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beta 11 , we found a lot of regressions – as we expected! As the pace intensifies in the lead-up to the first Release Candidate, we decided to make more frequent beta snapshots for testing. when dealing with PackedArrays) which many beta 11 users experienced ( GH-71228 ). A lot more GDScript fixes and improvements! What's new.
beta 1 in September, and that was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven't yet, for an overview of some of the main highlight of Godot 4.0. Since then, we've been releasing new beta snapshots every other week, and this is now the 5th beta. What's new.
beta 11 , we found a lot of regressions – as we expected! As the pace intensifies in the lead-up to the first Release Candidate, we decided to make more frequent beta snapshots for testing. when dealing with PackedArrays) which many beta 11 users experienced ( GH-71228 ). A lot more GDScript fixes and improvements! What’s new.
We released a first alpha build last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 alpha 2 as a second snapshot, fixing various issues from the last build. alpha 2 as a second snapshot, fixing various issues from the last build. is released.
beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a couple of weeks ago. While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. What's new. Bug reports.
beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This is the first alpha to include export templates for the Web platform again. alpha builds. The Web editor build is not functional yet.
alpha 1 , our first milestone towards the next stable installment of our free and open source game engine. This first alpha build comes relatively late in our planned release schedule, mostly because of work done on our official build infrastructure to adapt to 3.2 release, we are now happy to release Godot 3.2 is released. Disclaimer.
After three well-tested and quite stable alpha builds, we're now ready to enter the beta stage for the upcoming Godot 3.2 beta 1 as our next iteration, fixing various issues from previous builds. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.2
s development officially entered the beta stage last week, which coincides for us with what we name the feature freeze : from now on, no new features will be merged in the master branch, as the focus will be fully on fixing existing issues to stabilize the current feature set. beta 1 , just one month after the previous alpha 2.
alpha 3 as our next iteration, fixing various issues from the last build. As a reminder, the alpha stage corresponds for us to a feature freeze, as announced on GitHub at the end of August , which means that we will no longer consider pull requests with new features for merge in the master branch, and that until Godot 3.2 is released.
beta 1 one month ago! But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. We’re now at beta 3, making good progress on fixing the issues that testers are reporting. We released Godot 4.0
beta 1 one month ago! But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. We're now at beta 3, making good progress on fixing the issues that testers are reporting. We released Godot 4.0
beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 beta 2 and 3.1 This beta is built from commit a851033. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1 to be like. Contrarily to our 3.0.x
The Mono binaries in this beta appear not to work properly on Windows and macOS, so unless you're running Linux, it is recommended to stay with 3.2 beta 1 or compile from the master branch if you use C#. We published a first beta build for Godot 3.2 We published a first beta build for Godot 3.2 It's time for Godot 3.2
beta 1 in September, and that was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven’t yet, for an overview of some of the main highlight of Godot 4.0. Since then, we’ve been releasing new beta snapshots every other week, and this is now the 5th beta. What’s new.
After over one year of work, 5 alpha releases, 11 betas and 7000 commits by close to 500 contributors, we're finally ready to wrap up the 3.1 After the two-month beta phase that we had with 11 releases and hundreds of bug fixes, the path to the stable release should be quite short. beta 11 and 3.1 Disclaimer.
In parallel to our work on the upcoming feature releases Godot 3.5 ( with a second beta ) and 4.0 ( now at alpha 4! ), we backport important fixes to the stable 3.4 Rendering: Fix alpha scissor support with depth_draw_opaque ( GH-58959 ). branch for use in production. Last month's 3.4.3
which should soon see a new alpha build. A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Debugging: Many improvements to the editor's debugger and display of complex types. Highlights.
Renaming will be finished for the next alpha or beta release). There are many more examples to mention; for the beta release, we will have a page in the documentation with a list. Debugging extensions. Debugging extensions allow developers to debug their games from their editor. Static typing. Further notes.
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