Maintenance release: Godot 3.1.1 By: Hein-Pieter van Braam

It's been about a month and a half since the release of 3.1-stable, and our contributors have worked hard to get you, most valued users, bugfixes, new features, and documentation updates. So on this nice and sunny Dutch King's Day we're happy to announce the availability of the first maintenance release in the 3.1 series Godot 3.1.1-Stable. Hail to the king, baby!

With the -stable releases we offer you the backwards compatible changes and bugfixes. However in this release we had to break some compatibility with networking due to a security issue. See the Known incompatibilities section of this blog post. If we inadvertently changed behavior for your project started with Godot 3.1-stable please report a bug.

I'd like to use this space to say "Thank you" to our amazing contributors, none of whom would ever give you up, let you down, and/or desert you. If you too would like to to be counted amongst their ranks join us and fix bugs, write documentation, or file bugreports.

If you enjoy our work please consider becoming our Patron and help Godot main developers work full time on the project!

Changelog

And many more small quality of life improvements and bugfixes. See the full changelog below for details.

See the changes between 3.1-stable and 3.1.1-stable on Github, or the full changelog in text format. This release is built from commit 66baa3b.

Downloads

As always, you will find the binaries for your platform on our mirrors:

Known incompatibilities

Below we describe the known incompatibilities with previous releases in this cycle.

Known incompatibilities with Godot 3.1

Due to a security fix the GDNative ABI has changed. If you use GDNative modules in your project they will need to be rebuilt from source.

Godot no longer automatically decodes Objects when using high level multiplayer. If you do want your client or server to do this it is now necessary to explicitly allow it. See this PR for details.

Previously on Android OS.get_unique_id() would return the static value for Secure.ANDROID_ID . This was a bug and now an actually unique ID is returned. If you were using the unique ID for encryption purposes you must now also check the original static value or your users may lose access to any encrypted (save) data.

Known bugs in Godot 3.1.1

None

The illustration picture is a screenshot of GRIEF, a game in development by Manuel 'TheDuriel' Fischer and IAmActuallyCthulhu.