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10 KiB
10 KiB
Changelog
All notable changes to this project will be documented in this file.
[Master]
- Nothing since the last changeset.
[3.7.0]
Added
Modules
- Ported my web framework setup from rcpp_framework to a new web module, alongside with lots of improvements to make it fit the engine better. Also implemented a simple webserver that uses built in sockets.
- Ported my database setup from rcpp_framework to a new databases module, alongside with lots of improvements to make it fit the engine better.
- ported my user management setup from rcpp_framework to a new user module, alongside with lots of improvements to make it fit the engine better.
- Created a new cscript module, it's currently only a simplified gdscript implementation.
- Simplified, refactored and ported https://github.com/fenix-hub/godot-engine.file-editor to an engine module. (The refactered gdscript codebase is here: https://github.com/Relintai/godot-engine.file-editor )
- Created a new plugin_refresher module. It can be used to quickly enable / disable addons. You can enable it in the ProjectSettings->Plugins tab. Right click the refresher icon to select the plugin that you want to refresh, left click the same icon to actyally refresh it.
props
- TiledWalls got a new collider_z_offset property, which allows you to offset the generated collider shape.
- TiledWalls also got a new texture_scaling property.
Other
- Added a new property hint (PROPERTY_HINT_BUTTON) that can be used with NIL properties to add buttons to the inspector.
- Lots of TODOs.
Ports
- Ported all commits that I thought would be useful since the last set of backports from upstream godot 3.x.
Changed
- Disabled nullptr modernization in clang tidy.
- updated the build container scripts.
Fixed
- Lights.
- Codestyle in a few files.
Modules
entity_spell_system
- Fixed the property validation for aura triggers and aura stat attributes in Spell.
props
- Fixed the 2 add methods in TiledWallData.
[3.6.0]
Added
Core
- Added contains(), find(), and clear() to PoolVector. Also added bindings for them.
- Added a bound core logger class.
Modules
- Ported the mesh data editor addon to c++, and now it's a part of the mesh_data_resource module.
- Ported my fork of Godoxel to c++, and now it's part of the engine. (paint module)
- Added a new wfc (WaweFormCollapse) module. I used https://github.com/math-fehr/fast-wfc 's code as a base for it. Samples repository: https://github.com/Relintai/wfc_module_samples
- Ported mat_maker_gd to c++, and now it's part of the engine. (material_maker module)
Module - Props
- Added Z-offset support for TiledWalls. It can be used to offset wall tiles to create 3d wall features. It's missing collider support at the moment.
Other
- Added TODO.md.
- Added some of my game project helper scripts, and made them work from their new place.
UI
- Ported the EditorZoomWidget from Godot4.
Platform
- Added frt1 (https://github.com/efornara/frt/tree/1.x).
- Added efornara's frt2 platform. (https://github.com/efornara/frt - 2.0 branch). It won't build when selected right now, due to core changes.
Removed
Modules
- webp.
- webm.
- remnants of libvpx, and libwebp, and xatlas.
Fixed
Platform
- Fixed low processor mode on android. The fix was inspired by https://github.com/godotengine/godot/pull/59606, although I did it differently.
Engine
- Fix compile when using llvm on linux.
Modules
- Set Prop2D and Prop module's convert button style to flat, so it's in the expected style.
[3.5.0]
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 (https://github.com/godotengine/godot/pull/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. (https://github.com/godotengine/godot/pull/57747)
- Added most of the build tools from the broken seals repo, and cleaned them up a bit.
Other
- Added the build containers from BrokenSeals.
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
- Fixed all warnings.
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.
- Fix errors / update the osx scripts.
- Annotated the podman build all script better, also changed the log file names, and added more variants.
- improvements and fixes to the build container.