c6/5ae4d08c674b5082905650.png) href=/article/godot-gets-csg-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;28 April 2018</span></div><h3>Godot gets CSG support</h3><p class=excerpt>After years of discussion on how to implement CSG, Godot finally gets suport for it. This implementation is simple, but makes use of Godot's amazing architecture to shine.</div></article></a><a href=/article/godot-google-summer-code-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/f38/7a8/5adf387a8d4f0692142419.png) href=/article/godot-google-summer-code-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp;24 April 2018</span></div><h3>Godot in Google Summer of Code 2018</h3><p class=excerpt>Godot has been accepted into the Google Summer of Code program in 2018. This summer we will have 5 students working on new features to the engine.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/5/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;28 April 2018</span></div><h3>Godot gets CSG support</h3><p class=excerpt>After years of discussion on how to implement CSG, Godot finally gets suport for it. This implementation is simple, but makes use of Godot's amazing architecture to shine.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/5/>← Previous</a>
<a title="Blog - Progress Report - Page 4" href=https://godotengine.org/blog/progress-report/4/>4</a>
<a title="Blog - Progress Report - Page 5" href=https://godotengine.org/blog/progress-report/5/>5</a>
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<a title="Blog - Progress Report - Page 8" href=https://godotengine.org/blog/progress-report/8/>8</a>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/8/>Next →</a></div><div class=posts><a href=/article/handling-axis-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/bb4/fc8/5adbb4fc8b26e174840743.png) href=/article/handling-axis-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/8/>Next →</a></div><div class=posts><a href=/article/godot-google-summer-code-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/f38/7a8/5adf387a8d4f0692142419.png) href=/article/godot-google-summer-code-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp;24 April 2018</span></div><h3>Godot in Google Summer of Code 2018</h3><p class=excerpt>Godot has been accepted into the Google Summer of Code program in 2018. This summer we will have 5 students working on new features to the engine.</div></article></a><a href=/article/handling-axis-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/bb4/fc8/5adbb4fc8b26e174840743.png) href=/article/handling-axis-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;22 April 2018</span></div><h3>Introducing the new axis handling system</h3><p class=excerpt>For the past months, popular demand has been growing for a way to propery map controller axes in Godot. For a long time Godot was only able to map a single event to an action, making it impossible to deal with analog strengths. Today (after months of discussions), this problem has been solved, and it only took very little amount of changes to the current input mapping system!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/505/3b6/5ad5053b6e0ad093497368.png) href=/article/gles2-and-gdnative-progress-report-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;16 April 2018</span></div><h3>GLES2 and GDNative, progress report #4</h3><p class=excerpt>Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/2db/729/5ab2db729bee7065606296.png) href=/article/gles2-and-gdnative-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;21 March 2018</span></div><h3>GLES2 and GDNative, progress report #3</h3><p class=excerpt>Another month, another progress report! This time with the early beginnings of 3D rendering in GLES2 and some GDNative ecosystem updates.</div></article></a><a href=/article/update-on-recent-vr-developments/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/aa0/2a3/5a8aa02a3024a585722524.png) href=/article/update-on-recent-vr-developments/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
@@ -38,8 +39,7 @@ The first month I spent on getting started and familiar with the rendering in Go
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 November 2016</span></div><h3>Onward to the new 3D renderer</h3><p class=excerpt>We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017, and it should bring an incredible load of features and improvements. Juan Linietsky will also be working full-time on Godot for the coming months thanks to the Mozilla MOSS award that we received earlier this year.</div></article></a><a href=/article/godots-new-renderer-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/581/887/929/5818879291fdb843399564.png) href=/article/godots-new-renderer-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 November 2016</span></div><h3>Godot's new renderer, progress report #1</h3><p class=excerpt>As many of you have probably heard, a new rendering backend is being worked on for Godot. One of the most common comments when evaluating godot by potential users is that, for 2D, Godot is awesome but for 3D it's pretty far from the mainstream alternatives.
