Hi guys! Now that Alpha2 is out, I'm using a GitHub issue to communicate our current plans for beta.
The tentative date is November 20th. This is the last chance to get work, features, improvements, etc. merged. After this, we go full freeze and only bug fixes will be merged.
If you are working on something that needs to be completed, feel free to join #godotengine-beta on freenode IRC, so we can organize this work.
It is advised you use an IRC client that allows a persistent connection so you don't miss information on this channel. Try using Matrix (http://matrix.org) or IRCCloud (http://irccloud.com)
Does converting text resources to binary on exporting count as a feature or a bug fix, in this case.
that is a fix
On Wed, Nov 1, 2017 at 12:54 PM, Neska notifications@github.com wrote:
Does converting text resources to binary on exporting count as a feature
or a bug fix, in this case.—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/12543#issuecomment-341148637,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z2wcx40RkVKqFb40Xan-aoEokOoJsks5syJQggaJpZM4QNbz-
.
Hoping for Bullet physics toggle to make the cut hint hint
@Zireael07 I second that! :)
We need 3.0 and its physics to work with all monitor refresh rates.
Not gonna happen for 3.0
We need websocket support added to the core ASAP.
This is being worked on, AFAIK, may or may not make it for 3.0
We need a centralized location instead of using github as a discussion forum. Facebook is not okay and terrible for Q&A style posts.
Not gonna happen, ever.
We need BitMap font support for 3.0
There is bitmap font support, just not as resources. Godot can load BMFont files.
We need easier access for people to send in documentation changes. People should not have to be forced to fork an entire repo to add a sentence for a method.
Current way is OK
We need ability for users to add a custom icon for their executable, not have to rely on resource hacker
Problem with this is that it seems to be only doable when exporting from Windows. Cant be done from other platforms. All libraries we tried to do this ended up corrupting the executable.
We need more UI .cpp classes that are centered around game engine stuff. Tetris style inventory system, skill tree system, other inherent game UI features. Godot really shines in the 2d and UI department, we need to make it shine brighter.
Vote for it on Patreon, or encourage others to submit stuff like this to Asset Library. No game-specific code will be added to Godot.
Note: This is a thread for engine developers to discuss what are the remaining tasks to do for Godot 3.0 beta. This is not a thread for all community members to dump their wishlist, we're not Santa Claus. Please respect that, otherwise we'll have to lock discussions to core developers to keep things manageable. If there are issues that you think are going unnoticed, feel free to comment in those issues directly.
And what about the Sprite/AnimatedSprite nodes?
That is a far lower level feature, and way more commonly used feature, compared to a ring-menu.
I mean the ability to use the actual font. See here #10184
Probably not too difficult to do a BMFont inmporter now that we renamed the font extension, but there's so many other things to do. If you open an issue about specifically creating a BMFont importer, we may tag it junior job so anyone can give it a try
Understood. I was just curious about that grant, that awarded you guys $20,000
All that work was for the HTML5 port (which consisted in a ton more work than that), and technically the TCP connections are routed over websockets internally in WebAssembly (vua the sockets to websockets conversion) so this could be considered done. An external websocket library to use independently was never promised, but there are users working on this anyway, so not exactly sure why are you so upset.
I suggest you donate a good chunk of money to Patreon and vote for the features you want, or start doing some coding, because honestly I think you are being incredibly selfish here.
Which is just crazy to me. I think you are deeply underestimating how many players out there have higher than 61hz monitors.
And I think you are deeply understimating how expensive 144hz monitors are where I live. I may get one from Europe in February from Godotcon, so I can better evaluate different solutions to the problem.
@PaulTaulborg As mentioned, there may be other ways to mitigate the problem in monitors with high refresh, so I prefer to see the problem myself and decide.
Some things in the terrains tracker? https://github.com/godotengine/godot/issues/9046
@AndreaCatania needs to merge the PR of bullet integration before Godot 3.0 beta.
@PaulTaulborg Hi, can you please create a issue that explain this problem and upload a sample project where I can test it?
