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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.
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 ). As always, a bunch of nice rendering fixes!
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ).
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 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.
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: 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
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 ). As always, a bunch of nice rendering fixes!
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 (“Compatibility”) projects without using the command line ( GH-70028 ).
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.
With this beta 6 build, there are several recently merged changes that will require heavy testing to be stabilized before 3.2.4-stable: New dynamic BVH for rendering and the GodotPhysics backends, which should fix some issues and improve performance significantly in games using a high number of dynamic objects. Highlights.
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. Lots of rendering 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. Lots of rendering changes.
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 ). The upcoming 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. 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 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
And on startup, the collider doesn’t change position, but the renderer mesh and character controller move and hit this collider. And added a new element to the collision matrix, which was used to separate the player. I added a collider to the node where the character controller is. I solved my problem like this.
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.
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.
Render Graph The Render Pipeline customization based on Render Graph will be officially available to developers in version 3.8. The documentation for the Render Graph and pipeline customization is not yet ready, please give us more patience, we will provide the complete documentation before the official release of 3.8.
beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. Rendering: Octahedral normal/tangent compression ( GH-60309 ). There will likely be breaking changes between this release and the first beta release. Rendering: Octahedral normal/tangent compression ( GH-60309 ).
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 ). Rendering: Fixed images in black margins ( GH-37475 ). beta 1 and RC 1.
So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds. New dynamic BVH for rendering and the GodotPhysics backends. Multiple fixes to one-way collisions. And there's even more in the works that will be included in future beta builds. Highlights.
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.
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. 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). The upcoming Godot 3.2.2 stable build. stable build.
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). The new 2D batching is only implemented for the GLES2 renderer, so if you use GLES3 you will not be able to benefit from it in this build.
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). 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ).
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 ). Rendering: VisualServer now sorts based on AABB position ( GH-43506 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ).
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 ). GUI: Fix RichTextLabel underline prevents strikethrough from rendering ( GH-56686 ).
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 ). Rendering: Fix invalid read when using LightOccluder2D ( GH-56859 ).
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 ). Rendering: VisualServer now sorts based on AABB position ( GH-43506 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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 ). GUI: Fix RichTextLabel underline prevents strikethrough from rendering ( GH-56686 ).
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 ). Rendering: VisualServer now sorts based on AABB position ( GH-43506 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ).
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 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ).
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 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ).
in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Dynamic BVH for rendering and GodotPhysics. Rendering: Unified 2D batching. More rendering improvements. Physics: Many fixes to one-way collisions.
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