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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 releases. We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we'll aim to fix for beta 12 next week.
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 releases. We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we’ll aim to fix for beta 12 next week.
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 alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. alpha builds.
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. We're now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. Requires.NET SDK 6.0
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
So we're starting the beta testing phase with this already significant set of changes, and we'll have frequent beta builds to polish them for the stable release. Some more features are still being worked on and will be included in future beta builds. alpha (see our release policy for details on the various Godot versions).
stable release with a third beta snapshot! alpha builds , we're trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This is a big update with close to 350 commits from 82 contributors since the previous beta! Like with 4.0
alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 beta 2 should be worth the wait! This is a big update with close to 350 commits from 82 contributors since the previous beta! This is a big update with close to 350 commits from 82 contributors since the previous beta! Between biweekly 4.0
stable release with a fourth beta snapshot! alpha builds , we're trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. The previous beta 3 introduced a brand new Android editor port! We're getting closer to the Godot 3.5
stable release with a fifth beta snapshot! alpha builds , we're trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). Like with 4.0
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. We’re now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. Requires.NET SDK 6.0
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 beta just yet as we expect the engine to be unstable until we have more testing done. beta 1 now! is planned for a future beta release.
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: GLES3: Fix broken normals in meshes with blend shapes ( GH-59159 ) [regression fix]. branch for use in production. Last month's 3.4.3
It is applied to all the static meshes on the objects. Only after endless hours of testing and iterating, the game is considered ready for a late-Alpha or even a Beta release, on the basis of how polished the in-game features are. Texturing: Textures are the flat images that are added to the model to give it colour and detail.
It is now possible to scale an.obj mesh when importing. We released a Beta 1 build a week ago. A Beta 2 build will come in the following days to address the main shortcomings reported in the first beta. C# support is still in alpha so backward-incompatible improvements are still allowed in this branch (and will happen).
In parallel to our work on the upcoming feature releases Godot 3.5 ( with a first beta ) and 4.0 ( now at alpha 3! ), we backport important fixes to the stable 3.4 branch for use in production. A number of such fixes have been queued in the two months since the 3.4.2 we're now ready to release Godot 3.4.3-stable
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