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Dev progress report - Weeks 50 & 51

Hi everyone, here's Rémi!

My previous report on progress made in the master branch between Nov 1 and Dec 7 was well received, so here's another update on what happened in the last two weeks (which should match what will be available in the upcoming Godot 3.1 alpha 4 build).

Thanks to all of you for your support that enables this work, and a warm welcome to our new patrons! (+32 since my last post on Dec 7, and we just passed 800 patrons for the first time! Still some way to go before we can hire Pedro, but we're getting there.)

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122 PRs have been merged since my previous review two weeks ago (Dec 7 to Dec 21), and 144 issues have been closed. Many of those PRs had been made months ago, but we hadn't managed to review them properly until now, or they needed several successive reviews to be in a satisfactory state. We took several days last week to review all of them and merge what was ready for 3.1.

Juan also started working on missing features and known bugs of the new OpenGL ES 2.0 backend, notably fixing issues that would cause crashes on mobile devices or low-end PC, as well as implementing lights and shadows for 2D.

During that time, we released our 3.1 alpha 3 build on Dec 11 (based on a commit from the previous day), so most of the changes outlined below were not included in that build.

We also posted our call for participation for our upcoming GodotCon in Brussels, Belgium, and we got confirmation that Juan will have a 1-hour talk at FOSDEM. If you can make it to Brussels in early February, make sure to join us for either event (and register)!

Some highlights from PRs merged in the past two weeks:

That's it for this report!

As mentioned above, those changes will soon be available to all in our 3.1 alpha 4 build. After that, we'll likely have a last alpha 5 build next week before going into beta stage.

Thanks again for your support, and keep making great things with Godot :)

Comments

Thanks a lot for your work!

Sergey


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