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We have reached the first beta release for the 4.4 in around a month, but as usual, this timeline will depend on how quickly we are able to fix the outstanding bugs and what new bugs are identified in the beta process. New in Beta 1! release cycle. This officially marks the start of feature freeze for 4.4.
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.
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. beta in general, have a look at the detailed release notes for 4.0 In this blog post, we will only cover the main changes since the previous beta release.
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.
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. beta in general, have a look at the detailed release notes for 4.0 In this blog post, we will only cover the main changes since the previous beta release.
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. was released 2 months ago , and some of the major planned features for Godot 3.5
This new beta 3 build comes shortly after last week's beta 2 to fix some of the regressions and bugs reported against that release. This update also re-adds UWP templates which we missing in beta 1 and beta 2 due to a temporary buildsystem issue. beta 3, only classical build for now). Highlights.
This new beta 5 comes with 4 weeks' worth of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Moreover, there have been many fixes to features introduced in previous betas, so make sure to test this build and ensure that everything works as you'd want it. see recent devblogs on glTF 2.0
This first beta build already includes a number of them which have been worked on by core contributors, with notable mentions to: Android App Bundle and subview embedding support. And this is just a first beta, there's more in the works that will be included in future beta builds. Now that we're confident that 3.2.3 Bug reports.
This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Additionally, beta 4 adds support for MP3 loading and playback ! and included in this beta are: Android App Bundle and subview embedding support. Optional GDNative support for HTML5 (new in beta 4).
Adding to the first beta version from last month ago, we now have even more great features coming in 3.2.4: And there's even more in the works that will be included in future beta builds. HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
With this beta 6 build, there are several recently merged changes that will require heavy testing to be stabilized before 3.2.4-stable: In this beta, the dynamic BVH is the default option for both physics and rendering. and included in this beta are: Android App Bundle and subview embedding support. branch, the current stable 3.2
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! and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ).
stable release with a third beta snapshot! 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! We're getting closer to the Godot 3.5 Like with 4.0 Highlights.
stable release with a fourth beta snapshot! beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta 4 is a small update with just 83 commits excluding merges, focusing on fixing bugs to stabilize the current feature set for 3.5 Like with 4.0
stable release with a fifth beta snapshot! 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 ). You can also review the changes between beta 4 and beta 5.
Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 As users, please report all bugs that you encounter and provide as much detail as you can (including screenshots, code, and where possible, a minimal reproduction project). beta 1 now! is now ready and available for download.
This beta 6 build provides additional features and fixes to bugs reported against previous builds. If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 5 and beta 6. Shaders: Prevent shaders from generating code before the constructor finishes ( GH-52475 ).
Wait, are we not in Beta? The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Just cover the scene with the volume, as you do with GIProbe: Finally, just press the big BAKE button. Bake Quality : Three bake quality modes are provided, Low, Medium and High.
We removed 70,000 lines of code and our new FBX importer comes in around 12,000 lines of code. The new code has been commented and documented with the things we learned about FBX along the way. It's much larger than our importer, we only net 12,000 lines of code (the FBX SDK is over 50 MB - that's bigger than Godot!).
beta 1 release notes. By the end of the campaign, almost 4,000 cuddly coding companions were headed towards new homes. To those of you who contribute to the engine by code, donations, or growing the community through content creation. The closest we can feasibly get are the Godot 4.3
So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds. And there's even more in the works that will be included in future beta builds. HTML5: Merged code for web editor prototype ( GH-42790 ). After 4 months of development it's time to aim for the 3.2.4
macOS: ARM64 build, code signing. Fabio Alessandrelli ( Faless ) has done a lot of work to enable running the Godot editor on the Web, using the same export code as for Godot-made games (since the Godot editor is developed 100% with the Godot API). macOS: ARM64 build, code signing. Platforms: Godot editor on the Web!
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Aged like fine wine, Meru Patel ( Janglee123 )'s work from Google Summer of Code 2020 has been continued and updated by GSoC 2019 alumni Twarit Waikar ( ChronicallySerious )! back in 2020! What is it?
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. We recommend using the Time singleton as much as possible so that your code will be forward compatible with 4.0. The whole API is now a lot more flexible than it used to be. Label3D and TextMesh.
With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). If you already reviewed the changelog for beta 6, you can skip right to the differences between beta 6 and RC 1.
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