All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog.
- Support for pseudo-3D depth in 2D.
- Support for importing 3D scenes using Assimp.
- Many formats are supported, including FBX.
- Support for generating audio procedurally and analyzing audio spectrums.
- WebRTC support.
- Includes support for the high-level multiplayer API.
- Supports NAT traversal using STUN or TURN.
- Support for automatically building Android templates before exporting.
- This makes 3rd-party SDK integration easier.
- Support for texture atlases in 2D.
- Major improvements to the visual shader system.
- Redesigned visual shader editor with drag-and-drop capability.
- Textures can be dragged from the FileSystem dock to be added as nodes.
- Most functions available in GLSL are now exposed.
- Many constants such as
PiorTaucan now be used directly. - Support for boolean uniforms.
- New Sampler port type.
- New conditional nodes.
- New Expression node, allowing shader code to be written in visual shaders.
- Support for plugins (custom nodes).
- Ability to copy and paste nodes.
- Ability to delete multiple nodes at once by pressing Delete.
- The node creation menu is now displayed when dragging a connection to an empty space on the graph.
- GLES3-only functions are now distinguished from others in the creation dialog.
- Ability to preview the code generated by the visual shader.
- Ability to convert visual shaders to text-based shaders.
- See the complete list of new functions.
- Redesigned visual shader editor with drag-and-drop capability.
- Improved visual scripting.
- Visual scripting now uses an unified graph where all functions are represented.
- Nodes can now be edited directly in the graph.
- Support for fuzzy searching.
- The
toolmode can now be enabled in visual scripts. - New Deconstruct node to deconstruct a complex value into a scalar value.
- Miscellaneous UI improvements.
- Support for enabling/disabling parts of the editor or specific nodes.
- This is helpful for education, or when working with artists to help prevent inadvertent changes.
- Language server for GDScript.
- This can be used to get better integration with external editors.
- Version control integration in the editor.
- This integration is VCS-agnostic (GDNative plugins provide specific VCS support).
- Improved GridMap editor.
- The copied mesh is now displayed during pasting.
- The duplication/paste indicator is now rotated correctly around the pivot point.
- Ability to cancel paste and selection by pressing Escape.
- Erasing is now done using RMB instead of Shift + RMB.
- Freelook can still be accessed by pressing Shift + F.
- Improved MeshLibrary generation.
- When appending to an existing MeshLibrary, previews are now only generated for newly-added or modified meshes.
- Tweaked the previews' camera angle and light directions for better results.
- Materials assigned to the MeshInstance instead of the Mesh are now exported to the MeshLibrary.
- This is useful when exporting meshes from an imported scene (such as glTF), as it allows materials to persist across re-imports.
- Improved Control anchor and margin workflow.
- Network profiler.
- Improved NavigationMesh generation.
- GridMaps can now be used to bake navigation meshes.
- EditorNavigationMeshGenerator can now be used in
toolscripts. - Support for generating navigation meshes from static colliders.
- When using static colliders as a geometry source, a layer mask can be specified to ignore certain colliders.
- The generator no longer relies on the global transform, making it possible to generate navmeshes on nodes that are not in the scene tree.
- Navigation gizmos are now updated after every new bake.
- CameraServer singleton to retrieve images from mobile cameras or webcams as textures.
- RichTextLabel can now be extended with real-time effects and custom BBCodes.
- Effects are implemented using the ItemFX resource.
- Revamped node connection dialog for improved ease of use.
- The Signals dock now displays a signal's description in a tooltip when hovering it.
- Input actions can now be reordered by dragging them.
- Animation frames can now be reordered by dragging them.
- Ruler tool to measure distances in the 2D editor.
- "Clear Guides" menu option in the 2D editor to remove all guides.
- Projects can now have a description set in the Project Settings.
- This description is displayed as a tooltip when hovering the project in the Project Manager.
- Quick Open dialog (Shift + Alt + O) to open any resource in the project.
- Unlike the existing dialogs, it's not limited to scenes or scripts.
- Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D.
- MultiMeshInstance2D node for using MultiMesh in 2D.
- PointMesh primitive.
- Drawn as a rectangle with a constant size on screen, which is cheaper compared to using triangle-based billboards.
- 2D polygon boolean operations and Delaunay triangulation are now available in the Geometry singleton.
- New convex decomposition using the V-HACD library.
- Can decompose meshes into multiple convex shapes for increased accuracy.
- Support for grouping nodes in the 3D editor.
- The 2D editor panning limits can now be disabled in the Editor Settings.
- "Undo Close Tab" option in the scene tabs context menu.
- The editor is now capped to 20 FPS when the window is unfocused.
- This decreases CPU/GPU usage if something causes the editor to redraw continuously (such as particles).
- The editor's FPS cap can now be adjusted in the Editor Settings (both when focused and unfocused).
