mirror of
https://github.com/godotengine/godot
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5f8af252e8
Fixes #23509.
140 lines
8.2 KiB
Markdown
140 lines
8.2 KiB
Markdown
# Changelog
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/).
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## [3.0] - 2018-01-29
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### Added
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- Physically-based renderer using OpenGL ES 3.0.
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- Uses the Disney PBR model, with clearcoat, sheen and anisotropy parameters available.
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- Uses a forward renderer, supporting multi-sample anti-aliasing (MSAA).
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- Parallax occlusion mapping.
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- Reflection probes.
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- Screen-space reflections.
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- Real-time global illumination using voxel cone tracing (GIProbe).
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- Proximity fade and distance fade (useful for creating soft particles and various effects).
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- [Lightmapper](https://godotengine.org/article/introducing-new-last-minute-lightmapper) for lower-end desktop and mobile platforms, as an alternative to GIProbe.
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- New SpatialMaterial resource, replacing FixedMaterial.
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- Multiple passes can now be specified (with an optional "grow" property), allowing for effects such as cel shading.
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- Brand new 3D post-processing system.
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- Depth of field (near and far).
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- Fog, supporting light transmittance, sun-oriented fog, depth fog and height fog.
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- Tonemapping and Auto-exposure.
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- Screen-space ambient occlusion.
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- Multi-stage glow and bloom, supporting optional bicubic upscaling for better quality.
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- Color grading and various adjustments.
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- Rewritten audio engine from scratch.
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- Supports audio routing with arbitrary number of channels, including Area-based audio redirection ([video](https://youtu.be/K2XOBaJ5OQ0)).
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- More than a dozen of audio effects included.
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- Rewritten 3D physics using [Bullet](http://bulletphysics.org/).
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- UDP-based high-level networking API using [ENet](http://enet.bespin.org/).
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- IPv6 support for all of the engine's networking APIs.
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- Visual scripting.
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- Rewritten import system.
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- Assets are now referenced with their source files, then imported in a transparent manner by the engine.
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- Imported assets are now cached in a `.import` directory, making distribution and versioning easier.
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- Support for ETC2 compression.
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- Support for uncompressed Targa (.tga) textures, allowing for faster importing.
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- Rewritten export system.
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- GPU-based texture compression can now be tweaked per-target.
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- Support for exporting resource packs to build DLC / content addons.
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- Improved GDScript.
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- Pattern matching using the `match` keyword.
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- `$` shorthand for `get_node()`.
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- Setters and getters for node properties.
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- Underscores in number literals are now allowed for improved readability (for example,`1_000_000`).
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- Improved performance (+20% to +40%, based on various benchmarks).
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- [Feature tags](http://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html) in the Project Settings, for custom per-platform settings.
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- Full support for the [glTF 2.0](https://www.khronos.org/gltf/) 3D interchange format.
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- Freelook and fly navigation to the 3D editor.
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- Built-in editor logging (logging standard output to a file), disabled by default.
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- Improved, more intuitive file chooser in the editor.
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- Smoothed out 3D editor zooming, panning and movement.
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- Toggleable rendering information box in the 3D editor viewport.
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- FPS display can also be enabled in the editor viewport.
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- Ability to render the 3D editor viewport at half resolution to achieve better performance.
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- GDNative for binding languages like C++ to Godot as dynamic libraries.
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- 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.
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- Editor settings and export templates are now versioned, making it easier to use several Godot versions on the same system.
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- Optional soft shadows for 2D rendering.
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- HDR sky support.
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- Ability to toggle V-Sync while the project is running.
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- Panorama sky support (sphere maps).
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- Support for WebM videos (VP8/VP9 with Vorbis/Opus).
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- Exporting to HTML5 using WebAssembly.
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- C# support using Mono.
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- The Mono module is disabled by default, and needs to be compiled in at build-time.
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- The latest Mono version (5.4) can be used, fully supporting C# 7.0.
