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Develop your 2D & 3D games, cross-platform projects, or even XR ideas!
Develop your 2D & 3D games, cross-platform projects, or even XR ideas!
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GODOTENGINE.ORGDev snapshot: Godot 4.5 dev 1That's not my Neighbor A game by Nachosama GamesDev snapshot: Godot 4.5 dev 1By: Thaddeus Crews20 March 2025Pre-releaseOur first development snapshot for 4.5 has arrived! As is often the case following a feature-freeze, several quality PRs were finally released from the collective backlog, as merging them at the time would’ve been too much of a risk. In truth, the quantity has been so great that we could’ve gotten away with releasing a snapshot a week ago! However, we found it worth our time to hold out and get as many contributions integrated as possible, as a way of thanking those who’ve been so patient in waiting for their contributions to see the light of day.A significant chunk of the changes in this release are bugfixes, the majority of which you will be see backported to 4.4 in a 4.4.1-stable release next week! As such, we encourage testing this build in order to ensure a smooth release for both versions. Granted, as this is a pre-release, the bugfixes aren’t the only additions; the usual safety precautions that come with such an environment should be taken. Even though we prepare these snapshots such that they’re suitable for general testing, backups and/or version control are recommended to prevent the loss of data.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from That’s not my Neighbor, where you take the role of a doorman ensuring the safety of your apartment complex from a mysterious surge of doppelgangers. Developed by Nachosama Games, the game was recently released on Steam.Highlights“Mute Game” togglePreviously, if a developer wished to mute the audio while testing in the editor, they had to either use the operating system’s builtin tools for sound or outright pause/close their work. Malcolm Anderson sought a more streamlined solution, and integrated a new toggle on the Game view (GH-99555). Now if developers wish to halt/restore audio output entirely, it’s just one click away!Drop preload Resources as UIDWith UID support being a part of the engine as of 4.4—read more about them here—we’ve enabled further optimizations via their integration with core components. However, as this is a new change, there’s still a few areas that have been lagging behind on support. In particular: preloaded resources lacked the ability to be loaded as UID if dragged. Tomasz Chabora has rectified this limitation in GH-99094, and you’ll find plenty more like this in our curated selection below.Allow selecting multiple remote nodes at runtimeA long-awaited QOL addition to the editor experience has finally arrived! Thanks to Michael Alexsander, developers now have the ability to select multiple nodes in a runtime context! Check out their pull request GH-99680 for more information on how this was integrated.Chunk tilemap physicsThe 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. Gilles Roudière took to entirely reworking this system in GH-102662, ensuring that cells take every possible opportunity.And more!There are too many exciting changes to list them all here, but here’s a curated selection:2D: Improve usability of Camera2D (GH-101427).3D: Fix Camera3D gizmo representation to accurately reflect FOV (GH-101884).3D: Use physical keys for the Q/W/E/R editor shortcuts (GH-103533).Animation: Support hiding functions calls in Method Tracks (GH-96421).Core: Add scene_changed signal to SceneTree (GH-102986).Core: Add DDS image load and save functionality (GH-101994).Core: Don’t duplicate internal nodes (GH-89442).Core: Implement get_size and get_access_time methods to FileAccess (GH-83538).Debugger: Allow locating VRAM resource by double-clicking (GH-103949).Documentation: Overhaul Node3D documentation (GH-87440).Editor: Add option to copy a file’s name in the FileSystem dock (GH-96536).Editor: Allow ignoring debugger error breaks (GH-77015).Editor: Don’t save unnecessarily with save_before_running (GH-90034).Editor: Improve drag and drop into array property editors (GH-102534).Editor: Replace UID and Surface upgrade tools with universal one (GH-103044).Export: Android: Convert compress_native_libraries to a basic export option (GH-104301).GDExtension: Include precision in extension_api.json (GH-103137).GDScript: Highlight warning lines in Script editor (GH-102469).GUI: Implement properties that can recursively disable child controls’ FocusMode and MouseFilter (GH-97495).GUI: Improve ColorPicker picker shape keyboard and joypad accessibility (GH-99374).Import: Use UID in addition to path for extracted meshes, materials and animations (GH-100786).Particles: Add emission shape gizmos to Particles2D (GH-102249).Particles: Fix particle jitter when scene tree is paused (GH-95912).Porting: Android: Add linux-bionic RID export option (GH-97908).Porting: Android: Add a TouchActionsPanel to editor (GH-100339).Porting: Android: Enable support for volume button events (GH-102984).Porting: Linux: Implement native color picker (GH-101546).Porting: macOS/iOS: Ensure only one axis change event is produced during single process_joypads() call (GH-104314).Porting: Windows: Remove visible WINDOW_MODE_FULLSCREEN border by setting window region (GH-88852).Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D (GH-103889).Rendering: Optimize _fill_instance_data function in Forward+ renderer (GH-103547).Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer (GH-103794).Rendering: Update ViewportTexture path relative to its local scene instead of the Viewport owner (GH-97861).Rendering: Use lower shadow normal bias for distant directional shadow splits (GH-60178).Rendering: Use separate WorkThreadPool for shader compiler (GH-103506).Scripting: Fix script docs not being searchable without manually recompiling scripts (GH-95821).Changelog121 contributors submitted 403 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-stable.This release is built from commit 97241ffea.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesThere are currently no known issues introduced by this release.With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine 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. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now0 التعليقات 0 المشاركات 19 مشاهدةالرجاء تسجيل الدخول , للأعجاب والمشاركة والتعليق على هذا!
