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GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default. Import 4.4
Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Physics: Fix collision detection for degenerate capsules ( GH-69657 ). Rendering: OpenGL: Use internal texture name when setting texture uniform location ( GH-69633 ). GUI: Use system fonts as fallback ( GH-68995 ).
Physics: Fix regression in collision detection for uniform scaling ( GH-71707 ). Rendering: Decrement texture_binding count when using screen textures ( GH-71764 ). Networking: Add “dedicated server” export mode which can strip unneeded visual resources ( GH-70377 ). However, we still try to provide a migration path for your projects.
Additionally, all 2D shadows and light textures use a single atlas, resulting in improved performance. the new CanvasTexture texture type has been introduced. A very requested feature for the 2D engine is the possibility to have 2D directional lights and shadows. More work is also going towards the 2D engine.
Video games have become a prominent form of entertainment, deeply ingrained in pop culture, and have shed the previous stigma of being a time-wasting activity. Nowadays, gaming surpasses mainstream movies in terms of audience engagement, and popular game titles consistently generate substantial revenue.
GridMap: Fix "Convert to MeshLibrary" not respecting collision transforms ( GH-56907 ). GUI: Fix TextureButton focus texture logic ( GH-56472 ). Import: Fix glTF scene export crash on null normal texture ( GH-56380 ). XR: Fix external textures being freed by Godot ( GH-56148 ). See the full changelog since 3.4.2-stable
Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). And many more bug fixes and usability enhancements all around the engine! Sprite3D: The material_override now overrides the texture when drawing.
Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. Multiple fixes to one-way collisions (new in beta 6). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Minimap support in GraphEdit.
Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). C#: Ignore paths with invalid chars in PathWhich ( GH-50918 ). Editor: Fix slow load/save of scenes with many instances of the same script ( GH-49570 ). no longer works in 3.3.3
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). macOS: Enable multithreaded OpenGL engine flag when using multithreaded VisualServer ( GH-54526 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). if something that worked fine in 3.4
Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). C#: Ignore paths with invalid chars in PathWhich ( GH-50918 ). Editor: Fix slow load/save of scenes with many instances of the same script ( GH-49570 ). please file an issue on GitHub.
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Shadow atlases exist for Spot and Omni lights (Directional uses its own texture, and multiple directional lights need several passes). How the atlas texture is organized is up to the user, though the default is sensible enough to work in most cases.
glTF is a growing 3D format and has received massive adoption in the game industry. Commonly selected as the format for new software and gameengines, glTF can also have new functionality added using extensions. For example, VRM allows cel-shaded characters with custom hair, clothing and collisions. bin + textures).
Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). C#: Ignore paths with invalid chars in PathWhich ( GH-50918 ). Editor: Fix slow load/save of scenes with many instances of the same script ( GH-49570 ). no longer works in 3.3.3
Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Physics: Fix collision detection for degenerate capsules ( GH-69657 ). Rendering: OpenGL: Use internal texture name when setting texture uniform location ( GH-69633 ). GUI: Use system fonts as fallback ( GH-68995 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Import: Fix incorrect glTF cubic spline interpolation times/values size error ( GH-54805 ). if something that worked fine in 3.4
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Edit 2021-12-22: One regression has been found which causes flickering on macOS (affects both using the editor on macOS, and games exported to macOS).
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics.
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Revamped collision layer grid in the inspector. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Lossless WebP encoding.
stable branch in January 2020 as a major update to our free and open source gameengine. GLES2/GLES3: Add support for OpenGL external textures ( GH-36342 ). GLES2/GLES3: Reset texture flags after radiance map generation ( GH-37815 ). And many more bug fixes and usability enhancements all around the engine!
Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet. for GLES2). Jump to the Downloads section.
Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet. Rendering: GLES3: Ignore support for S3TC texture compression on Android and iOS devices ( GH-62909 ). The 2D equivalent will be added later on.
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