diff --git a/CHANGELOG.md b/CHANGELOG.md index ce9d976767..7fb1408906 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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