(I need the sample project because I didn't have this problem with my projects)
Don't forgot to tag me and Reduz. Thanks
@AndreaCatania I dont think the answer for the problem is inside physics engine. We should implement fixed step interpolation instead (jitter is very noticeable on any framerate different than screen refresh rate, and that means if someone has slower pc, and the game is able to run only with for example 55fps, it will jitter).
also: #10388
@kubecz3k yes I know. Thanks for #10388
Recommend SteamVR or OpenVR features for 3.0.
Steam/OpenVR is actually pretty easy to implement. Need to add in a special full screen shader (render the top framebuffer with it) to 'bend' the scene properly, and then just handle the inputs as necessary. Perhaps not for 3.0 but it would be very nice to add (and fairly easy) and would gain interest in Godot from the VR world.
Folks, this is not a place to request 'insert feature here', especially if no PR has been made for it.
@sarahspock @OvermindDL1 , OpenVR is already done: https://github.com/BastiaanOlij/godot_openvr
If you build the alpha2 branch you have a copy that works with Alpha 2
It's a GDNative module on top of the ARVR framework in Godot 3.
See also: https://www.youtube.com/watch?v=v291rMWCMRw&t=39s
Finally I'll be updating builds for Alpha 2 tonight so you can download the module without having to compile it (we found out yesterday that the one I had online only works if you have Visual Studio installed due to dependencies with the debug build).
@BastiaanOlij Oh now that is awesome, I'll have to give that a try (though on linux). ^.^
I haven't got a linux setup but Ben's been testing it on Linux I believe. You will need to compile godot_openvr yourself.
@PaulTaulborg
We need a centralized location instead of using github as a discussion forum. Facebook is not okay and terrible for Q&A style posts.
Centralized location for a discussion forum, you say? https://godotdevelopers.org/forum/ How about that.
Q&A style posts, you say? https://godotengine.org/qa/ How about that.
What about LOD?
When dealing with 3D this is a very _traversal_ feature: it come handy to smartphone app to full desktop games.
Guys, next comment requesting another feature, I lock this issue for non-contributors. Quoting myself again:
Note: This is a thread for engine developers to discuss what are the remaining tasks to do for Godot 3.0 beta. This is not a thread for all community members to dump their wishlist, we're not Santa Claus. Please respect that, otherwise we'll have to lock discussions to core developers to keep things manageable. If there are issues that you think are going unnoticed, feel free to comment in those issues directly.
Only people involved in actually developing the features which are planned (and almost completely implemented already) for Godot 3.0 should be talking here. We're not asking for ideas of new features to cram in at the last minute... Or do you really want Godot 3.0 to release in 2019 so that we can implement all your suggestions?
There will be other releases after 3.0, don't try to force all your favorite features in an already way too big release that will have been in development for 18 months (if we manage to release it soon as we want to).
I would be able to finish basic onion skinning (#12572) if the engine provided a way of copying textures from VRAM to VRAM.
The only remaining task would be to add something to the UI to enable/disable it.
Even auto-keyframing (or another way of previewing how modifications in the present affect past frames) may be implemented in time. But basic support adds some value by itself.
@reduz
Which is just crazy to me. I think you are deeply underestimating how many players out there have higher than 61hz monitors.And I think you are deeply understimating how expensive 144hz monitors are where I live. I may get one from Europe in February from Godotcon, so I can better evaluate different solutions to the problem.
This is the second time that i read you complaining about money. We (patreon suporters) put money to this kind of things not happend. If you need aditional money to buy a 144hz monitor for you, akien, other devs, buy one mac, buy one windows system, one android per dev, one iphone per dev, etc.... PLEASE DO A KIKSTARTER or something similar. Is hoppeles that one problem, or one feature, will not be tested because not getting simple "stuff", I believe that the godot community is responding well enough to income requests, as to respond that things are not done for lack of income.
Please do not use lack of money excuses without asking for this money, because this is a dead end, and is not good to godot public image.
@Ranoller If it helps, I stil haven't received a dime from the donations, and it will take a while to sort out because we are doing properly and legally.