- Version information is now displayed at the bottom of the editor.
- This is intended to make the Godot version easily visible in video tutorials.
- Support for constants in the shader language.
- Support for local and varying arrays in the shader language.
- Support for
switchstatements in the shader language. - Support for
do {...} while (...)loops in the shader language.- Unlike
while, the expression in thedoblock will always be run at least once.
- Unlike
- Ported several GLES3 shader functions such as
round()to GLES2. SHADOW_VECshader parameter to alter 2D shadow computations in custom shaders.- Filter search box in the remote scene tree dock.
- Ability to expand/collapse nodes recursively in the scene tree dock by holding Shift and clicking on a folding arrow.
- Support for depth of field, glow and BCS in the GLES2 renderer.
- MSAA support in the GLES2 renderer.
- Ability to render viewports directly to the screen in the GLES2 renderer.
- This can be faster on low-end devices, but it comes at a convenience cost.
- Project settings to set the maximum number of lights and reflections in the GLES3 renderer.
- Decreasing these values can lead to faster shader compilations, resulting in lower loading times.
- Heightmap collision shape for efficient terrain collisions.
- AStar2D class, making A* use easier in 2D.
- Disabled collision shapes can now be added directly, without having to disable them manually after one step.
- Context menu options to close other scene tabs, scene tabs to the right, or all scene tabs.
- The audio bus volumes can now be snapped by holding Ctrl while dragging the slider.
- Hovering an audio bus' volume slider now displays its volume in a tooltip.
- Values in the Gradient and Curve editors can now be snapped by holding Ctrl.
- Precise snapping can be obtained by holding Shift as well.
- Precise snapping in the 3D editor when holding Shift.
- "Align Rotation with View" in the 3D editor.
- Unlike "Align Transform with View", only the selected node's rotation will be modified.
- "Align Selection with View" has been renamed to "Align Transform with View".
- All 3D gizmos now make use of snapping if enabled.
- CSG shapes are now highlighted with a translucent overlay when selected.
- Shapes in Union mode will use a blue overlay color by default.
- Shapes in Subtraction mode will use an orange overlay color by default.
- Shapes in Intersection mode will use a white overlay color.
- Ability to move a vertex along a single axis when holding Shift in polygon editors.
- Support for binary literals in GDScript (e.g.
0b101010for42). - AutoLoads can now be used as a type in GDScript.
- Ability to define script templates on a per-project basis.
- Template files should be placed into a
script_templates/directory in the project and have an extension that matches the language (.gdfor GDScript,.csfor C#). - The path to the script templates directory can be changed in the Project Settings.
- Template files should be placed into a
- Ability to limit the minimum and maximum window size using
OS.set_min_window_size()andOS.set_max_window_size(). editor_descriptionNode property for documentation purposes.- When hovering a node with a description in the scene tree dock, the description will be displayed in a tooltip.
keep_pressed_outsideButton property to keep a button pressed when moving the pointer outside while pressed.expand_iconButton property to make a button's icon expand/shrink with the button's size.Popup.set_as_minsize()to shrink a popup to its minimum size.Tree.get_icon_modulate()andTree.set_icon_modulate()to change an icon's color in a Tree.use_gi_probeLight property to exclude specific lights from GIProbe computations.- TranslationServer method
get_loaded_locales()to retrieve the list of languages with a translation loaded. FRUSTUM3D camera mode to create tilted frustums for mirror or portal effects.Camera.project_position()now accepts and optionaldepthparameter.CanvasItem.draw_rect()now haswidthandantialiasedproperties to matchdraw_line()'s functionality.Engine.get_physics_interpolation_fraction()to get the fraction through the current physics tick at the time of the current frame.- This can be used to implement fixed timestep interpolation.
- Support for shadow-to-opacity in 3D to render shadows in augmented reality contexts.
- Ability to change a Position2D gizmo's size.
- New Vector2 and Vector3 methods:
move_toward()to retrieve a vector moved towards another by a specified number of units.direction_to()to retrieve a normalized vector pointing from a vector to another.- This is a shorter alternative to
(b - a).normalized().
