Godot 3.1 just got one step closer to a 3.1 release with the announcement of the first alpha as well as a freeze on Github pull requests. This means no new functionality should be added to the Godot engine 3.1 release unless critical, with a focus instead on stability and performance improvements and refinement of existing features.
Details of the release from /r/gamedev:
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Soft Body support https://godotengine.org/article/soft-body
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Skeleton Inverse Kinematic (it is possible to procedurally change a skeleton pose!) https://godotengine.org/article/skeleton-inverse-kinematic
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GLES2 support (3.0 only supports GLES3 atm, Godot 2.x supports GLES2) https://godotengine.org/article/gles2-and-gdnative-progress-report-7
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Kinematic Body improvements https://godotengine.org/article/godot-31-will-get-many-improvements-kinematicbody
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New Animation Editor https://godotengine.org/article/godot-gets-brand-new-animation-editor-cinematic-support
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New Inspector (information about nodes like rigidbody’s) https://godotengine.org/article/godot-gets-new-inspector
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Ragdoll Support https://godotengine.org/article/godot-ragdoll-system
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2D Skeleton Deform https://godotengine.org/article/godot-gets-2d-skeletal-deform
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CSG Support https://godotengine.org/article/godot-gets-csg-support
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New Axis Handling System (Controller Joy) https://godotengine.org/article/handling-axis-godot
You can read more about the development freeze right here. Currently you need to build Godot 3.1 from source, although you can download nightly builds right here. If you are interested in learning Godot 3, be sure to check out our ongoing tutorial series.
I have covered several of the new features already in video form:
- UI Makeover
- Constructive Solid Geometry
- 2D Animation Improvements
- 3D Animation Improvements
- Typed GDScript