Releases
v3.5.0
Added
Modules
[Entity Spell System] - An entity and spell system c++ godot engine module, for complex (optionally multiplayer) RPGs.
[Terraman] - Terrain and building engine for godot based on voxelman.
[Voxelman] - A c++ voxel engine module for godot.
[Props] - A godot engine module to help with creating/optimizing in-game props.
[Terraman2D] - 2D Terrain and building engine for godot based on terraman.
[Props2D] - A godot engine module to help with creating/optimizing in-game 2D props.
[Thread Pool] - A c++ Godot engine module which makes it easy to run methods in threads.
[Texture Packer] - A c++ Godot engine module, to layer, pack, and merge textures at runtime.
[Mesh Data Resource] - A Godot c++ engine module. It adds a data-only mesh type with an importer.
[Mesh Utils] - A c++ Godot engine module containing utilites for working with mehses (Like simplification).
[Godot Fastnoise] - Zylann's godot_fastnoise, but with compile fixes for 4.0, and a Resource class.
[UI Extensions] - Small extensions engine module for GODOT.
[Skeleton Editor] - Godot engine module version of TokageItLab's skeleton editor pr, that got deprecated, but [my godot fork] has it fully implemented.
[rtile_map] - Godot's tilemap, with a few additional features.
Ported NetworkedController & SceneRewinder (godotengine/godot#37200 ).
Engine
Added Vector2i, Vector3i, Rect2i, PoolVector2i, PoolVector3i, and StringName as core classes.
Added an is_null() helper method to Variant.
Backported the 3.x android editor port pr by m4gr3d and thebestnom. (godotengine/godot#57747 )
Added most of the build tools from the broken seasl repo, and cleaned them up a bit.
Changed
Engine
Added options for disabling RTTI and exceptions for every platform, and by default I disabled them.
Reworked the help menu.
Replaced the godot icon.
Mass replaced the word godot to pandemonium.
Modules
Removed all godot version support code from my modules. Along with some macros.
Branding
Rebranded the engine. Also managed to create an icon for it.
New default color scheme.
Internals
On the c++ side I moved lots of includes from the headers to the cpp files to hopefully improve compile and recompile times.
Moved the include guards to the very top of files. This can potentially speed up builds as the compiler should be able to reject headers simpler.
Removed
Modules
gridmap
mono
denoise
lightmapper_cpu
lightmap_raycast
gdnative
webxr
visual_script
csg
fbx
xatlas_unwrap
arvr
camera
movile_vr
jsonrpc
webrtc
bullet
Core classes
Lightmapper
BakedLightmap
Particles, Particles2D. (Kept CPUParticles, CPUParticles2D!)
Rendering
GLES3, along with the VisualServer methods that are not supported in GLES2.
Removed GIProbes.
Removed lightmap captures.
Platforms
UWP (I was never once able to succesfully set up the environment for it to compile during the last 3 years).
Editor
Removed the collada importer.
Removed the obj importer.
Removed the default skjeleton editor.
Removed the AssetLibrary.
Removed VisualShaders.
Removed the editor feature profiles.
Removed the VCS plugin.
Removed TileMap and TileSet. They are still available through the rtile_map module though.
Removed the ARVR singleton.
Removed the Camera singleton.
Removed the editor asset installer.
Removed the gdscript language server.
Removed the downloader from the export templates manager.
Removed the translations, except for hungarian, as I won't be able to keep them updated.
Removed the online docs link from the top of the script editor.
module: ui_extensions
Removed TMeshInstance, and changed the core MeshInstance to wrok the way I need it instead.
other
Removed the github issue tamplates.
Fixed
Modules
Added material cache support for Voxelman, and Terraman's bake texture mesher step type.
Editor Docs
Editor Docs
Limited the length of the default parameter in the class docs. This fixed the properties display for classes like Entity.
Other
Github actions have been simplifed and fixed.
Godot's regression test tool have been updated / fixed.
Fixed all crashed the regression test tool found by throwing invalid / unexpected arguments at methods.
Cleanups to the docs.
Backports
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