- This is a shorter alternative to
- AStar functions
set_point_disabled()andis_point_disabled()to selectively disable points. - Tween now emits a
tween_all_completedsignal when all tweens are completed. Input.get_current_cursor_shape()to retrieve the current cursor shape.InputEventActionnow has astrengthproperty to simulate analog inputs.String.repeat()method to repeat a string several times and return it.String.count()method to count the number of occurrences of a substring in a string.String.strip_escapes()to strip non-printable escape characters from a string, including tabulations and newlines (but not spaces).String.sha1_text()andString.sha1_buffer()methods to return a string's SHA-1 hash.- Line2D
clear_points()method to clear all points. - Line2D now has a "Width Curve" property to make its width vary at different points.
assert()now accepts an optional second parameter to display a custom message when the assertion fails.posmod()built-in GDScript function that behaves likefposmod(), but returns an integer value.smoothstep()built-in GDScript function for smooth easing of values.lerp_angle()built-in GDScript function to interpolate between two angles.ord()built-in GDScript function to return the Unicode code point of an 1-character string.PoolByteArray.hex_encode()method to get a string of hexadecimal numbers.Font.get_wordwrap_string_size()method to return the rectangle size needed to draw a word-wrapped text.Camera.get_camera_rid()method to retrieve a Camera's RID.Array.slice()method to duplicate a subset of an Array and return it.- Toggleable HSV mode for ColorPicker.
- ColorPicker properties to toggle the visibility and editability of presets.
- The default ColorPicker mode (RGB, HSV, RAW) can now be changed in the Editor Settings.
- ColorPicker now displays an indicator to denote "overbright" colors (which can't be displayed as-is in the preview).
Color.transparentconstant (equivalent toColor(1, 1, 1, 0)).VehicleWheel.get_rpm()method to retrieve a vehicle wheel's rotations per minute.- Per-wheel throttle, brake and steering in VehicleBody.
GeometryInstance.set_custom_aabb()to set a custom bounding box (used for view frustum culling).FuncRef.call_funcv()to call a FuncRef with an array containing arguments.- In contrast to
FuncRef.call_func(), only a single array argument is expected.
- In contrast to
ProjectSettings.load_resource_pack()now features an optionalreplace_filesargument (defaulting totrue), which controls whether the loaded resource pack can override existing files in the virtual filesystem.OS.execute()now returns the process' exit code when blocking mode is enabled.- Ability to override how scripted objects are converted to strings by defining a
_to_string()method. - Export hints for 2D and 3D physics/render layers.
- Editor plugins can now add new tabs to the Project Settings.
- Variable shadowing warning in GDScript.
- Will be displayed if:
- a block variable shadows a member variable,
- a subclass variable shadows a member variable,
- a function argument shadows a member variable.
- Will be displayed if:
- Script reflection methods are now exposed to GDScript.
- See
Script.get_script_property_list(),Script.get_script_method_list(),Script.get_script_signal_list(),Script.get_script_constant_map()andScript.get_property_default_value().
- See
randfn(mean, deviation)method to generate random numbers following a normal Gaussian distribution.- Ability to read the standard error stream when using
OS.execute()(disabled by default). - Option to disable boot splash filtering (nearest-neighbor interpolation).
- The GridMap editor now offers a search field and size slider.
- Minimap in the script editor.
- Bookmarks in the script editor for easier code navigation.
- Filter search box for the script list and member list.
- Singletons and
class_name-declared classes are now highlighted with a separate color in the script editor. - The editor help now displays class properties' default and overridden values.
- The script editor's Find in Files dialog can now search in user-defined file types (
editor/search_in_file_extensionsin the Project Settings). - The script editor search now displays the number of matches.
- The script editor search now selects the current match for easier replacing.
- "Evaluate Expression" contextual option in the script editor.
- This option evaluates the selected expression and replaces it (e.g.
2 + 2becomes4).
- This option evaluates the selected expression and replaces it (e.g.
- Autocompletion support for
change_scene(). - Ability to skip breakpoints while debugging.
- Drag-and-drop support in the TileSet editor.
- Ability to attach scripts to nodes by dragging a name from the script list to a node in the scene tree.
- Icons are now displayed next to code completion items, making their type easier to distinguish.
- "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor.
- Keyboard shortcuts to rotate tiles in the TileMap editor.
- Default shortcuts are A (rotate left), S (rotate right), X (flip horizontally), Y (flip vertically).
- Ability to keep a node's local transform when reparenting it by holding Shift.
- Basis constants
IDENTITY,FLIP_X,FLIP_Y,FLIP_Z. - Ability to create sprite frames in AnimatedSprite from a sprite sheet.
frame_coordsproperty in Sprite and Sprite3D to set/get the coordinates of the frame to display from the sprite sheet.billboardproperty in Sprite3D.- Reimplemented support for editing multiple keys at once in the animation editor.
- Support for FPS snapping in the Animation editor.
- Autokeying in the Animation editor.
- Keyframes will be created automatically when translating, rotating or scaling nodes if a track exists already.
- Keys must be inserted manually for the first time.
- AnimationNodeBlendTreeEditor improvements.
- Ability to exclude multiple selected nodes at once.
- Context menu to add new nodes (activated by right-clicking).
- The AnimationPlayer Call Method mode is now configurable.
- Method calls can be "deferred" or "immediate", "deferred" being the default.
- OccluderPolygon2D is now draggable in the editor.
- The tooltip position offset is now configurable.
