Godot Development Update June 2018
This is a continuation to the Godot Development Update series, I will also be including some active proposal/discussion links that will allow you all to share your ideas. Although this depends on when you are reading this post.
I will make a video as soon as some more features get merged.
Typed GDScript
Finally Typed GDScript has a PR, it’s a little old now. But I have tested the repo myself, builds and runs fine some problems here and there but it’s WIP so it’s expected.
GDScript completion refactor is coming along nicely. #godotengine pic.twitter.com/VuFooxLBGu
— George Marques (@vnen) June 21, 2018
Godot PR Link: Typed GDScript , this a huge dicussion but the main idea is Typed GDScript is on it’s way.
Reduz has completed work on AnimationPlayer and new AnimationGraph Node
AnimationGraph is the new version of the redundant AnimationTreePlayer. It has features like Blends and better UI/UX to help improve the workflow it’s really awesome.
And AnimationPlayer has all the changes that you might or might not have imagined and it’s all awesome.
Tweets by reduz on the topic
AnimationPlayer
New animation workflow progress, more handy in general and works better for transform and call tracks. Old workflow is still there of course. pic.twitter.com/xk4jOE0FhY
— Juan Linietsky (@reduzio) May 27, 2018
Same for call track.. pic.twitter.com/S6PRrSoJwi
— Juan Linietsky (@reduzio) May 27, 2018
Sprite frames are now easier to animate... pic.twitter.com/QwaBEZOcb9
— Juan Linietsky (@reduzio) May 30, 2018
Visualizing sub-animations and audio tracks is possible now, so it's much easier to do cinematic style editing. Will still eventually add a special type of audio track where you can drag resources to it, edit built-in volume, etc. pic.twitter.com/XKlDthB4cB
— Juan Linietsky (@reduzio) May 30, 2018
Almost done with Bezier curve editor, turned out to be pretty nice... pic.twitter.com/2eM0Ri4ci2
— Juan Linietsky (@reduzio) June 3, 2018
While this used to work before, it now makes a lot more sense that selected nodes are marked in the track list, as before tracks could be all over the place: pic.twitter.com/9uPgmHsdci
— Juan Linietsky (@reduzio) June 4, 2018
Another feature in the popular demand list, tack copying and pasting (between animations too): pic.twitter.com/uDwQc8zX7M
— Juan Linietsky (@reduzio) June 5, 2018
Audio previews now generate smoothly in a thread, like in DAWs. Thanks, past life as an audio programmer... pic.twitter.com/c2NtbJvvG5
— Juan Linietsky (@reduzio) June 5, 2018
AnimationGraphPlayer
Tirelessly working on the new AnimationGraphPlayer, which supersedes the old and rusty AnimationTreePlayer. Will support state machine, recursive blend trees, blend spaces, color on active connections, and custom scripted nodes for blending. Hope to have it working this week... pic.twitter.com/st6hwj0squ
— Juan Linietsky (@reduzio) June 17, 2018
pretty feedback all over the place.. pic.twitter.com/QbHiCqcfbm
— Juan Linietsky (@reduzio) June 18, 2018
Blend spaces are now fully working :) pic.twitter.com/Q3mPRaXoIv
— Juan Linietsky (@reduzio) June 21, 2018
Godot Jam 2018 - June
Godot had a huge Game Jam this year if you weren’t a part of it don’t worry it will happen again in few months.
Go ahead and start rating games on itch.io page of the Jam now. We have 111 entries all awesome stuff. Jam Link on itch.io
Also go ahead and checkout my game and rate it, My Game: Tempors , as a heads up you should remember that Chrome doesn’t work properly with Godot games. So use FireFox instead.
Nvidia Flex Update by Andrea Catania
Here another #nvidia #flex implementation update in #GodotEngine https://t.co/1oA9NXoa8T now is possible to use Primitive shape, check the video
— Andrea Catania (@_AndreaCatania) June 11, 2018
This is 3th update about #nvidia_flex implementation in #godotengine here you can see mesh deformation according to clusters transformation of body: https://t.co/xy0N2uw5mu
— Andrea Catania (@_AndreaCatania) June 19, 2018
I think the tweet says enough here.
Problems with preventing “engine bloat” and the AssetLibrary
This discussion is active and you all should quickly go there and check out the new features and changes being proposed. Probably also mention some ideas, although make sure to read other answers before replying so as to not create duplicates, and remember the netiquttes.
Summary Of the Discussions
The discussion is about whether we should remove some features and make Godot more compact or should we consider bloating up the engine a little. The problem here lies in the views not in the approach so if you want to add something read a bit more first.
Issue Link: Engine Bloat Discussion , I think a little bloat doesn’t matter but I am not the expert here.
My Tileset creation process improvement suggestion –Active
In this proposal by yours-truly I point out how easy it will be to add some easier-tileset generation System. This one hasn’t been discussed much but I am working on it in my free time, I have been suggested some separate ideas so will be a while before I make anything public on my work.
Godot Issue Link: Tileset creation process improvement , The Discussion is still on-going.
Conclusion
So this sums up the list and I will update this post until the end of June 2018, so you can follow it until then.
Godot is really a wonderful engine and I hope you all like the way it’s developing if you have some feedback for the engine or this site/post put them in the comments section. I will try to address them.
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