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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.
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. What's new.
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.
alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 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! Between biweekly 4.0
stable release with a fourth beta snapshot! alpha builds , we're trying to release 3.5 betabuilds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. The previous beta 3 introduced a brand new Android editor port! We're getting closer to the Godot 3.5
stable release with a third beta snapshot! alpha builds , we're trying to release 3.5 betabuilds 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! Like with 4.0
We already had two betas , and here's the next round with Godot 3.2.2 stable, which is why we publish this betabuild now. If you find any new issue with this build, especially related to one of the listed big changes, please report it on GitHub , ideally including a minimal project that can be used to reproduce the issue.
beta 1 one month ago! 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. We’re now at beta 3, making good progress on fixing the issues that testers are reporting. We released Godot 4.0 Major changes.
beta 1 one month ago! 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. We're now at beta 3, making good progress on fixing the issues that testers are reporting. We released Godot 4.0
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. stable, which is why we publish this betabuild now. It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x. Yet another snapshot on the way to the feature-packed Godot 3.2.2!
stable release with a fifth beta snapshot! alpha builds , we're trying to release 3.5 betabuilds 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 ).
We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 stable, which is why we publish this betabuild now. It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x. After refining our Godot 3.2 Notably, Godot 3.2.2 How to test. The fix made in the 3.2
We had a beta 2 build ten days ago , and a number of issues have since been found and fixed, so it's time for Godot 3.4 If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 2 and beta 3. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
beta 2 , even though we never had a formal beta 1 announcement on this blog. beta 1 is available for download for comparison purposes, but since it had a major regression on C# support on Windows , I skipped its blog post. and included in this beta are: Animation: Add animation "reset" track feature ( GH-44558 ).
This beta 4 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 3 and beta 4. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
This beta 5 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 4 and beta 5 ( part 1 , part 2 ). Highlights. The main changes coming in Godot 3.4
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. Core: Promote object validity checks to release builds ( GH-51796 ).
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 beta just yet as we expect the engine to be unstable until we have more testing done. beta 1 now! It has been a long road to 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. What’s new.
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. This new RC 2 build should be quite stable and we hope that many Godot 3.2.x stable build. This new RC 2 build should be quite stable and we hope that many Godot 3.2.x stable build. Notably, Godot 3.2.2
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate. This new RC 1 build should be quite stable and we hope that many Godot 3.2.x stable build. The upcoming Godot 3.2.2 Notably, Godot 3.2.2
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots and two release candidates (RC). This new RC 3 build fixes a couple recent regressions. It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x. The upcoming Godot 3.2.2 How to test.
beta 1 release notes. Of Life and Land Build your own settlements in Of Life and Land and experience different maps, scenarios, and rich simulations. Build relationships, play minigames, use social media, and most importantly: solve the mystery at hand. The closest we can feasibly get are the Godot 4.3 The feature freeze for 3.6
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Note that builds are currently not signed, so you will get a warning on install.
With this first Release Candidate , we completely freezes feature development, and comes after a long series of betabuilds to fix a number of bugs reported against previous builds (as well as against previous stable branches). Core: Promote object validity checks to release builds ( GH-51796 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. From now on you'll find APK builds of the Android editor on our Download page !
x releases, now that we have a fairly mature base to build upon. macOS: ARM64 build, code signing. Building upon the initial prototype , we've now reached a state where we're happy to release the Web editor in sync with the native version, so you can find the latest stable version on editor.godotengine.org. iOS: New plugin API.
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