Add missing newlines at EOF

This commit is contained in:
Rémi Verschelde
2023-01-13 14:35:36 +01:00
parent a3442343c4
commit d91bd9fa27
604 changed files with 1164 additions and 1164 deletions

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@@ -109,4 +109,4 @@
link.href = "/download/linux";
}
}
</script>
</script>

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@@ -36,4 +36,4 @@
</div>
</header>
<main>
<main>

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@@ -143,4 +143,4 @@ layout: default
{% include footer.html %}
{% include footer.html %}

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@@ -128,4 +128,4 @@ collection: article
</div>
{% include footer.html %}
{% include footer.html %}

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@@ -32,4 +32,4 @@
{{ content }}
</body>
</html>
</html>

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@@ -314,4 +314,4 @@ layout: default
</div>
</div>
{% include footer.html %}
{% include footer.html %}

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@@ -40,4 +40,4 @@ current_tab: ''
{{ content }}
</div>
{% include footer.html %}
{% include footer.html %}

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@@ -191,4 +191,4 @@ layout: default
{% endif %}
</div>
{% include footer.html %}
{% include footer.html %}

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@@ -1 +1 @@
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@@ -31,7 +31,7 @@ It is important to note, though, that as with any X.0 release, there will still
In June this year, we held our first [Godot Sprint](https://godotengine.org/article/godot-sprint-and-user-meeting-barcelona-june-2022) since the pandemic started (previous one being in Brussels, January 2020).
It was an excellent way to get back in touch with everyone. As much as Godot is developed very efficiently online, the main developers meeting personally is a great way to move forward with a lot of issues that are difficult to discuss online.
It was an excellent way to get back in touch with everyone. As much as Godot is developed very efficiently online, the main developers meeting personally is a great way to move forward with a lot of issues that are difficult to discuss online.
Even if we do online calls often, we are all very tired after an hour or two, but meeting in person is a blast where we can have fun all day discussing Godot topics.
@@ -65,10 +65,10 @@ This year, there were several hit games published with Godot, such as [Dome Keep
On a personal level, this year was a turning point for me. As a Godot creator and having pushed countless hours majorly churning code for the project since its inception, this is the year where I finally stopped working on large features and moved on to helping other contributors and a more administrative role.
I worked hard towards this happening, increasingly delegating engine areas to trusted and talented contributors over the years. Nowadays, pretty much all the major areas have dedicated maintainers who understand the code better than I do.
I worked hard towards this happening, increasingly delegating engine areas to trusted and talented contributors over the years. Nowadays, pretty much all the major areas have dedicated maintainers who understand the code better than I do.
Of course, I still help them out with feedback and code reviews and will still contribute new features from time to time but, as time passes, it is (and always was) my intention that Godot is a project that can stand on its own and thrive.
We create Godot out of love and a belief that game development should be freely accessible to everyone. By using Godot, you can have full ownership and control over the technology powering your game. If you believe in our mission and want to support us, you can [become a Patreon](https://www.patreon.com/bePatron?u=5597979) or [send a donation](https://godotengine.org/donate).
It has been a productive year, and we are grateful to have been able to share it with all of you. We look forward to seeing what the next year brings. Thank you!
It has been a productive year, and we are grateful to have been able to share it with all of you. We look forward to seeing what the next year brings. Thank you!

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@@ -7,7 +7,7 @@ image: /storage/app/uploads/public/592/29d/1fe/59229d1fe233b092175821.jpg
date: 2017-05-22 10:00:00
---
## Learn to create your own 2d game inspired by Zelda!
## Learn to create your own 2d game inspired by Zelda!
GDquest is on Kickstarter again, and we're doing this in collaboration with the Godot developers. We want to bring you **the first professional course for our favourite Free and Open Source Game Engine!**
@@ -21,4 +21,4 @@ All the money will go to make the course: the higher the funding, the bigger you
**Back the project now and get at least 50% off the courses price:**
[![Check out the Kickstarter](/storage/app/media/gdquest/check%20out%20the%20kickstarter%20button.png)](https://www.kickstarter.com/projects/gdquest/make-professional-2d-games-godot-engine-online-cou)
[![Check out the Kickstarter](/storage/app/media/gdquest/check%20out%20the%20kickstarter%20button.png)](https://www.kickstarter.com/projects/gdquest/make-professional-2d-games-godot-engine-online-cou)

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@@ -64,4 +64,4 @@ In the near future, we will add a way for you to donate via PayPal for our "hiri
-----
*The awesome unrelated header of this blog post is a Godot 3.0 render of a scene by [fracteed](https://twitter.com/fracteed/status/901366615555547136), one of our excellent PBR artists!*
*The awesome unrelated header of this blog post is a Godot 3.0 render of a scene by [fracteed](https://twitter.com/fracteed/status/901366615555547136), one of our excellent PBR artists!*

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@@ -86,4 +86,4 @@ For a while, we will then offer three backends to choose from: OpenGL ES 2.0, Op
This will delay a bit the implementation of new features on the 3D side, but we believe it will be very worth it on the long term. Thanks for the patience!
It is important to note that for games being currently developed with Godot 3.0, **there will not be any compatibility breakage** when moving to Vulkan. This is an internal renderer change, and the exposed APIs and formats will remain the same.
It is important to note that for games being currently developed with Godot 3.0, **there will not be any compatibility breakage** when moving to Vulkan. This is an internal renderer change, and the exposed APIs and formats will remain the same.

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@@ -45,7 +45,7 @@ To put it simply: In Godot 3.x the GLES2 renderer is designed for older hardware
The GLES3 implementation in Godot 4.1 will be a hybrid. It will have a design more similar to the GLES2 renderer in Godot 3.x (so it will achieve better performance in old devices), but it will still take advantage of the added features to scale better for more complex scenes. Some more advanced features such as decals or Real-Time GI, present on the Vulkan renderer, will not be supported, though.
Still, if you are making a high-end mobile game, keep in mind that we will support a mobile optimized version of the Vulkan renderer. Vulkan runs on all high end phones that were shipped in the past several years.
Still, if you are making a high-end mobile game, keep in mind that we will support a mobile optimized version of the Vulkan renderer. Vulkan runs on all high end phones that were shipped in the past several years.
# What if I can't run GLES3 or Vulkan?
@@ -71,4 +71,4 @@ If you want to help Godot 4 shine, you can join the [contributor chat platform](
Another important way to support Godot 4, other than [donating](https://godotengine.org/donate), is to try out the alpha builds as soon as they are out and report all the issues that you encounter.
The more bugs are found during the alpha and beta stage, the better the release will be.
Thank you for being here, and happy development!
Thank you for being here, and happy development!

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@@ -36,4 +36,4 @@ To make that happen, I've added the concept of **input buffering**, which allows
- This enhancement is implemented in two pieces. One belongs to the core of the engine, whereas the other must be implemented on each platform. At this point, only Android has the platform-specific part implemented. (To be honest, that's most likely the platform where agile input flushing is needed the most, due to the huge range of hardware capabilities found across devices.)
- However, the doors are open wide for it to be implemented for other platform given the base is already done.
- **Both Godot 3.4 and 4.0** will enjoy agile input, exposed as the `input_devices/buffering/agile_event_flushing` project setting.
- The project setting mentioned above is **disabled by default**. The rationale is that not every project may want to have batches of input events coming multiple times per frame. Also, until this feature is implemented universally, enabling it causes differences of behavior across platforms. Nonetheless, elaborating on the latter, my game has been in the wild for months with agile input flushing on Android and without it on iOS with no issues. As long as you make your game physics-centric, whether agile input is enabled or not won't have any side effects. The game will just be more responsive when it's enabled and available, but it will keep working without agile input.
- The project setting mentioned above is **disabled by default**. The rationale is that not every project may want to have batches of input events coming multiple times per frame. Also, until this feature is implemented universally, enabling it causes differences of behavior across platforms. Nonetheless, elaborating on the latter, my game has been in the wild for months with agile input flushing on Android and without it on iOS with no issues. As long as you make your game physics-centric, whether agile input is enabled or not won't have any side effects. The game will just be more responsive when it's enabled and available, but it will keep working without agile input.

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@@ -82,4 +82,4 @@ To allow this, *expressions* [were introduced](https://github.com/godotengine/go
## Future
This was a last minute unexpected change because it required large compatibility breaking, and I want to hugely thank the animation contributors: Fire, Tokage, Lyuma and Saracen. Godot 4.0 alpha is around the corner now (we have been pushing pre-alpha builds recently), so looking forward to a release soon! There will be many new and exciting changes in animation after 4.0 is out, but for now the priority is to stabilize the engine.
This was a last minute unexpected change because it required large compatibility breaking, and I want to hugely thank the animation contributors: Fire, Tokage, Lyuma and Saracen. Godot 4.0 alpha is around the corner now (we have been pushing pre-alpha builds recently), so looking forward to a release soon! There will be many new and exciting changes in animation after 4.0 is out, but for now the priority is to stabilize the engine.

