This new maintenance release in the stable 2.0 branch brings its load of notable bug fixes and API-compatible editor usability improvements.
Among other changes, it updates and re-enables support for OpenSSL that had been disabled in 2.0.2 due to security vulnerabilities, and brings a spectacular performance increase for the Windows binaries. The latter is due to the switch to Microsoft Visual C++ compiler to build the binaries, while previous versions were cross-compiled from Linux using MinGW.
The main highlights in this maintenance release are:
Enhancements:
Many new classes documented! Thanks to all those that got involved after our call for contributors! Feel free to join us as there's still a lot to do, but the progress is heart-warming!
Ability to shrink all images x2 on load
Add preview of the Camera2D's screen boundaries
Allow dragging on only one (global) axis when holding down shift
More precise InputMap Axis descriptions in project settings
Move export GUI debug toggle to export settings window
New Dictionary.has_all(Array)
Script editor usability improvements:
Autocomplete no longer shows duplicates
Fixed code completion after opening bracket
Options to change the caret color and toggle blinking
Option to trim trailing white space on save
Subclasses can extend from other subclasses via relative paths
Update to Godot's regex library
Update OpenSSL to version 1.0.2h
Bug fixes:
AnimationPlayer: Prevent resetting timeline when pinned
Fix behavior of OS.set_window_resizable
Fix Camera2D ignoring zoom when checking limits
Fix checking unsaved changes only in current scene
Fix launching from .app on OSX
Fix 'Quit to Project Manager' not stopping the running application
Fix shader editor syntax coloring
Fix to avoid video texture scaling
GridMap: Fix backwards rotate hotkeys
Keep editable instances data when replacing tree root node
Made trackpad behaviour optional in 3D mode
Reimplement key input events in Emscripten export
Rotation APIs: Better exposure for degrees methods
This new maintenance release in the stable 2.0 branch brings its load of notable bug fixes and API-compatible editor usability improvements.
Among other changes, it updates and re-enables support for OpenSSL that had been disabled in 2.0.2 due to security vulnerabilities, and brings a spectacular performance increase for the Windows binaries. The latter is due to the switch to Microsoft Visual C++ compiler to build the binaries, while previous versions were cross-compiled from Linux using MinGW.
The main highlights in this maintenance release are:
Enhancements:
Many new classes documented! Thanks to all those that got involved after our call for contributors! Feel free to join us as there's still a lot to do, but the progress is heart-warming!
Ability to shrink all images x2 on load
Add preview of the Camera2D's screen boundaries
Allow dragging on only one (global) axis when holding down shift
More precise InputMap Axis descriptions in project settings
Move export GUI debug toggle to export settings window
New Dictionary.has_all(Array)
Script editor usability improvements:
Autocomplete no longer shows duplicates
Fixed code completion after opening bracket
Options to change the caret color and toggle blinking
Option to trim trailing white space on save
Subclasses can extend from other subclasses via relative paths
Update to Godot's regex library
Update OpenSSL to version 1.0.2h
Bug fixes:
AnimationPlayer: Prevent resetting timeline when pinned
Fix behavior of OS.set_window_resizable
Fix Camera2D ignoring zoom when checking limits
Fix checking unsaved changes only in current scene
Fix launching from .app on OSX
Fix 'Quit to Project Manager' not stopping the running application
Fix shader editor syntax coloring
Fix to avoid video texture scaling
GridMap: Fix backwards rotate hotkeys
Keep editable instances data when replacing tree root node
Made trackpad behaviour optional in 3D mode
Reimplement key input events in Emscripten export
Rotation APIs: Better exposure for degrees methods
Here comes a new maintenance release in the stable 2.0 branch! It adds some nice code highlighting features as well as various other bugfixes and enhancements.
The support for OpenSSL has been temporarily disabled due to security vulnerabilities in the embedded code we were using; it will be readded in the upcoming version 2.0.3 (and 2.1).
Moreover, UPX compression of the binaries has been disabled, which should ensure among other things smaller downloads for future updates on Steam.
The main highlights in this maintenance release are:
Enhancements:
Add -r flag to adb install for keep app user data
Add a sleeping_state_changed signal to RigidBody and RigidBody2D classes
Add stop and delete buttons to sample library
Added insert mode to text editor
Added rotation/panning support for trackpads in 3D mode
Bind Z key (without modifiers) to toggle wireframe in 3D view
Expose android/shutdown_adb_on_exit parameter and default to true
LineEdit/TextEdit: various improvements and fixes to copy, cut and paste behaviours
Option to toggle line numbers
Option to toggle tabulation drawing and configurable size
Separate help pages from scripts by default
Syntax highlighting for numbers, functions and member variables
Syntax highlighting for selected words
Bug fixes:
Fix crash when importing sub-scenes
Fix crash when resizing ConcavePolygonShape2D segments
Fix cursor getting locked on tree control if tree is cleared while modifying numerical element
Fix editors panels, of the bottom panel, not resizing in some cases
Fix errors when switching to a new scene with a spatial editor from a canvas editor
Fix file dialog, of Particles2D plugin, showing "Error" icons
Fix inconsistent file saving validation
Fix InputMap::action_erase_event()
OSX: Fix inverted horizontal scrolling
Use non-templated nearest_power_of_2 (workaround for iOS out-of-memory crash)
Here comes a new maintenance release in the stable 2.0 branch! It adds some nice code highlighting features as well as various other bugfixes and enhancements.
