godot/CHANGELOG.md

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2018-02-22 16:57:03 +00:00
# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
## [3.1] - 2019-03-13
### Added
- OpenGL ES 2.0 renderer.
- [Visual shader editor.](https://godotengine.org/article/visual-shader-editor-back)
- New PBR output nodes.
- Conversion between Vector3 and scalar types is now automatic.
- Ability to create custom nodes via scripting.
- Ports can now be previewed.
- [3D soft body physics.](https://godotengine.org/article/soft-body)
- [3D ragdoll system.](https://godotengine.org/article/godot-ragdoll-system)
- [Constructive solid geometry in 3D.](https://godotengine.org/article/godot-gets-csg-support)
- [2D meshes and skeletal deformation.](https://godotengine.org/article/godot-gets-2d-skeletal-deform)
- [Various improvements to KinematicBody2D.](https://godotengine.org/article/godot-31-will-get-many-improvements-kinematicbody)
- Support for snapping the body to the floor.
- Support for RayCast shapes in kinematic bodies.
- Support for synchronizing kinematic movement to physics, avoiding an one-frame delay.
- WebSockets support using [libwebsockets](https://libwebsockets.org/).
2019-03-13 16:15:26 +00:00
- UPnP support using [MiniUPnP](http://miniupnp.free.fr).
- [Revamped inspector.](https://godotengine.org/article/godot-gets-new-inspector)
- Improved visualization and editing of numeric properties.
- Vector and matrix types can now be edited directly (no pop-ups).
- Subresources can now be edited directly within the same inspector.
- Layer names can now be displayed in the inspector.
- Proper editing of arrays and dictionaries.
- Ability to reset any property to its default value.
- [Improved animation editor.](https://godotengine.org/article/godot-gets-brand-new-animation-editor-cinematic-support)
- Simpler, less cluttered layout.
- New Bezier, Audio and Animation tracks.
- Several key types can be previewed directly in the track editor.
- Tracks can now be grouped and filtered on a per-node basis.
- Copying and pasting tracks between animations is now possible.
- New Capture mode to blend from a node's current value to the first key in a track.
- [Improved animation tree and new state machine.](https://godotengine.org/article/godot-gets-new-animation-tree-state-machine)
- More visual feedback in the blend tree editor.
- 1D and 2D blend spaces are now supported.
- Ability to write custom blending logic.
- Support for root motion.
- [New FileSystem dock.](https://godotengine.org/article/godot-gets-new-filesystem-dock-3-1)
- Unified view of folders and files in the same panel.
- Files can now be marked as favorites, not only folders.
- Files now have icons representing their type, or thumbnail previews when relevant.
- New search field to filter entries in the tree.
- [OpenSimplexNoise and NoiseTexture resources.](https://godotengine.org/article/simplex-noise-lands-godot-31)
- [Optional static typing in GDScript.](https://godotengine.org/article/optional-typing-gdscript)
- Does not currently improve performance, but helps write more robust code.
- Warning system in GDScript.
- Reports potential code issues such as:
- unused variables,
- standalone expressions,
- discarded return values from functions,
- unreachable code after a `return` statement,
-
- Warnings can be disabled in the Project Settings or by writing special comments.
- [GDScript keyword `class_name` to register scripts as classes.](http://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting_continued.html#register-scripts-as-classes)
- Simple expression language independent from GDScript, used by inspector boxes that accept numeric values.
- Can also be used in projects.
- C# projects can now be exported for Windows, Linux, and macOS targets.
- The `server` platform is back as it was in Godot 2.1.
- It is now again possible to run a headless Godot instance on Linux.
- Support for BPTC texture compression on desktop platforms.
- New properties for SpatialMaterial.
- Dithering-based distance fade, for fading materials without making them transparent.
- Disable ambient light on a per-material basis.
- Option to link Mono statically on Windows.
- Unified class and reference search in the editor.
- Revamped TileSet editor with support for undo/redo operations.
- Various quality-of-life improvements to the Polygon2D and TextureRegion editors.
- RandomNumberGenerator class that allows for multiple instances at once.
- Array methods `min()` and `max()` to return the smallest and largest value respectively.
- Dictionary method `get(key[, default])` where `default` is returned if the key does not exist.
- Node method `print_tree_pretty()` to print a graphical view of the scene tree.
- String methods `trim_prefix()`, `trim_suffix()`, `lstrip()`, `rstrip()`.
- OS methods:
- `get_system_time_msecs()`: Return the system time with milliseconds.
