Add 4.0 development changelog

This changelog is missing some changes that were made, but it contains
most essential items already.

This changelog intentionally does not include:

- Changes backported to Godot 3.3 and 3.4 (these are listed
  in the current changelog already).
- Changes backported to the `3.x` branch (which will become Godot 3.5
  in the future).
- Future changes that will be made after 4.0alpha1's release.
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Hugo Locurcio 2021-11-21 00:10:06 +01:00
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@ -4,6 +4,428 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [4.0] - TBD
### Added
#### Animation
- [Revamped 3D animation storage.](https://godotengine.org/article/animation-data-redesign-40)
- [New blend shape track to adjust blend shapes in animations more efficiently.](https://github.com/godotengine/godot/pull/53865)
- [New expression-based transitions in AnimationTree state machines.](https://github.com/godotengine/godot/pull/54327)
- [Support for animation compression to improve performance with long animations such as cutscenes.](https://github.com/godotengine/godot/pull/54050)
- [Replaced transform tracks by position, rotation and scale tracks.](https://github.com/godotengine/godot/pull/53689)
- [Removed the animation dependency on bone rests.](https://github.com/godotengine/godot/pull/53765)
- Better compatibility with models that use non-uniform scaling in animations.
- Better compatibility with models exported from Maya and 3DS Max.
- Easier animation reuse across different models.
- Easier procedural generation of animations.
#### Core
- New TileMap and TileSet resources.
- New Vector2i, Vector3i and Rect2i types.
- These are integer variants of Vector2, Vector3 and Rect2.
- Callable type for first-class functions (can be created with lambdas in GDScript).
- The Euler rotation order can now be adjusted in Node3D.
- [New `Array.map()`, `Array.filter()` and `Array.reduce()` methods that can be used with Callables.](https://github.com/godotengine/godot/pull/38645)
- [Rewritten Tween with more functionality](https://github.com/godotengine/godot/pull/41794).
- Tween is no longer a node.
- Easier chaining of tweens.
- Low-level tweening option to get an interpolated value directly.
- *Existing projects will have to be modified to account for this, as automatic conversion isn't feasible.*
- [New and improved IK in Skeleton2D](https://github.com/godotengine/godot/pull/40347).
- New classes: SkeletonModifier2D, SkeletonModifierStack2D, SkeletonModification2DLookAt, SkeletonModification2DCCDIK, SkeletonModification2DFABRIK, SkeletonModification2DJiggle, SkeletonModification2DTwoBoneIK, PhysicalBone2D, SkeletonModification2DPhysicalBones, SkeletonModification2DStackHolder.
- New `Transform2D.looking_at()` function.
- [New and improved IK in Skeleton3D](https://github.com/godotengine/godot/pull/39353).
- New classes: SkeletonModifier3D, SkeletonModifierStack3D, SkeletonModifier3DLookAt, SkeletonModification3DCCDIK, SkeletonModification3DFABRIK, SkeletonModification3DJiggle, SkeletonModification3DTwoBoneIK, SkeletonModification3DStackHolder.
- The Bone struct now includes a local_pose_override.
- The Bone struct now keeps track of its children bones, if it has any.
- Added functions to Skeleton3D for getting the forward vector using the information stored in the rest pose for the bones.
- New `Basis.rotate_to_align()` function.
- Refactored the BoneAttachment3D node.
- Removed the `process_list` functions.
- [New GradientTexture2D resource (useful for 2D lights, particles, …)](https://github.com/godotengine/godot/pull/53234).
- [Support for gettext PO template generation from scene and script files.](https://github.com/godotengine/godot/pull/39415)
- Translation parser plugins can be written to allow extracting strings from custom file types.
- [New Time singleton to replace date/time handling methods in the OS singleton.](https://github.com/godotengine/godot/pull/49123)
- Includes new methods to handle ISO 8601 timestamp conversion.
- [Support for custom performance monitors](https://github.com/godotengine/godot/pull/39302).
- New `randi_range()` global scope function to return a random *integer* number within a range.
- New `randfn()` global scope function to return a floating-point number along a normal gaussian distribution.
- [New `pingpong()` global scope function to return a floating-point number that increments then decrements in a "sawtooth" fashion.](https://github.com/godotengine/godot/pull/46346)
- Vectors and Colors can now be clamped between two values their respective `clamp()` methods.