For Godot 3.0 (our new release being worked on) we are working hard to change this.</div></article></a><a href=/article/making-shaders-more-accessible/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/85d/a5a/57f85da5a8026317996214.png) href=/article/making-shaders-more-accessible/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 6 October 2016</span></div><h3>Making shaders more accessible</h3><p class=excerpt>For most game developers, shaders are this scary monster that presents itself with such a complexity that seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them.</div></article></a><a href=/article/why-does-godot-use-servers-and-rids/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/85e/895/57e85e89581c7897117696.png) href=/article/why-does-godot-use-servers-and-rids/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 September 2016</span></div><h3>Why does Godot use Servers and RIDs?</h3><p class=excerpt>If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/6/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 6 October 2016</span></div><h3>Making shaders more accessible</h3><p class=excerpt>For most game developers, shaders are this scary monster that presents itself with such a complexity that seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/6/>← Previous</a>
<a title="Blog - Progress Report - Page 4" href=https://godotengine.org/blog/progress-report/4/>4</a>
<a title="Blog - Progress Report - Page 5" href=https://godotengine.org/blog/progress-report/5/>5</a>
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<a class=active title="Blog - Progress Report - Page 8" href=https://godotengine.org/blog/progress-report/8/>8</a></div><div class=posts><a href=/article/change-image/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/5b7/9a6/57e5b79a6b638283853884.png) href=/article/change-image/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=active title="Blog - Progress Report - Page 8" href=https://godotengine.org/blog/progress-report/8/>8</a></div><div class=posts><a href=/article/why-does-godot-use-servers-and-rids/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/85e/895/57e85e89581c7897117696.png) href=/article/why-does-godot-use-servers-and-rids/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 September 2016</span></div><h3>Why does Godot use Servers and RIDs?</h3><p class=excerpt>If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.</div></article></a><a href=/article/change-image/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/5b7/9a6/57e5b79a6b638283853884.png) href=/article/change-image/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 September 2016</span></div><h3>A change of Image</h3><p class=excerpt>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).</div></article></a><a href=/article/godots-new-high-level-networking-preview/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57b/7d4/a03/57b7d4a0368f1273442154.png) href=/article/godots-new-high-level-networking-preview/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;20 August 2016</span></div><h3>Godot's new high level networking preview is up!</h3><p class=excerpt>Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...</div></article></a><a href=/article/mir-godot-habla-dein-language-desormais/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/574/96e/202/57496e202d030947930555.png) href=/article/mir-godot-habla-dein-language-desormais/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 May 2016</span></div><h3>你好 мир, Godot habla deine language désormais!*</h3><p class=excerpt>Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!</div></article></a><a href=/article/plugins/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56d/25b/983/56d25b983d7be414490678.png) href=/article/plugins/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>

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<a title="Blog - Progress Report - Page 5" href=https://godotengine.org/blog/progress-report/5/>5</a>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/2/>Next →</a></div><div class=posts><a href=/article/godot-openxr-vendors-plugin-400/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-openxr-vendors-plugin-400.webp) href=/article/godot-openxr-vendors-plugin-400/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/dsnopek.webp alt="David Snopek" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/2/>Next →</a></div><div class=posts><a href=/article/godot-xr-update-aug-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/august-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-aug-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp; 2 September 2025</span></div><h3>Godot XR update - August 2025</h3><p class=excerpt>Upcoming XR game jam, using the XR editor, new release channels and the new Render Models API</div></article></a><a href=/article/godot-openxr-vendors-plugin-400/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-openxr-vendors-plugin-400.webp) href=/article/godot-openxr-vendors-plugin-400/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/dsnopek.webp alt="David Snopek" loading=lazy>
<span class=by>David Snopek </span><span class=date>&nbsp;-&nbsp;22 July 2025</span></div><h3>Godot OpenXR Vendors Plugin v4</h3><p class=excerpt>What's new in the latest release of the Godot OpenXR Vendors plugin?</div></article></a><a href=/article/godotcon-2025-xr-android-recap/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-boston-2025-android-xr.webp) href=/article/godotcon-2025-xr-android-recap/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/fredia.jpg alt="Fredia Huya-Kouadio" loading=lazy>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp;23 June 2025</span></div><h3>What's New in Android & XR</h3><p class=excerpt>Recap of the Android & XR updates during GodotCon 2025</div></article></a><a href=/article/upcoming-serious-web-performance-boost/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/upcoming-serious-web-performance-boost.webp) href=/article/upcoming-serious-web-performance-boost/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/adamscott.webp alt="Adam Scott" loading=lazy>
