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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. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.
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.
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: Add support for Unicode identifiers in GDScript and Expression ( GH-71676 ).
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 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.
A new social media platform for building and playing multiplayer games has secured $8m in a new funding round. The app – which is currently available in beta form – already boasts 50 games of various genres, and its users have clocked up "over 50m minutes" of in-app voice chats so far. Read more
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 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 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. For changes since the last betabuild, see the list of commits.
As mentioned in the previous post , we're close to the Release Candidate stage and I hesitated to name this build as such. Since there were a number of big changes though I opted for making it another beta, and if all goes well testing it we should have a RC 1 in coming days. Mono build (C# support + all the above). Disclaimer.
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 Our buildsystem implies cross-compiling most platforms from Linux containers, and this worked fine until now, but Mono 6.x
beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed. beta 2 and 3.1 This beta is built from commit a851033. development build. to be like.
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. See the changes between 3.1
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. In particular, this build adds WebXR support for VR games! You can try it live with the online version of the Godot editor updated for this beta. WebXR support for VR games (new in beta 5).
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. Mono build (C# support + all the above). Disclaimer.
This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. In particular, this build adds optional GDNative support to the HTML5 target , on top of the pre-existing optional multithreading support. Additionally, beta 4 adds support for MP3 loading and playback !
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. Mono build (C# support + all the above). Disclaimer.
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. Mono build (C# support + all the above). See the changes between 3.1
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. Highlights.
We already had two betas , and here's the next round with Godot 3.2.2 is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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.
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. beta 2 now bundles mono 5.18 Mono build (C# support + all the above). development build. instead of 5.16.
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). stable, which is why we publish this betabuild now. Yet another snapshot on the way to the feature-packed Godot 3.2.2!
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.
beta 1 development snapshot , it's time for another beta release to bring us closer to the final 3.0 beta 2 today, you can probably assume that 3.0 This release fixes many of the issues that you reported while testing beta 1 , so it should be a lot more stable. Three weeks after our 3.0 Disclaimer. Bug reports.
We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). stable, which is why we publish this betabuild now. After refining our Godot 3.2 Notably, Godot 3.2.2 How to test. Other changes.
Adding to the first beta version from last month ago, we now have even more great features coming in 3.2.4: Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds (new in 3.2.4 And there's even more in the works that will be included in future betabuilds. Bug reports.
This first betabuild 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 betabuilds. Now that we're confident that 3.2.3
Today we are releasing the first beta version of Python for Godot , the GDNative interface that enables you to use the full-blown Python 3 as a scripting language for Godot games. This release ships a recent build of Godot 3.0-alpha alpha (yes, it's a beta based on an alpha.) Who said Godot's only about waiting? and CPython 3.6.1
beta 1 two weeks 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. So here's beta 2! This beta 2 is not only bugfixes though! We released Godot 4.0 Jump to the Downloads section.
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
As expected in the rationale of the original post, this has produced a lot of improvements to the HTML5 export in general, including support for threads, file drag and drop, LTO for smaller and faster builds, low-processor mode with optional lower framerate, and better control over audio output latency and mix rate. Web Editor beta.
is going to add three major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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. Mono build (C# support + all the above). beta 1).
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. Physics: Fixing 2D moving platform logic ( GH-50166 ).
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 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. Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ).
Edit: A new betabuild has been published, dated 2016-07-21. See the changelog since the 2016-07-12 build. We are now pretty happy with the feature set and the overall stability, and therefore provide beta binaries for you to test and report issues/suggest improvements. It's still rough, but it will improve with time.
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 ).
Build HTML5 templates with threads_enabled=yes to test it. macOS: Add support for the Apple Silicon (ARM64) build target ( GH-39943 ). Note: ARM64 binaries are not included in macOS editor or template builds yet. Mono build (C# support + all the above). You need to have MSBuild installed to use the Mono build.
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