Second live Q&A with core developers of Godot Engine!
Tune in to a chat with core developers Juan Linietsky, Rémi Verschelde, George Marques, Fabio Alessandrelli and Gilles Roudière answering questions from Patreon supporters and from the livestream chat!
Godot website: https://godotengine.org/
Support development on Patreon: https://www.patreon.com/godotengine
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Timestamps and questions:
00:00 Intro
02:26 What everyone is working on at the moment
06:28 How useful will custom sky shaders be for Source Engine-style 3D skyboxes and will it allow to implement it yourself?
09:44 Can the 2D editor node crosshairs be made bigger, configurable or show a label to make it easier to find nodes in big scenes?
11:58 Would it be possible to add some sort of token into GDScript and maybe an attribute for C#, to add a description directly to an exported value so that it shows up in the pop-up?
13:43 Are there any plans for having better C# integration inside the Godot editor itself so that you could edit C# in the script editor, have built-in documentation in C# style instead of GDScript and also if there are any plans for more C# tutorials?
17:18 Will there be JSON editing support in the editor?
19:30 Will there be any batching support for OpenGL ES 3.0 in Godot 3.2?
20:21 When is version 3.2.3 going to be released?
21:18 Any news about Wayland support?
23:17 Will there be any major networking updates soon?
26:58 When can we expect fixes for the stuttering web audio?
31:17 Will you (Juan) be continuing your series on Godot's source code for new engine developers?
33:01 Is it possible to add an automated feature to fix project.godot file merge conflicts?
36:20 Has any work been done recently on the navigation server since the last update and can we see any of it? How performant do we expect it to be compared to GDQuest's steering behavior framework?
38:16 What would you say are the areas of the engine that will change the most over the next 2 years?
40:00 Will there be migration-specific docs from Godot 3.x to 4.0 and/or helper tools to convert large projects?
44:17 What are the plans for .NET (Mono C#) and what is the progress for .NET 5 / .NET Core?
46:43 Will TileSets be updated in 4.0?
48:57 Will the minimum requirements be updated for Godot 4?
51:11 What version of Vulkan will Godot 4 target?
53:03 Will Godot 4 support thread debugging for GDScript?
55:46 Will we have multipass shaders defined in the same shader and not in multiple shaders in 4.x?
56:27 Will signals support static typing the same way functions do in GDScript?
57:55 Will there be an update to the plugin system that adds dependency management / sub-projects or will it remain as is?
1:00:18 Will there be any improvements on importing 3D models and scenes?
1:02:23 Will we be able to export user defined resources in Godot 4?
1:03:40 Are there plans to make it easier to make add-ons that modify the editor layout?
1:07:34 Are there any plans for .blend file compatibility?
1:09:02 Talking about native compilation of GDScript and its benefits
1:13:25 Do you want to deprecate the Collada importer?
1:14:36 Will there be any improvements to video playback?
1:16:07 Is there any interest in supporting JavaScript or QuickJS?
1:18:58 Will there be and Android version of the editor?
1:20:49 Is it true that Juan worked on Argentum Online?
1:22:32 Are there any plans to fix some editor bugs in 4.0?
1:25:05 Outro
(Thanks to chromewhite for putting up the list.)
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