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Weve been keeping busy these past two weeks squashing the bugs that cropped up in 4.4 feature freeze, so our energy has been focused on addressing any new regressions or the aforementioned bugs. Were still aiming for a release sometime next month, but that all depends on how effectively new bugs get reported during this period.
Beta 10 will be the last dev snapshot of the year 2022, as a lot of our contributors will no doubt be slowing down for the end of year celebrations and some quality family time. Thank you for being an integral part of the dev process with your rigorous testing and timely reports! Bug reports. Requires.NET SDK 6.0 specifically.
Core: Fix polygon generation in BitMap ( GH-68732 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Core: Fix Image rotate_90 / rotate_180 methods ( GH-64284 ).
If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Bug reports.
Beta 10 will be the last dev snapshot of the year 2022, as a lot of our contributors will no doubt be slowing down for the end of year celebrations and some quality family time. Thank you for being an integral part of the dev process with your rigorous testing and timely reports! Bug reports. Requires.NET SDK 6.0 specifically.
This is a bug and should be solved eventually (so that you can --export-debug or --export-release directly from a Git checkout without.godot folder). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.
If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Bug reports.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Bug reports. x no longer works in 3.5
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 Anything behind the polygon will be culled from view. Bug reports.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta adds what should be the last batch of new features (together with a lot of bug fixes, as that's our focus at this stage), with scene unique node names and the new SceneTreeTween backported from Godot 4.0.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Bug reports. Like with 4.0 beta 3).
2D Shadows with Polygonal Occluders. New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc. Navigation Polygons can be edited visually and combined, disabled, etc. Large amount of bug fixes and smaller improvements. 2D Materials.
But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. As there is no new feature and only bug fixes, this RC 2 should be as stable as 3.3-stable
Core: Fix polygon generation in BitMap ( GH-68732 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Core: Fix Image rotate_90 / rotate_180 methods ( GH-64284 ).
After many months of hard work (and many more of bug fixing), Godot 1.1 2D Shadows with Polygonal Occluders. New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc. Large amount of bug fixes and smaller improvements. 2D Materials.
But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. As there is no new feature and only bug fixes, this RC 1 should be as stable as 3.3-stable
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. Thirdparty library updates (mbedtls 2.16.7,
But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. We released Godot 3.3 a few weeks ago , and feedback so far has been pretty good!
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. Thirdparty library updates (mbedtls 2.16.7,
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. RichTextLabel: Fix center alignment bug ( GH-40892 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine!
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. RichTextLabel: Fix center alignment bug ( GH-40892 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine!
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. RichTextLabel: Fix center alignment bug ( GH-40892 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine!
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! Bug reports. Thirdparty library updates (mbedtls 2.16.7,
They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x Each rectangle, polygon, line, etc., While Juan ( reduz ) has been busily working on Vulkan, the rest of the rendering team have not been idle. Soon we will be migrating this work to the 4.0 How it works.
add polygon and GUI primitive rendering. add polygon and GUI primitive rendering. As written about in a past dev-blog, the Godot shader language got reworked completely for the 3.0 While the initial implementation had a fatal bug, it helped uncover a more hidden bug that caused problems in the editor UI later on.
This RC 3 fixes a number of recent regressions and older bugs. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Be sure to test them and report any bug or inconvenience with the implementation. Bug reports.
This RC 4 fixes a number of recent regressions and older bugs. Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Bug reports.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Bug reports.
RichTextLabel: Fix center alignment bug ( GH-40892 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). And many more bug fixes and usability enhancements all around the engine! If you notice any mapping issue, please file a bug report. Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ).
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, Since then, smix8 has taken over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ) and lawnjelly. Early adopters of 3.5
A button has been added to the debugger to copy the error messages, useful for pasting them in bug reports or other community platforms. Here are some of the more visible bugs fixed in this release. Known bugs in Godot 3.0.1. TextureProgress causes a bad polygon error when the progress percentage is between 62 and 99.
You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Be sure to test them and report any bug or inconvenience with the implementation. Bug reports. This should show up initially as a quad. x no longer works in this 3.5
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Bug reports.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Bug reports.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Bug reports.
Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ). You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Bug reports.
Most drivers are outright full of bugs, which translates directly to crashes that don't make any sense. Support for 2D meshes, 2D skeletons, and deformable polygons. This segment is not decreasing fast enough and it seems it will be many years until all devices are fully 3.0 on Android. For now, we will keep focus on releasing Godot 3.1
We have more regular contributors, a documentation team, a bug triage team and a much larger community! This is helpful in production games, as unexpected bugs that might commonly cause a crash will not make it fail. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time.
release, we decided to take the chance to look at our long list of features and bug fixes that could not be implemented because it involved breaking compatibility. It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do.
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