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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.
Woah, another beta build already? Well likely do one more beta release the following week, but after that we hope to be gearing up for release candidates. If you havent already, we encourage users who havent engaged with the beta releases to do so and help us catch the last few stragglers. have a look at the highlights for 4.4
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 ).
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 ).
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. Requires.NET SDK 6.0 specifically.
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 ). A lot more GDScript fixes and improvements! 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. 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
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. beta, with the process covered in this devlog. Happy holidays! 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.
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 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 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. Requires.NET SDK 6.0 specifically.
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.
betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version of the engine starts to finally look complete. beta, with the process covered in this devlog. Happy holidays! What’s new.
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.
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
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 ).
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! Shaders: Many improvements backported from master ( GH-56794 ).
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
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
Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. beta 3 and 3.1 This beta is built from commit 17809ca. GH-25839 : Visual Shader compile error with CanvasShaderGLES2 (fixed in master ).
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. Requires.NET SDK 6.0
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
GitHub: shader-graph Preview Basic Structure Preparation Phase Cocos Creator 3.8.2 Community Public Beta Portal( [link] Download Cocos Creator 3.8.2 editor and the shader-graph.zip shader-graph.zip plugin. Click , choose the shader-graph.zip extension file, and import it. Open Cocos Creator 3.8.2
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. Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Highlights.
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 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ).
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. Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ).
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. It also adds a much-requested minimap to GraphEdit , and thus to the VisualScript and Visual Shader editors. You can try it live with the online version of the Godot editor updated for this beta.
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. Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Highlights.
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 ).
We already had two betas , and here's the next round with Godot 3.2.2 stable, which is why we publish this beta build now. Pull Request, so we're now confident to include it in this beta build for further testing. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). beta 3). After refining our Godot 3.2
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. stable, which is why we publish this beta build now. Pull Request, so we're now confident to include it in this beta build for further testing. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). beta 4).
We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 stable, which is why we publish this beta build now. Pull Request, so we're now confident to include it in this beta build for further testing. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ). beta 2).
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 Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201 ). The cover illustration is from CRUEL , a fast run and gun horror shooter with roguelike elements.
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
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.
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 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. Requires.NET SDK 6.0
After several months of waiting ( obligatory joke ) and more importantly of development, the web frontend to Godot's Asset Library finally reached the beta status ! Category: 2D Tools, 3D Tools, Shaders, Materials, Tools, Scripts, Misc, Templates, Projects, Demos (subject to change as we gather community feedback). What does it mean?
This beta prepares the road for the 1.1 Visual Shader Editor (Edit shaders connecting nodes). Largely rewritten 2D engine, with support for: Shaders (Visual and Code). Back-Buffer compositing for shaders that read from screen (allows all sorts of post-processing effects). release, expected sometime in late April.
and prepare the first beta release. But we're not there yet and we'll keep having frequent alpha builds until we're ready to slap the beta label on the engine. Some noteworthy changes in this release: Shader preprocessor support and shader includes. Grouping annotations for shaders ( uniform_group ).
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