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An editor theme is a pair of a dark half and a light half.
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softbody2d and softbody3d are bodies of particles held together by springs and elastic cells.
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The editor's look is a theme file, and the Theme window edits one while the editor wears it.
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The render.draw_*_2d verbs take a trailing options table.
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A plugin's dock is a subtree the editor makes for it. draw(S, k, host) is handed its path, and S.kit fills it with rows instead of drawing them.
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A property can now hold other properties.
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Nodes that draw alike now go to the GPU as one call, with a position, a size and a tint per instance.
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A file directly under addons/<name>/ is a module every script reaches by path, with no require.
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A project that carries the Gamend addon now has a Gamend tab in the editor.
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A game's first frames are the ones with nothing to draw: the scene is being built, the textures are being uploaded, and the window is already open.
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Dropping a model on the editor used to stop it.
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When double clicking Balaur Engine, the Project manager will now show up.
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Added support to Balaur for loading / splash screen.
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Started with no project, the editor opens on a screen rather than a usage line.
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Sponza, read by one balaur import and lit by its own sky.
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engine.set_paused(true) holds the tree.
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The three row kinds hold many rows now, a table has columns a drag resizes, and none of them builds a row the box does not show. multi lets a list, tree or table hold more than one row.
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The editor reads two things about the screen it gets: how much room there is, and whether a finger drives it.
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Importing an asset runs on its own thread, so the editor keeps drawing.
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A table can be one dynamic body again. collider2d takes a convex_decomposition kind: it cuts the polygon into convex pieces, then grows each piece through the seams it shares.
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Menus are scene nodes now.
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A label is a picture of its text no longer.
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Sponza, imported by running balaur import.
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balaur import converts a Godot project: the settings, every scene, the scripts, the theme, and a report of what did not carry. balaur import project.godot --project my-game Ported: Polyglot Pirates, a shipped Godot 4.7 game. 181 scenes, 769 scripts, a the…
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engine.set_paused(true) holds the tree.
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A misspelled component method used to be found the first time that line ran, which for a death animation or a shop screen could be weeks. balaur check now resolves it against the same table the run time reads from.
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⇧⌘\ gives the code the whole window.
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0.1.0 is tagged, and it is pre-alpha.
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The editor lays itself out for the room it gets, and draws larger under a finger.
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Lists, trees, tables and a code editor are widget kinds now.
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Marks in a label can be clicked and hovered, a drag selects its text, and a number in it carries units.
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Completion, hover, signature help, go to definition, rename and formatting.
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A selection set with box select, group, align and distribute. light3d and an environment a scene owns.
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balaur export reports what a pack weighs, drops unreferenced assets, re-encodes PNGs, subsets fonts and rewrites WAV as FLAC.
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Tile collision as one voxel shape.
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text2d and text3d, shaped by the engine the widgets use.
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Import settings as a TOML sidecar beside the asset.
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FABRIK, CCDIK and jiggle in 2D and 3D.
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Ten 3D primitives and six 2D ones.
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balaur import converts a Godot project: the settings, every scene, the scripts, the theme, and a report of what did not carry. balaur import project.godot --project my-game Ported: Polyglot Pirates, a shipped Godot 4.7 game. 181 scenes, 769 scripts, a the…
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The editor runs in a browser tab, on the WebAssembly module the examples play on.
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examples/benchmark is the Godot benchmark suites' physics and scene-tree cases, body for body, run headless, in the editor or on the web.
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Textures, models, fonts and sounds reload when saved.
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Focus mode gives the code pane the whole window. ⇧⌘\ folds the three docks and the split; the file's hooks stay beside the pane.
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Input actions declared in project.toml and rebound at run time.
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Skinned 2D polygons and imported 3D rigs deform on the GPU, from a palette of joint matrices.
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I also maintain Godot Rapier Physics: Rapier's 2D and 3D physics as a drop-in replacement for Godot's.
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One platform module over every store: sign-in, achievements, leaderboards, cloud saves, purchases.
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Audio buses: a tree of gains a sound plays through, every chain ending at master.
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light2d and occluder2d build a light map every sprite, polygon and tile is multiplied by.