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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 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.
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.
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. Some noteworthy changes in this release: Shader preprocessor support and shader includes.
beta 1 blog post , so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201 ). XR: OpenXR: Emulated alpha blend mode should override the real blend mode ( GH-103338 ).
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, 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.
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 , alpha 2 , alpha 3 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues.
Straight out of the Godot Sprint in Barcelona, here's another alpha snapshot of the development branch, this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Bug reports.
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 We're etching closer and closer to the beta stage, things are starting to fall into place! Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Jump to the Downloads section.
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. This release is built from commit d7d528c15.
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 , alpha 2 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. Bug reports.
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).
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
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 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
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 ).
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
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! It has been a long road to Godot 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
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.
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: GLES2: Fix VersionKey comparison in shader binding ( GH-58855 ). Rendering: Fix alpha scissor support with depth_draw_opaque ( GH-58959 ).
Several new GLSL built-in functions are exposed to the shader language : radians degrees asinh acosh atanh exp2 log2 roundEven. 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. Type icons are back! As soon as the OpenGL ES 2.0
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 Rendering: GLES3: Fix shader compile error with Oren Nayar + Vertex Lighting ( GH-56802 ). branch for use in production. A number of such fixes have been queued since the 3.4.2
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 Rendering: GLES3: Fix shader compile error with Oren Nayar + Vertex Lighting ( GH-56802 ). branch for use in production. we're now ready to release Godot 3.4.3-stable
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 Rendering: GLES3: Fix shader compile error with Oren Nayar + Vertex Lighting ( GH-56802 ). branch for use in production. A number of such fixes have been queued since the 3.4.2
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