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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. Lots of fixes to theme propagation issues, both regressions in the previous alpha 15 and pre-existing bugs that it helped uncover. alpha builds.
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. alpha in general, have a look at the detailed release notes for 4.0 alpha 13 (288 commits – excluding merge commits ― from 93 contributors).
Editor: Fix reload scripts error after saving in external editor ( GH-68203 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Editor: Load and use system emoji font in the editor ( GH-68090 ).
A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ).
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. Editor: Add contextual create/load script button to the Scene Tree dock. alpha format. Windows: Fix debugging when offline. and squish (1.15).
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.
beta 1 , just one month after the previous alpha 2. It notably includes Bullet as the new 3D physics engine , onion skinning , autotiling for 2D tilemaps, an enhanced debugger with remote SceneTree edit, and nice usability improvements such as code folding in the script editor, PascalCase builtins for C#, and many others. Disclaimer.
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 ). Rendering: Fix alpha scissor support with depth_draw_opaque ( GH-58959 ).
A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Fix Tab key usage in the inspector ( GH-71271 ).
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. Multi-caret support in TextEdit and script editors ( GH-61902 ). target=template_debug : Debug template, optimized, with debugging code.
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. Multi-caret support in TextEdit and script editors ( GH-61902 ). target=template_debug : Debug template, optimized, with debugging code.
which should soon see a new alpha build. 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. Debugging: Many improvements to the editor's debugger and display of complex types. Highlights.
The idea is that users can post assets, scripts, addons, etc. Thanks to the development work done by Alket Rexhepi and Bojidar Marinov , this frontend will soon reach the alpha status and be announced officially, so that all community members can start submitting assets to the library. Live script reloading. As of the 2.1
Construct your scenes however, and they’ll work – it’s the definition of a “scripted game”. I’ve been a developer at Moonwards for 2 years now and though I’ve had many roles and done many things, from debugging, refactoring code, networking, fixing materials and more, lately I’m the NPCs and tools guy. For a networked sandbox?
Editor: Fix reload scripts error after saving in external editor ( GH-68203 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Editor: Load and use system emoji font in the editor ( GH-68090 ).
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