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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! Since this is brand new in Beta 1, please test it carefully and report any issues.
As such, you can expect this to be our final beta release of the 4.4 beta 1 , which cover a lot of the changes. This blog post only covers the changes between beta 3 and beta 4. This section covers the most relevant changes made since the beta 3 snapshot , which are largely regression fixes.
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 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ).
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.
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
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. Requires.NET SDK 6.0 specifically.
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 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ).
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 ).
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.
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. Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably.
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.
Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Physics: Allow Area2D and 3D mouse events without collision layer ( GH-40193 ). You need to have MSBuild installed to use the Mono build. Bug reports. no longer works in 3.2.3
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
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. Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).
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. Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Highlights.
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. Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).
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 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).
And added a new element to the collision matrix, which was used to separate the player. And on startup, the collider doesn’t change position, but the renderer mesh and character controller move and hit this collider. I solved my problem like this. I made a child node where I attached the rigidbody and the collider.
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.
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. The beta comes with a work-in-progress conversion tool that does part of the conversion work from 3.x beta 1 now! is set in stone.
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. Requires.NET SDK 6.0 specifically.
Character Controller hit report against triggers opened 04:43PM - 29 Oct 19 UTC closed 08:44AM - 30 Oct 19 UTC ahanganu Hello, I have a small question I can't seem to find a lot of information on. … **Is it normal for character controllers to not report collisions with trigger shapes?** We will consider fixing it in the future.
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. for instructions.
He also finished before the Beta deadline, so his work was just merged and will be present in Godot 3.0. Our 2D physics also has considerably more customization code, such as one way collisions for both kinematic and rigid bodies. Physics should work just like before, and no code should change, except Bullet is being used internally.
is reaching the gold state, it's important to remember that C# support is a young feature and still to be considered at the beta stage. beta 2 with Mono: you might need to delete the mono folder of your Godot user folder, as well as the.mono folder in your project, to remove now-incompatible assemblies. Even though Godot 3.0
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
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.
So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds. Multiple fixes to one-way collisions. And there's even more in the works that will be included in future beta builds. Physics: Fix multiple issues with one-way collisions ( GH-42574 ).
UWP in the master branch) port was updated and is now provided with the export templates, which means that the Windows Store and Xbox One should now be accessible (this port is still at the beta stage though, bug reports welcome). Physics: Add one-way collision to tile-set/tile-map. Physics: Fix one-way-collision detection.
beta 2 available now), we still cherry-pick important bug fixes to the 3.3 Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). While we're busy working on both the upcoming Godot 4.0 releases (with a dev snapshot for 3.4 branch regularly for maintenance releases (see our release policy ).
Many thanks to all the contributors who worked on it, including all testers who tried beta and RC releases to ensure that the 3.4-stable Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). was released earlier this month, and it went fairly smoothly!
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.
beta 4 available now), we still cherry-pick important bug fixes to the 3.3 Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). While we're busy working on both the upcoming Godot 4.0 releases (with a dev snapshot for 3.4 branch regularly for maintenance releases (see our release policy ).
beta 3 available now), we still cherry-pick important bug fixes to the 3.3 Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). While we're busy working on both the upcoming Godot 4.0 releases (with a dev snapshot for 3.4 branch regularly for maintenance releases (see our release policy ).
In parallel to our work on Godot 3.5 ( with a first beta ) and 4.0 ( and finally alpha 1! ), we backport important fixes to the stable 3.4 GridMap: Fix "Convert to MeshLibrary" not respecting collision transforms ( GH-56907 ). branch for use in production. A number of such fixes have been queued since the 3.4.2
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. See Fabio's various progress reports to know more about the rationale, use case and implementation details: first prototype , second prototype , beta version , release candidate , Progressive Web App.
Many thanks to all the contributors who worked on it, including all testers who tried beta and RC releases to ensure that the 3.4-stable Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). was released a month ago, and it went fairly smoothly!
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