- New `Vector3.limit_length()` method as a Vector3 counterpart to `Vector2.limit_length()` (formerly `Vector2.clamped()`).
- New PackedArrays to replace PoolArrays.
- 64-bit integer and float arrays are now available in addition to the existing 32-bit ones.
- New `ConfigFile.parse(data: String)` method to load a string as if it was a ConfigFile on disk.
- New `Image.save_png_to_buffer()` method to save a PNG image to memory as a PackedByteArray (instead of saving to disk).
- [New File API to check, read and write symbolic links on macOS and Linux.](https://github.com/godotengine/godot/pull/46866)
- [Replaced GDNative with GDExtension](https://godotengine.org/article/introducing-gd-extensions).
- Easier setup and compilation for various platforms.
- Code structure is more similar to [statically compiled C++ modules](https://docs.godotengine.org/en/stable/development/cpp/custom_modules_in_cpp.html).
- Lower performance overhead compared to GDNative.
#### Editor
- New TileMap and TileSet editors with better usability.
- Support for multiple windows.
- Docks can be moved out of the main window into separate windows.
- Single-window mode can be enabled in the Editor Settings to revert to the old behavior.
- Movement and scaling handles in the 2D editor (similar to the 3D editor).
- New Replace in Files dialog in the script editor to complement Find in Files.
- **macOS:** More built-in mouse cursors are now exposed (such as diagonal resize cursors).
- **macOS:** Support for building Godot with Clang sanitizers.
- **HTML5:** [Support for profiling projects exported to HTML5.](https://godotengine.org/article/html5-export-profiling)
#### Export
- **macOS:** Projects can now optionally be exported to a application bundle contained within a ZIP archive.
- Previously, a DMG image was always used when exporting from macOS.
- **macOS:** DMG images can now be codesigned after exporting.
#### GDScript
- GDScript was rewritten from scratch with a cleaner approach.
- Annotations to replace keywords in certain cases (`@export`, `@onready`, `@rpc()`, `@tool`, `@warning_ignore()`, …).
- Typed arrays (`var array_of_nodes: Array[Node]`). Any type can be used, including custom classes.
- See individual progress reports for more information:
[#1](https://godotengine.org/article/gdscript-progress-report-writing-tokenizer),
[#2](https://godotengine.org/article/gdscript-progress-report-writing-new-parser),
[#3](https://godotengine.org/article/gdscript-progress-report-type-checking-back).
- [New documentation generation system](https://github.com/godotengine/godot/pull/41095).
- Comments starting with `##` are considered documentation comments.
- Documentation comments be placed before any member variable, constant, enum or function declaration, or at the top of a file.
- Documentation comments appear in the editor help and when hovering exported properties in the inspector.
#### GUI
- Support for multiple windows on desktop platforms. Projects can spawn additional windows, each with their own viewport.
- Added `NOTIFICATION_APPLICATION_FOCUS_IN` and `NOTIFICATION_APPLICATION_FOCUS_OUT` notifications for "global" project focus changes (separate from `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`).
- RichTextLabel property `fit_content_height` to make the label's height fit its content automatically (not always reliable).
- RichTextLabel's `img` tag now supports an optional `color` attribute to modulate the image.
- `get_char_size()` is now exposed in Font, making it usable in DynamicFont rather than being limited to BitmapFont.
- [Tree can now highlight relationship lines for the currently selected item, its parents and direct children.](https://github.com/godotengine/godot/pull/48546)
- This is used in the scene tree dock in the editor.
#### Import
- Support for importing lights from glTF scenes.
#### Input
- Support for physical (keyboard layout-independent) key codes.
- This can be used to provide <kbd>W</kbd>/<kbd>A</kbd>/<kbd>S</kbd>/<kbd>D</kbd> controls that work on any keyboard layout.
- `DisplayServer.keyboard_get_current_layout()` and `DisplayServer.keyboard_get_layout_*()` methods to get information about keyboard layouts.
- New `Input.MOUSE_MODE_CONFINED_HIDDEN` mouse mode to combine the confined and hidden mouse modes.
#### Mono/C#
- Support for exporting C# projects to iOS and HTML5.
- [C# events can now be used to implement Godot signals](https://godotengine.org/article/csharp-ios-signals-events).
- [New Visual Studio and Visual Studio Code add-ons.](https://godotengine.org/article/csharp-vs-and-vscode)
#### Navigation
- [New NavigationServer.](https://godotengine.org/article/navigation-server-godot-4-0)
- Support for dynamic obstacle avoidance.
