Godot 3.1 is full of nice new feature, from typed GDscript to visual shader editing.
For me, Visual Shaders have already had a high impact, typed GDscript is very nice despite there not yet being a speed boost, but the recent discovery of how to use class_name properly could be a breakthrough in terms of making sure I don't get lost in the complexity of a growing game.
As mentioned by GDquest.
I already started to put together a script for common functions among enemies, but it still required manual creation of required variables and the like for each individual enemy's script (which greatly increased the chance of needing a lot of testing sessions before things worked). Using the new method learned in the video, I started making the common script extend rigid body instead of node and had the enemy scripts extend the class name enemy (which was the common script class with a new name).
I then started moving common variables over to be defined in the common script and have that script export varying parameters such as HP. To my surprise, it did not break anything when I started the game to test the smashing of enemies, it still worked the way things did before. This has further implications for other elements such as the collectables, having a common class and having common properties set in the UI will go a long way in making it much easier to extend and add to various parts of the game.
In my view, this is even bigger than the optional typing for the moment, because of the major workflow boost it gives. What are the Godot 3.1 features you think will have a major impact on your work?