<span class=by>Adam Scott </span><span class=date>&nbsp;-&nbsp; 5 June 2025</span></div><h3>Upcoming (serious) Web performance boost</h3><p class=excerpt>Compiling the Godot Engine with WASM SIMD support truly is a game changer.</div></article></a><a href=/article/live-from-godotcon-boston-web-dotnet-prototype/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/live-from-godotcon-boston-web-net-prototype.webp) href=/article/live-from-godotcon-boston-web-dotnet-prototype/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/adamscott.webp alt="Adam Scott" loading=lazy>
@@ -35,8 +36,7 @@
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;11 September 2023</span></div><h3>Godot XR update - September 2023</h3><p class=excerpt>Updates on various things XR in Godot, a new version of the OpenXR plugin, a new version of the tools library and an update on Godot 4 support.</div></article></a><a href=/article/rendering-priorities-july-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-july-2023.webp) href=/article/rendering-priorities-july-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp; 9 August 2023</span></div><h3>Godot Rendering Priorities: July 2023</h3><p class=excerpt>The Godot rendering team continues to focus on stability, performance and usability</div></article></a><a href=/article/rendering-priorities-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-4-1.png) href=/article/rendering-priorities-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;18 April 2023</span></div><h3>Godot 4.1 Rendering Priorities</h3><p class=excerpt>For 4.1 the rendering team will be focusing on performance, stability, and usability.</div></article></a><a href=/article/d3d12-adventures-in-shaderland/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/d3d12-adventures-in-shaderland.jpg) href=/article/d3d12-adventures-in-shaderland/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/pedro.webp alt="Pedro J. Estébanez" loading=lazy>
<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp;14 April 2023</span></div><h3>Direct3D 12: Adventures in Shaderland</h3><p class=excerpt>Godot is about to get a Direct3D 12 rendering driver. This is a discussion on the exotic approaches taken to face some of the challenges posed in the area of shaders.</div></article></a><a href=/article/whats-new-in-csharp-for-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/whats-new-in-csharp-for-godot-4-0.jpg) href=/article/whats-new-in-csharp-for-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/raulsantos.webp alt="Raul Santos" loading=lazy>
<span class=by>Raul Santos </span><span class=date>&nbsp;-&nbsp;25 February 2023</span></div><h3>What's new in C# for Godot 4.0</h3><p class=excerpt>All about changes and improvements that Godot 4.0 offers to C# developers.</div></article></a></div><div class="flex pagination"><a class=active title="Blog - Progress Report" href=https://godotengine.org/blog/progress-report/>1</a>
<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp;14 April 2023</span></div><h3>Direct3D 12: Adventures in Shaderland</h3><p class=excerpt>Godot is about to get a Direct3D 12 rendering driver. This is a discussion on the exotic approaches taken to face some of the challenges posed in the area of shaders.</div></article></a></div><div class="flex pagination"><a class=active title="Blog - Progress Report" href=https://godotengine.org/blog/progress-report/>1</a>
<a title="Blog - Progress Report - Page 2" href=https://godotengine.org/blog/progress-report/2/>2</a>
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<h2 id=godot-xr-community-game-jam>Godot XR Community Game Jam</h2><p>Starting on 8 September 2025 the Godot XR Community is hosting its <a href=https://itch.io/jam/godot-xr-game-jam-sep-2025>fourth Godot XR game jam</a>.<p>Participants have a week to put together a small XR game using the Godot Game Engine. In addition, special consideration will be given to participants using the <a href=https://www.meta.com/experiences/godot-game-engine/7713660705416473/>Godot XR editor</a> to create their entry!<p>This is a great way to try out some XR development and hone your game design skills, as well as provide feedback to help improve the XR editor.<p>We invite you to take this opportunity to try out Godot as an XR platform! The XR channel on the <a href=https://discord.gg/godotengine>official Godot Discord</a> is a great place to get help.<h2 id=creating-a-game-entirely-in-the-xr-editor>Creating a game entirely in the XR editor</h2><p>And on the topic of using the XR editor to create an XR game, during the Godot Wild Jam in May, David and Logan challenged themselves to create their entry entirely in VR - without using their PCs at all!<p>In this devlog video by Logan, they explain how it went:</p><iframe width=560 height=315 style=width:100%;height:100%;aspect-ratio:16/9 src=https://www.youtube.com/embed/6RE8KuCspqw title="Can we make a Godot VR Game... in VR?" frameborder=0 allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy=strict-origin-when-cross-origin allowfullscreen></iframe><p>Were they successful? Watch to find out!