- The default cursor used when hovering RichTextLabels can now be changed.
- "Dialog Autowrap" property in AcceptDialog to wrap the label's text automatically.
- The 2D editor's panning shortcut can now be changed.
- The shortcuts to quit the editor can now be changed.
- Support for emission masks in CPUParticles2D.
directionproperty in CPUParticles and ParticlesMaterial.lifetime_randomnessproperty in CPUParticles and ParticlesMaterial.- CPUParticles now uses a different gizmo icon to distinguish them from Particles.
- "Restart" button to restart particle emission in the editor.
- AnimatedSprites' animations can now be played backwards.
- TextureRects can now have their texture flipped horizontally or vertically.
- StyleBoxFlat shadows can now have an offset.
- StyleBoxFlat now computes UV coordinates for its
canvas_itemvertices, which can be used in custom shaders. - Profiler data can now be exported to a CSV file.
- The 2D polygon editor now displays vertex numbers when hovering vertices.
- RectangleShapes now have a third handle to drag both axes at once.
- Global class resources are now displayed in the Resource property inspector.
- Double-clicking an easing property in the inspector will now make the editor display a numeric field.
- This makes it easier to enter precise values for properties such as light attenuation.
interface/editor/default_float_stepeditor setting to configure floating-point values' default step in the Inspector.- Audio buses are now stylized to look like boxes that can be dragged.
- The default audio bus layout file path can now be changed in the Project Settings.
- The LineEdit and TextEdit controls now display their contextual menu when pressing the Menu key.
shortcut_keys_enabledandselecting_enabledLineEdit and TextEdit properties to disable keyboard shortcuts and selecting text.- The LineEdit "disabled" font color can now be changed.
- The TextEdit "readonly" font color can now be changed.
- LineEdit can now have its
right_iconset in scripts. - The
nine_patch_stretchTextureProgress property now enables stretching when using a radial fill mode. - Support for loading and saving encrypted files in ConfigFile.
get_path()andget_path_absolute()are now implemented in FileAccessEncrypted.- "Disabled" attenuation model for AudioStreamPlayer3D, making the sound not fade with distance while keeping it positional.
- AudioEffectPitchShift's FFT size and oversampling are now adjustable.
- Capture methods are now exposed to GDScript and GDNative in AudioServer.
- AudioServer now emits the
audio_mix_callbackandaudio_update_callbacksignals when mixing or updating audio. - TextEdit's tab drawing and folding is now exposed to GDScript.
- Orphan node monitor in the Performance singleton.
- Counts the number of nodes that were created but aren't instanced in the scene tree.
- Ability to change eye height in VR.
- CSV files can now be imported as non-translation files.
- Scene resources such as materials can now be imported as
.tresfiles. - Support for importing 1-bit, 4-bit and 8-bit BMP files.
- Size dimensions must be a multiple of 8 for 1-bit images and 2 for 4-bit images.
use_lld=yesflag to link with LLD on Linux when compiling with Clang.- This results in faster iteration times when developing Godot itself or modules.
use_thinlto=yesflag to link with ThinLTO when using Clang.- Multicast support in PacketPeerUDP.
- Automatic timeout for TCP connections (defaults to 30 seconds, can be changed in the Project Settings).
timeoutproperty for HTTPRequest (defaults to 0, which is disabled).- Button to remove all missing projects in the Project Manager.
- Reimplemented support for embedding project data in the PCK file.
- Ability to take editor screenshots by pressing Ctrl + F12.
- Editor plugins can now set the current active editor as well as toggle the distraction-free mode.
- Android: Support for the Oculus Mobile SDK.
- Android:
NOTIFICATION_APP_PAUSEDandNOTIFICATION_APP_RESUMEDnotifications are now emitted when the app is paused and resumed. - Android/iOS: Support for vibrating the device.
- HTML5: Partial clipboard support.
- iOS: Support for ARKit.
- Windows/macOS:
OS.set_native_icon()method to set an.icoor.icnswindow/taskbar icon at run-time. - Windows: Ability to toggle the console window in the Editor Settings.
- macOS: LineEdit now supports keyboard shortcuts commonly available on macOS.
- macOS: Multiple instances of the editor can now be opened at once.
- macOS: Recent and favorite projects are now listed in the project manager dock menu.
- macOS: The list of open scenes is now displayed in the editor dock menu.
- macOS: Support for modifying global and dock menus.
- X11: The instance PID is now set as the
_NET_WM_PIDwindow attribute, so that external programs can easily access it. - Mono: Support for exporting to Android.
- Mono: New DynamicGodotObject class to access dynamic properties from scripts written in GDScript.
- Mono: Support for resource type hints in exported arrays.
- Mono: New
mono/unhandled_exception_policyproject setting to keep running after an unhandled exception. - Mono: New Godot constants to conditionally react to system variables at compile-time.