#### Networking
- [Support for DTLS encryption in UDP and ENet.](https://godotengine.org/article/enet-dtls-encryption)
#### Porting
- New DisplayServer abstraction, allowing for the creation of multiple windows.
- This is used in the editor for detachable docks, but can also be used in projects.
- **Android:** [Allow basic user data backup. This can be disabled in the export preset if needed.](https://github.com/godotengine/godot/pull/49069)
- **Android:** [Support for changing the mouse cursor shape (no custom images)](https://github.com/godotengine/godot/pull/44201).
- **iOS:** [The targeted device family (iPhone, iPad, iPhone and iPad) can now be specified in the export preset.](https://github.com/godotengine/godot/pull/49137)
#### Physics
- New CharacterBody node to supersede KinematicBody.
- Some KinematicBody features were moved to PhysicsBody.
#### Porting
- **Android:** Clients of the Godot library can now add their own command line arguments.
#### Rendering
- New Vulkan renderer.
- [New OpenGL renderer, using OpenGL 3.3/OpenGL ES 3.0/WebGL 2.0 as a baseline.](https://github.com/godotengine/godot/pull/53150)
- Designed to target mobile/web platforms first, but also usable on desktop platforms.
- Uses a low-end-friendly approach to maximize performance in simple scenes.
- Currently supports 2D rendering only.
- OpenGL 3D rendering is planned for a future 4.x release.
- Support for specular mapping when using 2D lighting.
- [New DirectionalLight2D node for 2D lighting.](https://github.com/godotengine/godot/pull/43297)
- CanvasGroup node to modulate several 2D nodes as a group (or apply shaders to them).
- Support for clipping in CanvasItem, replacing the use of Light2D as masks in a more convenient manner.
- [Support for light projectors/"cookies" in OmniLight3D and SpotLight3D.](https://github.com/godotengine/godot/pull/37887)
- Only supported for lights with shadows enabled.
- 3D lights now have a Size property which can be set to simulate area lights.
- This property also affects how fast shadow penumbras will grow over distance.
- A shadow blur property is also available to set a constant blurring factor on a per-light basis.
- Shadow mapping with improved filtering and PCSS-like penumbra simulation.
- Shadow normal offset bias is now implemented to avoid issues with shadow acne or peter-panning.
- [New Decal node to project textures onto 3D surfaces.](https://github.com/godotengine/godot/pull/37861)
- New fully real-time VoxelGI (formerly GIProbe).
- Dynamic lights and emissive can emit GI that's updated every frame (instead of only updating sporadically).
- Dynamic objects can receive GI and contribute to it.
- [New signed distance field-based global illumination](https://godotengine.org/article/godot-40-gets-sdf-based-real-time-global-illumination) (SDFGI) for open world lighting.
- Enabled in the WorldEnvironment. No node required, no baking.
- Semi-realtime: dynamic objects can receive GI, but not contribute to it.
- [Volumetric fog](https://github.com/godotengine/godot/pull/41213) with optional GI contribution.
- [Fog volumes to locally apply volumetric fog (or subtract to global fog using negative density).](https://github.com/godotengine/godot/pull/53353)
- More physically accurate exponential fog to replace the old distance-based fog.
- New Aerial Scattering property in distance-based fog to fade out to the background sky instead of a fixed color.
- Also available in volumetric fog with the Ambient Inject property.
- [New GPU-based lightmapper.](https://godotengine.org/article/godot-40-will-get-new-modernized-lightmapper)
- When using a dedicated GPU, this results in much faster bake speeds compared to the CPU lightmapper.
- Optional support for storing directional lighting information and rough reflections using spherical harmonics.
- Improved support for lighting dynamic objects with better performance and quality.
- In addition to automatic generation, LightmapProbe nodes can now be placed manually to provide better lighting information for dynamic objects where needed.
- [Physical sky material and custom sky shaders](https://godotengine.org/article/custom-sky-shaders-godot-4-0), both supporting real-time updates.
- [Global and per-instance shader uniforms.](https://godotengine.org/article/godot-40-gets-global-and-instance-shader-uniforms)
- This can be used to better reuse shaders, leading to improved performance.
- Support for automatically generating and using mesh LODs to improve performance.
- Several LOD levels are generated for imported 3D scenes by default.
- LODs are automatically used for mesh rendering using a pixel coverage-based selection algorithm.