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@@ -73,10 +73,10 @@ In some cases, you may need additional configuration. [Godot docs describes each
## Time to make some 3D games with Godot 4!
Godot 4's animation features have been improved as well as retargeting. Skeleton bones can now be manipulated directly in the viewport ([GH-45699](https://github.com/godotengine/godot/pull/45699)), and broken blend animations have been fixed ([GH-57675](https://github.com/godotengine/godot/pull/57675)).
Godot 4's animation features have been improved as well as retargeting. Skeleton bones can now be manipulated directly in the viewport ([GH-45699](https://github.com/godotengine/godot/pull/45699)), and broken blend animations have been fixed ([GH-57675](https://github.com/godotengine/godot/pull/57675)).
To be honest, the retargeting feature is not a blocker for creating 3D games. Anyone familiar with 3D character animation workflow can do it outside of Godot. However, the implementation of retargeting makes it easier and keeps more of your workflow contained inside Godot.
There is still a lot to improve, and with more people diving into 3D development, there will be more demand to improve this aspect of the engine. I hope to see games taking advantage of this and all the other new features that Godot 4 brings.
Thank you for reading <3
Thank you for reading <3

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@@ -20,4 +20,4 @@ The showreel for 2020 is up! As every year, more and more quality submissions fa
## Thanks
Thanks to everyone for submitting videos, Hugo Locurcio for editing, and thanks to Christian Perucchi and Hubert Lamontagne for providing their music!
Thanks to everyone for submitting videos, Hugo Locurcio for editing, and thanks to Christian Perucchi and Hubert Lamontagne for providing their music!

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@@ -23,4 +23,4 @@ The Godot games showreel for 2021 is up! As every year, more and more quality su
Thanks to everyone for submitting videos, Hugo Locurcio for editing, and thanks to Christian Perucchi for providing his music!
Stay tuned for an upcoming showreel video featuring applications made with Godot :)
Stay tuned for an upcoming showreel video featuring applications made with Godot :)

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@@ -31,4 +31,4 @@ Edited by Emi. Music track: [Tango - Octomuse](https://www.octomuseproduction.co
Check the description of the YouTube videos for details on all the showcased projects and links to their relevant pages.
## Thank you!!
## Thank you!!

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@@ -23,4 +23,4 @@ In detail, these are the relevant dates:
You can also check out the [full schedule](https://gogodotjam.com/events/).
We're always happy to see so many community initiatives around Godot and we can't wait to see all the fun games you'll make.
Happy developing!
Happy developing!

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@@ -22,4 +22,4 @@ Here is the full schedule:
* Results ULTRA: 7th of Jun
* Results Classic: 18th of Jun
More information on GoGodotJam's [official website](https://gogodotjam.com/).
More information on GoGodotJam's [official website](https://gogodotjam.com/).

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@@ -44,9 +44,9 @@ They include:
- Showcases of the use-cases, workflows, and features of Godot
- Comparisons of Godot with other game engines to debunk myths
- Tutorials to help beginners get started with gamedev on Godot
Then Go Godot Jam will have the game jam while the events continue. The game jam is open to everyone.
Then Go Godot Jam will have the game jam while the events continue. The game jam is open to everyone.
**We will announce the themes of the Jam before the start.**
@@ -62,7 +62,7 @@ The Go Godot Jam timeline in a nutshell is:
- Voting Period
- June 9:
- Online Award Ceremony
### How do I join?
@@ -71,7 +71,7 @@ We prepared everything at [gogodotjam.com](https://gogodotjam.com). Here you wil
- The complete Go Godot Jam timeline with links to all content
- Jam-specific information: rules, themes, submission, etc.
- Learning resources from our partners and many more
We only ask you to uphold the [rules](https://gogodotjam.com/contest/) of the Jam and the Godot's [code of conduct](https://godotengine.org/code-of-conduct).
### Wait, is this for me?
@@ -105,4 +105,4 @@ Go Godot Jam will be so much fun!
I am really glad to take part of what has been a growing community of content creators and events organisers aroung Godot and I can't wait to see more of it!
Join now at [gogodotjam.com](https://gogodotjam.com/learn/)
Join now at [gogodotjam.com](https://gogodotjam.com/learn/)

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@@ -21,4 +21,4 @@ The idea is to stream a Jitsi a call between core contributors to our [Youtube c
The next live Q&A will take place on **Thursday 30 of July** at **18hs (6pm) UTC** on our [Youtube channel](https://www.youtube.com/channel/UCKIDvfZD1ZhY4_hhbotf7wA).
**EDIT:** The Youtube stream [is now up](https://www.youtube.com/watch?v=k5DKlhMy5wQ), you can subscribe and set a reminder on it!
**EDIT:** The Youtube stream [is now up](https://www.youtube.com/watch?v=k5DKlhMy5wQ), you can subscribe and set a reminder on it!

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@@ -21,4 +21,4 @@ In addition, the list of communities below the map is now automatically generate
If you host a physical or online community, feel free to add it to the list by editing the top of [`user-groups.html` in the godot-website repository](https://github.com/godotengine/godot-website/blob/master/themes/godotengine/pages/user-groups.htm) and opening a pull request. Make sure to group it with other communities in the same country (if any).
Alternatively, you can also send an e-mail to *webmaster at godotengine · org* to request your community to be added to the list.
For the curious, the map is powered by the open source [Leaflet.js](https://leafletjs.com/) library and uses the [Mapbox Static Tiles API](https://docs.mapbox.com/api/maps/#static-tiles). You can view the implementation in [this pull request](https://github.com/godotengine/godot-website/pull/201).
For the curious, the map is powered by the open source [Leaflet.js](https://leafletjs.com/) library and uses the [Mapbox Static Tiles API](https://docs.mapbox.com/api/maps/#static-tiles). You can view the implementation in [this pull request](https://github.com/godotengine/godot-website/pull/201).

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@@ -19,4 +19,4 @@ Immediate priorities include improvements to the tilemap editor, animation edito
## Future
We have more hires planned, but we need to increase our donations level for this. If you are not, please [consider becoming our patron](https://www.patreon.com/godotengine) and help make this happen!
We have more hires planned, but we need to increase our donations level for this. If you are not, please [consider becoming our patron](https://www.patreon.com/godotengine) and help make this happen!

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@@ -65,7 +65,7 @@ It may not make sense what's special about this at first, but once you start usi
### The Open Source Difference
The open source development process is something beautiful. Once you get it, it becomes clear why. Once a project is set in motion and starts getting traction, it becomes unstoppable.
The open source development process is something beautiful. Once you get it, it becomes clear why. Once a project is set in motion and starts getting traction, it becomes unstoppable.
It may not make sense to most developers how a bunch of guys working in their free time and without getting paid can create quality software that, very often, matches or surpasses it's commercial counterparts.
@@ -75,11 +75,11 @@ Projects such as Linux, gcc, LLVM, Python, Videolan, Blender, git, etc. are proo
Many confuse *Open Source* with *Shared Source*, or making the source available.
When you read about *Open Source* somewhere, it's always about the [OSI definition](https://opensource.org/) of it.
When you read about *Open Source* somewhere, it's always about the [OSI definition](https://opensource.org/) of it.
It means that a special license is used so everyone collaborating will benefit equally, making the development truly open.
It means that a special license is used so everyone collaborating will benefit equally, making the development truly open.
When companies make the source available, they will often do it together with a license where they clearly state that they benefit more from it than anyone that contributes. Alternative, some companies make part of their code open while keeping the rest as closed or under a more restrictive license.
When companies make the source available, they will often do it together with a license where they clearly state that they benefit more from it than anyone that contributes. Alternative, some companies make part of their code open while keeping the rest as closed or under a more restrictive license.
This is what makes Godot different to engines such as Unreal, Xenko, Cocos2D, Lumberyard, etc. Anyone who contributes to Godot, benefits equally from other's contributions.
@@ -95,7 +95,7 @@ This process is led by our large user community, who usually sets our priorities
This development process, which involves several thousands individuals, is extremely efficient and ensured that, in a bit less than 3 years, Godot went from being completely unknown to appear on the map on the most important developer communities. No other game related technology has grown so quickly!
To add to that, Godot gives you the safety that we are just individuals working towards making the best game engine possible.
To add to that, Godot gives you the safety that we are just individuals working towards making the best game engine possible.
Godot does not need to survive by selling you new features constantly that you probably don't need and just bloat the engine because they are implemented in a hurry. The small 20mb download size is a testament to this.
@@ -107,4 +107,4 @@ Godot does not need to convince companies or users that it has a solid cashflow
Because of all this, Godot is a lot more than a game engine. It's a lot of talented individuals and the best community we could ever wish for, working together with the hopes of creating the best game development tool that ever exists.
Following this process is very exciting, so stay with us and help us keep making Godot better and better!
Following this process is very exciting, so stay with us and help us keep making Godot better and better!

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@@ -67,4 +67,4 @@ If you are in doubt, don't hesitate to ask for guidance on one of the many [comm
As you will probably notice, the frontend is not finished yet. For example, rating assets is not implemented in the beta. You can check the existing [list of issues](https://github.com/godotengine/asset-library/issues) as well as the [milestone to the 1.0 release](https://github.com/godotengine/asset-library/milestone/3) to see what is in the works. If you have issues to report or suggestions to make, please use the issue tracker.
For now, enjoy the existing assets and the web frontend, and give us your feedback!
For now, enjoy the existing assets and the web frontend, and give us your feedback!

