Godot 3.0.3 RC3 was just released. This release focused heavily on getting Mono exporting working properly:
Quite a lot of work went into making the Mono exports work for Windows targets. It turned out to be quite a hairy problem. But now Mono exports to Windows, Linux, and MacOS should work with a single click. It is no longer necessary to ship the Mono runtime DLL manually.
There are however some changes and known issues you should be aware of in this release. Details from the release announcement blog:
Known incompatibilities with Godot 3.0
- If you use the Bullet physics engine and relied on the fact that the calculated effective gravity on KinematicBodies was always ‘0’ then you will need to fix your code as this is now correctly calculated. See #15554 for details.
- Setting the
vmember of a color did not properly set the
smember. This is now corrected. See #16916 for details.
- RichTextLabels did not properly determine the baseline of all fonts. If you relied on the look of the previous implementation please let us know. See #15711 for details.
- SpinBoxes didn’t calculate their width properly. This is now fixed but could subtly change your GUI layout. See #16432 for details.
- OGG streams now correctly signal the end of playback. If you were relying on this not happening please let us know. See #15910 for details.
Known bugs in Godot 3.0.3
Vector3.snapped()does not work and just returns the original Vector3. Fixing this would have meant breaking ABI between Godot 3.0 and 3.0.2 so this function will remain non-functional.
move_and_slide()doesn’t quite work correctly. An easy workaround is to increase the safe margin to 0.05 (or higher if required). It is not yet clear how to implement the proper fix without impacting users who already implemented this workaround in their projects. See issue #16459 for an explanation.
- Some users report crashes on Windows 10 after a recent Windows update. We currently don’t know what is causing this.
The 3.0.3RC3 release is available for download here.