- Mono: Support for Visual Studio 2019's MSBuild.
- Tween and Timer now display an error message if they are started without being added to the scene tree first.
- Tabs and space indentation can no longer be mixed in the same GDScript file.
- Each file must now use only tabs or spaces for indentation (not both).
- The "Trim" and "Normalize" WAV import options are now disabled by default.
- This makes the default behavior more consistent with Ogg import.
- Camera2D drag margins are now disabled by default.
- If porting a project from Godot 3.1 where drag margins were used, these must be enabled manually again.
- Improved the Project Manager user interface.
- New, simpler design with more space available for the project list.
- Improved reporting of missing projects.
- The search field is now focused when starting the Project Manager if there is at least one project in the list.
- The search field now searches in both the project name and path.
- If the search term contains a
/, the whole path will be used to match the search them. Otherwise, only the last path component will be searched in.
- If the search term contains a
- Refactored the Project Manager to be more efficient, especially with large project lists.
- Images in the Project Manager and Asset Library are now resized with Lanczos filtering for a smoother appearance.
- The editor now uses the font hinting algorithm that best matches the OS' default.
- Hinting is set to "None" on macOS, and set to "Light" on Windows and Linux.
- This can be changed in the Editor Settings.
- The editor window dimming when a popup appears is now less intense (60% → 50%).
- The animation was also removed as it made the editor feel sluggish at lower FPS.
- Several editor menus have been reorganized for consistency and conciseness.
- Undo/Redo now supports more actions throughout the editor.
- The script editor's "Auto Brace Complete" setting is now enabled by default.
- Folder icons in FileDialog can now be displayed with a different color using the
folder_icon_modulateconstant, making them easier to distinguish from files.- Folder icons in editor file dialogs are now tinted with the accent color.
- Improved colors in the light editor theme for better readability and consistency.
- Improved A* performance significantly by using a binary heap and OAHashMap.
- Tweaked the AABB transform algorithm to be ~1.2 times faster.
- Optimized the variant reference function, making complex scripts slightly faster.
- Disabled high-quality voxel cone tracing by default.
- This makes GIProbe much faster out of the box, at the cost of less realistic reflections.
- Lowered the default maximum directional shadow distance (200 → 100).
- This makes directional shadow rendering consistent between the editor and running project when using the default Camera node settings.
- Tweaked the default depth fog maximum distance to be independent of the Camera's
farvalue (0..100).- This makes fog display consistent between the editor and a running project.
- Tweaked the default height fog values to be more logical (0..100 → 10..0).
- This means height fog will be drawn from top-to-bottom, instead of being drawn from bottom-to-top.
- Significantly improved SSAO performance by using a lower sample count.
- SSAO now uses 3×3 blurring by default, resulting in less visible noise patterns.
- When "Keep 3D Linear" is enabled, colors are no longer clamped to [0, 1] when using Linear tonemapping.
- This allows rendering HDR values in floating-point texture targets for further processing or saving HDR data into files.
- The lightmap baker now calculates lightmap sizes dynamically based on surface area.
- Improved 3D KinematicBody performance and reliability.
- Keys and actions are now released when the window loses focus.
- Tweens can now have a duration of 0.
- Particles and CPUParticles' Sphere emission shape now uses an uniform density sphere.
- Viewport's
size_override_stretchis now exposed as a property (rather than just setter/getter methods). - One-click deploy to Android now requires just one click if only one device is connected.
- The Project Manager will now infer a project name from the project path if the name was left to the default value.
- The WebSockets implementation now uses the smaller wslay library instead of libwebsockets.
- Box selections in the editor now use a subtle outline for better visibility.
- Most 2D lines are now antialiased in the editor.
- CheckButtons now use a simpler design in the editor.
- Messages originating from the editor are now faded in the editor log.
- This makes messages printed by the project stand out more.
- Folding arrows in the editor inspector are now displayed at the left for consistency with other foldable elements.
- Hovering or dragging guides in the 2D editor will now turn the cursor into a "resizing" shape.
- The editor update spinner is now hidden by default.
- It can be enabled again in the Editor Settings.
- The "Update Always" option is now editor-wide instead of being project-specific.
- ColorPicker, OptionButton and MenuButton now use toggle mode, making them appear pressed when clicked.
- Increased the Light2D height range from -100..100 to -2048..2048.
- Lower and higher values can be entered manually too.
- Decreased the
rotation_degreesrange in various nodes to -360..360 to be easier to adjust using the slider.- Lower and higher values can still be entered manually, which is useful for animation purposes.
- The default RichTextLabel color is now
#ffffff, matching the default Label color for better consistency. - SpinBoxes now calculate the entered value using the Expression class.
- For example, writing
2 + 2in a SpinBox then pressing Enter will result in4.