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GODOTENGINE.ORGRelease candidate: Godot 4.4.1 RC 2Haulin' Oats A game by Gramps GamesRelease candidate: Godot 4.4.1 RC 2By: Rémi Verschelde21 March 2025Pre-releaseWe released Godot 4.4 in early March and we are delighted to see the reception, with so many users upgrading to it on day 1 and sharing their favorite new changes on social media! If you haven’t seen the 4.4 release page, it’s well worth a read!Since then, we’ve started the development phase for Godot 4.5 at full speed (with a first dev snapshot released yesterday!), but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.After a first 4.4.1-rc1 snapshot last week, we decided to make a second release candidate as a few more critical bugs had fixes available to backport. Please test it if you can and report any new issue that was not present in 4.4-stable, as we want to ensure we don’t introduce new regressions in this hotfix release.Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Please, consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The illustration picture for this article comes from Haulin’ Oats, a board game about truck driving, the US highways, and oatmeal (?!), which was recently released in version 1.0 on Steam. It is developed by Gramps Garcia, the tireless maintainer of the popular GodotSteam integration for the Steamworks SDK.What’s new21 contributors submitted around 39 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4.1-rc1 snapshot. You can also review all changes included in 4.4.1 compared to the 4.4 release.Below are the most notable changes in this second release candidate (with critical fixes highlighted in bold):3D: Fix RemoteTransform3D to always use global rotation if use_global_coordinates is true (GH-97498).Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D (GH-103921).Animation: Fix rest translation space in LookAtModifier3D (GH-104217).Core: Use single RNG instance for FileAccessEncrypted IV generation (GH-103415).Editor: Make EditorProperty and its child EditorProperty behave like sibling nodes when handling mouse events (GH-103316).Editor: Create .uid files for detected new files (GH-104248).Editor: Change root node transform warning to only show up for position (GH-104331).Editor: Fix use after free in the editor inspector section cleanup (GH-104362).Export: Android: Convert compress_native_libraries to a basic export option (GH-104301).GDScript: Fix head class range to include class_name (GH-104114).GDScript: Add clearing of static_gdscript_cache to GDScriptCache (GH-104281).GUI: Fix error when embedded popup is closed while resizing (GH-102504).GUI: Label: Fix min. size calculation counting extra spacing twice (GH-103728).Import: Force multiple of 4 sizes for Betsy compressor (GH-104275).Import: Fix crash when reimporting nested gltf scenes (GH-104384).Input: macOS/iOS: Ensure only one axis change event is produced during single process_joypads() call (GH-104314).Physics: Fix interpolation in XR (GH-103233).Physics: Fix ConcavePolygonShape3D always enabling backface_collision when using Jolt Physics (GH-104310).Plugin: JavaClassWrapper: Fix mistake in last fix for org.godotengine.godot.Dictionary conversion (GH-104156).Porting: macOS: Fix editor loading crash on native menu click (GH-103892).Porting: macOS: Update mouse-entered state when subwindow closes (GH-104328).Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc (GH-104154).Rendering: Fix Metal handling of cube textures; assert equal dimensions (GH-104341).XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV (GH-104249).This release is built from commit abef5e0d2.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesThere are currently no known issues introduced by this release.With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine 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. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now0 التعليقات 0 المشاركات 8 مشاهدة