<h2 id=pre-release-channels-on-horizonos>Pre-release channels on HorizonOS</h2><p>To improve development and testing of the XR editor, we have set up <strong>DEV</strong>, <strong>BETA</strong>, and <strong>RC</strong> (release candidate) pre-release channels in the Horizon store to provide the community with pre-release builds of the XR editor.<p>Interested users can self-subscribe to the pre-release channels using the following links:<ul><li><a href=https://www.meta.com/s/3yJ7i8kop>DEV channel</a><li><a href=https://www.meta.com/s/h9JcJGHfg>BETA channel</a><li><a href=https://www.meta.com/s/6Ls6Bfa34>RC channel</a></ul><p>After joining the pre-release channels, users can change the XR editor active channel by visiting the apps “Settings” page in-headset, or via the “Version” dropdown in the <a href=https://www.meta.com/experiences/godot-game-engine/7713660705416473/>apps store page</a>.<h2 id=render-models-support-coming-in-godot-45>Render models support coming in Godot 4.5</h2><p>Render models is a new API added to OpenXR 1.1.49 that provides access to various 3D assets accessible in the runtime.<p>Its main focus is to provide accurate render models for the physical controllers the player is using and accurately placing those in the virtual world. These models come with metadata and tracking data that result in full animation of these assets. Thus they react properly to button presses and other interactions the player is performing.<p>The <a href=https://github.com/godotengine/godot/pull/107388>implementation in Godot</a> was made possible thanks to the Godot Integration Project that Khronos is currently funding and allowed Godot to implement this logic early. In doing so, runtime implementations could be tested and this provided feedback that allowed this API to be published.<ul><li>SteamVR added support for this API in their 2.12 release.<li>PICO has added support for this API in their 5.14.0 release, currently supporting PICO 4 Ultra devices.<li>Other vendors are expected to provide support in the near future.</ul><iframe width=560 height=995 style=width:100%;height:100%;aspect-ratio:9/16 src=https://www.youtube.com/embed/DfOW6tj0Pk4 title="Godot OpenXR Render Models demo" frameborder=0 allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy=strict-origin-when-cross-origin allowfullscreen></iframe>

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<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>Dev snapshot: Godot 4.5 beta 7</title><link>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-7/</link><summary>Two more for the road!</summary><description>&lt;p>While we initially anticipated our next snapshot to begin release candidate phase, we left open the possibility of another beta pass if any significant blockers persisted. And while the overwhelming majority have since been handled, this extra pass is to ensure debug symbols are supported for Android platforms. While this was always something that could be done when building from source, a long-term goal is official access to debug symbols, making this something we want to get right out of the gate.&lt;/p>
<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>Godot XR update - August 2025</title><link>https://godotengine.org/article/godot-xr-update-aug-2025/</link><summary>Upcoming XR game jam, using the XR editor, new release channels and the new Render Models API</summary><description>&lt;h2 id="godot-xr-community-game-jam">Godot XR Community Game Jam&lt;/h2>
&lt;p>Starting on 8 September 2025 the Godot XR Community is hosting its &lt;a href="https://itch.io/jam/godot-xr-game-jam-sep-2025">fourth Godot XR game jam&lt;/a>.&lt;/p>
&lt;p>Participants have a week to put together a small XR game using the Godot Game Engine. In addition, special consideration will be given to participants using the &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">Godot XR editor&lt;/a> to create their entry!&lt;/p>
&lt;p>This is a great way to try out some XR development and hone your game design skills, as well as provide feedback to help improve the XR editor.&lt;/p>
&lt;p>We invite you to take this opportunity to try out Godot as an XR platform! The XR channel on the &lt;a href="https://discord.gg/godotengine">official Godot Discord&lt;/a> is a great place to get help.&lt;/p>
&lt;h2 id="creating-a-game-entirely-in-the-xr-editor">Creating a game entirely in the XR editor&lt;/h2>
&lt;p>And on the topic of using the XR editor to create an XR game, during the Godot Wild Jam in May, David and Logan challenged themselves to create their entry entirely in VR - without using their PCs at all!&lt;/p>
&lt;p>In this devlog video by Logan, they explain how it went:&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/6RE8KuCspqw" title="Can we make a Godot VR Game... in VR?" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;p>Were they successful? Watch to find out!&lt;/p>
&lt;h2 id="pre-release-channels-on-horizonos">Pre-release channels on HorizonOS&lt;/h2>
&lt;p>To improve development and testing of the XR editor, we have set up &lt;strong>DEV&lt;/strong>, &lt;strong>BETA&lt;/strong>, and &lt;strong>RC&lt;/strong> (release candidate) pre-release channels in the Horizon store to provide the community with pre-release builds of the XR editor.&lt;/p>
&lt;p>Interested users can self-subscribe to the pre-release channels using the following links:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://www.meta.com/s/3yJ7i8kop">DEV channel&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://www.meta.com/s/h9JcJGHfg">BETA channel&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://www.meta.com/s/6Ls6Bfa34">RC channel&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>After joining the pre-release channels, users can change the XR editor active channel by visiting the apps “Settings” page in-headset, or via the “Version” dropdown in the &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">apps store page&lt;/a>.&lt;/p>
