Add changelogs for 3.2.x releases

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Rémi Verschelde 2020-09-16 16:56:19 +02:00
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@ -4,6 +4,191 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [3.2.3] - 2020-09-17
See the [release announcement](https://godotengine.org/article/maintenance-release-godot-3-2-3) for details.
### Added
- Android: Add option to enable high precision float in GLES2
- C#: Add Visual Studio support
- HTML5: Improvements and bugfixes backported from the `master` branch
* Note: This PR adds threads support, but as this support is still [disabled in many browsers](https://caniuse.com/#feat=sharedarraybuffer) due to security concerns, the option is not enabled by default. Build HTML5 templates with `threads_enabled=yes` to test it.
- Input: Support SDL2 half axes and inverted axes mappings
- iOS: Add support of iOS's dynamic libraries to GDNative
- iOS: Add methods to embed a framework
- LineEdit: Add option to disable virtual keyboard for LineEdit
- macOS: Implement confined mouse mode
- macOS: Implement seamless display scaling
- Rendering: Allow nearest neighbor lookup when using mipmaps
### Changed
- C#: New `csproj` style with backport of Godot.NET.Sdk
- This change breaks forward compatibility, C# projects opened in 3.2.3 will no longer work with 3.2.2 or earlier. Backup your project files before upgrading.
- GDScript: Auto completion enhanced for extends and class level identifier
- HTML5: Implement HTML5 cancel/ok button swap on Windows
- Physics: Better damping implementation for Bullet rigid bodies
- This makes the behavior of the GodotPhysics and Bullet backends consistent, and more user-friendly with Bullet. If you're using damping with the Bullet backend, you may need to adjust some properties to restore the behavior from 3.2.2 or earlier (see [GH-42051](https://github.com/godotengine/godot/issues/42051#issuecomment-692132877)).
- Project Settings: Enable file logging by default on desktops to help with troubleshooting
- Script editor: Don't open dominant script in external editor
- Sprite3D: Use mesh instead of immediate for drawing Sprite3D
### Fixed
- Android: Fix Return key events in LineEdit & TextEdit on Android
- C#: Fix crash when pass null in print array in `GD.Print`
- C#: Fix restore not called when building game projects
- C#: Fix potential crash with nested classes
- C#: Fix endless reload loop if project has unicode chars
- Core: Fix debugger error when Dictionary key is a freed Object
- Core: Fix leaked ObjectRCs on object Variant reassignment
- GLES2: Fixed mesh data access errors in GLES2
- GLES2: Batching - Fix `FORCE_REPEAT` not being set properly on npot hardware
- GLES3: Force depth prepass when using alpha prepass
- GLES3: Fix OpenGL error when generating radiance
- HTML5: More fixes, audio fallback, fixed FPS
- IK: Fixed SkeletonIK not working with scaled skeletons
- Import: Fix custom tracks causing issues on reimport
- Import: Fix upstream stb_vorbis regression causing crashes with some OGG files
- iOS: Fix for iOS touch recognition
- iOS: Fix possible crash on exit when leaking translation remappings
- macOS: Add support for the Apple Silicon (ARM64) build target
- ARM64 binaries are not included in macOS editor or template builds yet. It's going to take some time before our [dependencies and toolchains](https://github.com/godotengine/godot-build-scripts/pull/10) are updated to support it.
- macOS: Set correct external file attributes, and creation time
- macOS: Refocus last key window after `OS::alert` is closed
- macOS: Fix crash of failed `fork`
- Networking: Fix `UDPServer` and `DTLSServer` on Windows compatibility
- Particles: Fix 2D Particle velocity with directed emission mask
- PathFollow3D: Fix repeated updates of PathFollow3D Transform
- Physics: Trigger broadphase update when changing collision layer/mask
- Physics: Fix laxist collision detection on one way shapes
- Physics: Properly pass safe margin on initialization (fixes jitter in GodotPhysics backend)
- Project Settings: Fix overriding compression related settings
- Rendering: Fixed images in black margins
- Rendering: Properly calculate Polygon2D AABB with skeleton
- RichTextLabel: Fix RichTextLabel fill alignment regression
- RichTextLabel: Fix `center` alignment bug
- Shaders: Fix specular `render_mode` for Visual Shaders
- SkeletonIK: Fix calling `reload_goal()` when starting IK with `start(true)`
- TileSet: Fix potential crash when editing polygons
- Tree: Fix crash when hovering columns after removing a column
- Windows: DirectInput: Use correct joypad ID
- Thirdparty library updates: mbedtls 2.16.8, stb_vorbis 1.20, wslay 1.1.1
## [3.2.2] - 2020-06-26
See the [release announcement](https://godotengine.org/article/maintenance-release-godot-3-2-2) for details.