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GODOTENGINE.ORGMaintenance release: Godot 4.4.1Psycho Patrol R A game by Consumer SoftproductsMaintenance release: Godot 4.4.1By: Rémi Verschelde26 March 2025ReleaseWe released Godot 4.4 in early March and we are delighted to see the reception, with so many users upgrading to it on day one and sharing their favorite new changes on social media! If you haven’t seen the 4.4 release page, it’s well worth a read!Since then, we’ve started the development phase for Godot 4.5 at full speed (with a first dev snapshot released last week!), but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.See below for a list of the most relevant changes. This release includes fixes to security vulnerabilities in the mbedTLS third-party library, so we strongly recommend updating for any game using networking functionality.Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Please, consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.Godot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationThe illustration picture for this article comes from Psycho Patrol R, a FPS/mecha hybrid europolice sim, which was recently released in Early Access on Steam. It is developed by Consumer Softproducts, known for their previous Godot hit Cruelty Squad.Changes58 contributors submitted around 125 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4 release.Below are some of the most notable changes (with critical fixes highlighted in bold):3D: Fix RemoteTransform3D to always use global rotation if use_global_coordinates is true (GH-97498).Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D (GH-103921).Animation: Fix missing process_state error in blend spaces (GH-104018).Animation: Fix rest translation space in LookAtModifier3D (GH-104217).Audio: Set interactive music streams as meta streams (GH-104054).Audio: Fix AudioEffectPitchShift issues when pitch_scale is set to 1 (GH-104090).Buildsystem: Android: Fix build with disable_3d (GH-103523).C#: Use ObjectID when converting Variant to GodotObject (GH-98034).C#: Skip re-saving .csproj when TFM is unchanged (GH-103714).Core: Use single RNG instance for FileAccessEncrypted IV generation (GH-103415).Core: Fix Invalid Task ID errors in ResourceLoader (GH-104060).Editor: Fix copying a Node with a signal potentially resulting in an editor crash (GH-96372).Editor: Make EditorProperty and its child EditorProperty behave like sibling nodes when handling mouse events (GH-103316).Editor: Fix TextEdit scrolls wrong on text selection (GH-103410).Editor: Update script modified times when saved in EditorNode (GH-103695).Editor: Fix ownership when pasting non root with child nodes in new scene (GH-103769).Editor: Create .uid files for detected new files (GH-104248).Editor: Fix editor crash when inspecting 2 objects handled by the same plugin (GH-104296).Editor: Change root node transform warning to only show up for position (GH-104331).Export: iOS: Restore one-click deploy device enumeration using Xcode (GH-103590).Export: Android: Convert compress_native_libraries to a basic export option (GH-104301).GDExtension: Correctly register editor-only OpenXR* classes’ api_type (GH-103869).GDScript: Fix head class range to include class_name (GH-104114).GDScript: Add clearing of static_gdscript_cache to GDScriptCache (GH-104281).GUI: Fix Tree keyboard navigation in RTL direction (GH-102865).GUI: Fix changed signal emission in Curve::set_point_offset (GH-96296).GUI: Fix spinbox decimal issues when update_on_text_changed = true (GH-100684).GUI: Fix error when embedded popup is closed while resizing (GH-102504).GUI: VideoStreamPlayer: Stop video on exit tree (GH-103396).GUI: Use Viewport’s default texture filter/repeat in GUI tooltips (GH-103636).GUI: Label: Fix min. size calculation counting extra spacing twice (GH-103728).Import: Fix headless import always emits errors (GH-103403).Import: BasisUniversal: Ensure ASTC’s HDR variant is supported when transcoding (GH-103766).Import: ResourceLoader: Do not wait for the main thread during initial reimport (GH-104013).Import: Force multiple of 4 sizes for Betsy compressor (GH-104275).Import: Fix crash when reimporting nested gltf scenes (GH-104384).Input: Fix Android mouse capture issues (GH-103413).Input: macOS/iOS: Ensure only one axis change event is produced during single process_joypads() call (GH-104314).Navigation: Make NavigationLink3D properly update on visibility change (GH-103588).Particles: Fix particle jitter when scene tree is paused (GH-95912).Particles: Fix GPU particles not emitting at some configured rates when scale curve is zero (GH-103121).Physics: Fix interpolation in XR (GH-103233).Physics: Fix broken negative scaling when using Jolt Physics (GH-103440).Physics: Fix ConcavePolygonShape3D always enabling backface_collision when using Jolt Physics (GH-104310).Physics: Fix shape always being zero with get_rest_info when using Jolt Physics (GH-104599).Plugin: JavaClassWrapper: Improve handling of typed array arguments (GH-102817).Plugin: JavaClassWrapper: Fix converting returned arrays to Godot types (GH-103375).Plugin: JavaClassWrapper: Fix conversion to/from org.godotengine.godot.Dictionary that regressed (GH-103733, GH-104156).Porting: Linux: X11: Fix check for is_maximized to require both horizontal and vertical (GH-103526).Porting: Linux: Offload RenderingDevice creation test to subprocess (GH-103560).Porting: macOS: Swap Nintendo face buttons (GH-103661).Porting: macOS: Update mouse-entered state when subwindow closes (GH-104328).Porting: Windows: Fix get_modified_time on locked files (GH-103622).Porting: Windows: Use more efficient sleep approach when low-processor mode is enabled (GH-103773).Rendering: Add ASTC HDR format variants (GH-102777).Rendering: Fix voxelizer normals (GH-102893).Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer (GH-102908).Rendering: Fix uninitialized value in Tonemap (GH-103092).Rendering: Use separate WorkThreadPool for shader compiler (GH-103506).Rendering: Fix incorrect parameters passed to VMA (GH-103730).Rendering: MetalFX: Change fallback behavior (GH-103792).Rendering: Fix GLES3 gaussian_blur mipmap setup (GH-103878).Rendering: CPUParticles2D: Fix physics interpolation after entering tree with emitting = false (GH-103966).Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc (GH-104154).Rendering: Fix Metal handling of cube textures; assert equal dimensions (GH-104341).Rendering: Disable broken Vulkan layers before running RenderingDevice tests (GH-104572).Shaders: Fix 2D instance params crashing using outside of main() (GH-103348).Shaders: 2D: Fix light shader accessing TEXTURE_PIXEL_SIZE (GH-103617).Thirdparty: Theora: Fix YUV422/444 to RGB conversion (GH-102859).Thirdparty: Update to latest version of Swappy (GH-103409).Thirdparty: mbedTLS: Update to version 3.6.3 (security fix) (GH-104562).XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV (GH-104249).Known incompatibilitiesAs of now, there are no known incompatibilities with the previous Godot 4.4 release. We encourage all users to upgrade to 4.4.1.If you experience any unexpected behavior change in your projects after upgrading to 4.4.1, please file an issue on GitHub.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine 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. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now0 التعليقات 0 المشاركات 15 مشاهدة
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GODOTENGINE.ORGGodot XR update - March 2025Godot XR Gamejam III logoGodot XR update - March 2025By: Bastiaan Olij28 March 2025Progress ReportIn the second half of February 2025, the Godot XR Community held their latest Godot XR Game Jam. It was organised by Bastiaan Olij and Malcolm Nixon acting in their roles as representatives of the general Godot XR Community.This was a week-long event in which developers had to create an XR application using the theme “Enchanted”. XR has great potential on this topic, whether you interpret this as physical spell casting, a magical environment, or something else, and the entries did not disappoint.Compared to our previous game jam, we went from 26 entries and 283 ratings to 27 entries and 290 ratings. Not a great jump, however we had 125 people join this game jam compared to 77 in our previous jam. Based on feedback we’ve received on our Discord channel, the main reason the higher participation did not translate to more entries was due to a number of participants not finishing their entry in time. We’ve had overwhelmingly positive feedback on the experience with many new developers becoming active members in our XR community.While subjective, the overall quality of the entries seems to have been a lot higher than the previous jam so we are really looking forward to what the future will bring.Top 5Let’s take a closer look at the top 5 entries!No 5. SyneedSyneed by Hiina ranked 5th with 13 ratings (Score: 3.705).Our fifth place entry is a puzzle game where you need to manipulate a stream of particles using attractors. By adjusting these within the world, the trajectory of the particles changes and you can guide them past a number of stars. The goal is for the particle stream to touch all stars.No 4. Keziah’s HouseKeziah’s House by Warping Realities VR ranked 4th with 12 ratings (Score: 3.764).Our fourth place goes to this great escape room game. You find yourself waking up trapped in a derelict old house. Solve puzzles while casting magic spells to find your way out.No 3. The Chant of CthulhuThe Chant of Cthulhu by Copper Tunic ranked 3rd with 12 ratings (Score: 3.833).Our third place is a horror karaoke game. You need to sing out loud the chants given and as you do so, more and more “clones” are created that repeat your words. As everything reaches a crescendo, you summon the monsters of the deep. All within a church environment that fits the concept well. Very good use of recording and sound and with a freeplay