Not much to look at yet, but the editor kind-of works, and canvas objects will be faster with their texture limit lifted. The rewrite of Godot 3.x features meanwhile is slated to be done in October, though it might not be till 2020 for the official release.
A lot of new stuff being added this year, especially for the engineās built-in script editor. Other projects include an entirely new Lightmapper powered by raytracing and Embree, and enhancements in areas like version control, audio, and networking.
July was devoted to Godotās graphics engine for 2D. Enhancements include specular lighting, double the lights per node, and unlimited textures for shaders. August meanwhile will be devoted entirely to the 3D renderer. Things are now getting interesting as Vulkan goes from barely working to enhancing Godotās rendering.
In short, many of the projects are close to the point where they will ready for the final merge. The lightmapper though still has a number of things to be sorted out before it can go in (in particular, higher quality, better performance, and possibly AI denoising).
This isnāt a news item, but you know the engine youāre promoting is quite viable when it itself has been used to make a commercial āgame engineā (in this case, the project known as RPG in a Box is now on Steam for 27.99 Canadian).
Itās easy to see a bit of its parent engine Godot in there, as it uses the same UI code.
Most of the projects are almost ready to commit except the Lightmapper. The latter though is done by a regular contributor and he wants to have it ready for Godot 4.
ā
In other words, the issue tracker is now for bugs only (in order to help with with the workload as the userbase grows). There is a new project just for feature proposals, and all submitted patches now must clearly state what it brings to the table in terms of user benefits.
He was chosen due to being an active and reliable developer who has committed many improvements and fixed many bugs. Timing issues prevented them from hiring Pedro, but they hope to get him someday when the goal now is hiring another generalist.
He wonāt start working until November because they have to get clearance from the software conservancy, but development should be expected to speed up once that is done.
Their plan is to follow it up with the integration of their social multiplayer backend known as Nakama. They are a company passionate about open source tooling and were delighted to see the Godot guys with the same vision.
In other news, Godot will soon be receiving a basic cryptography feature for secure multiplayer games.
Anyone made an illumination pass / shader / material and used it as an input in another shader (or can link an example)? Something like doing Diffuse BSDF into Shader To RGB in EEVEE.
With the build system fully online again, the Godot team has just unveiled the official Godot 3.2 alpha 1 build.
The team is a little behind schedule, but they still plan to quickly move to the beta phase and then the release phase (with the latter hopefully occurring in November).
Those hoping for a good starting point with the upcoming 3.2 release and its new features now have their wish.
In short, some of the 3D example games (ie. the robot platformer) and the spatial shader are fully functional again. Many lighting and environmental features are back, and a souped up profiler was added. October meanwhile will bring extensive work on GI.
Meanwhile, Godot 3.2 alpha 2.
The thread title will be changed when the version hits beta.
Another test build with another big batch of bugfixes, anyone tracking the github page will be aware of the intensive community-powered bugfixing effort going on (with a constant stream of merged pull requests).
Like in nearly every other community-driven website and project in existence (which includes BA and Blender), this does have a progressive tone in spots. I have no reason to be pessimistic though because the banned behavior has seldom happened in the first place (which is almost a given for a community which has gone for years with no debates on political or social issues).
The reason for it is because of the rapidly growing community (which will inevitably lead to new users who are more interested in starting fights than being civil).
As of now, the engine officially hits release freeze (which means small new things have to wait as it is bugfixes only). 3.2 final is not that far away.
The only thing to note is that Vulkan is Godot 4.0, so the amazing graphical features it brings will not be in this build.