2023.1-prerelease
Pre-releaseTHIS IS A PRERELEASE! Qodot is still fixing some bugs to make it fully production ready. Most features should work to build basic maps and entities.
Don't forget, we have official docs! See https://qodotplugin.github.io/ for more information, and don't hesitate to request missing information in our issues or on our Discord.
Notably still broken about Qodot 2023.1-prerelease :
- #33 - Skip and clip textures do not function as intended right now. Map parser needs to be modified to treat them as intended again.
- #13 - Solid class brushes occasionally break their collision vertices, see issue for potential workaround.
- #57 - Issues with incredibly precise UVs. Not confirmed for current version yet. Two temporary solutions are to avoid the Valve format, or to leave UV lock off while editing until you absolutely need to author your UVs.
Changelog
- WAD import use binary resource. Massive disk usage saving.
- Port liquids to Godot 4 (epergo)
- Remove get_class method override (epergo)
- Remove duplicated worldspawn_solid_class (epergo)
- Update node_class to Godot4 nodes (thanks epergo!)
- README.md: fixed "path" to Create C# Solution (thanks saikyun!)
- Merge vertices which are close enough (thanks rburing!)
- Properly dispose of FileAccess objects
- Recreate Qodot_fgd.tres, fix FGD export issue
- Restore Illusionary and Physics solid classes
A huge thanks to everyone who contributed, commented, provided bug reports and reproduction projects, and gave their opinion about approaches and fixes! ♥
The version number
I've brought up changing from 2.1 to an annual version number multiple times and nobody's been able to stop me yet. So for the time being, version number is annual instead of purely semantic now. I want the use of annual versioning as a way to encourage more releases to be made, at least more than once a year. With new fixes on the horizon there should be another release not too long before now. Thoughts on this change are also welcome.