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@@ -41,7 +41,7 @@ Using atlases ensures that, before placing all the animation frames in a single
## How to use atlases in Godot
Using atlases in Godot is _extremely_ easy. Just select all the files that you want to _pack together_ in the _Filesystem Dock_, then change the import type to "Texture Atlas".
Using atlases in Godot is _extremely_ easy. Just select all the files that you want to _pack together_ in the _Filesystem Dock_, then change the import type to "Texture Atlas".
When the new file type is selected, change the "atlas file" setting to the image you will want to create, then push the "Re-Import" button. All your assets will be re-imported and added to an atlas. (The editor will restart afterwards, as the images may be in use, to ensure everything is re-opened in a clean state).
@@ -67,4 +67,4 @@ This cuts a polygon around the used part and packs it, resulting in considerably
## Future
I hope this is the last feature I will personally add to Godot 3.2, so I can soon move to work on Vulkan.
As always, if you are not yet, please consider [becoming our patron](https://www.patreon.com/godotengine), help us hire an extra developer and ensure that Godot development remains free.
As always, if you are not yet, please consider [becoming our patron](https://www.patreon.com/godotengine), help us hire an extra developer and ensure that Godot development remains free.

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@@ -150,4 +150,4 @@ References
- [PR refactoring the `core` crypto code](https://github.com/godotengine/godot/pull/30239)
- [PR adding Crypto class, Hashing contexts, SSL server](https://github.com/godotengine/godot/pull/29871)
- [PR adding documentation for above-mentioned additions](https://github.com/godotengine/godot/pull/32285)
- [PR adding documentation for above-mentioned additions](https://github.com/godotengine/godot/pull/32285)

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@@ -47,4 +47,4 @@ Here's how to get started:
That's it! It's a lot of links and documentation, but you of course don't need to review everything in depth, look in priority at the [contributor's documentation](http://docs.godotengine.org/en/latest/community/contributing/index.html) and then pick something you'd like to work on.
Enjoy your Hacktoberfest and have fun contributing to your very own engine!
Enjoy your Hacktoberfest and have fun contributing to your very own engine!

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@@ -45,4 +45,4 @@ I've asked Ben to give us some details about what they see in Godot, and why the
These points really echo what we hear on all [Godot community channels](https://godotengine.org/community), where users really enjoy the flexibility offered by Godot's design and license, and simply have a lot of fun experimenting and working on long term projects alike.
If you want to communicate directly with Ben, Yann and other users waiting for this course, you can join GameDev.tv's [Facebook group dedicated to the Godot course](https://www.facebook.com/groups/godotcourse/).
If you want to communicate directly with Ben, Yann and other users waiting for this course, you can join GameDev.tv's [Facebook group dedicated to the Godot course](https://www.facebook.com/groups/godotcourse/).

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@@ -34,4 +34,4 @@ Binaries for all platforms will eventually be provided when Godot 3.0 gets stabl
As always, keep in mind this is a beta and you are expected to encounter issues and maybe crashes. If so, make sure to report them on the [project's bug tracker](https://github.com/touilleMan/godot-python/issues) ;-)
**PS:** A talk about Godot & Python was given last Monday at [EuroPython 2017](https://ep2017.europython.eu/conference/talks/bringing-python-to-godot-game-engine). You can watch the (for now unedited) recording [on YouTube](https://www.youtube.com/watch?v=h6MsqsJqnao&feature=youtu.be&t=2h35m09s); the edited version should be available later on [EuroPython's YouTube channel](https://www.youtube.com/c/EuroPythonConference).
**PS:** A talk about Godot & Python was given last Monday at [EuroPython 2017](https://ep2017.europython.eu/conference/talks/bringing-python-to-godot-game-engine). You can watch the (for now unedited) recording [on YouTube](https://www.youtube.com/watch?v=h6MsqsJqnao&feature=youtu.be&t=2h35m09s); the edited version should be available later on [EuroPython's YouTube channel](https://www.youtube.com/c/EuroPythonConference).

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@@ -196,7 +196,7 @@ Notes:
1. Betsy q = 1 is medium quality
1. Betsy q = 2 is maximum quality
1. It is unknown why ConvectionKernels some RSMLE increased in ETC2 over ETC1. It could be a CVTT bug, or a difference in how CVTT measures error vs how I measured it.
## ETC1 RGB
| | Betsy (q = 1) | Betsy (q = 2) | ConvectionKernels | etc2comp |
@@ -325,4 +325,4 @@ Notes:
If you're a GPU nerd, we have an [in-depth analysis](https://github.com/darksylinc/betsy/blob/master/Docs/technical_doc_advanced.md) of how betsy's compute shaders are implemented.
Keep in mind it is quite advanced and assumes you're somewhat familiar with GPU shader coding.
Keep in mind it is quite advanced and assumes you're somewhat familiar with GPU shader coding.

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@@ -32,4 +32,4 @@ You're free to join for one hour or for the whole day, the important is that we
- [List of issues in the 3.0 milestone](https://github.com/godotengine/godot/milestone/4) (meant to be fixed before 3.0 is released, or eventually moved to the next milestone if non critical).
- [List of "Hero Wanted!" issues](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3A%22hero+wanted%21%22).
- [Contributing docs](http://docs.godotengine.org/en/latest/community/contributing/ways_to_contribute.html), especially the parts of the [PR workflow](http://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html) and the [code style guidelines](http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html).
- [#godotengine-devel on Freenode](http://webchat.freenode.net/?channels=#godotengine-devel)
- [#godotengine-devel on Freenode](http://webchat.freenode.net/?channels=#godotengine-devel)

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@@ -50,4 +50,4 @@ We will schedule the event as soon as possible and get back to you if we accept
For any other questions, please, don't hesitate to write to that same mail (godotcon *at* godotengine *·* org) and the GodotCon team (Aina, Ilaria, Julian, and Wojciech) will try to solve your doubts.
Thanks everyone and we hope to see you at our first Online GodotCon 2021!
Thanks everyone and we hope to see you at our first Online GodotCon 2021!

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@@ -37,4 +37,4 @@ As an indication, we propose a duration of **20 minutes** (+ 5-10 min Q&A) for t
Don't overthink the above too much, I'd prefer to know *ASAP* who may give a talk, and we can fill in more details later on.
Note for Godot Sprint attendees: don't hesitate to also propose talks, workshops, dev discussions, etc. for the Sprint. We'll have two days to focus on contribution work (engine, documentation, tutorials), and it's up to all of us to make it a great knowledge-sharing event.
Note for Godot Sprint attendees: don't hesitate to also propose talks, workshops, dev discussions, etc. for the Sprint. We'll have two days to focus on contribution work (engine, documentation, tutorials), and it's up to all of us to make it a great knowledge-sharing event.

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@@ -14,7 +14,7 @@ Each of them usually has their own model and activities, but often suffer of vis
## Connecting the communities
After much discussion, we decided it could be useful for them if we could keep track of what they do and publicize their existence and activities in our official channels. This way, nearby users can find about those groups and engage in their activities, or use other groups as models to create their own if none exists.
After much discussion, we decided it could be useful for them if we could keep track of what they do and publicize their existence and activities in our official channels. This way, nearby users can find about those groups and engage in their activities, or use other groups as models to create their own if none exists.
Additionally, having a better idea of where Godot communities are can make sure the project can help them in a more "official" way, from encouraging and helping them to participate in local gamedev events, to creating materials they can use for workshops and talks.
@@ -37,7 +37,7 @@ Our initial idea for tasks in the Regional Communities team would be:
* Work on a local map of communities and representatives, similar [to this one](https://www.gamedevmap.com/), that we can put in our [community page](https://godotengine.org/community).
* Make the [user groups](https://godotengine.org/community/user-groups/) page a more fancy portal, and help fill missing content.
* Investigate video game development events around the world, large or small. Some may require asking people from different regions. Contact the event organizers to propose them Godot talks, then see who from our community would be willing to speak at each event.
* Help local communities organize Godot events, game jams, workshops, etc.
* Help local communities organize Godot events, game jams, workshops, etc.
* Help communities share materials they created for use by other communities.
## Volunteer profile
@@ -59,4 +59,4 @@ Eventually some motivated members of the Regional Communities team could look in
From there, we can brainstorm together on additional tools that might be relevant to efficiently handle the team's tasks.
See you around in the Regional Communities channel!
See you around in the Regional Communities channel!

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@@ -79,4 +79,4 @@ You will be able to get development progress updates on this blog or by followin
---
*Credits illustration: Robot Head model by James Redmond (fracteed) 2018*
*http://www.fracteed.com/godot.html*
*http://www.fracteed.com/godot.html*

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@@ -43,4 +43,4 @@ We naturally want people to watch the presentations. Entrance to FOSDEM is free
Note that barring any technical difficulties, the talks should be recorded and made available under a Creative Commons license on the FOSDEM website shortly after the event.
See you all in Brussels!
See you all in Brussels!

