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Godot 3.1 Alpha 2 code differences from 3.0?

A topic by AniMerrill Productions created Dec 07, 2018 Views: 408 Replies: 2
Viewing posts 1 to 3

Hi! I was just wondering if there were any major code changes I should be aware of from 3.0, from the GDScript side at least. Obviously the difference between 2.1 and 3.0 was basically an entire overhaul which makes sense, but will 3.1 basically work with all the documentation for 3.0?

Submitted(+1)

3.1. is mostly new features, as far as I know these are the only breaking changes in GDScript:

  • Named enums in GDScript no longer create script constants.
    • This means enum Name { VALUE } must now be accessed with Name.VALUE instead of VALUE.
  • Shadowing variables from parent scopes is no longer allowed in GDScript.

Source. The other big thing that was added to GDScript in 3.1 is static typing, which is totally optional.

Host(+1)

Additinally to what Meditator said I would like to add that all of the projects I migrated over to 3.1 to 3.0 needed only tiny tweaks. Hence chances are it's almost the same thing. With as mentioned before the addition of new features, editor UI oh and have I mentioned Visual Shader Edita? So good to have it back.