&lt;h2 id="render-models-support-coming-in-godot-45">Render models support coming in Godot 4.5&lt;/h2>
&lt;p>Render models is a new API added to OpenXR 1.1.49 that provides access to various 3D assets accessible in the runtime.&lt;/p>
&lt;p>Its main focus is to provide accurate render models for the physical controllers the player is using and accurately placing those in the virtual world. These models come with metadata and tracking data that result in full animation of these assets. Thus they react properly to button presses and other interactions the player is performing.&lt;/p>
&lt;p>The &lt;a href="https://github.com/godotengine/godot/pull/107388">implementation in Godot&lt;/a> was made possible thanks to the Godot Integration Project that Khronos is currently funding and allowed Godot to implement this logic early. In doing so, runtime implementations could be tested and this provided feedback that allowed this API to be published.&lt;/p>
&lt;ul>
&lt;li>SteamVR added support for this API in their 2.12 release.&lt;/li>
&lt;li>PICO has added support for this API in their 5.14.0 release, currently supporting PICO 4 Ultra devices.&lt;/li>
&lt;li>Other vendors are expected to provide support in the near future.&lt;/li>
&lt;/ul>
&lt;iframe width="560" height="995" style="width: 100%; height: 100%; aspect-ratio: 9/16;" src="https://www.youtube.com/embed/DfOW6tj0Pk4" title="Godot OpenXR Render Models demo" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe></description><category>Progress Report</category><guid>https://godotengine.org/article/godot-xr-update-aug-2025/</guid><dc:creator>Bastiaan Olij</dc:creator><pubDate>Tue, 02 Sep 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/august-2025-update-godot-xr-community.webp</image></item><item><title>Dev snapshot: Godot 4.5 beta 7</title><link>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-7/</link><summary>Two more for the road!</summary><description>&lt;p>While we initially anticipated our next snapshot to begin release candidate phase, we left open the possibility of another beta pass if any significant blockers persisted. And while the overwhelming majority have since been handled, this extra pass is to ensure debug symbols are supported for Android platforms. While this was always something that could be done when building from source, a long-term goal is official access to debug symbols, making this something we want to get right out of the gate.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.5.beta7/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/2702170/Strange_Jigsaws/?curator_clanid=41324400">&lt;strong>Strange Jigsaws&lt;/strong>&lt;/a>, a game of strange jigsaws! You can buy the game on &lt;a href="https://store.steampowered.com/app/2702170/Strange_Jigsaws/?curator_clanid=41324400">Steam&lt;/a>, and follow the developer on &lt;a href="https://www.youtube.com/@FLEBpuzzles">YouTube&lt;/a> or &lt;a href="https://bsky.app/profile/flebpuzzles.bsky.social">Bluesky&lt;/a>.&lt;/p>
@@ -2728,73 +2756,4 @@ While engine maintainers try their best to ensure that each preview snapshot and
&lt;p>In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part or full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Wed, 18 Jun 2025 22:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp</image></item><item><title>A new convention to look forward to: GodotFest - Save the Date!</title><link>https://godotengine.org/article/godotfest-2025/</link><summary>Introducing the second annual Godot convention: GodotFest 25 - GodotCon Europe!</summary><description>&lt;p>Were excited to announce a new annual, independent convention centered around Godot: &lt;strong>GodotFest&lt;/strong>!&lt;/p>
&lt;p>What does this mean? It means well now have another annual Godot event to look forward to! Godot&lt;em>Con&lt;/em>, will still be organized
by the Godot Foundation in 2026, and it will continue to travel the world, offering a great starting point for anyone curious about
the engine.&lt;/p>
&lt;p>Godot&lt;em>Fest&lt;/em>, meanwhile, will be held in the same location each year, always around the same time of the year. Since its aimed more
at a professional audience, itll take place during the workweek to make business travel more convenient.&lt;/p>
&lt;p>This year, the GodotFest will be the GodotCon in Europe. Starting next year, you can expect to have at least three events: GodotCon North America, GodotCon Europe and GodotFest.&lt;/p>
&lt;p>GodotFest is organized by the Munich Godot user group, the same team behind the GodotCon 23 - thats why it will take place in &lt;strong>Munich, Germany, on the 11th and 12th of November, at Smartvillage Bogenhausen&lt;/strong>.&lt;/p>
&lt;p>These two days will be filled with many talks and workshops vetted by our talented submission committee
and plenty of chances to meet new people. We strive to create a professional event in a beautiful,
light and modern venue with opportunities to:&lt;/p>
&lt;ul>
&lt;li>connect with others in the Godot ecosystem&lt;/li>
&lt;li>pitch your games and&lt;/li>
&lt;li>enjoy great food and drinks throughout the event (included in your ticket)&lt;/li>
&lt;/ul>
&lt;h2 id="tickets">Tickets!&lt;/h2>
&lt;p>The ticket shop is now open at &lt;a href="https://25.godotfest.com/">https://25.godotfest.com/&lt;/a>, get your tickets with
an early supporter discount until the end of June!&lt;/p>
&lt;h2 id="call-for-speakers-at-godotfest">Call for Speakers at GodotFest&lt;/h2>
&lt;p>Would you like to give a talk, share your knowledge in a workshop, or perhaps exhibit your game?