- Uses the [meshoptimizer](https://github.com/zeux/meshoptimizer) library.
- Support for LOD visibility ranges in GeometryInstance3D.
- Manually authored LODs can be configured using distance and hysteresis cutoffs.
- Can be used for <abbr title="Hierarchical Level of Detail">HLOD</abbr> setups to reduce draw calls while preserving culling opportunities when up close.
- [Support for GeometryInstance3D distance fade to make distant meshes disappear smoothly without having to modify their material.](https://github.com/godotengine/godot/pull/54222)
- Support for automatically generating and using shadow meshes to improve performance.
- The generated shadow meshes are welded aggressively to improve performance with no difference in visual quality.
- To further improve performance, hand-made shadow meshes can be specified in the inspector in MeshInstance nodes.
- [Support for rendering a viewport's 3D contents at a lower resolution to improve performance](https://github.com/godotengine/godot/pull/51870).
- 2D elements remain at full resolution to improve perceived sharpness.
- A scaling factor above 1.0 can be used for supersampling, which is useful to maximize quality for offline rendering.
- See individual progress reports for more information:
[#1](https://godotengine.org/article/vulkan-progress-report-1),
[#2](https://godotengine.org/article/vulkan-progress-report-2),
[#3](https://godotengine.org/article/vulkan-progress-report-3),
[#4](https://godotengine.org/article/vulkan-progress-report-4),
[#5](https://godotengine.org/article/vulkan-progress-report-5),
[#6](https://godotengine.org/article/vulkan-progress-report-6),
[#7](https://godotengine.org/article/vulkan-progress-report-7).
#### Shaders
- New shader compiler rewritten from scratch.
- [Support for uniform arrays (including sampler arrays).](https://github.com/godotengine/godot/pull/49485)
- [Arrays can now be passed as function parameters (including arrays of structs).](https://github.com/godotengine/godot/pull/48933)
- [The return type of a function can now be an array (including arrays of structs).](https://github.com/godotengine/godot/pull/48933)
- [Array size can now be optionally written before the identifier (`int[2] array;` instead of `int array[2]`).](https://github.com/godotengine/godot/pull/53527)
- This eases porting shaders from GLSL.
- [Array constructors can now be called at any time after initialization.](https://github.com/godotengine/godot/pull/44705)
- For example, `int array[3]; array = {1, 2, 3}` is now valid.
- [New `fma()` (fused multiply-add) built-in function to optimize shaders in a low-level way.](https://github.com/godotengine/godot/pull/36225)
- [New built-in data (un)packing functions to optimize shaders in a low-level way.](https://github.com/godotengine/godot/pull/53066)
- Warning system for common issues such as floating-point comparison and unused variables.
- Argument names now appear in code completion tooltips.
- More information in the [progress report](https://godotengine.org/article/improvements-shaders-visual-shaders-godot-4).
- [Add Billboard mode to visual shaders.](https://github.com/godotengine/godot/pull/49157)
- [The constants `PI`, `TAU` and `E` are now available in the shader language.](https://github.com/godotengine/godot/pull/48837)
#### Miscellaneous
- The engine is now unit-tested using [doctest](https://github.com/onqtam/doctest).
- [GDScript also now has integration tests.](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html#integration-tests-for-gdscript)
- Switched from Travis CI and AppVeyor to GitHub Actions.
- A Fish shell completion file is now available for the Godot editor's command line interface.
### Changed
#### Audio
- [Increased the default AudioStreamPlayer3D unit size to (1 → 10) to make sounds more audible while setting up the node.](https://github.com/godotengine/godot/pull/38224)
- Renamed the audio-related `FFT_Size` enum to `FFTSize` for consistency.
#### Core
- Tweaked the output strings to be more human-readable when printing various built-in Variant and Object types.
- Renamed File's `endian_swap` property to `big_endian` for consistency with ResourceSaver and StreamPeer.
- [Renamed File's `get_len()` method to `get_length()`.](https://github.com/godotengine/godot/pull/49061)
- [Renamed Object's `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`.](https://github.com/godotengine/godot/pull/54571)
- Renamed `Vector2.clamped()` to `Vector2.limit_length()` to differentiate it from the new `Vector2.clamp()`.
- Renamed `rand_range()` to `randf_range()` to avoid ambiguity with the new `randi_range()` and make its return type more obvious.
- Replaced `Node.add_child_below_node()` with `Node.add_sibling()`.