Also, how I use the money is not of your concern. If I want to save money by bringing one from Europe is my problem, not yours. Donating does not give you the right to extort me to implement whatever feature you want. We have a system in place for voting this and, if you don't like it, no one is forcing you to pledge.
@Ranoller Also, let me remind you that, with Conservancy, we have a directed donation system in place. You can donate to Conservancy directly and that money will be used to hire a programmer to work on whatever feature you need (as long as it's agreed that the project needs it).
This is how the Mozilla and Microsoft donations took place. Of course, hiring a programmer costs a lot more than just pledging to Patreon. If you want to organize a Kickstarter yourself to fund this, feel welcome. Otherwise, just be patient a wait a while until this gets solved.
@reduz
Of course your money is yours. I´m not extorting you to any feature, i´m talking about "the monitor". You are missunderstanding my mensagge, but i think that deeply you now what i mean. It´s clear that donating is donating: no aditional right´s to "no donating" user except vote and another rewards, I´m not the user that ask the "144hz" physics problem solution, igualmente si después de la godotcon te pasas por España me acerco contigo a por el monitor y te invito a unas cañas.
@Ranoller In fact, my main monitor died a week ago and I seriously considered getting a 144hz one, but it's really expensive (around 1000usd vs 150usd for a regular one) so I ended up buying a crappier one. I know they are much cheaper in Europe and given I'll be travelling for the godotcon I prefer to get one there. Tal vez no lo parezca, pero la vida en Buenos Aires es mucho mas costosa que en España (donde estuve hace unos meses). Todo desde la comida hasta lo electrónico sale 3 veces mas, no es que sobra el dinero por aquÃ.
@reduz No se en francia (¿es allà la godotcon?) cuanto cuestan. Aquà por amazon lo puedes comprar por 280 euros más o menos que serÃan unos 320USD. Entiendo que ahora godot pasa por un impás de "indie" a "mainstream", ya verás cuando todo se consolide como esos mil dolares te parecen una naderÃa. ;)
Guys, stop putting Akien down in spanish.
Onion skinning is moving forward. I'd need some advice. Please have a look at its thread.
@reduz @akien-mga
Please consider this PR for beta: #10546
@reduz what do you think about #12256 before beta? post_import
is really helpful.
BTW to all designers (@djrm @toger5 @volzhs and co): if you still want to make theme and usability changes, it should be done before beta. Afterwards we need the interface to stop changing so that documentation writers can take screenshots.
For me the interface is 'ready', it has some quirks but if those are changed they wont affect documentation material, on the visual side i think its ready (no changes to VS, or major icon or theme changes).
@akien-mga agree with djrm
@akien-mga actually there is something, i proposed changing the TileMap and GridMap palette to the right, not a big change, but it would be nice if it was considered for the beta. #12488
actually there is something, i proposed changing the TileMap and GridMap palette to the right, not a big change, but it would be nice if it was considered for the beta. #12488
Best way to decide is to merge and see if people complain, so let's go :D
the same has to be done for TileMap
The date for the feature freeze is almost here.
Once more about onion skinning, #12572 is ready for testing and even merging in its current state. I'd like to improve some aspects of it, but I could do it before the final release as well as any bug fix needed, if it got merged now.
No game-specific code will be added to Godot
Ojalá! (Sorry, I couldn't help). This principle makes Godot streamlined and preserves users' freedom. I have confidence that Godot will keep resisting contamination with high level stuff (as opposed to, i.e. Unreal Engine).
Most helpful comment
Not gonna happen for 3.0
This is being worked on, AFAIK, may or may not make it for 3.0
Not gonna happen, ever.
There is bitmap font support, just not as resources. Godot can load BMFont files.
Current way is OK
Problem with this is that it seems to be only doable when exporting from Windows. Cant be done from other platforms. All libraries we tried to do this ended up corrupting the executable.
Vote for it on Patreon, or encourage others to submit stuff like this to Asset Library. No game-specific code will be added to Godot.