We couldn't hope to complete an in-depth curated changelog for such
a massive release, so we simply link to our in-depth release notes :)
Also adds back the 3.3, 3.4, and 3.5 curated changelogs. Those were
released from the 3.x branch so theoretically do not share a common
history with 4.0 (which started development after 3.2), but in practice
users will still perceive 4.0 as the natural upgrade to 3.5.
Removes all 3D modification resources. SkeletonIK3D is a node and still supported.
Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x.
Remove local_pose_override feature from Skeleton3D and BoneAttachment3D.
Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones.
Note: This change only affects 3D. SkeletonModification2D will work as before.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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.
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!
This also removes a duplicated line as `Camera.project_position()`
is now listed as a compatibility breakage. This is because the `depth`
argument is now required.
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!