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@@ -11,7 +11,7 @@ date: 2016-09-22 00:00:00
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).
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).
### Origins
@@ -20,24 +20,24 @@ I tried to track down an early version of Image class and could find this from 2
![](/storage/app/media/devlog/image/dl_image.png)
You can see an old Macro from when we used Tolua++ to interface! Back then Godot (or what little was of it) ran on the Nintendo DS and Sony PSP, so indexed texture compression was the most common! Other than that, and save for many helpers for dealing with image processing, this class has not changed much in years.
You can see an old Macro from when we used Tolua++ to interface! Back then Godot (or what little was of it) ran on the Nintendo DS and Sony PSP, so indexed texture compression was the most common! Other than that, and save for many helpers for dealing with image processing, this class has not changed much in years.
### Present
With the excuse of compatibility, new formats piled up over a decade to end in their current state.
With the excuse of compatibility, new formats piled up over a decade to end in their current state.
![](/storage/app/media/devlog/image/dl_image2.png)
Some stuff we added was:
* YUV textures, so we could send them to a video buffer and do conversion in GPU. This was, however, pretty hacky to do in the end and did not improve performance that much over an SSE conversor.
* YUV textures, so we could send them to a video buffer and do conversion in GPU. This was, however, pretty hacky to do in the end and did not improve performance that much over an SSE conversor.
* BC texture compression, which is the most common on PC and consoles.
* PVRTC texture compression, which is common on Apple devices.
* ETC texture compression, used by Android devices.
* Also ATC, used by Qualcomm, which is kind of the same as S3TC with different ramp values to work around patents.
* Ability to send custom data to a texture. We used this when working in PSP and PS3 games, so we could load texture data swizzled (old GPUs expected you to load texture data in a special format friendlier to cache, nowadays GPUs can rewire memory to work around this limitation or use texture formats which are already swizzled).
Two decades ago, everyone wanted to make their own graphics API and protect it with patents, so texture compression algorithms were all patented and barely no one wanted to bet on open APIs. To say the truth, only NVidia kept OpenGL kicking, as Intel and AMD support for it were a mess. As a result, there are plenty of competing texture compression formats (out of which only PVRTC is truly innovative IMO, but also patented). PC and consoles generally supported S3TC, but on mobile no GPU manufacturer wanted to lose money to S3 patents so each used their own compression format (or no compression at all, like ARM MALI).
Two decades ago, everyone wanted to make their own graphics API and protect it with patents, so texture compression algorithms were all patented and barely no one wanted to bet on open APIs. To say the truth, only NVidia kept OpenGL kicking, as Intel and AMD support for it were a mess. As a result, there are plenty of competing texture compression formats (out of which only PVRTC is truly innovative IMO, but also patented). PC and consoles generally supported S3TC, but on mobile no GPU manufacturer wanted to lose money to S3 patents so each used their own compression format (or no compression at all, like ARM MALI).
For Apple devices PVRTC is somehow standard, but on Android this is a mess. Google tried to improve the situation by making ETC the standard in all Android devices, but this compression only covers opaque textures.
@@ -59,4 +59,4 @@ The following changes happened:
* Removed custom format, as its use case is no longer relevant.
When OpenGL ES 2.0 and non-Vulkan based devices and GPUs become obsolete enough, we'll probably have to rewrite this API again to remove all the extra unnecessary formats, but this won't happen for some years. Feedback welcome!
When OpenGL ES 2.0 and non-Vulkan based devices and GPUs become obsolete enough, we'll probably have to rewrite this API again to remove all the extra unnecessary formats, but this won't happen for some years. Feedback welcome!

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@@ -22,8 +22,8 @@ While we agreed many months ago with core contributors to introduce a Code of Co
Visit the **[Code of Conduct](/code-of-conduct)** page of this website to read the full guidelines.
The page also includes the contact details for the [Code of Conduct team](/code-of-conduct#coc-team) and its members, who are in charge of reviewing and acting upon any reports of participants breaching the Code of Conduct.
The page also includes the contact details for the [Code of Conduct team](/code-of-conduct#coc-team) and its members, who are in charge of reviewing and acting upon any reports of participants breaching the Code of Conduct.
The document was written by the Godot [Project Leadership Committee](/contact#plc) with help and reviews from various other core contributors and platform moderators.
All [community platforms](/community) will be updated to refer to the [Code of Conduct](/code-of-conduct) page in their usage guidelines.
All [community platforms](/community) will be updated to refer to the [Code of Conduct](/code-of-conduct) page in their usage guidelines.

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@@ -26,4 +26,4 @@ To celebrate this new forum and the recent 2.0 release, we also published a [vid
<iframe width="560" height="315" src="https://www.youtube.com/embed/6sJFMyI3eZ0" frameborder="0" allowfullscreen></iframe>
We also have an [official YouTube channel](https://www.youtube.com/channel/UCKIDvfZD1ZhY4_hhbotf7wA) to post such videos; we hope to do some more of these showcase videos in the future, and also trailers to show the features of new Godot releases.
We also have an [official YouTube channel](https://www.youtube.com/channel/UCKIDvfZD1ZhY4_hhbotf7wA) to post such videos; we hope to do some more of these showcase videos in the future, and also trailers to show the features of new Godot releases.

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@@ -9,7 +9,7 @@ date: 2020-10-14 14:20:00
# Introduction
Hello! [bruvzg](https://github.com/bruvzg) here, I got hired by the Godot team to work on the complex text layouts and BiDi aware UI implementation. This is the first part that focuses on TextServer API implementation.
Hello! [bruvzg](https://github.com/bruvzg) here, I got hired by the Godot team to work on the complex text layouts and BiDi aware UI implementation. This is the first part that focuses on TextServer API implementation.
See [GH-1180](https://github.com/godotengine/godot-proposals/issues/1180), [GH-1181](https://github.com/godotengine/godot-proposals/issues/1181), [GH-1182](https://github.com/godotengine/godot-proposals/issues/1182), [GH-1183](https://github.com/godotengine/godot-proposals/issues/1183) on GitHub for detailed information on CTL proposals and feedback.
@@ -103,7 +103,7 @@ Wrapper class for the GDNative text server implementations.
* SIL Graphite homepage - https://scripts.sil.org/cms/scripts/page.php?site_id=projects&item_id=graphite_home
* Approaches to full justification - https://www.w3.org/International/articles/typography/justification
* Kashida expansion priorities - https://web.archive.org/web/20160304113846/http://www.microsoft.com/middleeast/msdn/JustifyingText-CSS.aspx
## Future
Stay tuned for the next progress report. Next part will focus on UI mirroring and related changes.
Stay tuned for the next progress report. Next part will focus on UI mirroring and related changes.

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@@ -9,7 +9,7 @@ date: 2020-11-10 08:00:00
# Introduction
This is the second part of my work on Complex Text Layouts for Godot 4.0, focusing on Fonts and UI mirroring.
This is the second part of my work on Complex Text Layouts for Godot 4.0, focusing on Fonts and UI mirroring.
See [godot-proposals#1180](https://github.com/godotengine/godot-proposals/issues/1180), [godot-proposals#1181](https://github.com/godotengine/godot-proposals/issues/1181), [godot-proposals#1182](https://github.com/godotengine/godot-proposals/issues/1182), and [godot-proposals#1183](https://github.com/godotengine/godot-proposals/issues/1183) on GitHub for detailed information on <abbr title="Complex Text Layouts">CTL</abbr> proposals and feedback.
@@ -133,4 +133,4 @@ Controls OpenType font features for the node e.g. ligature types to use, number
# Future
The next part will focus on the changes to the specific controls and `RichTextLabel` BBCode.
The next part will focus on the changes to the specific controls and `RichTextLabel` BBCode.

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@@ -208,4 +208,4 @@ Some languages do not use spaces between words, and dictionaries (or other type
- RichTextLabel control refactoring PR (merged) - https://github.com/godotengine/godot/pull/42595
- Variable font support PR (merged) - https://github.com/godotengine/godot/pull/43030
- Compatibility support for the legacy Font resources PR (merged) - https://github.com/godotengine/godot/pull/43931
- Drop cap support PR (merged) - https://github.com/godotengine/godot/pull/43691
- Drop cap support PR (merged) - https://github.com/godotengine/godot/pull/43691

