Godot 4.2 released; A brand new era of FOSS game creation software

Godot 3.0.5

Not a huge release as far as bugfixes are concerned, but it resolves some issues relating to saving resources along with issues related to using Mono. In addition, the issue of Android exports being out of compliance with Google is resolved.

Godot ended up sucking me in as well. Never saw that comingā€¦

Anyways, new visual shader editor updates!
https://twitter.com/reduzio/status/1016376476671905798
https://twitter.com/reduzio/status/1016379441725964289

golf clap

2 Likes

The UI looks far better than the old node editor in 2.x, I guess it was a given considering that it was completely redone for the introduction of visual scripting.

Keep the awesome features coming (as with Blender, Godot as a FOSS project is fortunate to have such an experienced programmer as a core developer).

1 Like

Visual Shader Editing is back.

This time, the UI and workflow is much improved and it is now far easier to create a complete material with diffuse, specular, and other effects. You can use scripting to create your own nodes too.

Like usual, they ask once again to consider becoming one of their Patrons (because the recent stuff youā€™re seeing in this thread is because of the funds they are getting).

Kinematic body upgrades (2D only for now).

Among the improvements is far better slope handling, automated slope detection (meaning the character would have difficulty on slopes higher than a user specified angle), and improved handling of moving platforms (no more sliding). The same improvements will eventually come to the 3D engine as well (but not until after these get a good round of testing).

Patch work for 2.1.x is still ongoing.

This makes good on the promise of support for the 2.1 line until Godot version 3.1 is out (which again, will bring support for older hardware).

GDscript now has an optional typing component

What this does is introduce concepts such as variable types being static and other things borrowed from C# (while avoiding a major increase in complexity). This is totally optional and existing scripts will work as they always have.

As I mentioned, typed GDscript has a little more of a learning curve than just doing keeping everything dynamic, but itā€™s still lower than GDnative and C#. The article also mentions that even Python can do some of these things as well (so itā€™s still similar enough that a lot of Python knowledge will carry over).

Benefits (should you choose) include better code completion, better highlighting, less potential for creating bugs, and potentially higher performance for game logic.

The GLES2 backend, almost done.

For those with older hardware, the GLES2 renderer being worked on now has full support for lights and shadows among other features. Not only that, the final merge is coming up quite soon and Godot development in general is starting on the final stretch to an official 3.1 testing build.

GSoC 2018 update

In short, all projects are going well. The one that will likely have the most immediate and widespread interest is the progress on the Blender Exporter (which is now nearing feature-parity with the Better Collada addon and is able to convert Cycles materials). Not only that, but plans are to be able to convert Eevee materials as well (so you will be able to get a much better impression in Blender as to how everything will look in Godot).

1 Like

Not only that, but plans are to be able to convert Eevee materials as well

Isnā€™t Cycles and EEVEE materials the same ?

Godot 3.0.6 and 2.0.5

A double-header of patch releases.

3.0.5 improves glTF importing, crash fixes, and fixes related to the use of C#. 2.1.5 is the larger release with many smaller features added and tons of bugfixes.

To note once again, Godot 2.1.x releases will continue until version 3.1 is released (when GLES2 becomes available).

Inverse Kinematics for 3D

This means itā€™s now possible to procedurally change poses as part of gameplay (ie. a character holding and then carrying an item). This furthers the major leap in animation tech. in 3.1 (adding to the new animation editor, animation nodes, and partial/full ragdolls).

Just an FYI for those curious of the whereabouts of a better way to export Blender assets and levels to Godot. The Blender exporter has been seeing quite a bit of progress in the last month.

As you will notice, we have both the GSoC student and one of our former BGE users as primary developers. Itā€™s not complete, but the logs suggest that some export cases are already functional.

Softbody in Godot 3.1!

1 Like

Godot 3.1 will now have a more complete implementation of Bullet than the BGE ever had (though UPBGE added a few more things). The fully working softbodies would prove that.

Thatā€™s not to mention, Bulletā€™s cylinder bounds type is in Godot 3.1 as well. physics materials too (but they didnā€™t get their own article).

How is Godotā€™s strength based axis handling evolving?

I am pretty new to godot, could make a sphere go for a walk. But I do not know how to do something more complicated. Like making Oicho react to HUD inputs.

Oicho will appear on theatre stage with actors. Atm, Oicho would appear inside pre-rendered video. But it would be a big difference, if Oicho could interact directly with the actors, with a game engine behind.

Remember the little terrain editing plugin I posted a video of for Godot 2.x. The developer has created a new and vastly improved version for Godot 3.

It has all the tools you need to create a terrain in a vein similar to Unity and other engines. Download for free here.

2 Likes

Godot need detailed tutorials for 3d games. There are lot of 2d game tutorials for Godot but lack of 3d game tutorials.

Then you will like this site.
https://randommomentania.com/

The goal of the siteā€™s owner is to provide quality learning content for doing 3D games in Godot, so itā€™s not like the community isnā€™t doing anything.

Godot 3.1 has hit the alpha stage

No official testing builds on the main site yet, but the daily builds site already has copies at that revision and Godot in general should only get more stable with less bugs from this point.