OpenRA: Playtest 20221203 Welcome back, Commanders! After more than a year and a half the OpenRA team proudly presents Playtest 20221203. It is finally here! Continue Reading →
Dev snapshot: Godot 4.0 beta 7 Godot 4.0 has been in beta for over two months, and the overall feature completeness, stability and usability have improved a lot during that time. We’ve had beta snapshots every other week, and now we’ve decided to accelerate the cadence to release a … Continue Reading →
Dev snapshot: Godot 4.0 beta 7 Godot 4.0 has been in beta for over two months, and the overall feature completeness, stability and usability have improved a lot during that time. We’ve had beta snapshots every other week, and now we’ve decided to accelerate the cadence to release a… Continue Reading →
Dev snapshot: Godot 4.0 beta 7 Another weekly beta snapshot on the road to Godot 4.0! Includes Android GLES3 support, Z index and Y sort are now available in Controls, and both C# and GDScript got a ton of fixes. Continue Reading →
Release Management: 4.0 and beyond TL;DR: We are getting closer than ever to releasing Godot 4.0. After years of development and countless hours spent by our contributors, we believe it’s finally ready for production use. But no matter the amount of time dedicated to testing and profili… Continue Reading →
Release Management: 4.0 and beyond TL;DR: We are getting closer than ever to releasing Godot 4.0. After years of development and countless hours spent by our contributors, we believe it’s finally ready for production use. But no matter the amount of time dedicated to testing and profili… Continue Reading →
Release Management: 4.0 and beyond We are closer to releasing Godot 4.0. No matter the amount of time dedicated to testing and profiling — bugs and issues are inevitable. Still, we intend to follow 4.0 with bug fix releases to ensure a stable experience as soon as possible. Continue Reading →
Castle Game Engine: Dark Mode design :) I can’t count anymore how many times I’ve been asked “when is the Dark Mode coming to CGE editor” 🙂 One answer is: It is already possible. We use LCL and our editor just follows your OS (Windows, GTK, …) theme. If you switch your system theme to something dark, then all your applications (including … Continue reading ➤ Continue Reading →
Castle Game Engine: Documentation enhancements: using children components, API and code conventions about memory management, nils, BeforeDestruction and more We have a number of enhancements to our 2 large documentation pages (targeting mostly advanced engine users / developers): Custom Components documentation was extended with description how do we advise to create children components in your custom components. This is useful when you want to create a new component, register it in CGE editor, and … Continue reading ➤ Continue Reading →