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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. Bug reports.
While many core contributors were busy with the Godot Sprint and GodotCon last week , the rest of the world has not been idle and we got lots of nice contributions fixing bugs and improving usability. alpha 3 as our next iteration, fixing various issues from the last build. Bug reports. We thus publish Godot 3.2 is released.
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 Bug reports. release, we are now happy to release Godot 3.2
While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Same deal as usual, lots of bugs fixed and more refactoring and feature work. Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. See the GitHub issue tracker for a list of known bugs in the 4.0
While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Same deal as usual, lots of bugs fixed and more refactoring and feature work. This is the first alpha to include export templates for the Web platform again. For users of previous alphas, we don't always have compatibility code to ease transition.
Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Rendering: Fix alpha hash by correcting typos and doing calculations in object space ( GH-68673 ). See the GitHub issue tracker for a list of known bugs in the 4.0
After three well-tested and quite stable alpha builds, we're now ready to enter the beta stage for the upcoming Godot 3.2 The beta stage corresponds for us to a release freeze, as announced today on GitHub , which means that we will only consider critical bug fixes for merging in the master branch, and that until Godot 3.2 Bug reports.
beta 1 , just one month after the previous alpha 2. But more importantly, it also brings tons of bug fixes compared to alpha 2, and we will continue to hunt down the remaining issues to guarantee a nice experience with Godot 3.0 Bug reports. There are still many open bug reports for the 3.0 Disclaimer.
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. alpha format. Editor: Fixed bug in GDScript autocompletion of the parent class. Windows: Fix debugging when offline. and squish (1.15).
Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
which should soon see a new alpha build. But as a result, it's actually a pretty exciting "maintenance" release with various new features and a great deal of bug fixes. Debugging: Many improvements to the editor's debugger and display of complex types. Platform: Android: Various bug fixes and enhancements.
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 version and let you all benefit from the hundreds of new features, enhancements and bug fixes that have been worked on by the community since January 2018. Bug reports. beta 11 and 3.1
We've been hard at work fixing bugs since the Godot 3.1 There were over 600 bugs listed for the 3.1 x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) Bug reports. to be like. Contrarily to our 3.0.x
two weeks ago , and many bug fixes and improvements have been merged in the meantime. There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. For changes since the last alpha build, see the list of commits. Bug reports. The features.
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. In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. Bug reports.
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. In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. Bug reports.
Renaming will be finished for the next alpha or beta release). Debugging extensions. Debugging extensions allow developers to debug their games from their editor. Like always, keep in mind this is an alpha and there may be bugs and crashes. Please, report any issue you encounter on our bug tracker.
Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Rendering: Fix alpha hash by correcting typos and doing calculations in object space ( GH-68673 ). See the GitHub issue tracker for a list of known bugs in the 4.0
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