mode you can extend the fun by manually placing clones that sing out your recorded song.No 2. EZ EnchantsEZ Enchants by Dragon1Freak ranked 2nd with 12 ratings (Score: 3.931).Our runner-up is a fun little crafting game. As customers walk past your little magic store, they ask you to enchant different objects. You have to perform different actions according to the customer’s wishes, all within a time limit. A very polished, good looking entry that is fun to play!No 1. Your Hand Is A Dragon (XR)Your Hand Is A Dragon (XR) by Andyman404 ranked 1st with 10 ratings (Score: 4.020).Our winning entry is a very distinct game, as we’ve come to expect from Andyman404. You play as a dragon that attacks fortresses manned by knights. What makes it unique is that you control the dragon with your hand as if it is a sockpuppet, while simultaneously roaring out loud to make the dragon breathe fire. It’s especially impressive as Andyman404 only had 3 days to dedicate to this entry.Other entriesMalcolm Nixon created the below video on his YouTube channel that shows off the top 5 games and highlights many of the other entries. It is well worth a watch to get an impression of the entries that were submitted.The next Godot XR Community game jamThe next jam will likely be in August or September of this year. Communication around the game jam has moved to the newly created Godot XR Community itch.io page, so be sure to follow that account. Join the Godot XR Community in the XR channel on Godot’s official Discord server if you’re interested in using Godot to develop XR projects.0 التعليقات 0 المشاركات 15 مشاهدة
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GODOTENGINE.ORGDev snapshot: Godot 4.5 dev 2Fortune Avenue A game by Binogure StudioDev snapshot: Godot 4.5 dev 2By: Thaddeus Crews8 April 2025Pre-releaseWith the 4.4 release a little over a month ago, one might’ve expected content updates to trickle out slowly for our initial 4.5 development snapshots. …Well, maybe not after seeing the 4.5 dev 1 snapshot, but surely they couldn’t follow that up with another flood of anticipated changes, right?You fools. You underestimate the passion of our community yet again, as 250 improvements are ready to roll for this snapshot. What’s more is that, unlike last time, we’re not just in bugfix territory any more. Now the time for proper enhancements and features entirely unique to this development cycle has come, and this blogpost will aim to highlight them to the best of our ability. As always: with new features comes new bugs (probably), so the sooner we can get feedback and bug reports in, the better.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Fortune Avenue, a capitalism simulator where you shrewdly extort and outmaneuver your friends in a chaotic, board-game environment. It is developed by Binogure Studio. You can wishlist the game on Steam and follow the developers on Bluesky.HighlightsIn case you missed them, see the 4.5 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.Dedicated 2D navigation serverFor the longest time, the navigation server was a unified beast. 3D and 2D, Yin and Yang, two sides of the same coin. While beautiful on a philosophical level and undoubtedly a heart-wrenching screenplay waiting to happen, it was a pretty sour deal for the 2D side of things. Previously, if you were making a 2D game and wanted to make use of navigational features, you were effectively locked into a bunch of 3D settings and features that would never see any use but would absolutely see a bump in output size.Steps have been taken during this initial 4.5 period to ensure that navigation logic is more cleanly divided and organized, spearheaded by our navigation guru smix8, but none of this could’ve been possible without cleanly splitting the navigation server in twain. Longtime contributor AThousandShips took the mantle on this project, and she successfully accomplished this goal with GH-101504. From now on, users will be able to selectively enable/disable the navigation modules for 2D and/or 3D, instead of being forced into an all-or-nothing ultimatum.Reorganized shader editor UIThe editor experience for shaders and visual shaders got some TLC in GH-100287. Helmed by Yuri Rubinsky, this PR provides several requested features and QOL updates to our shading friends. Below is a preview image taken directly from the PR in question, where you’ll find more information on what to expect when you get your hands on it this snapshot.Changing editor language without restartGodot has built-in support for handling multiple languages, both for the games you create and the editor itself. However, in