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We have reached the first beta release for the 4.4 This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 New in Beta 1! release cycle. and begin preparing for 4.5.
As such, you can expect this to be our final beta release of the 4.4 If you are interested in the latter, please request to join our testing group to get access to pre-release builds. beta 1 , which cover a lot of the changes. This blog post only covers the changes between beta 3 and beta 4.
Woah, another betabuild already? Well likely do one more beta release the following week, but after that we hope to be gearing up for release candidates. If you havent already, we encourage users who havent engaged with the beta releases to do so and help us catch the last few stragglers.
Weve been keeping busy these past two weeks squashing the bugs that cropped up in 4.4 feature freeze, so our energy has been focused on addressing any new regressions or the aforementioned bugs. Were still aiming for a release sometime next month, but that all depends on how effectively new bugs get reported during this period.
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. 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 or newer is required for this build, changing the minimal supported version from.NET 6 to 8.
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 ). NET 6 build (C#, GDScript, GDExtension).
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.
has been in beta for over two months , and the overall feature completeness, stability and usability have improved a lot during that time. Some big changes in this beta: Android: Enable GLES3 support ( GH-69355 ). GDScript: Loads of follow-up improvements to recent fixes in beta 5 and 6. NET 6 build (C#, GDScript, GDExtension).
has been in beta for a little over two months , and the overall feature completeness, stability and usability have improved a lot during that time. This beta 6 includes a few big changes which may interest a lot of users: GDScript cyclic reference issues begone! beta with their Scatter addon. What's new. Requires.NET SDK 6.0
has been in beta for over two 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.
Release Candidate on the horizon we continue to release beta snapshots frequently and relentlessly! This beta includes a few big changes which may interest a lot of users: Fixes to CanvasItem draw methods to better handled lines of different widths and filled rectangles ( GH-41239 , GH-71623 , GH-71679 ). With the first Godot 4.0
The beta snapshots cadence allows us to better measure the overall stability and quickly catch regressions, especially when a lot of features are worked on at the same time. This beta includes quite a few big changes which may interest a lot of users: Make AnimatedSprite’s playback API consistent with AnimationPlayer ( GH-71907 ).
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. beta, with the process covered in this devlog. Happy holidays! What's new.
The beta snapshots cadence allows us to better measure the overall stability and quickly catch regressions, especially when a lot of features are worked on at the same time. This beta includes quite a few big changes which may interest a lot of users: Add support for Unicode identifiers in GDScript and Expression ( GH-71676 ).
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. Bug reports. specifically.
Release Candidate on the horizon we continue to release beta snapshots frequently and relentlessly! This beta includes a few big changes which may interest a lot of users: SkeletonModificationStack3D has been removed, with the 3D inverse kinematic API being more or less reset to the state of Godot 3.x. With the first 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. Since then, we've been releasing new beta snapshots every other week, and this is now the 5th beta. Bug reports.
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. 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 or newer is required for this build, changing the minimal supported version from.NET 6 to 8.
Last week, we released the first of our Release Candidate builds, a state suitable for production settings. If you are interested in the latter, please request to join our testing group to get access to pre-release builds. or newer is required for this build, changing the minimal supported version from.NET 6 to 8.
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 ). NET 6 build (C#, GDScript, GDExtension).
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.
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. beta, with the process covered in this devlog. Happy holidays! 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. Bug reports. specifically.
Right, yet another betabuild, but this one is so much closer to the release candidate ;). More seriously, we are quite happy with the current state of the master branch and a lot of important bug fixes have been made since the previous beta 4. For changes since the last betabuild, see the list of commits.
stable, we plan to release betabuilds frequently to have broad testing on the latest fixes and spot any regression. beta 10 with 70 commits made since beta 9 a few days ago. beta 9 and 3.1 This beta is built from commit e930fb9. beta 6 is that the Windows binaries are now properly code signed.
stable, we plan to release betabuilds frequently to have broad testing on the latest fixes and spot any regression. beta 8 with close to 50 commits made since beta 7 a few days ago. beta 7 and 3.1 This beta is built from commit a32b26d. This will be fixed shortly in beta 9. Bug reports.
stable, we plan to release betabuilds frequently to have broad testing on the latest fixes and spot any regression. beta 11 with over 110 commits made since beta 10 a few days ago. beta 10 and 3.1 This beta is built from commit e930fb9. beta 6 is that the Windows binaries are now properly code signed.