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@@ -22,7 +22,7 @@ This is mostly an internal change that most users won't see outright but, beside
#### Removed PoolArrays (PoolVector in C++), replaced by PackedArrays
Godot offered PoolArray as a type of variable, which was useful for storing large arrays in a compact way. They were designed for 32 bits CPUs with small address space, to allow packing memory and avoiding memory fragmentation.
Godot offered PoolArray as a type of variable, which was useful for storing large arrays in a compact way. They were designed for 32 bits CPUs with small address space, to allow packing memory and avoiding memory fragmentation.
Given pretty much all mainstream platforms are now 64 bits, this optimization is no longer required (64 bits operating systems have efficient memory allocation for large objects, putting them on opposite ends of the address space, which reduces memory fragmentation to the point of making it not a problem).
@@ -40,9 +40,9 @@ Besides this, this change allows to improve the internal C++ binding system, tak
#### Support for named binds in Skin.
Skin system was added in Godot 3.2, but it lacked named binds. This avoided you from merging objects with similar skeletons together (as an example, clothing exported as a separate scene to use for customizing a character).
Skin system was added in Godot 3.2, but it lacked named binds. This avoided you from merging objects with similar skeletons together (as an example, clothing exported as a separate scene to use for customizing a character).
Named binds ensure that, as long as the bone name exists, the mesh will be able to bind to it. This improvement may eventually be cherry picked to Godot 3.x branch too.
Named binds ensure that, as long as the bone name exists, the mesh will be able to bind to it. This improvement may eventually be cherry picked to Godot 3.x branch too.
This is not strictly a core change, but was requested by users due to the limitations of the new system.
@@ -50,7 +50,7 @@ This is not strictly a core change, but was requested by users due to the limita
A lot of APIs in Godot use StringNames instead of Strings. StringNames are special types that contain a unique pointer to a string. When assigned a String, the pointer is always assumed to be the same for that string (no matter when it was assigned), ensuring comparisons are much faster than actual string comparisons (because it's just a pointer comparison).
There are plenty of APIs in Godot that do this for efficiency, like names, method names, property names, class names, animation names, shader parameter names, skeleton bone names, translations keys, etc (the list is very long actually).
There are plenty of APIs in Godot that do this for efficiency, like names, method names, property names, class names, animation names, shader parameter names, skeleton bone names, translations keys, etc (the list is very long actually).
Unfortunately GDScript and the binder (for C# and other languages) did not support this type, and all these functions received regular strings, which where very inefficiently converted to StringNames on each call.
@@ -58,7 +58,7 @@ With this change, users can pass StringNames directly to the Godot API and impro
#### Support for integer vector types
This was a widely requested feature by our users, specially for GDScript. It's useful for games which require cell based integer vector logic in 2D and 3D. Using floats for vector types in these types of games was wasteful and prone to error.
This was a widely requested feature by our users, specially for GDScript. It's useful for games which require cell based integer vector logic in 2D and 3D. Using floats for vector types in these types of games was wasteful and prone to error.
The following new types were added:
@@ -68,7 +68,7 @@ The following new types were added:
Users often complained that PoolArrays were immutable types, so accessing them inside sub-arrays, dictionaries, etc. or passing them to/from functions would always create copies.
In the 4.x branch, besides no longer being pool based, they became references.
In the 4.x branch, besides no longer being pool based, they became references.
#### Packed float and int arrays support 64 bit versions
@@ -88,4 +88,4 @@ March will probably be another for core refactoring, and my Vulkan work will res
* Implementation of Wayland and Linux+EGL (needed for official Raspberry PI support) back-ends.
* General clean up of the API, which is messy.
As always, all this work is is done out of love for everybody making games, and because we believe the world needs quality free and open source game technology. If you are not yet, please help us by [becoming our patron](https://www.patreon.com/godotengine).
As always, all this work is is done out of love for everybody making games, and because we believe the world needs quality free and open source game technology. If you are not yet, please help us by [becoming our patron](https://www.patreon.com/godotengine).

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@@ -11,7 +11,7 @@ As promised in my previous post, the core refactoring work I am undertaking took
### Core refactoring
Core refactoring is mostly work on the most low level, critical and shared parts of the engine. This work is done only on major versions because it implies breaking compatibility and introducing instability and bugs (because of all the new added code), which is actually the case right now. The major refactoring undertaken for Godot 3.x, two years ago, changed a large part of the internals, but we were unable to do everything we wanted to do.
Core refactoring is mostly work on the most low level, critical and shared parts of the engine. This work is done only on major versions because it implies breaking compatibility and introducing instability and bugs (because of all the new added code), which is actually the case right now. The major refactoring undertaken for Godot 3.x, two years ago, changed a large part of the internals, but we were unable to do everything we wanted to do.
The migration to Vulkan already implied breaking compatibility and, together with all the user feedback we got since 3.x was released, we have a very good idea of what needed to change in this time.
@@ -24,7 +24,7 @@ One of the largest singletons in Godot is the [OS](https://docs.godotengine.org/
This was cumbersome for many reasons and also imposed limitations, such as:
* Having a large, bloated OS class on every platform.
* Inability to support different display APIs in a single binary. This is specially visible in Desktop Unixes, where you can use X11, Wayland or even EGL directly on Raspberry PI.
* Inability to support different display APIs in a single binary. This is specially visible in Desktop Unixes, where you can use X11, Wayland or even EGL directly on Raspberry PI.
* Proper support for multiple windows. This not only allows the editor to make some docks float so you can move them to another monitor (a very requested feature by users). This is also useful for games developed for certain types of dedicated hardware, or just for tools created with Godot as the base platform (which is something several users do).
* Impossible to run the engine as headless (with a dummy display driver) in all platforms. The "server" platform had to be used as a workaround (and will now be deprecated).
* Difficult to abstract window management functions to users, which had to access the OS class directly (and which is not as user friendly as working with nodes).
@@ -68,7 +68,7 @@ If, for debug purposes, you want to run the editor (or your game) using subwindo
The Godot scene system is known for its ease of use and its ability to represent your mental map as a data and file structure. That said, many node names were not clear or confusing. This is mainly evidenced when comparing their 2D and 3D counterparts.
Contrary to what many believe, Godot started as a 3D engine, but soon migrated to be a 2D one. This is why the 3D nodes don't have any suffix (like Area) while the 2D ones do (Area2D). This made it very misleading for users, where its not always obvious whether you are using the 2D or 3D versions.
Contrary to what many believe, Godot started as a 3D engine, but soon migrated to be a 2D one. This is why the 3D nodes don't have any suffix (like Area) while the 2D ones do (Area2D). This made it very misleading for users, where its not always obvious whether you are using the 2D or 3D versions.
To solve this, Godot 4.0 will rename all 3D nodes and give them proper suffixes. Nodes like "Area","RigidBody" or "Light" will become "Area3D", "RigidBody3D" and "Light3D" respectively.
@@ -93,4 +93,4 @@ Most servers in Godot are very old, and their naming conventions were by now obs
My work on core refactoring is mostly done, so next month (April) I will go back to working on Vulkan as promised. Hope to have new and exciting stuff to show by the end of next month!
And as always, please remember than our work on Godot is done out of love for you and the game development community, we want to provide you with a top notch free and open source game engine, so you can own your work down to the last line of engine code. If you are not yet, please consider becoming [our patron](https://www.patreon.com/godotengine) and help us realize this dream sooner.
And as always, please remember than our work on Godot is done out of love for you and the game development community, we want to provide you with a top notch free and open source game engine, so you can own your work down to the last line of engine code. If you are not yet, please consider becoming [our patron](https://www.patreon.com/godotengine) and help us realize this dream sooner.

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@@ -56,4 +56,4 @@ The next step in the roadmap is integration with the MonoDevelop IDE. More detai
If you're wondering about support for WebAssembly and iOS or integration with Visual Studio and VS Code, don't fear. Those are all on the roadmap. You can expect to hear more about them in the future.
Until next month!
Until next month!

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@@ -88,4 +88,4 @@ After that there are two more tasks in my current roadmap. One of them is separa
The other task is writing a C# API to wrap the Godot file system. This new API is meant to replace the auto-generated `Directory` and `File` classes (which will still be available for compatibility). The new API is meant to be very similar to what developers are used to in .NET.
C# is now working on almost every platform Godot supports, with the exception of the Universal Windows Platform (UWP). While UWP is not part of my current roadmap, support for it is likely to happen before 4.0 is released. Also WebAssembly, while already working, is still lacking AOT compilation from Godot which is of high priority.
C# is now working on almost every platform Godot supports, with the exception of the Universal Windows Platform (UWP). While UWP is not part of my current roadmap, support for it is likely to happen before 4.0 is released. Also WebAssembly, while already working, is still lacking AOT compilation from Godot which is of high priority.

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@@ -120,4 +120,4 @@ The following two are the last tasks of my current roadmap:
- Provide a .NET friendly IO API for the Godot virtual file system.
After this I want to dedicate a month entirely to bug fixing and to plan the
roadmap for Godot 4.0 before starting any new work.
roadmap for Godot 4.0 before starting any new work.

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@@ -64,4 +64,4 @@ Being so close to a release, it's unlikely 3.2 will ship with AOT support, but i
## What comes next
Right now, I'm going to put some time into fixing bugs to make sure 3.2 is a stable release. The very next thing after that is going to be iOS support; you can expect to hear an announcement on this in about a month. What comes later, among other things, is more IDE extensions, starting with Visual Studio and later Visual Studio Code.
Also more progress will be made on AOT compilation over time and it will be a priority to have it working on WebAssembly as soon as possible.
Also more progress will be made on AOT compilation over time and it will be a priority to have it working on WebAssembly as soon as possible.