- `get_audio_driver_name()` and `get_audio_driver_count()` to query audio driver information.
- `get_video_driver_count()` and `get_video_driver_name()` to query renderer information.
- `center_window()`: Center the window on the screen.
- `move_window_to_foreground()`: Move the window to the foreground.
- StreamPeerTCP method `set_no_delay()` to enable the `TCP_NODELAY` option.
- EditorPlugin method `remove_control_from_container()`.
- Ability to set Godot windows as "always on top".
- Ability to create windows with per-pixel transparency.
- New GLSL built-in functions in the shader language:
- `radians()`
- `degrees()`
- `asinh()`
- `acosh()`
- `atanh()`
- `exp2()`
- `log2()`
- `roundEven()`
- New command-line options:
- `--build-solutions`: Build C# solutions without starting the editor.
- `--print-fps`: Display frames per second to standard output.
- `--quit`: Quit the engine after the first main loop iteration.
- Debugger button to copy error messages.
- Support for `.escn` scenes has been added for use with the new Blender exporter.
- It is now possible to scale an OBJ mesh when importing.
- `popup_closed` signal for `ColorPickerButton`.
- Methods that are deprecated can now print warnings.
- Input actions can now provide an analog value.
- Input actions can now be mapped to either a specific device or all devices.
- DNS resolution for high-level networking.
- Servers can now kick/disconnect peers in high-level networking.
- Servers can now access IP and port information of peers in high-level networking.
- High-level multiplayer API decoupled from SceneTree (see `SceneTree.multiplayer_api`/`SceneTree.custom_multiplayer_api`), can now be extended.
- `Input.set_default_cursor_shape()` to change the default shape in the viewport.
- Custom cursors can now be as large as 256×256 (needed to be exactly 32×32 before).
- Support for radio-looking items with icon in `PopupMenu`s.
- Drag and drop to rearrange Editor docks.
- TileSet's `TileMode` is now exposed to GDScript.
- `OS.get_ticks_usec()` is now exposed to GDScript.
- Normals can now be flipped when generated via `SurfaceTool`.
- TextureProgress bars can now be bilinear (extending in both directions).
- The character used for masking secrets in LineEdit can now be changed.
- Improved DynamicFont:
- DynamicFonts can now use high-quality outlines generated by FreeType.
- DynamicFonts can now have their anti-aliasing disabled.
- DynamicFonts can now have their hinting tweaked ("Normal", "Light" or "None").
- Colored glyphs such as emoji are now supported.
- Universal translation of touch input to mouse input.
- AudioStreamPlayer, AudioStreamPlayer2D, and AudioStreamPlayer3D now have a pitch scale property.
- Support for MIDI input.
2019-03-13 16:15:26 +00:00
- Support for audio capture from microphones.
- `GROW_DIRECTION_BOTH` for Controls.
- Selected tiles can be moved in the tile map editor.
- The editor can now be configured to display the project window on the previous or next monitor (relative to the editor).
- If either end is reached, then the project will start on the last or first monitor (respectively).
- Signal in VideoPlayer to notify when the video finished playing.
- `Image.bumpmap_to_normalmap()` to convert bump maps to normal maps.
- `File.get_path()` and `File.get_path_absolute()`.
- Unselected tabs in the editor now have a subtle background for easier identification.
- The depth fog's end distance is now configurable independently of the far plane distance.
- The alpha component of the fog color can now be used to control fog density.
- The 3D editor's information panel now displays the camera's coordinates.
- New options to hide the origin and viewport in the 2D editor.
- Improved 3D editor grid:
- The grid size and number of subdivisions can now be configured.
- Its primary and secondary colors can now also be changed.
- <kbd>Ctrl</kbd> now toggles snapping in the 3D viewport.
- Find & replace in files (<kbd>Ctrl + Shift + F</kbd> by default).
- Batch node renaming tool (<kbd>Ctrl + F2</kbd> by default).
- More editor scaling options to support HiDPI displays.
- Type icons can now be enabled in the editor again.
- Buttons in the editor to open common directories in the OS file manager:
- project data directory,
- user data directory,
- user settings directory.
- Projects can now be sorted by name or modification date in the project manager.
- Projects can now be imported from ZIP archives in the project manager.
- Improved autocompletion.
- Keywords are now present in autocompletion results.
- `editor` and `standalone` feature tags to check whether the project is running from an editor or non-editor binary.
- `android_add_asset_dir("...")` method to Android module Gradle build configuration.
- **iOS:** Support for exporting to the iPhone X.