- Replaced `Directory.list_dir_begin()`'s `skip_navigational` and `skip_hidden` arguments with `show_navigational` and `show_hidden`.
- Both arguments are `false` by default, which means the default behavior is now to exclude both navigational and hidden files from the returned list.
- Renamed the built-in Quat type to Quaternion.
- Renamed the built-in Transform type to Transform3D.
- Renamed Node3D's `translation` property to `position` for consistency with Node2D.
- Moved YSort functionality to a Node2D property.
- Viewports now use a size of 512×512 by default to make them visible out of the box.
- [Screen orientation is now represented as an enum in the Project Settings.](https://github.com/godotengine/godot/pull/48939)
- [Renamed 3D nodes to contain an explicit "3D" prefix for clarity and consistency](https://github.com/godotengine/godot/pull/37340).
- Renamed various nodes:
- Spatial → Node3D
- GIProbe → VoxelGI
- BakedLightmap → LightmapGI
- Light2D -> PointLight2D
- VisibilityNotifier2D -> VisibleOnScreenNotifier2D
- VisibilityNotifier3D -> VisibleOnScreenNotifier3D
- VisibilityEnabler2D -> VisibleOnScreenEnabler2D
- VisibilityEnabler3D -> VisibleOnScreenEnabler3D
- Renamed various resources:
- GradientTexture -> GradientTexture1D
- Old node and resource names are automatically converted when loading scenes from Godot 3.x.
#### Editor
- Renewed the editor theme for a more modern design.
- [Increased icon saturation by 30% when using a dark theme.](https://github.com/godotengine/godot/pull/48644)
- Icon saturation can now be adjusted in the Editor Settings.
- [Improved the audio bus editor appearance.](https://github.com/godotengine/godot/pull/49130)
- Improved layout and texts of the Manage Editor Features dialog.
- Improved the Video RAM debugger usability.
- The Video RAM tab is now refreshed automatically when switching to it.
- Hovering layer checkboxes in the inspector now results in visual feedback.
- Clicking between two checkboxes will now enable the checkbox that was last highlighted instead of doing nothing.
- CSV profiler measures can now be saved anywhere on the filesystem, not just in the project folder.
- Improved the 2D zooming algorithm to always visit powers of two (50%, 100%, 200%, …) and avoid floating-point precision issues.
- Times are now displayed as milliseconds in the profiler and performance monitors (instead of seconds).
- Improved the batch rename dialog usability and design consistency.
- Clarified error messages when there are regular expression errors.
- Optimized editor icon generation to speed up editor startup.
- Script editor autocompletion now displays previews next to color constant suggestions.
- The number of replaced results now appears in place of the matches counter when replacing text in the script editor.
- Pressing <kbd>Enter</kbd> (or <kbd>Shift + Enter</kbd>) in the script editor replacement dialog now performs a forwards (or backwards) replacement operation.
- Pressing <kbd>Ctrl + F</kbd> now focuses the search field in the AssetLib tab.
- Pressing <kbd>G</kbd> now switches to the Pan mode in the 2D editor.
- The TileMap editor's Bucket Fill shortcut was moved to <kbd>B</kbd> to cater for this change.
- Mouse wheel behavior for zooming in the animation behavior is now inverted.
- The Sync Scene Changes and Sync Script Changes settings' values now persist on a per-project basis instead of being always enabled by default.
- Various tooltips have been added or modified to clarify the editor operation.
- Various visual and formatting changes to the editor help to improve readability and be closer to the online class reference.
- Tweaked Camera2D editor line colors for better visibility.
- Light theme presets now use a negative contrast rate by default for a more logical preview of UI elevation.
- Increased the use of bold fonts throughout the editor.
- Revised icons for the Gradient and GradientTexture resources.
- Renamed "Identifier" to "Bundle Identifier" in the macOS and iOS export presets for clarity.
- Renamed the script editor's "Adaptive" syntax theme to "Default" and "Default" to "Godot 2", for consistency with the editor theme presets.
- Flipped the 2D editor icon to match Godot's coordinate handedness.
#### GUI
- Improved drive letter handling in EditorFileDialog and FileDialog.
- Container nodes (except PanelContainer) now use the Pass mouse mode by default.
- Pressing the left/right arrows while having selected text will now move the cursor to the beginning/end of the selection in LineEdit (while unselecting the text as usual).
- TextEdit's `search()` method now returns a Dictionary instead of a PackedIntArray.
