Godot 3.0 breakage
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

 
View only
 
 
ABCDEFGHIJKLMNOPQRSTUVWXYZAA
1
xConvert Variants to 64 bitsinternally stored integer and float in Variant should be promoted to double and in64_t for more precission, it won't really impact performance
2
xConvert materials to PBSMaterials will change to support physically based shading, so current materials will stop working
3
xremove xmlXML format should no longer be supported, only tscn/tres
4
xparse_json() should be in StringJSON Parsing makes little sense in Dictionary, should be made a String function returning a Variant
5
xcontrol stretch flagsstretch flags should be swapped so default is either 1 or 0, being a default of 2 it's saved in every node.
6
xchange ignore/stop mousethe ignore mouse / stop mouse is confusing, should be changed to an enum
7
xremove ratio anchoringRatio anchoring never worked well and is not very useful, should be removed
8
xGlobals -> GlobalConfig, use globals for globals
the Globals singleton should be renamed to Config, because it's a configuration singleton. Some users even put stuff in Globals to make global variables in GDScript
9
xthere should be categories in globals and EditorSettingslike globals/rendering/antialiasing, then show these properly on the left side
10
xRemove MPC, SpeexThese formats are obsolete and should be removed. OGG/Opus covers everything needed nowadays.
11
xremove non-shareability of arraysArray and Dictionary can exist in copy on-write mode, generating strange situations for users. They should always be in shared mode.
12
xremove fill only leave expand as booleanis fill really used? expand could be left alone.
13
xpopupmenu, emit index not id, and add id_pressed signalpopup menu should emit index by default, but an id_pressed signal should be used instead
14
xmore organized projects and editor settings, have too many sectionsproject and editor settings have too many sections, we should work with subsections to organize better like other applications have
https://snag.gy/RauY1q.jpg
15
x
DVector based arrays should be renamed to PooledArray, locked access should be supplied in GDScript
This makes more sense and makes it clearer what these are.
16
xChange locks to readers-writersLocking should use readers-writers lock instead of global lock, will improve performance in multithreading enormously
17
xNamed callbacks in AnimationPlayerwhen an animation finished in AnimationPlayer, the callback should include the name
18
xname the layersLayers for physics, lights etc. Should be able to be named by the user
19
xremove checkboxes in globals, switch to revertGlobals (now config) should remove the confusing checkbox system and switch to a revert system
20
xObjectTypeDB - > ClassDB & BindsObjectTypeDB should be renamed to ClassDB, and exposed to script
21
xRemove cubic interpo, replace with linear loop
Cubic interpolation in AnimationPlayer is pretty useless, it never works the way you expect it because the speed varies all the time. Should be removed and replaced by linear loop interp.
22
xremove the _use_builtin_script functionhttps://github.com/godotengine/godot/issues/5566
23
xadd clip as a gui propertyinstead of forcing it
24
xmake translations change on the flywhen switching language, translations should switch on the fly, no need for reload should be necesary
25
x
find a way to make buttongroups as something else (something shared between buttons? A Path to a node?)
https://github.com/godotengine/godot/issues/3535
26
xchange process for internal process in built in nodes
27
xusing containers in WindowDialog, AcceptDialog and ConfirmDialogthey should always behave like containers, without the need to use set_child_rect()
28
xMake Variant::Nil printablechanging this causes bugs everywhere, so it's safe to assume it will break compatibility if fixed
29
xdetect _process, _input, etc. and turn it on automatically in GDScript.
30
xmove most content of drivers/ to modules/
many can be made modular, so let's make them modular. Also add module dependencies. Also make sure libraries do not mix with godot files.
31
x
Remove short-hand bindings of singletons such as VS, PS, etc. At least remove them in Globals API
32
xRename joystick functions to gamepad or joypad
33
xMake AcceptDialog some sort of container and remove set_child_rect()
34
xRename _input_event to _gui_input
35
x
Rendering should always be done to a viewport (unless some sort of viewport-less mode is selected)
Modes: Simple2D (No 3D, not using viewport), Forward, Deferred Low, Deferred, Deferred Hi
36
xRemove most paths in gdscript properties (/) and replace by categories
37
x_ready should be called once
38
xno more opacity and self opacity in CanvasItem, use modulate and self modulate
39
xadd enable/disable to nodes somehow (worth it?)
40
xremove viewportframe, viewportsprite, etc. replace by ViewportTexture resource
41
x
fix how rotaiton property is exposed in Spatial, the order should be different (it's XYZ, should be ZYX ?)
42
xAdd an incremental counter to Dictionary, for each keyThe idea is that it is possible to request keys in order
43
xmake file and dir inherit from Reference?
44
xrename Matrix3 to Basis, and Matrix32 to Transform2D, AABB to Rect3
45
xchange rotation direction for transforms (broken atan)https://github.com/godotengine/godot/pull/6865
46
xremove modulate from all Node2Ds
47
xchange signal names in BaseButton Remove "release" signal in button, change for button_up , button_down
48
ximprove how euler angles are presented to the userin the node properties, check other game engines, reference issue: https://github.com/godotengine/godot/issues/1479
49
xRemake 2D shadows, make them use floats, and also add a fade distance (outline)also make shadow type or filter configurable by shadow
50
xfix the trigonometry functions, atan2(), angle_to, etc.
51
xChange Environment resource into two different resources, Enviroment and ImageEffects?probably better not
52
n?remove all _get methods from servers
will wait for later, _get methods in servers are mostly pointless and even dangerous if used, because they might force the server threads to synch. They should be all removed
53
nuse VariantParser to parse engine.cfg
Globals has it's own parsing code, it should be converted to use VariantParser, so we can unify text parsing of variants, but will break backwards compatibility
