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dev 1 and 4.5 dev 2 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 3. You can get the game on Steam and follow the developer on Twitter. Highlights In case you missed them, see the 4.5
Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. To further improve your debugging experience Hendrik introduced a checkbox that allows you to start the profiler automatically when you run your game from the editor and capture valuable profiling data immediately ( GH-96759 ).
dev 1 snapshot, but surely they couldnt follow that up with another flood of anticipated changes, right? dev 1 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 2. 3D: Allow customizing debug color of Path3D ( GH-82321 ).
In this article, it is shown how to use chrome for debugging WebAssmebly files (.wasm) The post Debugging C++ compiled to WebAssembly appeared first on That One Game Dev. wasm) that were produced from C++ through Emscripten.
You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Jump to the Downloads section.
Editor: Add button to keep the debug server open ( GH-69164 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Editor: Fixes and improvements to Search Results dock ( GH-66574 ). Editor: Add Black (OLED) editor theme preset ( GH-67871 ). Requires.NET SDK 6.0
Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Editor: Fix Tab key usage in EditorSpinSlider (and hence inpector) ( GH-71271 ). Requires.NET SDK 6.0
More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. For me to get a new playtest or (more importantly) a dev engine build can take 15-30 minutes. I use Microsoft’s Azure to do cloud compiles of the c++ engine for my new game. Same with the Mac build.
Bonus difficulty if you have to reproduce the bug on a debug build with a low frame rate Silent failure - The bug doesn’t actually trigger any error messages or logs or anything, it just fails silently without a trace Requires multiple players to repro - Happens only on a dedicated server with multiple squads all playing at once!
Rendering: Fix several render issues found while debugging XR ( GH-68102 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Fix cluster_render.glsl failing on some Macs ( GH-67746 ). XR: Add support for OpenGL to OpenXR ( GH-67775 ). Requires.NET SDK 6.0
It isn’t terribly technical, but I don’t have a dev kit at the home office at the moment so you only get some of my old photos of dev kits from my previous employer today. A console dev kit is a lot like a networked computer fused with a game console. Those text interfaces exist so we can access debug commands.
More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. For me to get a new playtest or (more importantly) a dev engine build can take 15-30 minutes. I use Microsoft's Azure to do cloud compiles of the c++ engine for my new game. Same with the Mac build.
Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Editor: Fix Tab key usage in EditorSpinSlider (and hence inpector) ( GH-71271 ). This release is built from commit 3c9bf4bc2.
Some random dev kit trivia: Dev kits can’t play retail games at all. Dev kits have much bigger system specs because we have to be able to run debug builds. Debug builds are much less optimized because of all the debug information that’s kept in memory. Dev kits have more features and better hardware.
Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it’s a “release” or “debug” build. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371. Requires.NET SDK 6.0
Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it's a "release" or "debug" build. The "debug" term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.
Navigation: Add more detailed Navigation debug visualization ( GH-62601 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). As soon as the.NET 6 port is ready to test, it will be included in dev snapshots. Known issues.
From now on dev focus is on release-critical issues that would seriously hamper Godot 3.1's There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. This new release fixes various crash scenarios, as well as a performance regression in the GLES backend.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Official builds now use Mono 6.12.0.102. C#: Re-work solution build output panel ( GH-42547 ). Core: Optimize octree and fix leak ( GH-41123 ).
. > com.android.ide.common.process.ProcessException: C++ build system [build] failed while executing: /Users/me/Library/Android/sdk/ndk/25.1.8937393/ndk-build NDK_PROJECT_PATH=null APP_BUILD_SCRIPT=/Users/me/Dev/my_app/proj.android/app-myapp/jni/Android.mk NDK_APPLICATION_MK=/Users/me/Dev/my_app/proj.android/app-myapp/jni/Application.mk
Navigation: Add debug visuals for GridMap cell edge connections ( GH-64173 ). Web: Re-enable Web exporter in non-dev mode ( GH-65464 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Linux: Fix minimize/maximize not taking effect in X11 ( GH-65107 ).
By then, we had a development kit (called the Dev Tool) that ran Linux and had a sufficiently large hard drive that we could copy PS2 binaries onto and run. One of my coworkers would run an Unreal Tournament dedicated server on his dev tool for team network games after hours. ALT My very first shipped title was for the PS2.
Since then, Hein-Pieter spent some time debugging and fixing our cross-compilation issues. There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. would be on its release. The features.
This new beta 4 adds a new round of bugfixes and enhancements over the previous dev snapshots, as well as some nice new features. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
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. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users.
Our debug logging keeps tabs on everything in terms of milliseconds so we can see how temporally far apart events in the log fire. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
A huge thankyou to Clay John for debugging and fixing so many rendering issues. There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Thanks to @oeleo1 for doing the research, testing and providing patches. would be on its release. The features.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Official builds now use Mono 6.12.0.111. C#: Re-work solution build output panel ( GH-42547 ). Core: Optimize octree and fix leak ( GH-41123 ).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. C#: Official builds now use Mono 6.12.0.111. C#: Re-work solution build output panel ( GH-42547 ). Core: Optimize octree and fix leak ( GH-41123 ).
Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). HTML5: Debug HTTP server refactor with SSL support ( GH-48250 ). Debugger: Automatic remote debugger port assignment ( GH-37067 ). See the full changelog since 3.3-stable
There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.2 would be on its release. The features.
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Core: Add detailed error messages to release builds (used to be debug-only) ( GH-53405 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).
There will still be many fixes and enhancements done before the final release, and we will need your detailed bug reports to debug issues and fix them. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.0 would be on its release.
There will still be many fixes and enhancements done before the final release, and we will need your detailed bug reports to debug issues and fix them. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.0 would be on its release.
2) The macOS release export template (the one in the templates zip is for now a copy of the debug export template). Note: Due to a huge backlog of macOS builds on the buildsystem we use for release binaries, two macOS binaries are missing at the time of this announcement: 1) The Mono-flavoured macOS editor binary.
There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1 would be on its release. The features.
There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.2 would be on its release. The features.
Core: Complain if casting a freed object in a debug session ( GH-51095 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). HTML5: Debug HTTP server refactor with SSL support ( GH-48250 ).
This means that, as the last big game/expansion/deliverable ships and the next one begins development, there will be new devs hired on who will need to ramp up and older devs who hold a lot of tribal knowledge will leave the project (either finding new jobs, getting promoted to management, or transferred to a different project internally).
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