- For example, writing
- Saved resources no longer contain dependency indices and metadata such as node folding, resulting in more VCS-friendly files.
- The script editor state (such as breakpoints or the current line) is now preserved across editor sessions.
- Editor plugins can now be enabled without having an init script defined.
- Custom nodes added by plugins now have a translucent script icon in the scene tree dock.
EditorInterface.get_current_path()to get the full path currently displayed in the FileSystem dock in an editor plugin.weakref(null)is now allowed in GDScript.- This makes checking for a valid reference more concise, as
if my_ref.get_ref()is now sufficient (no need forif my_ref and my_ref.get_ref()).
- This makes checking for a valid reference more concise, as
- The number of signal connections and groups is now displayed in a tooltip when hovering the associated buttons in the scene tree dock.
- The right mouse button can now be used to pan in the 2D editor.
- This is to improve usability when using a touchpad.
- The middle mouse button can still be used to pan in the 2D editor.
- When the "Scroll To Pan" editor setting is enabled, the 2D editor can now be zoomed in by holding Ctrl and scrolling the mouse wheel.
- The 2D editor now displays the current zoom percentage.
- The zoom percentage can be clicked to reset the zoom level to 100%.
- Improved sorting options in the Asset Library.
- Images now load faster in the Asset Library.
- A loading placeholder is now displayed while icons are loading in the Asset Library.
- Images failing to load in the Asset Library display a "broken file" icon.
- Improved the Asset Library page loading transitions.
- Tweaked the Asset Library detail page layout for better readability.
- Audio mixer faders now use a non-linear algorithm to better fit human hearing.
- Tooltips now appear faster when hovering elements in the editor (0.7 seconds → 0.5 seconds).
- Increased the low-processor usage mode's default maximum refresh rate (125 FPS → 144 FPS).
- This makes the editor feel slightly smoother on 144 Hz displays.
- Tree scrolling when dragging now uses a larger drag margin, making drag-and-drop more convenient.
- Improved the timeline's appearance in the animation editor.
- Improved snapping in the animation editor.
- Snapping can be toggled temporarily by holding the Ctrl key.
- Snapping can be made more precise by holding the Shift key.
- Timeline snapping is now toggled by the Snap setting (like when moving keyframes).
- Keyframes are now easier to select in the animation editor.
- Selected keyframes now appear slightly larger in the animation editor.
- Boolean and color keyframe icons are now aligned to other keyframes in the animation editor.
- The Animation editor's line widths are now resized to match the editor scale.
- BPTC compression is now available for all HDR image formats.
Image.save_exr()to save an image in EXR format, which supports high bit depths.- Improved path and polygon editors.
- New handle icons for path and polygon points.
- Smooth path point and curve tangents now use different icons to be distinguished from sharp points.
- Tangent lines are now gray in the Path2D and Path editors.
- Path2D lines are now antialiased.
- 3D collision shapes and RayCasts are now drawn in gray when disabled.
- Improved RayCast2D and one-way collision drawing.
- Disabled RayCast2Ds are now displayed in gray.
- One-way collision arrows are now orange by default, making them easier to distinguish them from RayCast2Ds.
- Tweaked RayCast2D and one-way collision line shapes to look more like arrows.
- Improved rendering in the curve editor.
- The grid is now rendered correctly when using a light theme.
- The main line and edge line colors have been swapped for better visibility.
- Tangent line widths are now resized to match the editor scale.
- Improved rendering in the performance monitor.
- Dark colors are now used on light backgrounds for better visibility.
- Graph lines are now thinner and opaque.
- Graph line widths are now resized to match the editor scale.
- Rounded values now display trailing zeroes to make their precision clearer.
- Some TileMap editor options were moved to the toolbar.
- Brackets are now only inserted when necessary when autocompleting methods in the script editor.
- Improved dialogs when saving or removing an editor layout.
- Whitespace-only selections no longer cause the script editor to highlight all occurrences.
- Saving a script will now add a newline at the end of file if none was present already.
- The editor help now uses horizontal margins if the screen is wide enough.
- This makes sure lines keep a reasonable length for better readability.
- Increased line spacing in the editor help and asset library descriptions.
- The editor help now displays bold text using a bold font (instead of using a monospace font).
- The editor help now displays types after parameter names to follow the GDScript static typing syntax.
- Editor help is now accessed using Shift + F1, for consistency with other applications.
- Contextural help is now accessed using Alt + F1 to accommodate for this change.
- The script editor's Find in Files dialog is now always available, even when no script is opened.
- Pressing Shift + Enter in the script editor Find dialog will now go to the previous match.
- Improved the node deletion confirmation message.
- If there is only one node to delete, its name is displayed in the message.
- If there is more than one node to delete, the number of nodes to delete is displayed.
- Improved the "Snap Object to Floor" functionality in the 3D editor.
