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release Here comes another release of the Godot OpenXR Vendors plugin with plenty of features and bug fixes! Features The StartXR startup script has had a cleanup pass, it now: Properly handles the passthrough system changes in Godot 4.3. OpenXR Vendors plugin 3.1.2 This release of the OpenXR vendors plugin is for Godot 4.3
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 Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. and begin preparing for 4.5.
Chunk tilemap physics The current implementation of TileMapLayer uses individual collision bodies for every single cell, which is extremely wasteful and a likely cause of runtime performance issues for 2D scenes relying on physics. GDScript: Highlight warning lines in Script editor ( GH-102469 ).
3D: Fix collision reposition with CSGShape3D ( GH-102286 ). GDScript: Fix Plugin Scripts load twice on startup ( GH-102535 ). Physics: Jolt: Fix ghost collision issue on dense triangle meshes ( GH-102614 ). something that worked in a previous release is now broken) and significant new bugs introduced by new features.
A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ). Bug reports.
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. Be sure to report anything that stops working as expected in your scripts. Editor: Fix error when dropping script into script editor ( GH-70580 ).
A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ). Bug reports.
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. Be sure to report anything that stops working as expected in your scripts. Editor: Fix error when dropping script into script editor ( GH-70580 ).
Import: Fix group reimport bug affecting AtlasTexture ( GH-68324 ). Physics: Fix collision detection for degenerate capsules ( GH-69657 ). Visual Shader: Make custom visual shader nodes automatically updates from script ( GH-69738 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
Support script global resource name in EditorFileSystem, making Quick Open work with custom resources ( GH-71683 , GH-71687 ). Editor: Fix various gradient editor bugs ( GH-70548 ). Editor: Support script global resource name in EditorFileSystem ( GH-71683 , GH-71687 ). Core: Add range iterator to LocalVector ( GH-70773 ).
Editor: Clean up EditorFileSystem script parsing ( GH-71628 ). Physics: Implement analytic collision normals ( GH-71447 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports As a tester, you are encouraged to open bug reports if you experience issues with this release.
We fixed hundreds of bugs and declared the release freeze , which means that many non critical bugs and enhancements have been moved to the 3.1 We plan to have at least a second RC in the middle of the coming week, fixing some already-known regressions and probably some more important bugs that you will have reported until then.
But as a result, it's actually a pretty exciting "maintenance" release with various new features and a great deal of bug fixes. 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. Support duration.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Bug reports. stb_vorbis 1.20, wslay 1.1.1).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). 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. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). 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. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Bug reports. stb_vorbis 1.20, wslay 1.1.1).
Such maintenance releases focus on fixing bugs and not on integrating new features. release fixes a number of regressions that users reported after the release, as well as various other fixes to pre-existing bugs and usability improvements. Animation: Fix AnimationNode has_filter not being called in scripts ( GH-64560 ).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). RichTextLabel: Fix center alignment bug ( GH-40892 ).
Key Script With our assets prepared, let's dive into implementing the logic. We will start by writing a Key script that will define the behaviour of an individual button for our calculator. Later on, we will wire this from our Display script, to receive and print tokens associated with individual keys. respectively.
We have more regular contributors, a documentation team, a bug triage team and a much larger community! To ease on this, it's possible to make an autoloaded scene or script a singleton variable (accessible at global scope) in the project settings: All this, of course, working together perfectly with code completion. New core features.
Animation: Fix AnimationNode has_filter not being called in scripts ( GH-64560 ). GUI: Expose Tabs set / get_tab_button_icon() to scripting ( GH-64707 ). 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 ).
Same deal as usual, lots of bugs fixed and more refactoring and feature work. Core: Make property_*_revert methods multilevel and expose them for scripting ( GH-64334 ). Particles: Add "Hide on Contact" collision mode to ParticlesMaterial ( GH-61238 ). See the GitHub issue tracker for a list of known bugs in the 4.0
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. Jump to the Downloads section.
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 Editor: Fix slow load/save of scenes with many instances of the same script ( GH-49570 ). Editor: Fix logic for showing tilemap debug collision ( GH-49075 ).
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 Editor: Fix slow load/save of scenes with many instances of the same script ( GH-49570 ). Editor: Fix logic for showing tilemap debug collision ( GH-49075 ).
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). C#: Fix reloading tool scripts in the editor ( GH-52883 ). The upcoming Godot 3.4
Such maintenance releases focus on fixing bugs and not on integrating new features. release fixes a number of regressions that users reported after the release, as well as various other fixes to pre-existing bugs and usability improvements. Animation: Fix AnimationNode has_filter not being called in scripts ( GH-64560 ).
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. Multi-caret support in TextEdit and script editors ( GH-61902 ). 3D: Fix bug in CylinderMesh when computing normals ( GH-67336 ). Core: Expose OS.read_string_from_stdin() to scripting ( GH-65751 ).
In the past two weeks since beta 2, we had over 250 PRs merged , many of which fixed bugs reported by beta testers. Multi-caret support in TextEdit and script editors ( GH-61902 ). 3D: Fix bug in CylinderMesh when computing normals ( GH-67336 ). Core: Expose OS.read_string_from_stdin() to scripting ( GH-65751 ).
x updates with bug fixes, but also new features as long as they don't require breaking compatibility. 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: Many fixes to one-way collisions. For stable branches (e.g.
If you don’t have a proper structure and you decide after 6 months to add a new feature in your game, it can break other features, and then you’ll have to deal with bugs that are hard to solve. An Interface is a container that holds functions that can have parameters but are empty e.g. not implemented inside the Interface itself.
1 – Never leave initialization functions in your script if you’re not using them e.g. if they’re empty. It might not matter if you have 10-20 scripts, but when you have 1000-2000, then it will make a HUGE difference. #2 This is messy and will lead to hard-to-find bugs in the end. So what are they? #1 I might be wrong.
The goal between now and the stable release will be to continue polishing the current feature set by fixing bugs and optimizing performance. We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0, We ask that everyone join us in that – the sooner we fix the blocking bugs and release 4.0,
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