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Currently, Godot is pretty comfortable for doing 2D cutout animation , with several games in development making use of this feature. A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This would allow deforming such parts, for a more organic animation feel. This was recently added to GitHub head and, while overall 2D editing is a bit unstable right now (due to a massive reorganization of the 2D editor), it will be
Bridging the Gap Between Gameplay and Storytelling: A Normal Interview with Robert Denton Bryant and Keith Giglio : We had a great time talking to Christina Legler of The Normal School about our book and how writing games is moving up the respectability food chain. Also, Spielberg!
Note: Release candidate 2 is out now! This is the first release candiate for what will become Godot 3.0.3. This release has over 100 bugfixes and new features. A full human-readable changelog is still to be created but the git shortlog can be downloaded here. The most important new feature for this release is initial support for Mono exports on the desktop platforms (Windows, Linux, and MacOSX).
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