Were looking for all kinds of submissions around Godot and game development in general!&lt;/p>
&lt;p>&lt;a href="https://pretalx.godotfest.com/godotfest-25/">➡️ Call for submissions&lt;/a>, deadline: July 17th, 2025&lt;/p>
&lt;p>A big thank you ahead of time to our lovely submission committee,
for helping us curate and create a diverse and interesting roster of submissions!&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://godotsteam.com/">Gramps Garcia&lt;/a>, GodotSteam Creator / Maintainer&lt;/li>
&lt;li>&lt;a href="https://bsky.app/profile/rothiotome.bsky.social">Rothio Tome&lt;/a>, Twitch development streamer and lead developer @ Patattie Games&lt;/li>
&lt;li>Ariel Manzur, Godot Engine Co-founder&lt;/li>
&lt;li>&lt;a href="https://bsky.app/profile/passivestar.bsky.social">passivestar&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://www.youtube.com/LucyLavend">LucyLavend&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://www.linkedin.com/in/kerstin-pfaffinger/">Kerstin Pfaffinger&lt;/a>, GodotFest Co-founder, master student @ TUM&lt;/li>
&lt;li>&lt;a href="https://dyrda.page/">Daniel Dyrda&lt;/a>, Game Design Engineer and Researcher @ TUM&lt;/li>
&lt;li>&lt;a href="https://youtube.com/bitbraindev">Miguel aka bitbrain&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>We are also actively looking for sponsors to support GodotFest.
If you or your company would be interested in learning more about sponsorship opportunities,
please reach out to &lt;a href="mailto:contact@godotfest.com?subject=Sponsorhip inquiry">contact@godotfest.com&lt;/a>.&lt;/p>
&lt;p>Follow the &lt;a href="https://taplink.cc/godotfest">GodotFest socials&lt;/a> to never miss any news,
and &lt;a href="https://discord.com/invite/DD95reBjzM">join the Discord&lt;/a> to stay in touch.&lt;/p>
&lt;p>See you there!&lt;/p>
&lt;h2 id="overview">Overview&lt;/h2>
&lt;table>
&lt;tbody>
&lt;tr>
&lt;td>📅 Dates&lt;/td>
&lt;td>11th, 12th of November&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>🕑 Time&lt;/td>
&lt;td>09:30 - 18:00 CEST&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>🌍 Location&lt;/td>
&lt;td>Munich, Germany&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>📍 Venue&lt;/td>
&lt;td>Smartvillage Bogenhausen &lt;br />&lt;a href="https://www.openstreetmap.org/node/12025157887">Rosenkavalierplatz 13, 81925 Munich&lt;/a>&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>🌐 Socials + News&lt;/td>
&lt;td>&lt;a href="https://taplink.cc/godotfest">https://taplink.cc/godotfest&lt;/a>&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>💬 Discord&lt;/td>
&lt;td>&lt;a href="https://discord.com/invite/DD95reBjzM">https://discord.com/invite/DD95reBjzM&lt;/a>&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table></description><category>Events</category><guid>https://godotengine.org/article/godotfest-2025/</guid><dc:creator>GodotFest Team</dc:creator><pubDate>Tue, 17 Jun 2025 00:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godotfest-2025.webp</image></item></channel></rss>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Wed, 18 Jun 2025 22:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp</image></item></channel></rss>

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