Maintenance update: Godot 3.2.2
Godot contributors released the Godot 3.2 stable branch in January 2020 as a major update to our free and open source game engine. The main development effort then moved towards our future major version, Godot 4.0 (see Godot's Devblog for a preview of some things to come). But Godot 4.0 is still a long way off, and in the meantime we want to provide the best support possible to all Godot users, so the
3.2 branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features.
We thus released Godot 3.2.1 in March 2020 with a focus on fixing the main issues surfaced in Godot 3.2.
After fixing the most urgent issues in 3.2.1, we could take the time to add some new features to the
3.2 branch which we believe are important improvements to the Godot 3.2 experience (especially since we expect at least one year of development before 4.0 is released). Some of those features had already been partially implemented before the 3.2 release, but not merged to avoid delaying the release (any new feature involves new issues and a certain amount of time to improve and stabilize its implementation).
This brings us to Godot 3.2.2 released today, which includes a number of big new features that have been merged and tested over the past few months, on top of the usual batch of bug fixes, usability enhancements, documentation and translation updates.
Among its more than 800 new commits, Godot 3.2.2 includes 5 major features:
- C# support for the iOS platform
- 2D batching for the GLES2 renderer
- Re-architecture of the Android plugin system
- DTLS support and ENet integration
- Better handling of
Variants pointing to released
But there's a lot more! Bug fixes, usability improvements, documentation and translation updates!
Check the Release notes on the Godot blog for details.