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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Develop your 2D & 3D games, cross-platform projects, or even XR ideas!"><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/blog/22/index.html"><meta property="og:type" content="website"><meta property="og:description" content="Develop your 2D & 3D games, cross-platform projects, or even XR ideas!"><meta property="og:image" content="https://godotengine.org/assets/share-image.webp"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/blog/22/index.html"><meta property="og:title" content="Godot Engine - Blog - Page 22 Godot Engine"><title>Godot Engine - Blog - Page 22 Godot Engine</title>
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<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-1-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/f0a/f71/5cbf0af719498893498887.png) href=/article/release-candidate-godot-3-1-1-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;23 April 2019</span></div><h3>Release candidate: Godot 3.1.1 RC 1</h3><p class=excerpt>Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!</div></article></a><a href=/article/godot-webrtc-report1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/9e2/b60/5cb9e2b60bf06285510736.png) href=/article/godot-webrtc-report1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;19 April 2019</span></div><h3>WebRTC support, progress report #1</h3><p class=excerpt>Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.</div></article></a><a href=/article/atlas-support-returns-godot-3-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/a27/5de/5cba275deeea9159968354.png) href=/article/atlas-support-returns-godot-3-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;19 April 2019</span></div><h3>Atlas support returns to Godot 3.2</h3><p class=excerpt>With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.</div></article></a><a href=/article/godot-2019-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/370/921/5cb370921c397488950248.png) href=/article/godot-2019-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;16 April 2019</span></div><h3>Announcing the Godot 2019 showreel</h3><p class=excerpt>Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).</div></article></a><a href=/article/state-godot-gdc-2019-github-hq/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/4f1/7a4/5cb4f17a43632182391125.png) href=/article/state-godot-gdc-2019-github-hq/></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;15 April 2019</span></div><h3>The State of Godot | GDC 2019, at GitHub HQ</h3><p class=excerpt>This year, during GDC, GitHub again hosted a Godot Meetup at their offices and the amount of attendants was considerably bigger than last year. Thanks hugely to them for all their support!</div></article></a><a href=/article/godot-engine-awarded-50000-mozilla-open-source-support-program/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/f3f/2b5/5caf3f2b5f75b989378173.png) href=/article/godot-engine-awarded-50000-mozilla-open-source-support-program/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 April 2019</span></div><h3>Godot Engine awarded $50,000 by Mozilla Open Source Support program</h3><p class=excerpt>We are delighted to announce that Godot Engine has been awarded USD 50,000 by Mozilla as part of the Mozilla Open Source Support (MOSS) Mission Partners program. This award will be used to fund the work of some of our core contributors on three different work packages, all linked with Mozilla's mission of furthering an open and accessible Web. For Godot, this means making sure that everyone can build and play networked and browser-based games with open source technology.</div></article></a><a href=/article/godot-32-will-get-new-audio-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/e12/bb1/5cae12bb15e13776060470.png) href=/article/godot-32-will-get-new-audio-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 April 2019</span></div><h3>Godot 3.2 will get new audio features</h3><p class=excerpt>I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2.</div></article></a><a href=/article/godot-3-2-adds-support-convex-decomposition/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/e78/fa3/5cae78fa3280b961363999.png) href=/article/godot-3-2-adds-support-convex-decomposition/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 April 2019</span></div><h3>Godot 3.2 adds support for convex decomposition</h3><p class=excerpt>Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.</div></article></a><a href=/article/godot-32-will-allow-disabling-editor-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/bd1/e31/5cabd1e317cd5107007815.png) href=/article/godot-32-will-allow-disabling-editor-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 8 April 2019</span></div><h3>Godot 3.2 will allow disabling editor features</h3><p class=excerpt>It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot adoption in the future.</div></article></a><a href=/article/godot-32-will-get-pseudo-3d-support-2d-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/776/3d9/5ca7763d99acc514180027.png) href=/article/godot-32-will-get-pseudo-3d-support-2d-engine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 5 April 2019</span></div><h3>Godot 3.2 will get pseudo 3D support in 2D engine</h3><p class=excerpt>Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.</div></article></a><a href=/article/godot-engine-go-public-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/165/3d9/5ca1653d931bd503713803.png) href=/article/godot-engine-go-public-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 April 2019</span></div><h3>Godot Engine to go public in 2019</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.</div></article></a><a href=/article/update-godot-ar-and-vr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/b32/7a5/5c9b327a5d359085248627.png) href=/article/update-godot-ar-and-vr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;29 March 2019</span></div><h3>Update on Godot AR and VR</h3><p class=excerpt>Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.</div></article></a><a href=/article/status-godot-gdc-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/a84/8fe/5c9a848fe2fac096915646.jpg) href=/article/status-godot-gdc-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 March 2019</span></div><h3>Status of Godot at GDC 2019</h3><p class=excerpt>Rémi Verschelde, Hein Pieter Van Braam and I went to GDC 2019 in representation of Godot. Until last year, I would go mostly alone. So, how did it go compared to last year?