54
nsee what to do with NOTIFICATION_WM_QUIT_REQUESton Android, pressing the back buttons sends NOTIFICATION_WM_QUIT_REQUESt. This should likely be handled with a key instead.
55
ngodot configuration paths should be versionedgodot configuration paths should be versioned to avoid compatibiliy issues. (own for Godot 3 to avod config issues)
56
nget_icon, get_stylebox, etc. should check inheritance
These functions of Control don't do inheritance checking, so inheriting from C++ results in many of these calls not wokring. This fix will break compatibility
57
nanimationtreeplayer should only refere to animations in animationplayerThis will make it more user friendly
58
nFix implicit GDScript inheritancehttps://github.com/godotengine/godot/pull/5078
59
nremove set_video_modewill leave this for multiwindow support
60
nOptimize the range() function in GDScriptVector3 can act as a range operator in GDScript, this should be replaced in code
61
nmodernize inputevent internally, make it use floats
62
n
Change how GDScript exports hints, make it simpler and more compatible with C++ (hint string, text, usage)
63
nrename stylebox, patch9, etc. to ninepatchdifficult to impossible to fix
64
nrename signals to xxxxing for going on and xxxed for happened
65
nStandarize name on "blend shapes"Erase anything related to morph targets
66
nthere should be a default WorldEnvironment, and it should appear in project templatesBetter simple templates when creating projects
67
nprop editor usability improvementsmini sliders for ranged properties, categories more visible
68
nmath_funcs.h functions need to be inline, 32 and 64 bits
69
nRename engine.cfg to godot.cfg
We don't want pre 3.0 projects to even be recognized by Godot 3.0 to avoid breakage. Must find a way to do this
Proposal: reject projects with an engine.cfg (pre-3.0). Hardcode current API version (X.Y) in godot.cfg, and rely on it to display information to the user when opening e.g. a 3.0 project in Godot 4.0, if there are compatibility concerns.
70
nmake TRANSFORM_CHANGED and LOCAL_TRANSFORM_CHANGED notifications opt-in
a lot of these notifications are sent around when objects move, making then optional to receive should increase performance (but willl break compatibility)
71
nTextureFrame -> TextureRect , NinePatchFrame -> NinePatchRect , ColorFrame -> ColorRect?
72
nMake shaders single file
Convert shaders to use a single file, so they can be edited with an external text editor more easily, and also it's easier to add features without adding new tabs
73
nChange CollisionObjectAPI, store shapes in children
CollisionObject and CollisionObject2D store the actual shapes, this should be moved to CollisionPolygon/CollisionShape, etc. Scenes may need a re-save after this.
74
KinematicBody and Vehicle inherit from RigidBodyKinematicBody could inherit from RigidBody, so it can benefit from the signals
75
one way collison should be a shape propertyThis way, it will work in tilemaps. it will break compatibility because it's currently in the body
76
one way collision should rotate with shape transformso you can rotate platforms and have it still work, it's frustrating as it is. This will of course break compatibility too
77
render options by driver namerender options in project settings should be by driver version (gles2, gles3) instead of just renderer/*
78
Simplify portals/romsPortals/Rooms are too difficult to use, should use projected polygons instead of BSP, portals should connect more easily
79
raytraced occlusion cullingChange the occlusion system to use raytracing? (must research modern ray-bvh intersectors used for path tracers for this)
80
Remove harcode from EditorImportExport and put in each exporter
There are a lot of harcoded options in EditorImportExport that should go somehow in each exporter, providing a list of properties to configure. Will OFC break compatibility
81
Particles and Particles2D should use instancing, and should have a hardware version (GPU accelerated)
This will improve performance enormously
82
Particles should have curve options in all parameters, and editing should be simpler (one param at once)
This will make it more user friendly
83
remove data.pck, only leave execname.pckdata.pck should go away and be replaced by a pck with the same name as the executable.
84
https://www.youtube.com/watch?v=5DKIP9N-OB4 <- do this (render layers?)Support with render layers & stencil should be added (this should go to a GLES3 renderer doc)
85
Import textures multile formats at the same time
Texture import should import with many compressions at the same time, to aid when using remote debug and testing on device (this should go to a GLES3 renderer doc)
86
Import textures should support streamingso different mipmaps levels can be loaded on background (this should go to a GLES3 renderer doc)
87
new texture formatwith support for streaming, and importing/compressing for multiple platforms at the same time
88
Make custom mouse pointers to use the hardware API instead of hacking on top of stuffhttps://github.com/godotengine/godot/issues/3082
89
change the binding system to obtain types of objects and nodes automatically, without using variant
to avoid situations where you have to do something like "node:Tree" in API (might not be possible always, must check)
90
Make EditorPlugins remove automatically the custom controls, types, etc. They registered
91
Change export dialog to a list of export profiles
92
Change export dialog (and pck format) to include the ability of patching
93
Simplify sprite (remove animation), move animation slices to AnimatedSpritewill leave as is, but add to spritesheet?
94
add transform2d to animations, change how interpolation works so it supports tween like transitions
also make displaying curve default
95
Erase trigger shapes, make it possible to disable collision of a CollisionObjectwith areas detecting areas, there is no longer any need for trigger shapes
96
remove font import (bitmap)
97
API renaming, additions, removals listed for 3.0 - TODO: Synthesis of the two issues about thishttps://github.com/godotengine/godot/issues/5696 and https://github.com/godotengine/godot/issues/6523
98
Second pass at API renamingshttps://github.com/godotengine/godot/issues/7516
99
add StringName to Variant
100
convert InputEvent to a regular type that inherits reference
Loading...
 
 
 
Sheet1
 
 
Main menu