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- Support for rasterizing SVG to images on-the-fly, using the nanosvg library.
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- Editor icons are now in SVG format, making them better-looking at non-integer scales.
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- Due to the library used, only simpler SVGs are well-supported, more complex SVGs may not render correctly.
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- Support for oversampling DynamicFonts, keeping them sharp when scaled to high resolutions.
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- Improved StyleBoxFlat.
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- Border widths can now be set per-corner.
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- Support for anti-aliased rounded and beveled corners.
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- Support for soft drop shadows.
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- VeryLoDPI (75%) and MiDPI (150%) scaling modes for the editor.
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- Improved internationalization support for projects.
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- Language changes are now effective without reloading the current scene.
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- Implemented missing features in the HTML5 platform.
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- Cursor style changes.
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- Cursor capturing and hiding.
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- Improved styling and presentation of HTML5 exports.
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- A spinner is now displayed during loading.
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- Rewritten the 2D and 3D particle systems.
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- Particles are now GPU-based, allowing their use in much higher quantities than before.
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- Meshes can now be used as particles.
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- Particles can now be emitted from a mesh's shape.
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- Properties can now be modified over time using an editable curve.
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- Custom particle shaders can now be used.
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- New editor theme, with customizable base color, highlight color and contrast.
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- A light editor theme option is now available, with icons suited to light backgrounds.
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- Alternative dark gray and Arc colors are available out of the box.
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- New adaptive text editor theme, adjusting automatically based on the editor colors.
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- Support for macOS trackpad gestures in the editor.
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- Exporting to macOS now creates a `.dmg` disk image if exporting from an editor running on macOS.
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- Signing the macOS export now is possible if running macOS (requires a valid code signing certificate).
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- Exporting to Windows now changes the exported project's icon using `rcedit` (requires WINE if exporting from Linux or macOS).
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- Improved build system.
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- Support for compiling using Visual Studio 2017.
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- [SCons](http://scons.org/) 3.0 and Python 3 are now supported (SCons 2.5 and Python 2.7 still work).
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- Link-time optimization can now be enabled by passing `use_lto=yes` to the SCons command line.
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- Produces faster and sometimes smaller binaries.
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- Currently only supported with GCC and MSVC.
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- Added a progress percentage when compiling Godot.
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- `.zip` archives are automatically created when compiling HTML5 export templates.
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- Easier and more powerful way to create editor plugins with EditorPlugin and related APIs.
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### Changed
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- Increased the default low-processor-usage mode FPS limit (60 → 125).
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- This makes the editor smoother and more responsive.
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- Increased the default 3D editor camera's field of view (55 → 70).
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- Increased the default 3D Camera node's field of view (65 → 70).
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- Changed the default editor font (Droid Sans → [Noto Sans](https://www.google.com/get/noto/)).
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- Changed the default script editor font (Source Code Pro → [Hack](http://sourcefoundry.org/hack/))
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- Renamed `engine.cfg` to `project.godot`.
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- This allows users to open a project by double-clicking the file if Godot is associated to `.godot` files.
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- Some methods from the `OS` singleton were moved to the new `Engine` singleton.
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- Switched from [GLEW](http://glew.sourceforge.net/) to [GLAD](http://glad.dav1d.de/) for OpenGL wrapping.
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- Changed the SCons build flag for simple logs (`colored=yes` → `verbose=no`).
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- The HTML5 platform now uses WebGL 2.0 (instead of 1.0).
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- Redesigned the Godot logo to be more legible at small sizes.
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### Deprecated
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- `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.
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### Removed
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- Skybox support.
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- Replaced with panorama skies, which are easier to import.
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- Opus audio codec support.
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- This is due to the way the new audio engine is designed.
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- HTML5 export using asm.js.
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- Only WebAssembly is supported now, since all browsers supporting WebGL 2.0 also support WebAssembly.
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[3.0]: https://github.com/godotengine/godot/compare/2.1-stable...3.0-stable
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