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Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. Input Input saw a lot of incremental improvements and polish this dev cycle. New in Beta 1!
dev 1 snapshot, but surely they couldnt follow that up with another flood of anticipated changes, right? You can wishlist the game on Steam and follow the developers on Bluesky. 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.
Rendering: Use separate WorkThreadPool for shader compiler ( GH-103506 ). Support Godot is a non-profit, open source gameengine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community.
at full speed (with a first dev snapshot released last week!), Rendering: Use separate WorkThreadPool for shader compiler ( GH-103506 ). Shaders: Fix 2D instance params crashing using outside of main() ( GH-103348 ). Shaders: 2D: Fix light shader accessing TEXTURE_PIXEL_SIZE ( GH-103617 ). We released Godot 4.4
Shaders: Fix source_color default value ( GH-101642 ). Support Godot is a non-profit, open source gameengine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. if something that worked fine in previous 4.x
Shaders: Fix space transformations in WorldPositionFromDepth visual shader node generation ( GH-100350 ). Support Godot is a non-profit, open source gameengine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community.
Those typically shouldn’t add instability to the engine, but may require doing some changes in your scripts, scenes, and shaders if you were using the affected APIs. Rendering: Properly append global uniform buffer name in gl_compatibility shaders ( GH-72138 ). Rendering: Fix LCD font AA on OpenGL renderer ( GH-72125 ).
Shaders: Fix code generation for ProximityRange node in visual shader ( GH-71760 ). Note that you need to force recompiling your affected visual shaders by doing any change in their graph. Shaders: Clean up shader parameter remap ( GH-71797 ). Shaders: Fix shader include dependency handling ( GH-71878 ).
Rendering: OpenGL: Fix scene shader error when using Omni or Spot but not both ( GH-69901 ). Shaders: Fix the sorting of shader uniforms ( GH-70016 ). Shaders: Optimize code generation of visual shader particles ( GH-69900 ). Shaders: Optimize code generation of visual shader particles ( GH-69900 ).
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 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.
Rendering: Implement CAMERA_VISIBLE_LAYERS as built-in shader variable ( GH-67387 ). Visual Shader: Make custom visual shader nodes automatically updates from script ( GH-69738 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET GH-68870 ).
For shaders, we removed the now-redundant SCREEN_TEXTURE , DEPTH_TEXTURE , and NORMAL_ROUGHNESS_TEXTURE ( GH-70967 ). Note that there’s a helpful error in the shader editor telling you how to port code, but there’s a typo: filter_linear_mipmaps should be filter_linear_mipmap (no ‘s’). As well as many improvements to the documentation.
Visual Shader: Add few improvements for VisualShaderNodeParticleRandomness ( GH-71123 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Only setup depth framebuffer properties when not rendering ReflectionProbes ( GH-71303 ).
Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET XR: Add support for OpenGL to OpenXR ( GH-67775 ).
Editor: Fix node preview crashes after updating visual shader node ( GH-71385 ). Rendering: Properly initialize directional_light_count in RD sky shaders ( GH-71526 ). As well as many improvements to the documentation and several new test suites for the engine. This release is built from commit caacade56.
Rendering: OpenGL: Fix scene shader error when using Omni or Spot but not both ( GH-69901 ). Shaders: Fix the sorting of shader uniforms ( GH-70016 ). Shaders: Optimize code generation of visual shader particles ( GH-69900 ). Shaders: Optimize code generation of visual shader particles ( GH-69900 ).
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 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.
Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Ignore depth draw optimization when using depth draw alpha prepass ( GH-70884 ). specifically.
About shaders. For most game developers, shaders are this scary monster that presents itself with such a complexity that it seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them. Shaders in Godot. Configuration parameters are sent via uniforms.
Visual Shader: Add few improvements for VisualShaderNodeParticleRandomness ( GH-71123 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Only setup depth framebuffer properties when not rendering ReflectionProbes ( GH-71303 ).
Some noteworthy changes in this release: Shader preprocessor support and shader includes. Grouping annotations for shaders ( uniform_group ). Rendering: Force regenerating shader cache when updating Godot ( GH-62848 ). Shaders: Add shader preprocessor and includes support ( GH-62513 ). Known issues.
Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Ignore depth draw optimization when using depth draw alpha prepass ( GH-70884 ). specifically.
Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201 ). Support Godot is a non-profit, open source gameengine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community.
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript).
Rendering: Fix shader compilation error with anisotropy ( GH-58419 ). Visual Shader: Add few more input/output built-ins ( GH-58719 ). Visual Shader: Add varying support ( GH-58750 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript).
Editor: Improvements to shader editor ( GH-63582 ). Shaders: Quality of life Visual Shaders updates ( GH-63999 ). Shaders: Implement custom non-trivial Visual Shader nodes ( GH-64248 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Shaders: Many improvements backported from master ( GH-56794 ). The main changes coming in Godot 3.5 Estébanez ( RandomShaper )!
Shaders: Rename hint_albedo , hint_white / black in shaders ( GH-60803 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). Rendering: Use IGN instead of white noise for sky dithering ( GH-60641 ). This release is built from commit d9daf3869.
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Shaders: Many improvements backported from master ( GH-56794 ). The main changes coming in Godot 3.5 Estébanez ( RandomShaper )!
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Shaders: Many improvements backported from master ( GH-56794 ). The main changes coming in Godot 3.5 Estébanez ( RandomShaper )!
alpha1, users need more content to test with the new 3D engine. Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular gameengines to this format. The surprise, though, is how good this format is for video game asset exchange. Khronos, with glTF 2.0,
Is solving these problems enough for Godot to become a top AA / AAA gameengine? Godot, at its core, is and will always be (by design) a very general purpose gameengine. This mean that the tools provided, while certainly capable, are still game neutral. The answer is “it depends”.
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Shaders: Many improvements backported from master ( GH-56794 ). The main changes coming in Godot 3.5 Estébanez ( RandomShaper )!
Visual Shader: Add _get_func_code / _is_available virtual functions to custom nodes ( GH-57769 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). Rendering: Add sky cover texture for ProceduralSkyMaterial ( GH-58018 ).
Rendering: Various bug fixes to both shaders and the Vulkan setup (including updating to Vulkan SDK 1.3.204 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). GUI: Add an explicit way to remove a theme type ( GH-57973 ).
Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Shaders: Add support for global const arrays ( GH-50889 ). mbedtls 2.16.11, CA root certificates.
Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Shaders: Add support for global const arrays ( GH-50889 ). mbedtls 2.16.11, CA root certificates.
Editor: Refactored shader editor, now a permanent bottom dock with support to edit multiple files ( GH-61459 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension, VisualScript). Core: Remake ResourceCache thread safety code and API ( GH-62309 ).
Visual Shader: Add math operators to node names for easier and simpler searching ( GH-67905 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET Rendering: Fix drawing of 2D primitives in OpenGL3 renderer ( GH-67416 ). This release is built from commit e6751549c.
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Editor: Add multi-caret support to TextEdit (and the script/shader editors) ( GH-61902 ).
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Editor: Add multi-caret support to TextEdit (and the script/shader editors) ( GH-61902 ).
Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Shaders: Add support for global const arrays ( GH-50889 ). API documentation updates.
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