At long last, after 2 years of development, Godot 3.6 is finally out!
Developing it in parallel to the 4.x branch proved to be a challenge,
as eventually I (Rémi) hardly had any time to focus on it.
Thankfully lawnjelly picked up the torch, both on the feature dev side
(most new rendering features are his work) but now also as release
manager for 3.x.
For anyone still using Godot 3.5 for their released or soon-to-be
published titles, upgrading to 3.6 should bring a lot of bug fixes, as
well as a number of useful features and quality of life improvements.
Seems like we missed this one when changing the copyright statements
to use `present` instead of the hardcoded `year`.
And backport other minor improvements from #87543.
What a ride!
Developing 3.5 in parallel with the rapidly growing 4.0 alpha has
proved challenging, but here we are with a great feature update for the
3.x branch.
4.0 is getting close to beta, and now most contributors have switched
their focus towards that major update, and rightly so. Still, the work
that went into 3.5 is amazing and makes it a very strong and stable
solution for your games *today* -- while 4.0 takes the time it needs to
stabilize and mature.
A big thankyou to all contributors who worked on this release!
This makes it possible to change the branch of the documentation that
URLs are pointing to without having to modify all class reference
files.
In the XML class reference, the `$DOCS_URL` placeholder should be used,
and will be replaced automatically in the editor and when generating
the RST class reference.
The documentation branch string is set in `version.py`.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit 5341e6010e)
After the decision to continue feature development for the `3.x` branch
alongside the `master` branch for Godot 4.0, we released 3.3-stable in
April 2021.
6 months and 2000 commits later, Godot 3.4 is another feature-packed milestone
for Godot 3, with a ton of improvements and fixes to make it a great option
for use in production while we wait for Godot 4.0!
A big thankyou to all contributors who work tirelessly on our two parallel
development branches and made this stable 3.4 release possible.
Feature work in 3.x likely won't have a big impact on stability so we can skip
the dev/alpha phases and we'll start directly with a 3.4 beta 1 build once
significant changes have been implemented.
Congratulations to everyone in the Godot community for this awesome new
release!
What started as a 3.2.4 maintenance update for the Godot 3.2 branch finally
evolved to be a very significant release which warranted a version change,
so here we are with Godot 3.3!
It includes close to 2000 commits from over 250 contributors since the 3.2.3
release in September 2020.
Thanks to all involved, whether you contributed code, documentation, bug
reports, translations, community support or donations. You all played a role
in bringing better free and open source game development tools to the world!
We decided to rename the upcoming 3.2.4 release to 3.3 to better reflect that
it is a significant feature release, and not a maintenance update.
The `3.2` branch was also renamed to `3.x` and will now be the development
branch for future 3.x releases (3.3, 3.4, etc.).
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
This release includes many bugfixes, UX enhancements but also a number
of new features such as C# support on iOS, 2D batching for GLES2, a new
plugin system for Android, and DTLS support!
Thanks to all contributors! <3
The 3.2.2 release will include quite a few new features which warrant
at least one beta build before RC:
- GLES2 2D batching
- Mono/C# support for iOS
- New Android plugin system
Congratulations to everyone in the Godot community for this awesome new
release, culmination of more than 10 months of development from close to
450 contributors!
Thanks to all involved, whether you contributed code, documentation,
bug reports, translations, community support or donations. You all
played a role in bringing better free and open source game development
tools to the world!
Godot 3.2 includes more than 6000 commits made since the 3.1 release in
March 2019, 3000 Pull Requests have been merged, and over 2000 issues
have been fixed!
This release builds upon the feature set and usability of Godot 3.1,
making it even more stable and powerful, and thus a very mature game
development tool for both 2D and 3D.
Now onwards to the 4.0 with Vulkan and a lot of modernization of the
codebase!
Unify pack file version and magic to avoid hardcoded literals.
`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
IMPORTANT: This means that the master branch is now considered feature-complete
for the upcoming 3.2 release, and thus in *feature freeze*.
Unless explicitly allowed by project maintainers, no new feature PRs will be
considered for merge until Godot 3.2-stable is released. Current PRs made
before the feature freeze will still be reviewed and potentially merged before
the beta stage, if deemed satisfactory.
Also include website URL and make it configurable via version.py
together with the rest of the engine branding.
Add mention to MIT license in --help output.
Congratulations to everyone in the Godot community for this awesome new
release, culmination of more than one year of development from close to
500 contributors!
Thanks to all involved, whether you contributed code, documentation,
bug reports, translations, community support or donations. You all
played a role in bringing better free and open source game development
tools to the world!
Godot 3.1 includes more than 7000 commits made since the 3.0 release in
January 2018, 3000 Pull Requests have been merged, and 3000 issues have
been fixed!
This release makes the 3.x branch more stable and powerful, and makes
it a very mature game development tool for both 2D and 3D.
Now feature development can restart towards 3.2 and 4.0!
If it needs to be hardcoded (for the sake of reproducible builds),
it should be together with the other hardcoded version info.
And yeah, two months in, let's move to 2019.
IMPORTANT: This means that the master branch is now considered feature-complete
for the upcoming 3.1 release, and thus in *feature freeze*.
Unless explicitly allowed by project maintainers, no new feature PRs will be
considered for merge until Godot 3.1-stable is released. Current PRs made
before the feature freeze will still be reviewed and potentially merged before
the beta stage, if deemed satisfactory.
Congratulations to everyone in the Godot community for the tremendous work
done on this release since 18 months, with hundreds of contributors pushing
almost 7500 commits with more than 3000 PRs and closing over 2000 issues
(and fixing even more than that, as many work-in-progress bugs were fixed
before an issue could be filled).
Godot 3.0 is definitely our biggest and boldest release so far, and we want
to thank the whole community for their unswerving support during this long
wait.
From there on, there is a lot of work to do to strengthen the foundations
that we built with 3.0, fixing the bugs that the many refactorings probably
introduced, optimizing new features and enhancing the usability again...
The 3.x era should be a fruitful one for Godot, and we hope that you will
continue using it to create awesome 2D and 3D games and increase the
notoriety of your favourite engine in the game development industry.
And now, let's all start waiting for 3.1...
*Feature freeze* means that from now on, no new features will be considered
for Godot 3.0, unless explicitely decided by core developers.
New pull requests implementing additional features will be automatically
set for the 3.1 milestone, and will only be considered for merging once the
3.0 version goes stable and the *master* branch reopens for feature
development.
Existing PRs made before the freeze will still be reviewed and potentially
be merged, if the features that they implement are deemed important enough
or don't risk to introduce issues.
Otherwise, PRs should now focus on:
- Fixing bugs
- Enhancing existing 3.0 features
WARNING: This branch is unstable and should not be used in
production for the time being.
See https://godotengine.org/article/warning-head-going-unstable
for more details.
To get the previous 2.2-alpha unreleased version, you can checkout
the '2.2' branch.