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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.
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 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.
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 ).
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. GH-68870 ). Requires.NET SDK 6.0
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.
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. We're now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out.
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. C#: Fix reloading tool scripts in the editor ( GH-52883 ). The upcoming Godot 3.4
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 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ).
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. Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ).
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. Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ).
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 ).
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. Some more features are still being worked on and will be included in future beta builds. was released 2 months ago , and some of the major planned features for Godot 3.5
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 Highlights.
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 Highlights.
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 Like with 4.0
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 ).
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.
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.
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. GH-68870 ). Requires.NET SDK 6.0
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). 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 slow load/save of scenes with many instances of the same script ( GH-49570 ). Import: glTF: Fix mesh nodes which are also bones ( GH-49119 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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 Editor: Fix showing Extend Script option without script attached to the node ( GH-58821 ). branch for use in production. Last month's 3.4.3
is still in beta at this time download the latest beta. Now add a script to the main node and add the following code: extends Spatial onready var ovr_init_config = preload("res://addons/godot_ovrmobile/OvrInitConfig.gdns").new() Whether you are on Windows, macOS or Linux, if your machine runs Godot you can develop for the Quest.
beta 4 available now), we still cherry-pick important bug fixes to the 3.3 Editor: Fix slow load/save of scenes with many instances of the same script ( GH-49570 ). Import: glTF: Fix mesh nodes which are also bones ( GH-49119 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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. GH-64009 ). (
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.
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ). Pull Request, so we're now confident to include it in this beta build for further testing. 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). beta 4 have been renamed in preparation for the addition of GLES3 batching, see this Pull Request ). Pull Request, so we're now confident to include it in this beta build for further testing.
beta 3 available now), we still cherry-pick important bug fixes to the 3.3 Editor: Fix slow load/save of scenes with many instances of the same script ( GH-49570 ). Import: glTF: Fix mesh nodes which are also bones ( GH-49119 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).
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 C#: Fix getting properties state when reloading scripts ( GH-56300 ). GDScript: Clear pending function states when reloading script ( GH-56296 ).
It is now possible to scale an.obj mesh when importing. The editor fails to auto-complete enums from autoloaded external scripts. We released a Beta 1 build a week ago. A Beta 2 build will come in the following days to address the main shortcomings reported in the first beta. This is helpful for CI pipelines.
beta is not far off either. Editor: Fix custom class icon when it inherits from a script ( GH-60536 ). Editor: Fix GridMap cursor showing the wrong mesh ( GH-58624 ). And this is not the long anticipated 3.5, but simply a Godot 3.4.5 maintenance release to fix a handful of issues in the current 3.4 stable branch.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. To help with the common task of accessing specific nodes from scripts, Juan Linietsky ( reduz ) added the concept of "scene unique names" for nodes in the master branch ( GH-60298 ), and Tomasz backported it for 3.5.
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 Editor: Expose ScriptEditor::edit to scripting ( GH-55709 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ).
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 Editor: Expose ScriptEditor::edit to scripting ( GH-55709 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). The whole API is now a lot more flexible than it used to be.
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