- An error message is now displayed if no nodes could be snapped.
- Increased the maximum snapping height (10 → 20).
- Increased the maximum snapping tolerance (0.1 → 0.2).
- 2D/3D selections, rotations and selected texts are now highlighted with the editor theme's accent color.
- Improved the 3D light and AudioStreamPlayer3D gizmos to better represent their depth in the 3D world.
- Tweaked the 3D manipulator gizmo's colors for better visibility.
- Tweaked the 2D and 3D axis colors for consistency with gizmo colors.
- Increased the default 3D manipulator gizmo opacity (0.2 → 0.4).
- The multiline text editor popup dialog's width is now capped on large displays.
- This prevents lines from becoming very long, which could hamper text readability.
- Non-printable escape characters are now stripped when pasting text into a LineEdit.
- The TextEdit caret color now matches the default font color, making it easier to see.
- Empty exported NodePath properties now return
nullinstead ofself. - Built-in scripts are no longer allowed to use
class_nameas it wasn't working properly. - The second parameter of
substr()is now optional and defaults to-1. - More editor actions can now have shortcuts assigned (such as Revert Scene or Export).
- The project export path may now be written in a relative path.
- Directories will be created recursively if the target directory doesn't exist.
- Items in the FileSystem dock can now be deselected by clicking empty space.
- Warning-ignore comments now allow whitespace after the
#character. - Improved error reporting in the Particles emission point creation dialog.
- The number of warnings and errors that can be received in the remote debugger is now capped per second rather than per frame.
- The default limit is 100 errors and 100 warnings per second, making it possible for the script editor to report up to 100 warnings before having messages hidden.
- UTF-8 characters are now supported in input action names.
- Updated FreeType to 2.10, which changes how font metrics are calculated.
- This may affect the appearance of some Controls, see this issue for details.
- The SCons build system now automatically detects the host platform.
platform=<platform>is no longer required when compiling for the host platform.platform=listcan be used to list the supported target platforms.
- Windows: Drive letters in file paths are now capitalized.
- macOS: Control + H and Control + D in TextEdit now delete the character at the left and right of the cursor (respectively).
- macOS: Command + Left in TextEdit now moves the cursor to the first non-whitespace character.
- macOS: Non-resizable windows are now allowed to enter fullscreen mode.
- macOS: The editor's title bar now uses dark mode on Mojave.
- X11:
OS.set_window_postion()now takes window decorations into account.
- Unused Panel
panelfandpanelncstyles. - thekla_atlas dependency, as light baking now relies on xatlas for UV unwrapping.
- Rating icons in the Asset Library, as this feature isn't implemented in the backend.
- Some editor languages are no longer available due to missing support for RTL and text shaping in Godot:
- Affected languages are Arabic, Bengali, Persian, Hebrew, Hindi, Malayalam, Sinhalese, Tamil, Telugu and Urdu.
- These languages will be re-added once Godot supports RTL and text shaping.
- Android: ARMv6 support.
- The Project Manager now remembers the sorting option that was previously set.
- The editor and project manager now have a minimum window size defined.
- This prevents controls from overlapping each other by resizing the window to a very small size.
- Fixed radiance map generation, resulting in improved 3D performance and visual quality.
- Depth of field now affects transparent objects.
- Radiance is now generated when using a clear color sky.
- Contact shadows no longer display when shadow casting is disabled.
- Larger data types can now be constructed by swizzling in the shader language.
- For instance,
vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx;now works as in GLSL.
- For instance,
- The
AMBIENT_LIGHT_DISABLEDandSHADOWS_DISABLEDflags now work when using the GLES2 renderer. - Several fixes to the GLES2 renderer:
- Fixed transparency order.
- Fixed vertex lighting being too bright.
- Fixed occasional light flickering.
- Fixed shadows cast from transparent materials.
- Fog is no longer computed on unshaded materials.
- This matches the GLES3 renderer's behavior.
- GLES2 shader uniforms now use
highpprecision by default.- This prevents linking issues on some Android devices.
- Negative OmniLights and SpotLights now work as expected.
- The 3D editor's View Information pane now displays statistics correctly when using the GLES2 renderer.
- Fixed several inconsistencies between Particles and CPUParticles.
- Fixed particles scale randomization.
- Particles are now set to emit correctly when restarting.
- CheckBox and CheckButton now use the
check_vadjustcustom constant to adjust the icon Y position as intended. - Fixed various issues with tab-related icons.
- Fixed issues in WebM colorspace corrections, resulting in better color output.
- CSG is now taken into account when generating navigation meshes.
- Curve2D and Curve3D interpolated values now behave as expected.
- Numeric slider grabbers in the editor inspector now update when scrolling using the mouse wheel.
- Scene modifications are no longer lost when renaming a file in the FileSystem dock.