- **iOS:** Readded support for in-app purchases.
### Changed
- [Built-in vector types now use copy-on-write mode as originally intended](https://godotengine.org/article/why-we-broke-your-pr), resulting in increased engine performance.
- The [mbedtls](https://tls.mbed.org/) library is now used instead of OpenSSL.
2019-03-12 16:28:46 +00:00
- [Renamed several core files](https://github.com/godotengine/godot/pull/25821).
- Third-party modules may have to be updated to reflect this.
- SSL certificates are now bundled in exported projects unless a custom bundle is specified.
- Improved buffer writing performance on Windows and Linux.
- Removed many debugging prints in the console.
- Export templates now display an error dialog if no project was found when starting.
- DynamicFont oversampling is now enabled by default.
- Nodes' internal logic now consistently use internal physics processing.
- Allow attaching and clearing scripts on multiple nodes at once.
- Default values are no longer saved in scene and resource files.
- The selection rectangle of 2D nodes is now hidden when not pertinent (no more rectangle for collision shapes).
- SSE2 is now enabled in libsquish, resulting in improved S3TC encoding performance.
- Tangent and binormal coordinates are now more consistent across mesh types (primitive/imported), resulting in more predictable normal map and depth map appearance.
- Better defaults for 3D scenes.
- The default procedural sky now has a more neutral blue tone.
- The default SpatialMaterial now has a roughness value of 1 and metallic value of 0.
- The fallback material now uses the same values as the default SpatialMaterial.
- Text editor themes are now sorted alphabetically in the selection dropdown.
- The 3D manipulator gizmo now has a smoother, more detailed appearance.
- The 3D viewport menu button now has a background to make it easier to read.
2019-03-12 16:28:46 +00:00
- QuadMeshes are now built using two triangles (6 vertices) instead of one quad (4 vertices).
- This was done because quads are deprecated in OpenGL.
- Controls inside containers are no longer movable or resizable but can still be selected.
- The `is` GDScript keyword can now be used to compare a value against built-in types.
2019-03-12 16:28:46 +00:00
- Exported variables with type hints are now always initialized.
- For example, `export(int) var a` will be initialized to `0`.
- Named enums in GDScript no longer create script constants.
- This means `enum Name { VALUE }` must now be accessed with `Name.VALUE` instead of `VALUE`.
2019-03-12 16:28:46 +00:00
- Cyclic references to other scripts with `preload()` are no longer allowed.
- `load()` should be used in at least one of the scripts instead.
- `switch`, `case` and `do` are no longer reserved identifiers in GDScript.
- Shadowing variables from parent scopes is no longer allowed in GDScript.
- Function parameters' default values can no longer depend on other parameters in GDScript.
- Indentation guides are now displayed in a more subtle way in the script editor.
- Indentation guides are now displayed when indenting using spaces.
- Multi-line strings are now highlighted as strings rather than as comments in the script editor.
- This is because GDScript does not officially support multiline comments.
- Increased the script editor's line spacing (4 pixels → 6 pixels).
- Increased the caret width in the script editor (1 pixel → 2 pixels).
- The project manager window is now resized to match the editor scale.
- The asset library now makes use of threading, making loading more responsive.
- Line spacing in the script editor, underlines and caret widths are now resized to match the editor scale.
- Replaced editor icons for checkboxes and radio buttons with simpler designs.
- Tweaked the editor's success, error, and warning text colors for better readability and consistency.
- **Android:** Custom permissions are now stored in an array and their amount is no longer limited to 20.
- Custom permissions will have to be redefined in projects imported from older versions.
- **Android:** Provide error details when an in-app purchase fails.
- **Linux:** `OS.alert()` now uses Zenity or KDialog if available instead of xmessage.
- **Mono:** Display stack traces for inner exceptions.
- **Mono:** Bundle `mscorlib.dll` with Godot to improve portability.
### Removed
2019-03-12 16:28:46 +00:00
- Removed the RtAudio backend on Windows in favor of WASAPI, which is the default since 3.0.
- **macOS:** Support for 32-bit and fat binaries.
### Fixed
- [`move_and_slide()` now behaves differently at low velocities](https://github.com/godotengine/godot/issues/21683), which makes it function as originally intended.
- AnimatedSprite2D's `animation_finished` signal is now triggered at the end of the animation, instead of as soon as the last frame displays.
- Audio buses can now be removed in the editor while they are used by AudioStreamPlayer2D/3D nodes.
- Do not show the project manager unless no project was found at all.
