- LightMapper https://github.com/Microsoft/UVAtlas
- Clustered Rendering
- Particle Collision
- Particle Attractors (2D and 3D)
- Particle volumes (2D and 3D)
- Real Particle Trails
- Baked top-down GI
- VR Support
- Decals
- Render Layers and configurable render passes
- Volumetric Lighting
- Support skeleton deform in particles
- texture and mesh streaming
- Scene Shaders
- clustered fog use clustered information to render fog to a 3D texture, then put it back as post process
- occlusion in real-time
- Shader caching
- fix SSAO depth discontinuities using better depth aware blur
- make GI probes real time
- Bring back portals and rooms using areas, support sound too
- octree color and decal painting
- panini projection (yum)
- properly expose texture arrays and 3D textures. Make array importer?
- Skeletons for 2D
- Meshes for 2D
- Paintable textures
- Animated textures
- Directional 2D shadows
- Transition graph
- Bezier curve support
- Cinematic stuff (check cinemachine)
- onion skinning godotengine/godot#10425 (comment)
- Implement Recast support generate both from 3D and physics engine. Ability to generate in real-time too.
- Local obstacle avoidance
- path margins after string pulling
- Rework/speed up collision code
- convex decomposition for trimesh
- Better ragdoll support (easier to configure)
- IK Support for skeletons
- JIT Optimization
- Optional Typing
- Multithread support in debugger
- Easier template builder for iOS/Android
- Godot export plugin for Blender
- FBX -> Godot via separate binary
- OpenGEX?
- Improve debugger (exploring data)
- Ability to copy editing camera to in-game to explore level separately
- Put real controls in the property editor, instead of actual Tree. Convert most editors to that format