We should start organizing work for 3.1 alpha. I myself am done with what I was working with, so opening this issue with the intention of making sure we are all on the same page and what needs to be done is done.
@karroffel Is working on GLES2. I think his work is more or less complete, or in a good enough state so users can start testing it. What is missing?
@neikeq Has been doing a lot of fixes to export and debugging. Is there anything else that should be included?
@vnen's work on typed GDScript is more or less done, is there anything missing for merging?
@AndreaCatania has working PRs for IK and softbodies, which should be completed and merged. Both where more or less done.
@fire was working on several VS improvements, i think his work was almost ready for merging
@hpvb fixed the exporter, and is working on adding built-in signing support, so we don't depend on installing Java if you want to do basic exports. Also working on some Godot optimizations.
What am I missing?
Typed GDScript is pretty much done and ready to merge. I want some broader testing to catch potential issues.
Does @djrm have any theme improvements for 3.1 or is it just focused on usability improvements? Also before this thread gets flooded with them...are issue numbers okay to post here?
Is #9046 going to be pushed to 3.2?
@CCODE05B No. No further 3D work will be done until port to Vulkan happens after 3.1 is out.
@gaudecker I need to update that tracker, some things in it have been solved since.
@reduz mentionned working on terrain in that tracker, however maybe he changed his mind?
In the meantime, see https://github.com/Zylann/godot_heightmap_native_plugin
Also, #19501 ?
@gaudecker @Zylann Yes, the issue/that tracker will likely have to wait until reduz can work on renderer features again after 3.2/Vulkan.
Personally, I would love if #15561 made it into 3.1 to simplify error handling.
Being able to do
var [result, error] = foo()
or similar would be a welcome improvement over
var a = foo()
var result = a[0]
var error = a[1]
@reduz Updates on your bullet points:
Physics improvements were merged
VisualScript UX improvements were merged
Typed GDScript was also merged, warnings are still missing: https://github.com/godotengine/godot/pull/19993
what about converting text resource to binary when exporting?
I need to fix #19935 before alpha (besides finishing the warnings thing).
Seems I was wrong, Inverse Kinematics (IK) was not yet merged: https://github.com/godotengine/godot/pull/18699
We're waiting on IK and further fixes to GLES2 (particles and whatnots), I guess?
@Zireael07 CPU particles are already on master, but 2D version is still missing, it seems?
@reduz
have on my todo list a bunch of pretty cool culling techniques, but as always out of time for 3.0 #9786
No. No further 3D work will be done until port to Vulkan happens after 3.1 is out.
Of course, it makes sense to delay these (most likely GPU assisted) techniques until Vulkan, but am I right in assuming that they would not be useable in mobile / low-end anyway?
Just as for particles, wouldn't make sense to also have a CPU culling technique available? Something like the room / portal technique of Godot 2?
@karroffel @reduz Will batching for 2D is still missing in 3.1 ?
@Geequlim There is someone working on it
So what are we missing at this point?
How about qwerty scancodes: https://github.com/godotengine/godot/pull/18020 ?
Amazing work!
Still missing some mesh cache (alembic, etc) handling
Also BTW is GSOC work going to get in 3.1?
For VR games (which happens to be what I'm working on), there are still issues with the UI making it end up in a confused state when either the camera or the UI plane moves.
It would be nice if mouse-over checking could get some love before 3.1 so that Godot can finally handle VR titles with world interaction.
Issues + repro (no VR required): #16536
There are many (old) issues on 2D physics, those will start being addressed for 3.1 or kicked to 3.2?
As we're nearing beta, closing.
Most helpful comment
Typed GDScript is pretty much done and ready to merge. I want some broader testing to catch potential issues.