- The animation editor time offset indicator no longer "walks" when resizing the editor.
- Allow creation of a built-in GDScript file even if the filename suggested already exists.
- Show tooltips in the editor when physics object picking is disabled.
2019-03-12 16:28:46 +00:00
- Button shortcuts can now be triggered by gamepad buttons.
- Fix a serialization bug that could cause TSCN files to grow very large.
- Gizmos are now properly hidden on scene load if the object they control is hidden.
- Camera gizmos in the 3D viewport no longer look twice as wide as they actually are.
- Copy/pasting from the editor on X11 will now work more reliably.
- `libgcc_s` and `libstdc++` are now linked statically for better Linux binary portability.
- The FPS cap set by `force_fps` in the Project Settings is no longer applied to the editor.
- Low FPS caps no longer cause the editor to feel sluggish.
- hiDPI is now detected and used if needed in the project manager.
- The Visual Studio Code external editor option now recognizes more binary names such as `code-oss`, making detection more reliable.
- The `-ffast-math` flag is no longer used when compiling Godot, resulting in increased floating-point determinism.
- Fix spelling of `apply_torque_impulse()` and deprecate the misspelled method.
2019-03-12 16:28:46 +00:00
- Escape sequences like `\n` and `\t` are now recognized in CSV translation files.
- Remove spurious errors when using a PanoramaSky without textures.
- The lightmap baker will now use all available cores on Windows.
- Bullet physics now correctly calculates effective gravity on KinematicBodies.
- Setting the color `v` member now correctly sets the `s` member.
- RichTextLabels now correctly determine the baseline for all fonts.
- SpinBoxes now correctly calculate their initial size.
- OGG streams now correctly signal the end of playback.
- Android exporter no longer writes unnecessary permissions to the exported APK.
- Debugger "focus stealing" now works more reliably.
- Subresources are now always saved when saving a scene.
- Many fixes related to importers (glTF, Collada, audio), physics (Bullet), Mono/C#, GDNative, Android/iOS.
- **Mono:** Many fixes and improvements to C# support (including a `[Signal]` attribute).
- **WebAssembly:** Supply proper CORS headers.
### Security
- Fixed a security issue relating to deserializing Variants.
2018-02-22 16:57:03 +00:00
## [3.0] - 2018-01-29
### Added
- Physically-based renderer using OpenGL ES 3.0.
- Uses the Disney PBR model, with clearcoat, sheen and anisotropy parameters available.
- Uses a forward renderer, supporting multi-sample anti-aliasing (MSAA).
- Parallax occlusion mapping.
- Reflection probes.
- Screen-space reflections.
- Real-time global illumination using voxel cone tracing (GIProbe).
- Proximity fade and distance fade (useful for creating soft particles and various effects).
- [Lightmapper](https://godotengine.org/article/introducing-new-last-minute-lightmapper) for lower-end desktop and mobile platforms, as an alternative to GIProbe.
- New SpatialMaterial resource, replacing FixedMaterial.
- Multiple passes can now be specified (with an optional "grow" property), allowing for effects such as cel shading.
- Brand new 3D post-processing system.
- Depth of field (near and far).
- Fog, supporting light transmittance, sun-oriented fog, depth fog and height fog.
- Tonemapping and Auto-exposure.
- Screen-space ambient occlusion.
- Multi-stage glow and bloom, supporting optional bicubic upscaling for better quality.
- Color grading and various adjustments.
- Rewritten audio engine from scratch.
- Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)).
- More than a dozen of audio effects included.
- Rewritten 3D physics using [Bullet](http://bulletphysics.org/).
- UDP-based high-level networking API using [ENet](http://enet.bespin.org/).
- IPv6 support for all of the engine's networking APIs.
- Visual scripting.
- Rewritten import system.
- Assets are now referenced with their source files, then imported in a transparent manner by the engine.
- Imported assets are now cached in a `.import` directory, making distribution and versioning easier.
- Support for ETC2 compression.
- Support for uncompressed Targa (.tga) textures, allowing for faster importing.
- Rewritten export system.
- GPU-based texture compression can now be tweaked per-target.
- Support for exporting resource packs to build DLC / content addons.
- Improved GDScript.
- Pattern matching using the `match` keyword.
- `$` shorthand for `get_node()`.
- Setters and getters for node properties.
- Underscores in number literals are now allowed for improved readability (for example,`1_000_000`).
- Improved performance (+20% to +40%, based on various benchmarks).
