Second Godot 3.1 Beta
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Godot 3.1 Beta 2
We entered the release freeze last week with Godot 3.1 beta 1, and many high priority bug reports have been fixed since then. We're now publishing a new beta 2 snapshot for testers to work with. This new release fixes various crash scenarios, as well as a performance regression in the GLES backend.
We're still aiming for a release by the end of the month, so we're under a tight schedule. From now on dev focus is on release-critical issues that would seriously hamper Godot 3.1's usability and features.
Contrarily to our 3.0.x maintenance releases, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the master branch since January 2018, and especially all those showcased on our past devblogs. It's been almost a year since the 3.0 release and close to 6,000 commits, so expect a lot of nice things in the final 3.1 version!
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Godot 3.1 Beta 2 Released With OpenGL ES Performance Fix
The developers behind Godot, one of the leading open-source game engines, have announced their second beta release for the upcoming Godot 3.1 feature release.
Godot 3.1 initially entered beta earlier this month as stepping towards the first major release of this cross-platform game engine since Godot 3.0 last year. Godot 3.1 is preparing OpenGL ES 2.0 rendering support, continued work around virtual reality (VR) support, 3D soft body physics capabilities, constructive solid geometry, BPTC texture compression, a new visual shader editor, WebSockets support, and various game developer/editor improvements.
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