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@@ -53,7 +53,7 @@ The `PhysicalSkyMaterial` is made to be fast and easy to tweak. There are more r
# Sky Shaders
We anticipate that most users will be fine using one of the above three sky materials. But if you need more flexibility, or want to do something more complex (e.g. clouds or nebula) the Sky Shader system is designed to allow you to create whatever you need.
We anticipate that most users will be fine using one of the above three sky materials. But if you need more flexibility, or want to do something more complex (e.g. clouds or nebula) the Sky Shader system is designed to allow you to create whatever you need.
Sky Shaders are another type of shader that can be used in a `ShaderMaterial`.
@@ -61,7 +61,7 @@ Sky Shaders are another type of shader that can be used in a `ShaderMaterial`.
shader_type sky;
```
Everything in Sky Shaders takes place in the `fragment()` function. The output is a single color value, `COLOR`.
Everything in Sky Shaders takes place in the `fragment()` function. The output is a single color value, `COLOR`.
The simplest Sky Shader is:
@@ -73,7 +73,7 @@ void fragment() {
}
```
Most Sky Shaders will rely on the view direction which is named `EYEDIR`. Shaders also provide `POSITION` which is the position of the active camera in world space. This can be used to change the sky depending on the location of the camera.
Most Sky Shaders will rely on the view direction which is named `EYEDIR`. Shaders also provide `POSITION` which is the position of the active camera in world space. This can be used to change the sky depending on the location of the camera.
Sky Shaders draw to the background and to the radiance cubemap. This allows the scene to receive real-time lighting updates from changes to the sky.
@@ -101,7 +101,7 @@ void fragment() {
}
```
Finally, Sky Shaders provide access to information about the first 4 `DirectionalLight`s in the scene.
Finally, Sky Shaders provide access to information about the first 4 `DirectionalLight`s in the scene.
* `LIGHT0_DIRECTION`: Direction of the first `DirectionalLight`.
* `LIGHT0_ENABLED`: `true` when there is at least one `DirectionalLight` in the scene.
* `LIGHT3_COLOR`: Color of the fourth light in the scene. If `LIGHT3_ENABLED` is `false`, this value is undetermined.
@@ -121,11 +121,11 @@ Users should also try to perform expensive calculations in the subpass buffers a
## Conclusion
Please note, if you have existing scenes using the `ProceduralSky` or `PanoramaSky`, this change will break them and you will have to create a `ProceduralSkyMaterial` or a `PanoramaSkyMaterial.`
Please note, if you have existing scenes using the `ProceduralSky` or `PanoramaSky`, this change will break them and you will have to create a `ProceduralSkyMaterial` or a `PanoramaSkyMaterial.`
Since this devlog hasn't felt very devloggy, here is an in-progess screenshot as a reward for reading! This comes from hunting a bug that arose while working on reading from the radiance cubemap properly.
![Cubemap issue in sky shader](/storage/app/media/4.0/Sky-Shaders/Godot4-sky-shaders-cubemap.png)
Please test out these new shaders and share what you create!
And as always, if you are not yet, consider becoming our [patron](https://www.patreon.com/godotengine). This ensures that Godot development remains free from the control of any company and we can keep working like now, with the freedom to listen to everyone equally.
And as always, if you are not yet, consider becoming our [patron](https://www.patreon.com/godotengine). This ensures that Godot development remains free from the control of any company and we can keep working like now, with the freedom to listen to everyone equally.

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@@ -29,4 +29,4 @@ Happy bug hunting!
## Godot 3.0.1 also coming soon
In parallel, we're also working on what will be the 3.0.1 release, with many bug fixes and enhancements to the current stable branch. Stay tuned for more info!
In parallel, we're also working on what will be the 3.0.1 release, with many bug fixes and enhancements to the current stable branch. Stay tuned for more info!

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@@ -38,4 +38,4 @@ We will continue pushing bug fixes and improvements in a forward compatible way
Unless regressions or critical bugs dictate it, we plan to have maintenance releases once a month or so, to keep you up-to-date with the latest and greatest in the stable branch.
Keep having fun working with Godot, and don't hesitate to showcase your work on social media using the [#GodotEngine](https://twitter.com/hashtag/GodotEngine) hashtag!
Keep having fun working with Godot, and don't hesitate to showcase your work on social media using the [#GodotEngine](https://twitter.com/hashtag/GodotEngine) hashtag!

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@@ -26,4 +26,4 @@ Happy testing!
## Known issues
- The "toggle visibility" button in the SceneTree panel does not work for Spatial-derived nodes ([#17722](https://github.com/godotengine/godot/issues/17722)). It has been fixed in the *2.1* branch after the RC 1 build was made.
- The "toggle visibility" button in the SceneTree panel does not work for Spatial-derived nodes ([#17722](https://github.com/godotengine/godot/issues/17722)). It has been fixed in the *2.1* branch after the RC 1 build was made.

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@@ -53,4 +53,4 @@ That's just a quick selection going through the changelog, there were a lot more
Happy testing, and please report any (new) issue you may find!
*The illustration picture ([full size](/storage/app/uploads/public/5b5/073/2f9/5b50732f9b7ce697339594.jpg)) is from an upcoming Godot 2.1 game by [Kit9Studio](https://twitter.com/kit9studio) (composed of [Sini](https://twitter.com/thekattiapina) and [Jared](https://twitter.com/Avencherus)), *Gun-Toting Cats*. They helped a lot with testing the *2.1* branch and finding several bugs that are fixed in this RC2.*
*The illustration picture ([full size](/storage/app/uploads/public/5b5/073/2f9/5b50732f9b7ce697339594.jpg)) is from an upcoming Godot 2.1 game by [Kit9Studio](https://twitter.com/kit9studio) (composed of [Sini](https://twitter.com/thekattiapina) and [Jared](https://twitter.com/Avencherus)), *Gun-Toting Cats*. They helped a lot with testing the *2.1* branch and finding several bugs that are fixed in this RC2.*

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@@ -35,4 +35,4 @@ Please report any regression (a new bug in 2.1.6 RC 1 that you did not have in 2
- [Download repository](https://download.tuxfamily.org/godotengine/2.1.6/rc1/)
- [Changelog](https://downloads.tuxfamily.org/godotengine/2.1.6/rc1/Godot_v2.1.6-rc1_changelog.txt)
- [Tracker bug report for regressions](https://github.com/godotengine/godot/issues/29484)
- [Tracker bug report for regressions](https://github.com/godotengine/godot/issues/29484)

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@@ -42,4 +42,4 @@ Sadly the support for C# export templates hasn't quite baked yet (a [WIP has jus
### Exciting new stuff
* Thanks to Fabio ([Fales](https://github.com/faless)) and [iFire](https://github.com/fire) the server platform has made a comeback. So headless Godot is back in the same form it was in 2.1!
* Back by popular demand: Type icons! Enable them in project settings if you missed them.
* Back by popular demand: Type icons! Enable them in project settings if you missed them.

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@@ -15,7 +15,7 @@ The most important new feature for this release is initial support for Mono expo
Note that some early users have reported some issues with the Mono downloads. This is being investigated.
Please test this release with your existing projects and as usual: Any breakage of existing projects after upgrading is a bug. If we somehow missed something please [report a bug](https://github.com/godotengine/godot/issues/new).
Please test this release with your existing projects and as usual: Any breakage of existing projects after upgrading is a bug. If we somehow missed something please [report a bug](https://github.com/godotengine/godot/issues/new).
I'd like to thank our wonderful community for smothering us in the warm glow of their pull requests and bug reports. This is looking like another great release!
@@ -52,4 +52,4 @@ None
* `Vector3.snapped()` does not work and just returns the original Vector3. Fixing this would have meant breaking ABI between Godot 3.0 and 3.0.2 so this function will remain non-functional.
* `move_and_slide()` doesn't quite work correctly. An easy workaround is to increase the safe margin to 0.05 (or higher if required). It is not yet clear how to implement the proper fix without impacting users who already implemented this workaround in their projects. See [issue #16459](https://github.com/godotengine/godot/issues/16459) for an explanation.
* Some users report crashes on Windows 10 after a recent Windows update. We currently don't know what is causing this.
* Some users report crashes on Windows 10 after a recent Windows update. We currently don't know what is causing this.

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@@ -44,4 +44,4 @@ None
* `Vector3.snapped()` does not work and just returns the original Vector3. Fixing this would have meant breaking ABI between Godot 3.0 and 3.0.2 so this function will remain non-functional.
* `move_and_slide()` doesn't quite work correctly. An easy workaround is to increase the safe margin to 0.05 (or higher if required). It is not yet clear how to implement the proper fix without impacting users who already implemented this workaround in their projects. See [issue #16459](https://github.com/godotengine/godot/issues/16459) for an explanation.
* Some users report crashes on Windows 10 after a recent Windows update. We currently don't know what is causing this.
* Some users report crashes on Windows 10 after a recent Windows update. We currently don't know what is causing this.

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@@ -24,7 +24,7 @@ As always, you will find the binaries for your platform on our mirrors:
- Classical version: [[HTTPS mirror](https://downloads.tuxfamily.org/godotengine/3.0.3/rc3)]
- Mono version: [[HTTPS mirror](https://downloads.tuxfamily.org/godotengine/3.0.3/rc3/mono)]
Mono versions require **Mono 5.12.0** on all platforms.
Mono versions require **Mono 5.12.0** on all platforms.
## Known incompatibilities with Godot 3.0.2
@@ -46,4 +46,4 @@ None
* `Vector3.snapped()` does not work and just returns the original Vector3. Fixing this would have meant breaking ABI between Godot 3.0 and 3.0.2 so this function will remain non-functional.
