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If you are interested in the latter, please request to join our testing group to get access to pre-release builds. 3D: Fix collision reposition with CSGShape3D ( GH-102286 ). Physics: Jolt: Fix ghost collision issue on dense triangle meshes ( GH-102614 ). See the GitHub issue tracker for a complete list of known bugs.
This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 If you are interested in the latter, please request to join our testing group to get access to pre-release builds. That is: print(1.0)
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. They've been building upon Godot 4.0 Buildsystem: Allow building X11 without Vulkan ( GH-70677 ). since early alpha releases; follow them on Twitter for updates.
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Physics: Fix 2D & 3D Continuous Collision Detection sometimes adjusting velocity too much ( GH-69934 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Bug reports. specifically.
Physics: Implement analytic collision normals ( GH-71447 ). Downloads The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET NET 6 build (C#, GDScript, GDExtension). See the GitHub issue tracker for a list of known bugs in the 4.0 Requires.NET SDK 6.0
Editor: Fix various gradient editor bugs ( GH-70548 ). There are a few known regressions which we’ll aim to address in a later build ( GH-71891 , GH-71913 ). Linux: Include headers for dynamically loaded libraries to simplify build dependencies ( GH-71263 ). NET 6 build (C#, GDScript, GDExtension). emojis) ( GH-71909 ).
randdev: I am using the Physics X as physics backend to build for native android and IOS, and i found out that if both rigidbodies with trigger collider attached, they wont generate trigger events like this document provide here. (it
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. They’ve been building upon Godot 4.0 Buildsystem: Allow building X11 without Vulkan ( GH-70677 ). since early alpha releases; follow them on Twitter for updates.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Build HTML5 templates with threads_enabled=yes to test it. macOS: Add support for the Apple Silicon (ARM64) build target ( GH-39943 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. C#: Fix restore not called when building game projects ( GH-40596 ) [regression fix]. Build HTML5 templates with threads_enabled=yes to test it. Here's a Release Candidate for the upcoming Godot 3.2.3
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Physics: Fix 2D & 3D Continuous Collision Detection sometimes adjusting velocity too much ( GH-69934 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Bug reports. specifically.
With this beta 6 build, there are several recently merged changes that will require heavy testing to be stabilized before 3.2.4-stable: Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. Improved Web editor prototype and AudioWorklet support for multithreaded HTML5 builds.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. The changes new in this build are thus the ones made between RC 1 and RC 3. C#: Fix restore not called when building game projects ( GH-40596 ) [regression fix]. Note: The previous 3.2.3
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. C#: Fix restore not called when building game projects ( GH-40596 ) [regression fix]. Build HTML5 templates with threads_enabled=yes to test it. RichTextLabel: Fix center alignment bug ( GH-40892 ).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. C#: Fix restore not called when building game projects ( GH-40596 ) [regression fix]. Build HTML5 templates with threads_enabled=yes to test it. RichTextLabel: Fix center alignment bug ( GH-40892 ).
RC 2 build: changelog between 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. C#: Fix restore not called when building game projects ( GH-40596 ) [regression fix]. Build HTML5 templates with threads_enabled=yes to test it. A new 3.2.3
While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Same deal as usual, lots of bugs fixed and more refactoring and feature work. This alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. alpha builds. Bug reports. What's new.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. C#: Fix restore not called when building game projects ( GH-40596 ) [regression fix]. Build HTML5 templates with threads_enabled=yes to test it. RichTextLabel: Fix center alignment bug ( GH-40892 ).
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 stable: Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ). Editor: Fix logic for showing tilemap debug collision ( GH-49075 ).
stable release to bring the numerous new features and even more important bug fixes to all Godot users. So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds. Improved Web editor and AudioWorklet support for multithreaded HTML5 builds. Highlights.
Our last testing build was 3.2.4 We still need a good round of testing on this new build to ensure that everything works as we want it before we make this the new stable branch (which will supersede the current 3.2.3 Improved Web editor and AudioWorklet support for multithreaded HTML5 builds. CSG: Various bug fixes.
