This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
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 ). The game is currently being ported to Godot 4.0
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.
beta releases. Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. 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
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 ). The game is currently being ported to 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 ).
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.
beta releases. Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it’s getting very close to the state that we would be happy with. 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.
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.
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 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.
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 ).
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.
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.
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.
Google Play Games on PC Platform Support At this year’s Google IO conference, Google Play Games on PC and the large-screen experience received significant attention as Android platform updates. There are already many well-known Cocos games published on the platform on their own. AGP upgraded to 8.0.2.
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.
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 ). And many more bug fixes and usability enhancements all around the engine!
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 ).
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 ). no longer works in 3.3.3
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! if something that worked fine in 3.4
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 ). please file an issue on GitHub.
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 ). no longer works in 3.3.3
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
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! if something that worked fine in 3.4
In parallel to our work on the upcoming feature releases Godot 3.5 ( with a first beta ) and 4.0 ( now at alpha 3! ), 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. we're now ready to release Godot 3.4.3-stable
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! if something that worked fine in 3.4
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! All users are advised to upgrade to Godot 3.4.2
In parallel to our work on Godot 3.5 ( with a first beta ) and 4.0 ( now at alpha 2! ), 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
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.
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content