* `move_and_slide()` doesn't quite work correctly. An easy workaround is to increase the safe margin to 0.05 (or higher if required). It is not yet clear how to implement the proper fix without impacting users who already implemented this workaround in their projects. See [issue #16459](https://github.com/godotengine/godot/issues/16459) for an explanation.
* Some users report crashes on Windows 10 after a recent Windows update. We currently don't know what is causing this.
* Some users report crashes on Windows 10 after a recent Windows update. We currently don't know what is causing this.

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@@ -70,4 +70,4 @@ As for most features, it lacks documentation for now. Still, you will find some
#### Will there be more alpha builds?
Yes, as the name "alpha1" suggests, we plan to have newer builds regularly to bring the latest state of the *master* branch. Depending on the user feedback we get, we might make weekly releases or biweekly if it proves too much burden.
Yes, as the name "alpha1" suggests, we plan to have newer builds regularly to bring the latest state of the *master* branch. Depending on the user feedback we get, we might make weekly releases or biweekly if it proves too much burden.

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@@ -53,4 +53,4 @@ There are still many open bug reports for the 3.0 milestone, which means that we
As a tester, you are encouraged to open bug reports if you experience issues with alpha 2. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
Have fun with this alpha 2 and stay tuned for future, more stable releases :)
Have fun with this alpha 2 and stay tuned for future, more stable releases :)

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@@ -41,4 +41,4 @@ There are still many open bug reports for the 3.0 milestone, which means that we
As a tester, you are encouraged to open bug reports if you experience issues with beta 1. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
Have fun with this beta 1 and stay tuned for a potential beta 2, or directly a release candidate (RC) if we're happy with the test results.
Have fun with this beta 1 and stay tuned for a potential beta 2, or directly a release candidate (RC) if we're happy with the test results.

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@@ -38,4 +38,4 @@ Also clone the [godot-demo-projects](https://github.com/godotengine/godot-demo-p
As a tester, you are encouraged to open bug reports if you experience issues with beta 2. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
Have fun with this beta 2 and stay tuned for a release candidate (RC) in the first weeks of January!
Have fun with this beta 2 and stay tuned for a release candidate (RC) in the first weeks of January!

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@@ -36,4 +36,4 @@ As a tester, you are encouraged to open bug reports if you experience issues wit
If you've been following development closely, you might notice issues with physics/collision shapes in this RC 1 (recent regression, will be fixed soon in the master branch) as well as script error if you have variables shadowing newly exposed member variables (e.g. you can now accept `Node.name` directly, so if you declared your own `name` variables in scripts, you might need to rename those to avoid the conflict).
Have fun with this RC 1 and stay tuned for a new RC in the coming week as well as the stable release Very Soon™.
Have fun with this RC 1 and stay tuned for a new RC in the coming week as well as the stable release Very Soon™.

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@@ -45,4 +45,4 @@ As a tester, you are encouraged to open bug reports if you experience issues wit
- Resource preloading does not work after export due to converted paths ([#15902](https://github.com/godotengine/godot/issues/15902))
Have fun with this RC 2 and stay tuned for the final release (still planned for January)!
Have fun with this RC 2 and stay tuned for the final release (still planned for January)!

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@@ -38,4 +38,4 @@ Also clone the [godot-demo-projects](https://github.com/godotengine/godot-demo-p
As a tester, you are encouraged to open bug reports if you experience issues with RC 3. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
Have fun with this RC 3 and stay tuned for the final release (still planned for January)!
Have fun with this RC 3 and stay tuned for the final release (still planned for January)!

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@@ -50,4 +50,4 @@ There are still hundreds of open [bug reports for the 3.1 milestone](https://git
As a tester, you are encouraged to open bug reports if you experience issues with 3.1 alpha. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
*The illustration picture is a 3D scene designed by [John Watson](https://twitter.com/yafd). Source: [Twitter post by @yafd](https://twitter.com/yafd/status/1031706288642641921).*
*The illustration picture is a 3D scene designed by [John Watson](https://twitter.com/yafd). Source: [Twitter post by @yafd](https://twitter.com/yafd/status/1031706288642641921).*

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@@ -54,4 +54,4 @@ There are still hundreds of open [bug reports for the 3.1 milestone](https://git
As a tester, you are encouraged to open bug reports if you experience issues with 3.1 alpha. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
*The illustration picture is from [Krzysztof Jankowski](https://twitter.com/w84death)'s <abbr title="Free and Open Source Software">FOSS</abbr> *[Mystic Treasure Hunt](https://github.com/w84death/mystic-treasure-hunt)* 3D game. You can read more about his journey as a 2D artist into 3D shaderland [on his blog](https://bits.krzysztofjankowski.com/how-i-grow-with-grass-shader/).*
*The illustration picture is from [Krzysztof Jankowski](https://twitter.com/w84death)'s <abbr title="Free and Open Source Software">FOSS</abbr> *[Mystic Treasure Hunt](https://github.com/w84death/mystic-treasure-hunt)* 3D game. You can read more about his journey as a 2D artist into 3D shaderland [on his blog](https://bits.krzysztofjankowski.com/how-i-grow-with-grass-shader/).*

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@@ -52,4 +52,4 @@ There are still hundreds of open [bug reports for the 3.1 milestone](https://git
As a tester, you are encouraged to open bug reports if you experience issues with 3.1 alpha. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
*The illustration picture is from [Samuele Zolfanelli](https://twitter.com/Samdzeq)'s *[Gumgem](https://dazel.itch.io/gumgem)*, a great-looking 2D game developed for the A Game By Its Cover 2018 jam. A big update is upcoming, be sure to follow their work!*
*The illustration picture is from [Samuele Zolfanelli](https://twitter.com/Samdzeq)'s *[Gumgem](https://dazel.itch.io/gumgem)*, a great-looking 2D game developed for the A Game By Its Cover 2018 jam. A big update is upcoming, be sure to follow their work!*

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@@ -52,4 +52,4 @@ There are still hundreds of open [bug reports for the 3.1 milestone](https://git
As a tester, you are encouraged to open bug reports if you experience issues with 3.1 alpha. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
*The illustration picture is a scene created with [Marc Gilleron](http://twitter.com/ZylannMP3)'s *HeightMap terrain plugin*, available on the [Asset Library](https://godotengine.org/asset-library/asset/231) and on [GitHub](https://github.com/Zylann/godot_heightmap_plugin).*
*The illustration picture is a scene created with [Marc Gilleron](http://twitter.com/ZylannMP3)'s *HeightMap terrain plugin*, available on the [Asset Library](https://godotengine.org/asset-library/asset/231) and on [GitHub](https://github.com/Zylann/godot_heightmap_plugin).*

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@@ -48,4 +48,4 @@ There are still hundreds of open [bug reports for the 3.1 milestone](https://git
As a tester, you are encouraged to open bug reports if you experience issues with 3.1 alpha. Please check first the [existing issues](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
*The illustration picture is a screenshot from [Bauxitedev](https://twitter.com/bauxitedev)'s game *Meteorite*, available on [itch.io](https://bauxite.itch.io/meteorite), Godot's [Asset Library](https://godotengine.org/asset-library/asset/257) and [GitHub](https://github.com/Bauxitedev/meteorite).*
*The illustration picture is a screenshot from [Bauxitedev](https://twitter.com/bauxitedev)'s game *Meteorite*, available on [itch.io](https://bauxite.itch.io/meteorite), Godot's [Asset Library](https://godotengine.org/asset-library/asset/257) and [GitHub](https://github.com/Bauxitedev/meteorite).*

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@@ -46,4 +46,4 @@ As a tester, you are encouraged to open bug reports if you experience issues wit
At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.
*The illustration picture is a screenshot from [Little Red Dog Games](https://www.littlereddoggames.com)'s upcoming 1-2 player strategy game *[Precipice](https://www.littlereddoggames.com/precipice)*, developed with Godot 3.1 alpha. [Early gameplay video](https://www.youtube.com/watch?v=f3cBQouCGbs), [Steam](https://store.steampowered.com/app/951670/Precipice/), [Twitter](http://twitter.com/lrdgames).*
*The illustration picture is a screenshot from [Little Red Dog Games](https://www.littlereddoggames.com)'s upcoming 1-2 player strategy game *[Precipice](https://www.littlereddoggames.com/precipice)*, developed with Godot 3.1 alpha. [Early gameplay video](https://www.youtube.com/watch?v=f3cBQouCGbs), [Steam](https://store.steampowered.com/app/951670/Precipice/), [Twitter](http://twitter.com/lrdgames).*

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@@ -47,4 +47,4 @@ As a tester, you are encouraged to open bug reports if you experience issues wit
At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.
*The illustration picture is from [carrotcake.studio](https://carrotcake.studio)'s *[The Garden Path](https://carrotcakestudio.itch.io/thegardenpath)*, a beautiful sandbox gardening game developed with Godot. Follow its development on their [Devlog](https://blog.carrotcake.studio) and [Twitter](https://mobile.twitter.com/carrotcakest).*
*The illustration picture is from [carrotcake.studio](https://carrotcake.studio)'s *[The Garden Path](https://carrotcakestudio.itch.io/thegardenpath)*, a beautiful sandbox gardening game developed with Godot. Follow its development on their [Devlog](https://blog.carrotcake.studio) and [Twitter](https://mobile.twitter.com/carrotcakest).*

