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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.
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 ).
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. Requires.NET SDK 6.0 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: 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
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.
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.
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.
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. Requires.NET SDK 6.0 specifically.
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.
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.
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.
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
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 ).
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
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 What is it?
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
To promote collaboration and innovation within the developer community, we have open-sourced the full set of source code for this plugin under the MIT license. GitHub: shader-graph Preview Basic Structure Preparation Phase Cocos Creator 3.8.2 Community Public Beta Portal( [link] Download Cocos Creator 3.8.2
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. We're now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. Requires.NET SDK 6.0
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 ). We're getting closer to the Godot 3.5 Like with 4.0
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. It also adds a much-requested minimap to GraphEdit , and thus to the VisualScript and Visual Shader editors. You can try it live with the online version of the Godot editor updated for this beta.
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 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ).
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 beta build now. Pull Request, so we're now confident to include it in this beta build for further testing. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ).
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: Add support for structs and fragment-to-light varyings ( GH-48075 ). Highlights.
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.
After several months of waiting ( obligatory joke ) and more importantly of development, the web frontend to Godot's Asset Library finally reached the beta status ! People who want to run commercial stores are free to extend on our (obviously open source) web frontend and backend code and to host their own platform that can talk to Godot.
This beta prepares the road for the 1.1 New features include: Rewritten Auto-Completion in the Code-Editor. Visual Shader Editor (Edit shaders connecting nodes). Largely rewritten 2D engine, with support for: Shaders (Visual and Code). After three months of hard work, our first new release is out!
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 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. We’re now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. Requires.NET SDK 6.0
beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. The beta feature freeze will soon lock the API more or less in place, so contributors have been hard at work evaluating and merging or rejecting the last proposals for a more consistent and user-friendly API.
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). beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ). Pull Request, so we're now confident to include it in this beta build for further testing.
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. beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ). The upcoming Godot 3.2.2 stable build.
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ). Pull Request, so we're now confident to include it in this beta build for further testing. The upcoming Godot 3.2.2
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
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
beta 5 available now), we still cherry-pick important bug fixes to the 3.3 Most notably, users of the GDScript LSP in Visual Studio Code have been experiencing crashes in 3.3.3, Rendering: Prevent shaders from generating code before the constructor finishes ( GH-52475 ). releases (with a dev snapshot for 3.4
We're etching closer and closer to the beta stage, things are starting to fall into place! There will likely be breaking changes between this release and the first beta release. Core: Remake ResourceCache thread safety code and API ( GH-62309 ). Same deal as usual, lots of bugs fixed and more refactoring and feature work.
is shaping up nicely in the late beta stage , it's time for a long overdue update to the stable 3.1 Edit 2019-12-04 @ 10:30 UTC: A follow-up regarding HTML5 templates: if you used the "Custom Html Shell" preset option to use your own loading code, you need to update your HTML template as shown in this commit. While Godot 3.2
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
beta 5 available now), we still cherry-pick important bug fixes to the 3.3 Most notably, users of the GDScript LSP in Visual Studio Code have been experiencing crashes in 3.3.3, Rendering: Prevent shaders from generating code before the constructor finishes ( GH-52475 ). releases (with a dev snapshot for 3.4
We recommend using the Time singleton as much as possible so that your code will be forward compatible with 4.0. Asynchronous shader compilation + caching (ubershader). A long awaited improvement to reduce shader compilation stuttering on OpenGL is coming to Godot 3.5, Label3D and TextMesh. courtesy of Pedro J.
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Rendering: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). The main changes coming in Godot 3.5 What is it?
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