- "Show in FileSystem" now clears the current search, so that the selected item can be seen immediately.
- LineEdit and TextEdit's context menus no longer display editing options if they are read-only.
- SpinBox mouse events are now correctly triggered by its LineEdit part.
- Per-word navigation in LineEdit and TextEdit now handles UTF-8 characters correctly.
- LineEdit placeholders, Tabs' names and WindowDialog titles now react correctly to translation changes.
- Fixed UI navigation when using gamepad analog sticks.
- Buttons' state is now reset when they exit the scene tree.
- This prevents them from lingering in a "hovered" or "pressed" state.
- Tooltips now disappear when hiding the node they belong to.
- Encoded packet flags are no longer sent in the ENet multiplayer protocol, as ENet itself already sends that data.
- This saves 4 bytes per packet.
- Audio trimming is now less aggressive, cutting at -50 dB instead of -30 dB.
- Audio trimming now has a small fade-out period, preventing audible pops.
- Audio mix rate and output latency settings are now consistently applied on all platforms.
- Fixed multichannel panning for AudioStreamPlayer3D.
- Opening a recent built-in script will now load the associated scene automtaically since doing so is required to edit the script.
- Declaring a class with
class_namethat has the same name as a singleton will now display a clearer error message. - The Label font shadow now draws the font outline as well (if the base font has one).
Font.draw_char()now draws the font outline as well (if the base font has one).- The editor no longer redraws continuously when selecting a Control in a Container.
- Added some missing feature tags to the Project Settings "Override For..." menu.
- The
low_processor_mode_sleep_usecproject setting no longer affects the editor. - Typed arrays and dictionaries no longer have their values shared across instances.
selfand object types can now be indexed as a dictionary again (like in Godot 3.0 and prior).- Fixed
to_lower()conversion with Cyrillic characters. - The Find in Files replace dialog now allows empty replacement texts.
- The bottom panel no longer disappears when opening the theme editor on small displays.
- The script editor's color picker now changes only one color if multiple colors are present on the same line.
- The script editor's line length guideline is now drawn behind text.
- The script editor's line length guideline is now drawn at the correct position when font hinting is disabled.
- Warnings no longer count towards the "Too many errors!" message.
- AnimationTrackEdit now displays invalid value keys again (as it did in 3.0).
- The editor's performance monitor now displays memory/file sizes larger than 2 GB correctly.
- The editor debugger now displays keyboard shortcuts when hovering the "Step Into", "Step Over", "Break" and "Continue" buttons.
- The editor debugger now always handles connections.
- Subsequent connections will be dropped immediately to avoid locking.
- Large rotation offset/snap values no longer appear to be cut off in the Configure Snap dialog.
- Fixed autocompletion in the script editor.
- The script editor can now autocomplete enum values.
- The script editor can now autocomplete node paths starting with
$"or$'.
- Custom script editor templates can now use type hints.
- Documentation tooltips in the editor now wrap to multiple lines correctly.
- Locked 3D nodes are now unselectable in the 3D viewport, matching the 2D editor's behavior.
- All 3D gizmos now notify changes correctly, which means the inspector now displays up-to-date properties after using them.
- The 3D manipulator gizmo's size is now capped at low viewport heights, preventing it from outgrowing the viewport's bounds.
- The editor filesystem now refreshes on file changes if the project is located on an exFAT filesystem.
- The Show in File Manager context menu option now works with files marked as favorite.
- The random number generator's seed is now properly set up.
- Antialiased and rounded StyleBoxFlat corners now handle different border widths correctly.
- Text resources no longer contain an extraneous line break at the end of file.
- Transform's
FLIP_YandFLIP_Zconstants now work as expected. - Fixed importing BMP images.
- The
--audio-driverand--video-drivercommand-line arguments are now validated; an error message will be printed if an invalid value is passed. - Android: Gamepads are now correctly detected when the application starts.
- Android: Fix some keyboards being detected as gamepads and not working as a result.
- HTML5: Fixed the pointer position on hiDPI displays.
- HTML5:
OS.get_system_time_msec()now returns the correct value like on other platforms. - iOS: On iOS 11 or later, gestures near screen edges are now handled by Godot instead of the OS.
- Windows: Line endings are now converted to CRLF when setting clipboard content.
- Windows: Getting the path to the Downloads directory using
OS.get_system_dir()now works correctly.- This fixes line endings being invisible when pasting into other applications.
- macOS:
OS.get_real_window_size()andOS.set_window_size()are now handled correctly on hiDPI displays. - X11:
OS.get_window_position()now returns absolute coordinates. - X11: Fixed audio playing on the wrong speakers when using PulseAudio on 5.1 setups.
- X11:
OS.set_window_maximized()now gives up after 0.5 seconds.- This makes the editor no longer freeze on startup when using fvwm.