- **macOS:** The <kbd>Ctrl + A</kbd> and <kbd>Ctrl + E</kbd> navigation shortcuts now work in LineEdit.
#### Input
- Renamed InputEventKey's `scancode` to `keycode`.
- Renamed InputMap's `get_action_list()` to `get_action_events()`.
#### Networking
- Optimized bandwidth usage in the high-level multiplayer API.
#### Physics
- Split KinematicBody into the new CharacterBody node and PhysicsBody.
- RayCast nodes are now enabled by default.
- The `disabled` property was renamed to `enabled` with its behavior inverted.
- Renamed PlaneShape to WorldBoundaryShape.
#### Rendering
- Some Environment settings such as depth of field have been moved to a CameraEffects resource which is assigned to individual Camera nodes.
- [The ACES Fitted tonemapping algoirthm is now used in place of the old ACES algorithm.](https://github.com/godotengine/godot/pull/52476)
- The old non-fitted ACES tonemapping algorithm was removed.
- Quality settings have been moved from individual nodes and resources to the Project Settings for better centralization.
- Quality settings now have performance hints in their values' names, such as "Fast" or "Slow".
#### Shaders
- Renamed the `.shader` file extension to `.gdshader`.
- Existing text-based shader files will have to be renamed before loading the project in a new engine version.
#### Miscellaneous
- Renamed the `x11` platform to `linuxbsd` to prepare for Wayland support.
- The engine is now written in C++17.
- Python 3.6 and SCons 3.1 are now required to build Godot from source.
### Removed
#### Buildsystem
- Removed the `server` platform in favor of disabling specific DisplayServers at build-time (e.g. `vulkan=no`).
#### Core
- Removed the YSort node in favor of the Node2D YSort property.
- Removed the deprecated `Color.gray()` method.
- Use `Color.v()` for a better grayscale approximation instead.
- Removed built-in HQ2X implementation (used for crude hiDPI support in the default project theme).
- This helps with binary size as HQ2X is made of particularly large functions.
#### Editor
- Removed the **Dim Dialog on Editor Popup** editor setting since it was made obsolete by the multi-window paradigm.
#### GUI
- [Removed the ToolButton node in favor of Button.](https://github.com/godotengine/godot/pull/39690)
- Existing ToolButton nodes from Godot 3.x projects will be converted to Button nodes.
#### Input
- Removed the `DisplayServer.get_latin_keyboard_variant()` method (replaced by the more flexible `DisplayServer.keyboard_get_current_layout()`).
#### Networking
- Removed the deprecated `allow_object_decoding` property from PacketPeer.
- Removed the deprecated `sync` and `slave` high-level multiplayer keywords.
#### Export
- **iOS:** [Remove redundant orientation export setting in favor of the orientation project setting.](https://github.com/godotengine/godot/pull/48939)
#### Physics
- Removed the deprecated PhysicsBody `friction` and `bounce` properties (replaced by PhysicsMaterial).
#### Rendering
- Removed OpenGL ES 2.0 renderer (replaced by the new mobile-oriented OpenGL 3 renderer).
- Vulkan, OpenGL 3.3, OpenGL ES 3.0 or WebGL 2.0 support is now required to run Godot.
- [Removed support for 16× MSAA due to driver bugs and low performance.](https://github.com/godotengine/godot/pull/49063)
- For high-quality offline rendering, using supersampling together with 8× MSAA is a better option anyway.
### Fixed
#### Core
- The positional command line argument now considers `.res` and `.tres` files as runnable scene formats.
- This fixes Godot not running the main scene or a custom scene if they were saved with a `.res` or `.tres` extension.
- **macOS/Linux:** Fix the result of `Directory.get_space_left()`.
- **Windows:** Godot can now kill its own PID using `OS.kill()`.
#### Editor
- The Android exporter no longer reports progress on each file, greatly speeding up the exporting process.
- Searching with the Whole Words option enabled in the script editor is no longer exceedingly slow.
#### GUI
- Fixed OptionButton minimum size.
- TabContainer is no longer too large when tabs are hidden.
- ScrollBar now allows using `scroll_to_line()` when Scroll Active is disabled.
- DynamicFont outlines now have antialiasing disabled if it was disabled on the font itself.
#### Porting
- **Windows:** `OS.execute()` now only quotes command line arguments if they contain special characters.
## [3.2] - 2020-01-29
### Added