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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.
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 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.
We already had two betas , and here's the next round with Godot 3.2.2 While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable, which is why we publish this beta build now. Other changes.
We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable, which is why we publish this beta build now.
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Notably, Godot 3.2.2 The fix made in the 3.2
stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. beta 8 with close to 50 commits made since beta 7 a few days ago. beta 7 and 3.1 This beta is built from commit a32b26d. This will be fixed shortly in beta 9. So we're now publishing Godot 3.1
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
beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 beta 2 and 3.1 This beta is built from commit a851033. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1 to be like. Contrarily to our 3.0.x
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. Now that we're confident that 3.2.3 Bug reports.
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.
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 ). beta 2). branch for the upcoming Godot 3.2.4.
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 ! and included in this beta are: Android App Bundle and subview embedding support. Optional GDNative support for HTML5 (new in beta 4).
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. and included in this beta are: Android App Bundle and subview embedding support. branch, the current stable 3.2
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 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 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ).
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: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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.
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. 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). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues.
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.
After over one year of work, 5 alpha releases, 11 betas and 7000 commits by close to 500 contributors, we're finally ready to wrap up the 3.1 After the two-month beta phase that we had with 11 releases and hundreds of bug fixes, the path to the stable release should be quite short. beta 11 and 3.1 It does not mean that the 3.1
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Debugging: Many improvements to the editor's debugger and display of complex types. Core: Use libsquish to decompress DXT textures. Highlights.
Nsight Graphics Nsight Graphics is a standalone developer tool that enables you to debug, profile, and export frames built with DirectX12, Vulkan, OpenGL, and OpenVR. All of the powerful debugging and profiling features in Nsight Graphics are available for realtime ray tracing, which includes support for DXR and Vulkan Ray Tracing.
So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds. 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 ). Highlights.
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: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). While we're busy working on both the upcoming Godot 4.0 releases (with a dev snapshot for 3.4
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 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). While we're busy working on both the upcoming Godot 4.0 releases (with a dev snapshot for 3.4
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: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). While we're busy working on both the upcoming Godot 4.0 releases (with a dev snapshot for 3.4
Raise errors when accessing deleted objects in debug. 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. Raise errors when accessing deleted objects in debug. New CPU lightmapper.
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