### Added
- 2D: Expose the `cell_size` affecting `VisibilityNotifier2D` precision
- 2D: Add `MODULATE` builtin to canvas item shaders
- Android: Add signal support to Godot Android plugins
- AStar: Implements `estimate_cost`/`compute_cost` for AStar2D
- C#: Add iOS support
- C#: Allow debugging exported games
- Debug: Add a suffix to the window title when running from a debug build
- Editor: Add rotation widget to 3D viewport
- Editor: Add editor freelook navigation scheme settings
- Editor: Allow duplicating files when holding Control
- GLES2: Add 2D batch rendering across items
- GLES3: Add Nvidia `draw_rect` flickering workaround
- GLES2/GLES3: Add support for OpenGL external textures
- Input: Add keyboard layout enumeration / set / get functions
- macOS: Enable signing of DMG and ZIP'ed exports
- Networking: DTLS support + optional ENet encryption
- Object: Add `has_signal` method
- RichTextLabel: Add option to fit height to contents
- Shaders: Add shader time scaling
- Windows: Add tablet driver selection (WinTab, Windows Ink)
### Changed
- Android: Re-architecture of the plugin system
- Android: The `GodotPayments` plugin was moved to an external first-party plugin using the Google Play Billing library
- Core: Ensure COWData does not always reallocate on resize
- Core: Better handling of `Variant`s pointing to released `Object`s
- Editor: Account for file deletion and renaming in Export Presets
- Editor: Improved go-to definition (Ctrl + Click) in script editor
- Files: Improve UX of drive letters
- HTML5: Switch key detection from `keyCode` to `code`
- HTML5: Use 2-phase setup in JavaScript
- Import: Add support for glTF lights
- Input: Fix joypad GUID conversion to match new SDL format on OSX and Windows
- Language Server: Switch the GDScript LSP from WebSocket to TCP, compatible with more external editors
- Main: Improve the low processor mode sleep precision
- Physics: Normalize up direction vector in `move_and_slide()`
- UWP: Renamed the "Windows Universal" export preset to "UWP", to avoid confusion
- Windows: Make stack size on Windows match Linux and macOS
### Fixed
- Android: Fix `LineEdit` virtual keyboard issues
- AStar: Make `get_closest_point()` deterministic for equidistant points
- Audio: Fix volume interpolation in positional audio nodes
- C#: Sync csproj when files are changed from the FileSystem dock
- C#: Replace uses of old Configuration and update old csprojs
- C#: Revert marshalling of IDictionary/IEnumerable implementing types
- C#: Fix inherited scene not inheriting parent's exported properties
- C#: Fix exported values not updated in the remote inspector
- Core: Fixed false positives in the culling system
- Core: Fix leaks and crashes in `OAHashMap`
- CSG: Various bug fixes
- GDNative: Fix Variant size on 32-bit platforms
- GDScript: Fix leaked objects when game ends with yields in progress
- GDScript: Fix object leaks caused by unfulfilled yields
- GDScript: Various bugs fixed in the parser
- GLES2: Avoid unnecessary material rebind when using skeleton
- GLES2/GLES3: Reset texture flags after radiance map generation
- HTML5: Implement audio buffer size calculation, should fix iOS Safari audio issues
- Image: Fixing wrong blending rect methods
- Image: Fix upscaling image with bilinear interpolation option specified
- Import: Fix changing the import type of multiple files at once
- Import: Respect 'mesh compression' editor import option in Assimp and glTF importers
- Input: Various fixes for touch pen input
- macOS: Ignore process serial number argument passed by macOS Gatekeeper
- macOS: Fix exports losing executable permission when unzipped
- Particles: Fix uninitialized memory in CPUParticles and CPUParticles2D
- Physics: Make soft body completely stiff to attachment point
- Physics: Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D
- RegEx: Enable Unicode support for RegEx class
- RichTextLabel: Fix alignment bug with `[center]` and `[right]` tags
- Skeleton: Fix IK rotation issue
- VR: Fix aspect ratio on HMD projection matrix
- Windows: Fix certain characters being recognized as special keys when using the US international layout
- Windows: Fix quoting arguments with special characters in `OS.execute()`
- Windows: Do not probe joypads if `DirectInput` cannot be initializer
- Windows: Fix overflow condition with QueryPerformanceCounter
## [3.2.1] - 2020-03-10
See the [release announcement](https://godotengine.org/article/maintenance-release-godot-3-2-1) for details.
### Added
- Skin: Add support for named binds
### Changed
- TileSet: Hide TileSet properties from Inspector, fixing OOM crash on huge tilesets
### Fixed
- Android: Fix double tap pressed event regression
- Android: Fix LineEdit virtual keyboard inputs
- Bullet: Fix detection of concave shape in Area
- Camera2D: Fix inverted use of Camera2D `offset_v`
- Debugger: Fix crash inspecting freed objects
- Expression: Fix parsing integers as 32-bit
- HTML5: Fix `EMWSClient::get_connection_status()`
- HTML5: Fix touch events support with Emscripten 1.39.5+
- macOS: Fix gamepad disconnection callback on macOS Catalina
- Particles: Fix undefined behavior with atan in GPU Particles
- Video: Workaround WebM playback bug after AudioServer latency fixes
- Windows: Fix UPNP regression after upstream update
- Windows: Disable NetSocket address reuse
## [3.2] - 2020-01-29
### Added