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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 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 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.
and prepare the first beta release. But we're not there yet and we'll keep having frequent alpha builds until we're ready to slap the beta label on the engine. All editor builds for this alpha have been updated with a hotfix. Be aware that during the alpha stage the engine is still not feature-complete or stable.
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.
beta 1, and to do so we're having a (last?) alpha 17 release to ensure that things work as best as we can reasonably expect before the beta phase. Be aware that during the alpha stage the engine is still not feature-complete or stable. There will likely be breaking changes between this release and the first beta release.
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.
This is a guest post by Emmanuel Leblond (touilleMan), a Godot contributor and Python lover who develops a GDNative interface to use Python 3 as alternative scripting language in Godot. alpha (yes, it's a beta based on an alpha.) To answer the obligatory question: yes, the plan is still to ship Godot 3.0 and CPython 3.6.1
We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. Bug reports.
We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. 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 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.
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 1 ― the first official alpha build of our upcoming major milestone, enabling all interested users to try it out and report bugs, as well as provide feedback on the new features. branch, we're going to release new alpha builds every other week, so that testers can always have a recent version to test the latest changes.
beta 1 two weeks 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. So here's beta 2! This beta 2 is not only bugfixes though! We released Godot 4.0 Major changes.
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
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).
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
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.
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.
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
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
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
beta 1 two weeks 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. So here’s beta 2! This beta 2 is not only bugfixes though! We released Godot 4.0 Jump to the Downloads section.
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.
Alpha2 is around the corner and I'm glad to announce that it will come with the first usable version of C# as a Godot scripting language. I will write more posts about the internals and how things work in the future but, for this one, I would like to focus on introducing the language and how to write Godot scripts with it.
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 Editor: Fix showing Extend Script option without script attached to the node ( GH-58821 ). branch for use in production. Last month's 3.4.3
Some of our users had been testing the alpha and beta versions, but others had decided to stay on the stable 1.1 It will also be particularly relevant for the version we distribute on Steam , where users would likely want to benefit from upstream bug fixes without being forced into beta-testing. The stable release of Godot 2.0
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 C#: Fix getting properties state when reloading scripts ( GH-56300 ). GDScript: Clear pending function states when reloading script ( GH-56296 ).
In parallel to our work on Godot 3.5 ( with a first beta ) and 4.0 ( and finally alpha 1! ), we backport important fixes to the stable 3.4 C#: Fix getting properties state when reloading scripts ( GH-56300 ). GDScript: Clear pending function states when reloading script ( GH-56296 ). branch for use in production.
In parallel to our work on Godot 3.5 ( with a first beta ) and 4.0 ( now at alpha 2! ), we backport important fixes to the stable 3.4 C#: Fix getting properties state when reloading scripts ( GH-56300 ). C#: Attach mono thread before getting nativeName field, fixing potential tool script crash ( GH-57739 ).
The editor fails to auto-complete enums from autoloaded external scripts. 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. Fixing this would have meant breaking ABI between Godot 3.0 This will be fixed in 3.0.2.
which should soon see a new alpha build. UWP in the master branch) port was updated and is now provided with the export templates, which means that the Windows Store and Xbox One should now be accessible (this port is still at the beta stage though, bug reports welcome). branch and the start of the work on Godot 3.0,
Return to her indie roots So, she held various roles, including a solutions architect at an AI middleware company, where she worked on a character engine for dynamic dialogue scripting. During her time volunteering with the IGDA, she became the executive director and led initiatives such as the Game Development Crisis Conference.
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