The support for OpenSSL has been temporarily disabled due to security vulnerabilities in the embedded code we were using; it will be readded in the upcoming version 2.0.3 (and 2.1).
Moreover, UPX compression of the binaries has been disabled, which should ensure among other things smaller downloads for future updates on Steam.
The main highlights in this maintenance release are:
Enhancements:
Add -r flag to adb install for keep app user data
Add a sleeping_state_changed signal to RigidBody and RigidBody2D classes
Add stop and delete buttons to sample library
Added insert mode to text editor
Added rotation/panning support for trackpads in 3D mode
Bind Z key (without modifiers) to toggle wireframe in 3D view
Expose android/shutdown_adb_on_exit parameter and default to true
LineEdit/TextEdit: various improvements and fixes to copy, cut and paste behaviours
Option to toggle line numbers
Option to toggle tabulation drawing and configurable size
Separate help pages from scripts by default
Syntax highlighting for numbers, functions and member variables
Syntax highlighting for selected words
Bug fixes:
Fix crash when importing sub-scenes
Fix crash when resizing ConcavePolygonShape2D segments
Fix cursor getting locked on tree control if tree is cleared while modifying numerical element
Fix editors panels, of the bottom panel, not resizing in some cases
Fix errors when switching to a new scene with a spatial editor from a canvas editor
Fix file dialog, of Particles2D plugin, showing "Error" icons
Fix inconsistent file saving validation
Fix InputMap::action_erase_event()
OSX: Fix inverted horizontal scrolling
Use non-templated nearest_power_of_2 (workaround for iOS out-of-memory crash)
While working on the future Godot 2.1, we decided to cherry-pick the relevant bug fixes and simple enhancements to the 2.0 branch, so that we can provide you regular maintenance releases.
See the full announcement about this decision and the overall release cycle for Godot's future versions.
Several small improvements in Godot 2.0.1
The main fixes in this release are:
Enhancements:
Usability improvements in the help section (full object inheritance, searchable class list)
Better and configurable placement of the script editor call hint
Support configuration presets for self-contained builds (especially for Steam)
Added more gamepads bindings
Improved classes documentation
Reduced size of demos package
Bug fixes:
Fixed addition/delete of global variables in the project settings
Fixed blending functions in AnimationTreePlayer
Fixed transform localization event in mouse motion
Fixed closing a scene tab when it was not the current tab
While working on the future Godot 2.1, we decided to cherry-pick the relevant bug fixes and simple enhancements to the 2.0 branch, so that we can provide you regular maintenance releases.
See the full announcement about this decision and the overall release cycle for Godot's future versions.
Several small improvements in Godot 2.0.1
The main fixes in this release are:
Enhancements:
Usability improvements in the help section (full object inheritance, searchable class list)
Better and configurable placement of the script editor call hint
Support configuration presets for self-contained builds (especially for Steam)
Added more gamepads bindings
Improved classes documentation
Reduced size of demos package
Bug fixes:
Fixed addition/delete of global variables in the project settings
Fixed blending functions in AnimationTreePlayer
Fixed transform localization event in mouse motion
Fixed closing a scene tab when it was not the current tab
To clarify everything as the current trailer of the Store Page is slightly outdated, the Godot Engine version that was just released on Steam is version 2.0 stable, i.e. the latest upstream version.
Here's the original announcement from Godot's brand new website We encourage you all to follow this blog for further exciting announcements!
Godot reaches 2.0 stable!
A little more than two years ago, Godot was open sourced. It was meant to be an in-house tool and, while it worked for use in internal projects, it was far from the usability expected when you have thousands of developers working with it.
After a year of hard work and community feedback, Godot 1.0 was released, marking the first version that was ready for general consumption. This version worked well but we felt it was still far from the usability and features of a modern game engine. The more urgent issue was to improve the 2D engine so we worked hard again and released Godot 1.1, which did in fact improve 2D rendering considerably.
Usability still remained a pressing issue, so we made a long list of tasks to improve upon for 2.0. We worked hard and after about 8 months we now finally have a stable Godot ready for you!
This release is special because our team has grown a lot. We have more regular contributors, a documentation team, a bug triage team and a much larger community! Godot keeps growing and becoming more and more awesome.
To clarify everything as the current trailer of the Store Page is slightly outdated, the Godot Engine version that was just released on Steam is version 2.0 stable, i.e. the latest upstream version.
Here's the original announcement from Godot's brand new website We encourage you all to follow this blog for further exciting announcements!
Godot reaches 2.0 stable!
A little more than two years ago, Godot was open sourced. It was meant to be an in-house tool and, while it worked for use in internal projects, it was far from the usability expected when you have thousands of developers working with it.
After a year of hard work and community feedback, Godot 1.0 was released, marking the first version that was ready for general consumption. This version worked well but we felt it was still far from the usability and features of a modern game engine. The more urgent issue was to improve the 2D engine so we worked hard again and released Godot 1.1, which did in fact improve 2D rendering considerably.
Usability still remained a pressing issue, so we made a long list of tasks to improve upon for 2.0. We worked hard and after about 8 months we now finally have a stable Godot ready for you!
This release is special because our team has grown a lot. We have more regular contributors, a documentation team, a bug triage team and a much larger community! Godot keeps growing and becoming more and more awesome.