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22. May 2015

 

Following the Beta release a few weeks back, the Godot Engine team have just released Godot Engine 1.1.

 

The highlights of the release are:

  • Rewritten Auto-Completion in the Code-Editor. Supports a lot of scenarios and perform smart-completion of node types if a scene where the script is being used is open.
  • Visual Shader Editor (Edit shaders connecting nodes)
  • New API in OS for managing the screens and window, with multi-monitor support.
  • Largely rewritten 2D engine, with support for:
    • Shaders (Visual and Code)
    • 2D Materials
    • 2D Independent Z ordering per-node.
    • 2D Lights
    • 2D Shadows with Polygonal Occluders
    • 2D Normal Mapping
    • Back-Buffer compositing for shaders that read from screen (allows all sorts of post-processing effects).
    • Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes).
    • Distance-Field font support.
  • New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc.
  • Improved Usability in 2D Physics API:
    • Area2D and RigidBody2D can receive input events
    • Area2D can detect overlap with another Area2D
  • New Dark Theme
  • Much Improved Blender Collada Exporter (BetterCollada).
  • Large amount of bug fixes and smaller improvements.

 

Full (enormous) changelog since 1.0 here.

 

They also put together a video showcasing the new features:

 

Of course, if you are interested in learning more GFS has an extensive Godot Tutorial Series to get you started.

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