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@@ -45,4 +45,4 @@ As a tester, you are encouraged to open bug reports if you experience issues wit
At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.
*The illustration picture is from Odyssey Entertainment's upcoming sci-fi puzzle platformer *[Transmogrify](http://www.playtransmogrify.com/)*, which is schedule to release in coming weeks on [itch.io](https://odysseyentertainment.itch.io/transmogrify) and [Steam](https://store.steampowered.com/app/740310/Transmogrify/).*
*The illustration picture is from Odyssey Entertainment's upcoming sci-fi puzzle platformer *[Transmogrify](http://www.playtransmogrify.com/)*, which is schedule to release in coming weeks on [itch.io](https://odysseyentertainment.itch.io/transmogrify) and [Steam](https://store.steampowered.com/app/740310/Transmogrify/).*

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@@ -47,4 +47,4 @@ As a tester, you are encouraged to open bug reports if you experience issues wit
At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.
*The illustration picture is a screenshot from [Miskatonic Studio](https://miskatonicstudio.com/)'s first game, *Intrepid*, a sci-fi esape room game, which was released last month. [Steam](https://store.steampowered.com/app/992860/Intrepid), [Twitter](https://twitter.com/miskatonic_s).*
*The illustration picture is a screenshot from [Miskatonic Studio](https://miskatonicstudio.com/)'s first game, *Intrepid*, a sci-fi esape room game, which was released last month. [Steam](https://store.steampowered.com/app/992860/Intrepid), [Twitter](https://twitter.com/miskatonic_s).*

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@@ -50,4 +50,4 @@ At this stage, we are mostly interested in critical bugs which could be showstop
Known regressions in 3.1 beta 3:
- [GH-25378](https://github.com/godotengine/godot/issues/25378): Texture previews are extremely low res
*The illustration picture is a screenshot from John Watson's upcoming game, *[Gravity Ace](https://gravityace.com)*, a gorgeous arcade twin-stick shooter currently in public alpha on [itch.io](https://jotson.itch.io/gravity).*
*The illustration picture is a screenshot from John Watson's upcoming game, *[Gravity Ace](https://gravityace.com)*, a gorgeous arcade twin-stick shooter currently in public alpha on [itch.io](https://jotson.itch.io/gravity).*

View File

@@ -47,4 +47,4 @@ At this stage, we are mostly interested in critical bugs which could be showstop
- [GH-25804](https://github.com/godotengine/godot/issues/25804): 3d workspace disappears in the editor (fixed in *master*)
- [GH-25839](https://github.com/godotengine/godot/issues/25839): Visual Shader compile error with CanvasShaderGLES2 (fixed in *master*)
*The illustration picture is a screenshot from [Kodera Software (Mariusz Chwalba)](https://twitter.com/KoderaSoftware)'s upcoming game, *[ΔV: Rings of Saturn](https://games.kodera.pl/dv/)*, a hard sci-fi, top-down space simulator with a demo available on [itch.io](https://koder.itch.io/dv-rings-of-saturn-demo) and [Steam](https://store.steampowered.com/app/846030/V_Rings_of_Saturn/). *
*The illustration picture is a screenshot from [Kodera Software (Mariusz Chwalba)](https://twitter.com/KoderaSoftware)'s upcoming game, *[ΔV: Rings of Saturn](https://games.kodera.pl/dv/)*, a hard sci-fi, top-down space simulator with a demo available on [itch.io](https://koder.itch.io/dv-rings-of-saturn-demo) and [Steam](https://store.steampowered.com/app/846030/V_Rings_of_Saturn/). *

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@@ -41,4 +41,4 @@ As a tester, you are encouraged to open bug reports if you experience issues wit
At this stage, we are mostly interested in critical bugs which could be showstoppers in Godot 3.1 stable. Yet feel free to report non-critical issues and enhancement proposals that will be worked on once 3.1 has been released.
*The illustration picture is a screenshot from *[Primal Light](https://twitter.com/PrimalLightGame)*, a gorgeous action platformer developed in Godot 3.1 by a team of two, scheduled to release on Steam in 2019. Check their many GIFs [on Twitter](https://twitter.com/PrimalLightGame)!*
*The illustration picture is a screenshot from *[Primal Light](https://twitter.com/PrimalLightGame)*, a gorgeous action platformer developed in Godot 3.1 by a team of two, scheduled to release on Steam in 2019. Check their many GIFs [on Twitter](https://twitter.com/PrimalLightGame)!*

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@@ -49,4 +49,4 @@ At this stage, we are mostly interested in critical bugs which could be showstop
- [GH-26149](https://github.com/godotengine/godot/issues/26149) - Recent area optimization commit causes massive FPS swings (fixed in *master* branch).
*The illustration picture is a screenshot from [Binogure Studio](https://twitter.com/Binogure)'s *[City Game Studio](https://store.steampowered.com/app/726840/City_Game_Studio/)*, a game development simulation game made with Godot 2.1.5, which was just released on [Steam Early Access](https://store.steampowered.com/app/726840/City_Game_Studio/).*
*The illustration picture is a screenshot from [Binogure Studio](https://twitter.com/Binogure)'s *[City Game Studio](https://store.steampowered.com/app/726840/City_Game_Studio/)*, a game development simulation game made with Godot 2.1.5, which was just released on [Steam Early Access](https://store.steampowered.com/app/726840/City_Game_Studio/).*

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@@ -49,4 +49,4 @@ At this stage, we are mostly interested in critical bugs which could be showstop
- [26243](https://github.com/godotengine/godot/issues/26243): Crash with "Illegal instruction" on pre-2011 CPUs (fixed in *master*)
- [26244](https://github.com/godotengine/godot/issues/26244): C# builds are failing (fixed in *master*)
*The illustration picture is a scene created with [Marc Gilleron](http://twitter.com/ZylannMP3)'s *HeightMap terrain plugin*, available on the [Asset Library](https://godotengine.org/asset-library/asset/231) and on [GitHub](https://github.com/Zylann/godot_heightmap_plugin).*
*The illustration picture is a scene created with [Marc Gilleron](http://twitter.com/ZylannMP3)'s *HeightMap terrain plugin*, available on the [Asset Library](https://godotengine.org/asset-library/asset/231) and on [GitHub](https://github.com/Zylann/godot_heightmap_plugin).*

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@@ -50,4 +50,4 @@ At this stage, we are mostly interested in critical bugs which could be showstop
**Known issues:**
- [GH-26301](https://github.com/godotengine/godot/issues/26301) and others: GLES2 projets with ETC textures on Android crash on start
*The illustration picture is a screenshot from the <abbr title="Free and Open Source Software">FOSS</abbr> game *[Tanks of Freedom](https://tof.p1x.in/)* by [P1X](https://p1x.in), initially released in 2015 and continuously updated since then. [Source code](https://github.com/w84death/Tanks-of-Freedom) (Godot 2.1), [itch.io](https://w84death.itch.io/tanks-of-freedom).*
*The illustration picture is a screenshot from the <abbr title="Free and Open Source Software">FOSS</abbr> game *[Tanks of Freedom](https://tof.p1x.in/)* by [P1X](https://p1x.in), initially released in 2015 and continuously updated since then. [Source code](https://github.com/w84death/Tanks-of-Freedom) (Godot 2.1), [itch.io](https://w84death.itch.io/tanks-of-freedom).*

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@@ -51,4 +51,4 @@ At this stage, we are mostly interested in critical bugs which could be showstop
- [GH-26359](https://github.com/godotengine/godot/issues/26359): Previous scenes/scripts and project layout not loading up (fixed in *master*)
*The illustration picture is from [HeartBeast Studios](http://twitter.com/uheartbeast/)' byte-sized roguelike *Endhall*, released in December on [itch.io](https://uheartbeast.itch.io/endhall) and [Steam](https://store.steampowered.com/app/838990/Endhall/).*
*The illustration picture is from [HeartBeast Studios](http://twitter.com/uheartbeast/)' byte-sized roguelike *Endhall*, released in December on [itch.io](https://uheartbeast.itch.io/endhall) and [Steam](https://store.steampowered.com/app/838990/Endhall/).*

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@@ -82,4 +82,4 @@ The download links for dev snapshots are not featured on the [Download](/downloa
As a tester, you are encouraged to [open bug reports](https://github.com/godotengine/godot/issues) if you experience issues with 3.2.2 beta 1. Please check first the [existing issues on GitHub](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
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 3.2.1 no longer works in 3.2.2 beta 1).
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 3.2.1 no longer works in 3.2.2 beta 1).

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@@ -114,4 +114,4 @@ The download links for dev snapshots are not featured on the [Download](/downloa
As a tester, you are encouraged to [open bug reports](https://github.com/godotengine/godot/issues) if you experience issues with 3.2.2 beta 2. Please check first the [existing issues on GitHub](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
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 3.2.1 no longer works in 3.2.2 beta 2).
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 3.2.1 no longer works in 3.2.2 beta 2).

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@@ -129,4 +129,4 @@ The download links for dev snapshots are not featured on the [Download](/downloa
As a tester, you are encouraged to [open bug reports](https://github.com/godotengine/godot/issues) if you experience issues with 3.2.2 beta 3. Please check first the [existing issues on GitHub](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
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 3.2.1 no longer works in 3.2.2 beta 3).
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 3.2.1 no longer works in 3.2.2 beta 3).

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@@ -135,4 +135,4 @@ The download links for dev snapshots are not featured on the [Download](/downloa
As a tester, you are encouraged to [open bug reports](https://github.com/godotengine/godot/issues) if you experience issues with 3.2.2 beta 4. Please check first the [existing issues on GitHub](https://github.com/godotengine/godot/issues), using the search function with relevant keywords, to ensure that the bug you experience is not known already.
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 3.2.1 no longer works in 3.2.2 beta 4).
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 3.2.1 no longer works in 3.2.2 beta 4).

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