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This is part one of four in the Failure Recovery series in Start to Finish: Publish and Sell Your First Board Game. I didn’t intend to create a series on failure recovery when I created Start to Finish, but after the failure of my Highways & Byways Kickstarter campaign in April , I believe it to be necessary. Let’s be real: life doesn’t go from point A to point B like you think it will.
Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority. Most of the work is currently done, only pending bugfixes and visual improvements by our design focused contributors. The old inspector. Godot grew organically. At the beginning, it made sense to make the inspector using the Tree control.
Godot is getting more and more interesting features in this period, and one aspect on which we are focusing on is the Skeleton node. We are working on implementing some features like Inverse Kinematics, Ragdoll, a better animation player, and a state machine player. All these things will allow the developers and artists to apply some animations to their characters easily and at the same time with an awesome result.
We're pleased to announce the second release candidate for what will become Godot 3.0.3. We've added quite a few bugfixes compared to rc1 and a port of RandomShaper 's mouse input emulation code. For this release I've had to redo our buildsystem (again) due to trouble with the rc1 packages. This is why it took a while to get rc2 out. I believe the problems have now been solved but please test on all your platforms!
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