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Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201 ). Rendering: Metal: Fix SPIR-V MSL compilation on iOS targets ( GH-103337 ). XR: OpenXR: Emulated alpha blend mode should override the real blend mode ( GH-103338 ). Input: Change default deadzone back to 0.5
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.
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.
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 Same deal as usual, lots of bugs fixed and more refactoring and feature work. Fix GDScript bug causing return values to be reset in release builds. alpha builds. Rendering: Fix usage of FSR 1.0 ( GH-62475 ). What's new.
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. Some noteworthy changes in this release: Re-enable support for Web exports using the OpenGL 3 / WebGL 2 renderer. Implement physical light units in Vulkan renderers.
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.
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. All editor builds for this alpha have been updated with a hotfix. alpha builds. So here we go with 4.0 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 , 5 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Bug reports. GH-59807 ).
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.
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. alpha builds. alpha in general, have a look at the detailed release notes for 4.0 beta 1, and to do so we're having a (last?)
alpha 7 comes with one week delay on our every-other-week release schedule, since I was taking some time off :) But that means it got time for even more features and bug fixes to be finalized, reviewed and merged. See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 ). alpha builds. Bug reports.
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 is a huge release that requires a lot of work, and because we're committed to providing dev snapshots frequently so that pre-release testers can quickly access the new features and bug fixes. alpha builds. Bug reports.
Another fortnight, 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 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. This release is built from commit 917fd657.
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. We got lots of bug reports and many have been fixed already in these two weeks! alpha 2 with a great deal of fixes and new features!
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 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 alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. alpha builds. Core: A plethora of renames!
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
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. The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Bug reports.
As always, a bunch of nice rendering fixes! Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ). Bug reports.
github.com/cocos/cocos-engine [bug] Memory leak in custom render pipeline. opened 01:48AM - 15 Nov 24 UTC dumganhar Bug Reported at [link] github.com/cocos/cocos-engine [bug] Alpha < 0.5 causes rendering issue on Metal backend. opened 01:50AM - 15 Nov 24 UTC dumganhar Bug Reported at [link]
But no matter the amount of time dedicated to testing and profiling — bugs and issues are inevitable. with bug fix releases as we are dedicated to ensuring a stable experience as soon as possible. branch into our main development branch and other contributors joined in to add features and fix bugs. Countless bugs.
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. The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Bug reports.
was released with the hopes of rewriting the rendering architecture using Vulkan as a target API. After it, 17 alphas followed in total. Things improved a lot, but eventually it was time to do feature freeze and focus on bug fixing. This blog post will offer a small retrospective of the year. The work of Godot 4.0
We have confirmed that it’s a bug in custom render pipeline. Alpha issue. Memory leak. We will try to fix it in v3.8.5 which will be released before the end of December. The change seems ok. I will create two issues for this thread.
Two bugs were found on iOS in Cocos Creator 3.8.4. I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Two bugs were found on iOS in Cocos Creator 3.8.4. I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Two bugs were found on iOS in Cocos Creator 3.8.4. I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Two bugs were found on iOS in Cocos Creator 3.8.4. I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Two bugs were found on iOS in Cocos Creator 3.8.4. I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
Two bugs were found on iOS in Cocos Creator 3.8.4. I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.8 I found an increase in memory when changing scenes, but I can’t find a solution. sys.garbageCollect’ was executed before and after changing the scene.
As always, a bunch of nice rendering fixes! Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ). Bug reports.
was released with the hopes of rewriting the rendering architecture using Vulkan as a target API. After it, 17 alphas followed in total. Things improved a lot, but eventually it was time to do feature freeze and focus on bug fixing. This blog post will offer a small retrospective of the year. The work of Godot 4.0
We are therefore releasing a first alpha snapshot for existing users to play with and report bugs. IMPORTANT: This is an alpha build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.0 Bug reports. There are still many open bug reports for the 3.0 game in the alpha?
As the alpha of Godot 4.0 comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends. The renderer design and all resulting code had to be re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques.
We will take the chance to do deep changes in Godot internals, which (while for the better) will render it incompatible with previous versions. release is discouraged - unless you want to help find and fix bugs in the development code of course. Please wait at least until we can release an Alpha! Some time before the 3.0
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. Rendering: Add OpenGL timer queries to OpenGL3 backend ( GH-67032 ). Rendering: Fix drawing of 2D primitives in OpenGL3 renderer ( GH-67416 ).
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. Lots of rendering changes.
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. Lots of rendering changes.
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 GUI: Fix RichTextLabel underline prevents strikethrough from rendering ( GH-56686 ). Rendering: Fix blend shapes when octahedral compression is used ( GH-56161 ). Bug reports.
Usually we let our lead developer Juan (reduz) do progress reports on his impressive work on rendering features, but since he was in holidays for more than a month, we'll showcase the work of some key contributors this time. compatible renderer can be used optimally. stable release, but it's already looking pretty slick.
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. The reception of beta 1 was surprisingly good – we're happy to see the community tinker with the beta, report bugs and provide feedback on the new features.
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 GUI: Fix RichTextLabel underline prevents strikethrough from rendering ( GH-56686 ). Rendering: Fix blend shapes when octahedral compression is used ( GH-56161 ). Bug reports.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
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