</div></article></a><a href=/article/godot-3-1-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/f7a/c66/5c3f7ac66e008154491407.png) href=/article/godot-3-1-released/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;13 March 2019</span></div><h3>Godot 3.1 is out, improving usability and features</h3><p class=excerpt>After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1! It brings much-requested improvements to usability and many important features. Godot 3.1 is more mature and easy to use, and it does away with many hurdles introduced in the previous versions.</div></article></a><a href=/article/release-candidate-godot-3-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/7c8/5f1/5c87c85f18d8a373377035.jpg) href=/article/release-candidate-godot-3-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 March 2019</span></div><h3>Release candidate: Godot 3.1 RC 3</h3><p class=excerpt>All good things come in threes, so after our first two release candidates, here is Godot 3.1 RC 3. We've reached a state which we think should be good to release as the stable branch, so if no critical regression is found, the next build should be 3.1 stable!</div></article></a><a href=/article/release-candidate-godot-3-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/592/85d/5c859285d93ec042711193.jpg) href=/article/release-candidate-godot-3-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 March 2019</span></div><h3>Release candidate: Godot 3.1 RC 2</h3><p class=excerpt>We had our first release candidate for Godot 3.1 two days ago, and various critical bugs have been fixed since then, so we're publishing a new candidate, RC 2. Please give it a try on various devices and platforms, and ensure that no critical issues have been missed.</div></article></a><a href=/article/release-candidate-godot-3-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/292/cb2/5c8292cb21bbd133370967.png) href=/article/release-candidate-godot-3-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 March 2019</span></div><h3>Release candidate: Godot 3.1 RC 1</h3><p class=excerpt>After over one year of work, 5 alpha releases, 11 betas and 7000 commits by close to 500 contributors, we're finally ready to wrap up the 3.1 version and let you all benefit from the hundreds of new features, enhancements and bug fixes that have been worked on by the community since January 2018. We're therefore publishing this first release candidate, Godot 3.1 RC 1, to let all of you test it thoroughly and check if any showstoppers remain. The final release is a but few days away!</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/eb0/021/5c7eb0021fe9f976412604.png) href=/article/dev-snapshot-godot-3-1-beta-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 5 March 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 11</h3><p class=excerpt>One (hopefully) last beta was needed to test the many last-minute bug fixes done over the last few day, which brought the 3.1 version very close to what we want the final version to be. But any heavy bugfix requires QA testing to ensure that it does not introduce regressions, so we're publishing a new 3.1 beta 11 build to have the community confirm if it's ready for the Release Candidate stage.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/a6b/251/5c7a6b251a5c0432026897.jpg) href=/article/dev-snapshot-godot-3-1-beta-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 March 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 10</h3><p class=excerpt>Another beta build towards Godot 3.1. We're getting very close to being ready to call it a Release Candidate, so barring any major regression in this beta, we should be able to publish a RC1 build in a few days.</div></article></a><a href=/article/join-godot-meetup-gdc-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/9aa/e66/5c79aae6662fe155928325.png) href=/article/join-godot-meetup-gdc-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 March 2019</span></div><h3>Join the Godot Meetup at GDC 2019</h3><p class=excerpt>We're organizing a Godot Meetup at the GitHub HQ during GDC 2019, on Thursday, March 21 at 6:30 pm. Entrance is free and everyone is welcome to attend, but you do need to register beforehand on Eventbrite: https://www.eventbrite.co.uk/e/godot-gdc-meetup-2019-tickets-57554184114</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/818/df2/5c7818df2369c923755927.jpg) href=/article/dev-snapshot-godot-3-1-beta-9/></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;28 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 9</h3><p class=excerpt>The previous beta had some GLES2/Android regressions which, along with several other issues, has been fixed in Beta 9. Please go forth and test! Assuming no new regressions are found we are likely going to move to *release candidate* state soon.</div></article></a><a href=/article/godot-google-summer-code-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/67d/8c6/5c767d8c62621713488685.png) href=/article/godot-google-summer-code-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 February 2019</span></div><h3>Godot in Google Summer of Code 2019</h3><p class=excerpt>Godot will take part in the Google Summer of Code for the second time in a row, and we are thrilled at the opportunity to mentor students to work on interesting projects for the Godot community.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/558/1f7/5c75581f7dadb646440050.jpg) href=/article/dev-snapshot-godot-3-1-beta-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 8</h3><p class=excerpt>Our two previous beta builds had showstopper regressions, which have now been fixed. This beta 8 builds allows using the engine with C# again, as well as running it on older CPUs. As we release it, we are already aware of another recent regression with ETC texture import affecting GLES2 on mobile, which will be fixed in the next build.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/2a2/0bb/5c72a20bb6843627788761.jpg) href=/article/dev-snapshot-godot-3-1-beta-7/></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;24 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 7</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 7 with close to 25 commits made since beta 6 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
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