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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.
Users are strongly encouraged to test these beta releases so this process can be as smooth and expedient as possible! beta 1 , which cover a lot of the changes. This blog post only covers the changes between beta 1 and beta 2. Physics: Add debug colours and fills to CollisionPolygon3D ( GH-101810 ).
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!
beta 1 blog post , so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 This section covers changes made since the previous beta 4 snapshot , which are mostly regression fixes, or safe fixes to longstanding issues: Audio: Web: Fix issue when pausing an non-started sample ( GH-102955 ).
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 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.
has been in beta for over two months , and the overall feature completeness, stability and usability have improved a lot during that time. Some big changes in this beta: Android: Enable GLES3 support ( GH-69355 ). GDScript: Loads of follow-up improvements to recent fixes in beta 5 and 6. C#: Tons of improvements! 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 ). As always, a bunch of nice rendering fixes!
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 already had two betas , and here's the next round with Godot 3.2.2 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). stable, which is why we publish this beta build now. 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.
We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). stable, which is why we publish this beta build now. As the GLES3 renderer is being deprecated by Vulkan in Godot 4.0, After refining our Godot 3.2
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. 2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). stable, which is why we publish this beta build now. As the GLES3 renderer is being deprecated by Vulkan in Godot 4.0, Notably, Godot 3.2.2
Again close to two weeks since beta 2 , time runs fast! With beta 2, we upgraded Mono to version 6.6.0 The Mono build for beta 2 did not run properly on Windows, and we are still hard at work trying to solve that together with upstream. beta 1 , or wait for 3.2 beta 4 which should have fixed Mono 6.x x binaries.
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.
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. This update also re-adds UWP templates which we missing in beta 1 and beta 2 due to a temporary buildsystem issue. beta 3, only classical build for now). Highlights. tinyexr 1.0.0,
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Additionally, beta 4 adds support for MP3 loading and playback !
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 new beta 5 comes with 4 weeks' worth of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Moreover, there have been many fixes to features introduced in previous betas, so make sure to test this build and ensure that everything works as you'd want it. see recent devblogs on glTF 2.0
Adding to the first beta version from last month ago, we now have even more great features coming in 3.2.4: And there's even more in the works that will be included in future beta builds. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). YSort: Make rendering order more deterministic ( GH-42375 ).
This first beta build 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 beta builds. beta 1). CSG: Various bug fixes.
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 ).
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. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). The upcoming Godot 3.4
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.
has been in beta for over two months , and the overall feature completeness, stability and usability have improved a lot during that time. Some big changes in this beta: Android: Enable GLES3 support ( GH-69355 ). GDScript: Loads of follow-up improvements to recent fixes in beta 5 and 6. C#: Tons of improvements! What’s new.
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 ).
New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. Hybrid Translucency Another way to do ray traced translucency, with greater compatibility, speed and rendering options. Selectable per instance type.
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.
beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. Some noteworthy changes in this release: Re-enable support for Web exports using the OpenGL 3 / WebGL 2 renderer. Some noteworthy changes in this release: Re-enable support for Web exports using the OpenGL 3 / WebGL 2 renderer.
DLSS Unreal Engine Plugins for UE4.26, UE4.27, and UE5 (beta) ( Download here ) NVIDIA DLSS is a new and improved deep learning neural network that boosts frame rates and generates beautiful, sharp images for your games. It gives you the performance headroom to maximize ray tracing settings and increase output resolution.
Frame Generation uses AI rendering to generate entirely new frames with best-in-class quality and responsiveness. Powered by these three technologies, DLSS 3 enables upwards of 4x performance boosts, providing headroom for next-generation, path-traced rendering. Toggle the Load Debug Overlay option. DLSS 3 for Unreal Engine 5.2
In parallel to our work on the upcoming feature releases Godot 3.5 ( with a second beta ) and 4.0 ( now at alpha 4! ), we backport important fixes to the stable 3.4 Rendering: GLES2: Fix compression on blend shapes ( GH-58838 ). Rendering: GLES2: Fix VersionKey comparison in shader binding ( GH-58855 ). Last month's 3.4.3
RTXDI makes this possible while rendering in real time. Reflex Reflex SDK allows developers to implement a low latency mode that aligns game engine work to complete just-in-time for rendering, eliminating GPU render queue and reducing CPU back pressure. Times Square billboards. Even exploding fireballs. Nsight Perf 2021.1
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 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 ).
We released a first alpha build last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. We thus publish Godot 3.2 Bug reports.
with Vulkan support and many new rendering features and refactoring was already in the pipeline. beta 6 last week. There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. For changes since the last beta build, see the list of commits.
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. And there's even more in the works that will be included in future beta builds. Rendering: New dynamic BVH ( GH-44901 ). Highlights.
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 ).
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 ).
Omniverse is a powerful collaboration tool that enables seamless communication and so much more — providing engines for simulation, ray traced rendering, and AI development to name a few. Explore how Nsight and other NVIDIA Developer Tools allow for optimizing and debugging GPU performance in the Nsight: Developer Tools GDC session.
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