contrast to games built with the engine, it wasn’t possible to change the current language on-the-fly within the editor itself. Our editor expert Tomasz Chabora addressed this issue in GH-102562, ensuring that users can swap to their preferred language within the same editor session! While this is somewhat niche in practice, our stance on convenience and accessibility is one that we take very seriously, and a seamless/streamlined editor experience is exactly the sort of thing we want as many users as possible to enjoy.Fragment density map supportWhen rendering for VR headsets, the pixels around the outside of the viewport are less important, because they will be somewhat distorted by the lens, and players will tend to turn their head rather than move their eyes too far from the center.Godot already supports using the Vulkan “Fragment Shading Rate” extension to render the outside of the viewport at a lower resolution, leading to performance improvements with little noticeable decrease in quality. However, on standalone VR headsets (like the Meta Quest), this extension either isn’t supported, or doesn’t provide as big performance improvements as the Vulkan “Fragment Density Map” extension.In GH-99551, rendering expert DarioSamo has implemented support for the “Fragment Density Map” extension, making the Vulkan Mobile renderer more viable for VR on standalone headsets.Wayland: Native sub-window supportThanks to the tireless efforts of Riteo, the X11 alternative Wayland has been given first-class treatment on Godot. It’s been a long road to stand as an equal to such a dominant display server protocol, but it’s getting closer with every passing PR; though some have been hesitant to make the change for one reason: lack of native sub-windows. Taking on this hurdle for parity was no small feat, but it was a requirement for supporting embedded game windows on Wayland, so (GH-101774) made it happen all the same:And more!There are too many exciting changes to list them all here, but here’s a curated selection:2D: Optimize usability of VisibleOnScreenNotifier2D (GH-100874).3D: Allow customizing debug color of Path3D (GH-82321).Animation: Add delta argument to _process_modification() as _process_modification_with_delta(delta) and expose advance() at Skeleton3D (GH-103639).Animation: Add selection box movement/scaling to the animation bezier editor (GH-100470).Core: Optimize Object::cast_to by assuming no virtual and multiple inheritance, gaining 7x throughput over dynamic_cast (GH-103708).Editor: Add UID to file tooltip (GH-105069).Editor: Improve default/no query quick open dialog behavior (GH-104061).Editor: Remove New prefix from EditorResourcePicker (GH-104604).Export: Updates and fixes to the Android prebuilt export logic (GH-103173).GDScript: Return early when parsing invalid super call (GH-104509).GUI: Improve Popup content_scale_factor (GH-104399).GUI: Optimize startup times by using ubrk_clone instead of ubrk_open (GH-104455).GUI: Scroll EditorInspector while drag & drop hovering near the edges (GH-103943).Import: Load decompressable texture format if no supported one is found (GH-104590).Navigation: Allow compiling templates without navigation features (GH-104811).Physics: Allow compiling templates without physics servers (GH-103373).Physics: Jolt: Update to 5.3.0 (GH-104449).Porting: Android: Add an editor setting to enable/disable TouchActionsPanel (GH-105015).Porting: Android: Add support for Mute Game toggle (GH-104409).Porting: Android: Auto create nomedia file to hide project files in media apps (GH-104970).Porting: Linux: Detect KDE/LXQt and swap OK/Cancel buttons to Windows style (GH-104959).Porting: macOS: Replace custom main loop with [NSApp run] and CFRunLoop observer (GH-104397).Porting: macOS: Support more controllers on macOS 11+ (GH-104619).Rendering: Avoid using a global variable to store instance index in canvas items shader in RD renderer (GH-105037).XR: Deactivate the CameraServer by default (GH-104232).XR: OpenXR: Clean-up OpenXRExtensionWrapper by removing multiple inheritance and deprecating OpenXRExtensionWrapperExtension (GH-104087).Changelog90 contributors submitted 250 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev1 snapshot.This release is built from commit af2c71397.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesThere are currently no known issues introduced by this release.With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine 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. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now0 التعليقات 0 المشاركات 39 مشاهدة
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