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<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><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>
<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp;16 May 2018</span></div><h3>Godot's ragdoll system</h3><p class=excerpt>Godot 3.1 is getting many improvements on the physics side, and one of those is the new ragdoll system. Physics maintainer Andrea Catania presents the work he did on this topic and how to get started with physical bones and ragdoll simulation.</div></article></a><a href=/article/dev-snapshot-godot-3-0-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/9dd/ac8/5af9ddac832c9548534486.png) href=/article/dev-snapshot-godot-3-0-3-rc-2/></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;14 May 2018</span></div><h3>Dev snapshot: Godot 3.0.3 RC 2</h3><p class=excerpt>This is the second release candidate for what will become Godot 3.0.3. In this release we overhauled the new buildsystem (again) and fixed quite a few bugs. Please go forth and test!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/0e5/72b/5af0e572bcfa6454445114.png) href=/article/gles2-and-gdnative-progress-report-5/></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; 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/dev-snapshot-godot-3-0-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ae/a42/707/5aea427070767889266673.png) href=/article/dev-snapshot-godot-3-0-3-rc-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; 2 May 2018</span></div><h3>Dev snapshot: Godot 3.0.3 RC 1</h3><p class=excerpt>This is the first release candidate for what will become Godot 3.0.3. In this release we have initial support for Mono export for desktop platforms. Please test this release and report bugs!</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><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/godots-documentation-now-open-translation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/5d4/c96/5ad5d4c964791484476565.png) href=/article/godots-documentation-now-open-translation/></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 April 2018</span></div><h3>Godot's documentation is now open for translation</h3><p class=excerpt>Godot has been around for over 4 years, and localized documentation in Spanish, Portuguese, Chinese, French, Russian and many other languages has always been a very requested feature. After a lot of documentation work to ensure that we have a good original English content to translate from, and some more work on setting up a convenient infrastructure for translating and keeping translations up to date, we are now ready to welcome contributions!</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/godot-project-management-101/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/a37/9bc/5aba379bcde42258374818.jpg) href=/article/godot-project-management-101/></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 March 2018</span></div><h3>Godot project management 101</h3><p class=excerpt>As we just reached our third goal on Patreon, we are now able to hire Rémi Verschelde (Akien) as full-time project manager and representative! In this article, he gives some insights on what brought him to Godot, how he helped organize the teamwork and became the de facto project manager, as well as plans for the future.</div></article></a><a href=/article/godot-doing-well-gdc-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/7b4/9a4/5ab7b49a4babf418474275.png) href=/article/godot-doing-well-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;25 March 2018</span></div><h3>Godot is doing well at GDC 2018!</h3><p class=excerpt>I went to GDC yet again (this time GDC 2018) trying to see how Godot is doing at the game industry. To my surprise this time, it was quite different..</div></article></a><a href=/article/dev-snapshot-godot-2-1-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/69c/f4c/5ab69cf4c700d643288675.png) href=/article/dev-snapshot-godot-2-1-5-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;24 March 2018</span></div><h3>Dev snapshot: Godot 2.1.5 RC 1</h3><p class=excerpt>Feedback has been quite good on the past two beta builds for the upcoming Godot 2.1.5 (providing legacy support for users of Godot 2), so we're now publishing a release candidate. If all goes well (no new regression reported), that should more or less be the 2.1.5 final release. So make sure to test it thoroughly!</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/sketchfab-integrates-with-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/16f/ab3/5ab16fab3df02329657242.png) href=/article/sketchfab-integrates-with-godot/></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;20 March 2018</span></div><h3>Sketchfab integrates with Godot</h3><p class=excerpt>Sketchfab is a well-known site where you can browse a big library of 3D models and download them for use in your own projects. Many of them are free, covered by open licenses.
They have just announced their download API, which allows third-parties to integrate with it, giving any application access to hundreds of thousands of models in glTF, a standard format that many tools, Godot included, understand.
They have integrations for other famous game engines, like Unity and Unreal and have decided to provide an official plugin for Godot!</div></article></a><a href=/article/dev-snapshot-godot-2-1-5-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5aa/a32/458/5aaa324584dc2378307816.png) href=/article/dev-snapshot-godot-2-1-5-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;15 March 2018</span></div><h3>Dev snapshot: Godot 2.1.5 beta 2</h3><p class=excerpt>One step closer to releasing 2.1.5 (our "old stable" branch) with this new beta 2 build! If you are still working with Godot 2.1 for any reason, make sure to give it a try and ensure that your projects still work as intended. If all goes well we will soon make a release candidate build and then the stable one.</div></article></a><a href=/article/join-us-gdc-during-godot-meetup-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/efb/1f3/5a9efb1f3fd2f835314620.png) href=/article/join-us-gdc-during-godot-meetup-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; 6 March 2018</span></div><h3>Join us at GDC during the Godot Meetup 2018!</h3><p class=excerpt>Will you be attending GDC? If so, please come visit us at our 2018 meetup that we organize together with GitHub.</div></article></a><a href=/article/maintenance-release-godot-302/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/bbf/1e2/5a9bbf1e2b04f446577255.jpg) href=/article/maintenance-release-godot-302/></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; 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><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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/23/>← Previous</a>
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