After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 As mentioned in the previous post , we're close to the Release Candidate stage and I hesitated to name this build as such. For changes since the last betabuild, see the list of commits.
which is having weekly beta releases (currently beta 8 , beta 9 likely tomorrow). Some of us are also doing significant work to prepare a first beta release of Godot 3.6, stable: 3D: Fix bug in CylinderMesh when computing normals ( GH-67336 ). Navigation: Fix avoidance calculation on NO_THREADS build (e.g.
stable, we plan to release betabuilds frequently to have broad testing on the latest fixes and spot any regression. beta 9 with close to 50 commits made since beta 8 a few days ago. beta 8 and 3.1 This beta is built from commit a5370b1. beta 6 is that the Windows binaries are now properly code signed.
stable, we plan to release betabuilds frequently to have broad testing on the latest fixes and spot any regression. beta 7 with close to 25 commits made since beta 6 a few days ago. beta 6 and 3.1 This beta is built from commit e30ce69. version includes all the new features (and subsequent bugs!)
stable, we plan to release betabuilds frequently to have broad testing on the latest fixes and spot any regression. beta 6 with close to 150 commits made since beta 5 a few days ago. beta 5 and 3.1 This beta is built from commit 30a4723. version includes all the new features (and subsequent bugs!)
We've been hard at work fixing bugs since the Godot 3.1 beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 There were over 600 bugs listed for the 3.1 beta 2 and 3.1 This beta is built from commit a851033. version includes all the new features (and subsequent bugs!)
Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. beta 3 and 3.1 This beta is built from commit 17809ca. version includes all the new features (and subsequent bugs!)
beta 1 , and many high priority bug reports have been fixed since then. We're now publishing a new beta 2 snapshot for testers to work with. beta 1 and 3.1 This beta is built from commit 1efd37f. x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1
After three well-tested and quite stable alpha builds, we're now ready to enter the beta stage for the upcoming Godot 3.2 beta 1 as our next iteration, fixing various issues from previous builds. For changes since the last alpha build, see the list of commits. Mono build (C# support + all the above).
The Mono binaries in this beta appear not to work properly on Windows and macOS, so unless you're running Linux, it is recommended to stay with 3.2 beta 1 or compile from the master branch if you use C#. If you don't use C#, the classical build still works as usual. We published a first betabuild for Godot 3.2
Update 2019-12-21 @ 10:00 UTC: Two packaging issues have been fixed with the Mono builds: The Mono export templates.tpz lacked the Windows and Unix-specific base class libraries, so it was not possible to export Linux/macOS binaries from Windows and the other way around. Mono: Fix class parser bug with 'where T : struct' ( GH-34334 ).
Again close to two weeks since beta 2 , time runs fast! Many fixes have been made in the master branch since then, so it's time for a new build with Godot 3.2 With beta 2, we upgraded Mono to version 6.6.0 beta 1 , or wait for 3.2 beta 4 which should have fixed Mono 6.x development build. Bug reports.
We are taking registrations for the closed beta which is just a few short weeks away. The beta starts in early March (first or second week, depending on how fast we can squash the remaining bugs) and will be running for a few weeks. There are two new guns, two new enemies and more on the way before the beta ships!
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. The only big change is that the classical build for macOS is now a universal binary, with both x86_64 and arm64 architectures included (to support the new ARM-based Apple M1 chip natively).
s development officially entered the beta stage last week, which coincides for us with what we name the feature freeze : from now on, no new features will be merged in the master branch, as the focus will be fully on fixing existing issues to stabilize the current feature set. beta 1 , just one month after the previous alpha 2.
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 We already had two betas , and here's the next round with Godot 3.2.2 Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). stable, which is why we publish this betabuild now.
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