- [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
2018-02-22 16:57:03 +00:00
- Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format.
- Freelook and fly navigation to the 3D editor.
- Built-in editor logging (logging standard output to a file), disabled by default.
- Improved, more intuitive file chooser in the editor.
- Smoothed out 3D editor zooming, panning and movement.
- Toggleable rendering information box in the 3D editor viewport.
- FPS display can also be enabled in the editor viewport.
- Ability to render the 3D editor viewport at half resolution to achieve better performance.
- GDNative for binding languages like C++ to Godot as dynamic libraries.
- Community bindings for [D](https://github.com/GodotNativeTools/godot-d), [Nim](https://github.com/pragmagic/godot-nim) and [Python](https://github.com/touilleMan/godot-python) are available.
- Editor settings and export templates are now versioned, making it easier to use several Godot versions on the same system.
- Optional soft shadows for 2D rendering.
- HDR sky support.
- Ability to toggle V-Sync while the project is running.
- Panorama sky support (sphere maps).
- Support for WebM videos (VP8/VP9 with Vorbis/Opus).
- Exporting to HTML5 using WebAssembly.
- C# support using Mono.
- The Mono module is disabled by default, and needs to be compiled in at build-time.
- The latest Mono version (5.4) can be used, fully supporting C# 7.0.
- Support for rasterizing SVG to images on-the-fly, using the nanosvg library.
- Editor icons are now in SVG format, making them better-looking at non-integer scales.
- Due to the library used, only simpler SVGs are well-supported, more complex SVGs may not render correctly.
- Support for oversampling DynamicFonts, keeping them sharp when scaled to high resolutions.
- Improved StyleBoxFlat.
- Border widths can now be set per-corner.
- Support for anti-aliased rounded and beveled corners.
- Support for soft drop shadows.
- VeryLoDPI (75%) and MiDPI (150%) scaling modes for the editor.
- Improved internationalization support for projects.
- Language changes are now effective without reloading the current scene.
- Implemented missing features in the HTML5 platform.
- Cursor style changes.
- Cursor capturing and hiding.
- Improved styling and presentation of HTML5 exports.
- A spinner is now displayed during loading.
- Rewritten the 2D and 3D particle systems.
- Particles are now GPU-based, allowing their use in much higher quantities than before.
- Meshes can now be used as particles.
- Particles can now be emitted from a mesh's shape.
- Properties can now be modified over time using an editable curve.
- Custom particle shaders can now be used.
- New editor theme, with customizable base color, highlight color and contrast.
- A light editor theme option is now available, with icons suited to light backgrounds.
- Alternative dark gray and Arc colors are available out of the box.
- New adaptive text editor theme, adjusting automatically based on the editor colors.
- Support for macOS trackpad gestures in the editor.
- Exporting to macOS now creates a `.dmg` disk image if exporting from an editor running on macOS.
- Signing the macOS export now is possible if running macOS (requires a valid code signing certificate).
- Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS).
- Improved build system.
- Support for compiling using Visual Studio 2017.
- [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
- Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line.
- Produces faster and sometimes smaller binaries.
- Currently only supported with GCC and MSVC.
- Added a progress percentage when compiling Godot.
- `.zip` archives are automatically created when compiling HTML5 export templates.
- Easier and more powerful way to create editor plugins with EditorPlugin and related APIs.
### Changed
- Increased the default low-processor-usage mode FPS limit (60 → 125).
- This makes the editor smoother and more responsive.
- Increased the default 3D editor camera's field of view (55 → 70).
- Increased the default 3D Camera node's field of view (65 → 70).
- Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)).
- Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/))
- Renamed `engine.cfg` to `project.godot`.
- This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files.
- Some methods from the `OS` singleton were moved to the new `Engine` singleton.
- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping.
- Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`).
- The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
- Redesigned the Godot logo to be more legible at small sizes.
### Deprecated
- `opacity` and `self_opacity` are replaced by `modulate` and `self_modulate` in all 2D nodes, allowing for full color changes in addition to opacity changes.
### Removed
- Skybox support.
- Replaced with panorama skies, which are easier to import.
- Opus audio codec support.
- This is due to the way the new audio engine is designed.
- HTML5 export using asm.js.
- Only WebAssembly is supported now, since all browsers supporting WebGL 2.0 also support WebAssembly.
[Unreleased]: https://github.com/godotengine/godot/compare/3.0-stable...HEAD
2018-02-22 16:57:03 +00:00
[3.0]: https://github.com/godotengine/godot/compare/2.1-stable...3.0-stable