While we’re still confident in our overall stability at this time, a few changes made in the time since 4.7 beta 4 warrant further evaluation. As such, we’re doing one final final development snapshot, Godot 4.7 beta 5, before we turn to the release candidate stage (for real this time).
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, the XR 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 GIRLBALLS, a girlball game where it’s good to be a ball. You can play the game for free on itch.io, and follow the developers—3denemy, kit, Crayon, and wriks—on Bluesky!
Highlights
For an overview of what’s new overall in Godot 4.7, have a look at the highlights for 4.7 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 4 and beta 5. This section covers the most relevant changes made since the beta 4 snapshot, which are largely regression fixes:
- 2D: Fix
Polygon2Dbeing culled against a stale AABB after editing vertices (GH-119872). - 2D: Fix drawable texture access before null check (GH-119930).
- Animation: Fix
AnimationNode’s branching by custom timeline usage (GH-119980). - Animation: Fix empty animation menu in blend space editor (GH-119964).
- Animation: Make
AnimationNodeAnimation’s custom timeline processing logic compatible withAnimationMixer(GH-119871). - Audio: Pulseaudio: Do not crash when getting latency when disconnected (GH-119975).
- Audio: Pulseaudio: Do not report the same message twice in a row (GH-119977).
- Editor: Enable
touch_draggerinExportTemplateManageron touchscreen devices (GH-119890). - Editor: Fix “Change Type” ignoring non-top-level nodes and editing foreign nodes (GH-119909).
- Editor: Fix “Open Documentation” ignoring non-top-level nodes (GH-119908).
- Editor: Prevent crash when detaching freed debugger (GH-119992).
- GDScript: Move stack cleanup after resumed coroutine completion (GH-119755).
- GUI: Fix EditorSpinSlider not showing tooltips (GH-119950).
- GUI: Properly update shader text syntax highlighting (for disabled regions) (GH-119968).
- I18n: Improve some strings in ScenePaint2DEditor (GH-119880).
- Physics: Jolt: Change ConeTwistJoint3D to use cone shaped limits (GH-119982).
- Plugin: Fix
EditorPlugin::remove_control_from_docksfreeing passed control (GH-117337). - Rendering: Don’t use CreateCommandList1 on D3D12 (GH-119971).
- Rendering: Put area light cluster iterations behind a spec constant (GH-119970).
Changelog
20 contributors submitted 32 fixes for this release. See our interactive changelog for the complete list of changes since 4.7 beta 4. You can also review all changes included in 4.7 compared to the previous 4.6 feature release.
This release is built from commit bbd3f43b5.
Downloads
Standard 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 issues
During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.7. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.
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 reports
As 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).
Support
Godot is a non-profit, open-source game engine developed by hundreds of contributors in 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 platform managed by Godot Foundation. There are also several alternative ways to donate which you may find more suitable.
