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We have reached the first beta release for the 4.4 This officially marks the start of feature freeze for 4.4. We wont risk merging any new features or risky bug fixes until after we release 4.4 Highlights Many features originally intended for 4.3 New in Beta 1! release cycle. and begin preparing for 4.5.
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. feature release.
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.
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.
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: Make AnimatedSprite’s playback API consistent with AnimationPlayer ( GH-71907 ).
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.
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
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.
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 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.
beta 1 , and many high priority bug reports have been fixed since then. We're now publishing a new beta 2 snapshot for testers to work with. s usability and features. beta 1 and 3.1 This beta is built from commit 1efd37f. version includes all the new features (and subsequent bugs!) beta 2 now bundles mono 5.18
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. version includes all the new features (and subsequent bugs!) The features. features this month ( 2D meshes , 2D skeletons and AnimationTree docs).
release will provide a number of new features which have been backported from the 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.
release will provide a number of new features which have been backported from the 4.0 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.
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. We're now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out.
release, which is already quite feature-packed a mere 3 months after the 3.3 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. Highlights.
release will provide a number of new features which have been backported from the 4.0 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 ).
was released 2 months ago , and some of the major planned features for Godot 3.5 So we're starting the beta testing phase with this already significant set of changes, and we'll have frequent beta builds to polish them for the stable release. All these features have been implemented in the official Git integration plugin.
release will provide a number of new features which have been backported from the 4.0 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.
stable release with a fourth beta snapshot! beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta 4 is a small update with just 83 commits excluding merges, focusing on fixing bugs to stabilize the current feature set for 3.5
stable release with a third beta snapshot! beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This is a big update with close to 350 commits from 82 contributors since the previous beta! We're getting closer to the Godot 3.5 Like with 4.0
stable release with a fifth beta snapshot! beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). We're getting closer to the Godot 3.5 Like with 4.0
beta 1 build was relatively good, and many fixes have been done since, especially to the (still imperfect, but better) tool to convert 2.1 branch, with bug fixes, enhancements, and even some new features. As mentioned in a previous blog post , we plan to continue supporting the 2.1.x x branch for a while - at least until 3.1
was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). C#: Add Visual Studio support ( GH-39784 ). wslay 1.1.1). Bug reports.
beta 2 should be worth the wait! This is a big update with close to 350 commits from 82 contributors since the previous beta! This is a big update with close to 350 commits from 82 contributors since the previous beta! and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ).
Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 The goal between now and the stable release will be to continue polishing the current feature set by fixing bugs and optimizing performance. the sooner we can start the next feature development cycle for 4.1! beta 1 now!
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. We’re now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out.
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
Branch offers all of the benefits of mainline UE4.26, while providing some additional features: Faster ray tracing NVRTX includes a number of improvements to ray tracing performance. World position offset simulation for ray traced instanced static meshes (beta) Allows ambient motion of foliage like trees and grass.
We're working towards finalizing the feature set for 4.0 beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. Same deal as usual, lots of bugs fixed and more refactoring and feature work. While this process is ongoing, we'll keep releasing alpha builds so here's 4.0
UE5’s features and functionality have further expanded to include experimental new features for rendering, animation and simulation. It is applied to all the static meshes on the objects. Testing: Each feature, as well as the mechanics of the game, need to be tested for quality control.
What a year it has been, with the number of Godot submissions in game jams rising to new heights, more people working for the Godot Foundation than ever before , and most industry award shows featuring one if not more games made with Godot. beta 1 release notes. The feature freeze for 3.6 A busy year inside the project as well.
release will provide a number of new features which have been backported from the 4.0 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).
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. is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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. is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ).
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). is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). The upcoming Godot 3.2.2 This new RC 3 build fixes a couple recent regressions.
beta 2 available now), we still cherry-pick important bug fixes to the 3.3 As there is no new feature and only bug fixes, this RC 1 should be as stable as 3.3.2-stable Import: glTF: Fix mesh nodes which are also bones ( GH-49119 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
We expect bugs with the beta, even some regressions which we have seen already, but we are working on fixes to the reported problems to be ready for the 3.2.4 Much like the work we have done with FBX we'd just be repeating work for example with mesh conversion. Fix bugs in the beta phase, we expect them. stable release.
was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). beta 1 and RC 1. Here's a Release Candidate for the upcoming Godot 3.2.3
beta 3 available now), we still cherry-pick important bug fixes to the 3.3 As there is no new feature and only bug fixes, this RC 2 should be as stable as 3.3.2-stable Import: glTF: Fix mesh nodes which are also bones ( GH-49119 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
We have added many new features to the editor (and several to GDScript) in this release which we think will make your use of Godot even better. It is now possible to scale an.obj mesh when importing. and 3.0), and the feature development happens on the master branch which will become the 3.1 Both the itch.io Type icons are back!
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 Core: Revert "Fix ProjectSettings has_setting() when used on a overriden setting with feature tags" ( GH-58859 ). branch for use in production.
is out and it comes fully packed with features and quality of life improvements! Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, x, and at making the existing features more optimized and reliable. After 9 months of development, Godot 3.5
introduces a new boost feature that further reduces latency when a game becomes CPU render thread bound. we’re introducing Trace Analysis; a powerful new GPU Trace feature that provides developers detailed information on where in your frame you should focus on in order to improve your application’s performance. In version 2021.2,
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