RC builds yet, now would be a great time to do it to help us ensure everything upgrades smoothly from 3.2.3 Improved Web editor and AudioWorklet support for multithreaded HTML5 builds. macOS ARM64 support in official binaries for Apple M1 chip (only standard build for now). Multiple fixes to one-way collisions.
For macOS, both the standard and Mono editor builds are now signed and notarized ! Improved Web editor and AudioWorklet support for multithreaded HTML5 builds. macOS ARM64 support in official binaries for Apple M1 chip (only standard build for now). Multiple fixes to one-way collisions. stable soon™.
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 As there is no new feature and only bug fixes, this RC 2 should be as stable as 3.3.2-stable Editor: Fix logic for showing tilemap debug collision ( GH-49075 ).
which should soon see a new alpha build. But as a result, it's actually a pretty exciting "maintenance" release with various new features and a great deal of bug fixes. Physics: Add one-way collision to tile-set/tile-map. Physics: Fix one-way-collision detection. Various bug fixes (including some crash fixes).
So it's now time for a RC 2 build to give it another round of testing before the stable release! Note: Only the "standard" build is signed for now.). Improved Web editor and AudioWorklet support for multithreaded HTML5 builds. macOS ARM64 support in official binaries for Apple M1 chip (only classical build for now).
There's one big change for C# users though, which is that the.csproj project definition now uses a more modern format relying on a new Godot.NET.Sdk , which should help solve many build issues. See "known incompatibility" below for advice on what build tool to use instead. RichTextLabel: Fix center alignment bug ( GH-40892 ).
This new RC 2 build should be quite stable and we hope that many Godot 3.2.x stable build. If all goes well, the next build should be 3.2.2-stable. Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x.
iOS: Workaround WebKit/ANGLE shader compilation bug for WebGL 2.0 ( GH-64811 ). Physics: Hack a hot fix for Bullet's collision margin regression ( GH-64875 ). Rendering: Fix multiple ubershader bugs ( GH-64096 ). Mono build (C# support + all the above). Relevant parts of Mono 6.12.0.182 are included in this build.
This new RC 1 build should be quite stable and we hope that many Godot 3.2.x stable build. Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x. Fix for the dangling Variant bug. The upcoming Godot 3.2.2
Edit: Or not, there's a regression for the web editor in this build ( GH-57592 ). This will be fixed in the next build. stable: Android: Fix relative keystore paths on Android exporter with custom build ( GH-56676 ). GridMap: Fix "Convert to MeshLibrary" not respecting collision transforms ( GH-56907 ).
x updates with bug fixes, but also new features as long as they don't require breaking compatibility. x releases, now that we have a fairly mature base to build upon. x), we're going back to a stricter application of semantic versioning and those releases will only contain bug fixes and usability/documentation improvements.
Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Mono build (C# support + all the above). You need to have dotnet CLI or MSBuild installed to use the Mono build.
This new RC 3 build fixes a couple recent regressions. Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). If you find any new issue with this build, especially related to one of the listed big changes, please report it on GitHub , ideally including a minimal project that can be used to reproduce the issue.
So it's now time for a RC 3 build to give it another round of testing before the stable release! Note: Only the "standard" build is signed for now.). Improved Web editor and AudioWorklet support for multithreaded HTML5 builds. macOS ARM64 support in official binaries for Apple M1 chip (only classical build for now).
The debugger can be used in a build and there should not be limitations of a device running the game. Visual Debugger is a tool allowing developers to debug their Godot projects while the application is running in the editor or in a build. There are GPU accelerated particles in Godot, but they don't support collisions.
The reception of beta 1 was surprisingly good – we're happy to see the community tinker with the beta, report bugs and provide feedback on the new features. Many bugs have been fixed in just two weeks, with close to 250 PRs merged , many of which fixed bugs reported by beta testers. NET 6 build (C#, GDScript, GDExtension).
beta 4 available now), we still cherry-pick important bug fixes to the 3.3 in May , there have been a number of bug fixes which are worth including in a new stable release for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. While we're busy working on both the upcoming Godot 4.0
There's still more I want to add over coming days, but there's no reason to delay the publication of the beta 2 builds. macOS: Mono builds are now universal builds with support for both x86_64 and arm64 architectures. Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ). Highlights.
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