In parallel to our work on the upcoming feature releases Godot 3.5 (with a first beta) and 4.0 (now at alpha 3!), we backport important fixes to the stable 3.4 branch for use in production.
A number of such fixes have been queued in the two months since the 3.4.2 release, and we after a couple of Release Candidates (thanks to all testers!), we’re now ready to release Godot 3.4.3-stable as a maintenance update to the current stable branch.
Download Godot 3.4.3 now or try the online version of the Godot editor.
Changes
See the curated changelog, or the full commit history on GitHub on in text form for an exhaustive overview of the fixes in this release.
Here are some of the main changes since 3.4.2-stable:
- Android: Fix relative keystore paths on Android exporter with custom build (GH-56676).
- Animation: Expose
AnimationNodeOneShot::mix_mode
as a property (GH-37945). - Audio: Fix PitchShift effect quality degradation and improve performance (GH-57985).
- C#: Allow configuring Mono debugger agent with command line arguments (GH-56835).
- C#: Fix
KeyValuePairAt
memory leak (GH-56183). - C#: Fix getting properties state when reloading scripts (GH-56300).
- C#: Fix marshaling values of generic Godot Dictionary (GH-56735).
- C#: Fix Android AAB export failing to load native libs (GH-57420).
- C#: Attach mono thread before getting
nativeName
field, fixing potential tool script crash (GH-57739). - C#: Add support for opening Visual Studio 2022 as external editor (GH-57609).
- Core: Fix potential infinite recursion crash in Variant decoding (GH-58111).
- Core: Fix decoding UTF-8 filenames on unzipping (GH-56517).
- Fixes exporting Android APKs when project files use non-ASCII characters in their file name (GH-18222).
- Core: Replicate load-as-placeholder state on node duplication (GH-56831).
- Core: Add hexadecimal and binary literals support to
Expression
parser, fix parsing of exponent literals (GH-57571, GH-57620). - Core: Fix
ProjectSettings.has_setting()
to handle feature overrides like get_setting()
(GH-57972). - Editor: Fix undo/redo operations in Input Map (GH-56222).
- Editor: Performance increase for opening the editor on big projects (GH-57737).
- GDScript: Clear pending function states when reloading script (GH-56296).
- GDScript: Fix crash when
is
keyword is tested against a String variable (GH-56791). - GridMap: Fix “Convert to MeshLibrary” not respecting collision transforms (GH-56907).
- GridMap: Fix editing MeshLibrary’s Shapes array from the Inspector (GH-56891).
- GUI: Release focus of Control node when exiting tree (GH-56255).
- GUI: Fix LineEdit center and right alignment (GH-56837).
- GUI: Fix PopupMenu bad item offset with custom vseparation (GH-56471).
- GUI: Fix RichTextLabel underline appearance when inside fill tag (GH-54296).
- GUI: Fix RichTextLabel underline prevents strikethrough from rendering (GH-56686).
- GUI: Fix TabContainer not setting layout immediately (GH-56206).
- GUI: Fix TextEdit blocking side scrolling in ScrollContainer (GH-56637).
- GUI: Fix TextureButton focus texture logic (GH-56472).
- GUI: Fix nine patch of circular TextureProgressBar (GH-54345).
- HTML5: Fix GPU particles transform feedback error for WebGL 2 (GH-56465).
- HTML5: Fix gamepad samples not being properly reset (GH-57482).
- HTML5: Fetch API now passes credentials (GH-57934).
- Import: Fix AtlasPacker incorrectly deducing zero height in some cases (GH-56111).
- Import: Fix glTF scene export crash on null normal texture (GH-56380).
- Import: Fix wrong RGBA channel mapping when saving OpenEXR (GH-56715).
- Import: Skip S3TC compression even if supported on Android and iOS (GH-32255).
- Input: Increase joystick max button number and fix possible crash (GH-56666).
- iOS: Fix export with manually specified signing/provisioning data (GH-57203).
- iOS: Fix disabling half float for compressed vertex attributes on GLES2 (GH-57688).
- iOS: Fix touch handling for overlay views (GH-57604).
- Linux: Fix tablet tilt values returning bad values (GH-56439).
- macOS: Improve window activation hack (GH-56700).
- macOS: Add lang placeholders to both editor and project apps bundle to allow OS translation detection (GH-52945, GH-57577).
- Networking: Fix HTTPRequest support for requests with “content-length” above 2.1 GB (GH-56331).
- Physics: Fix RayCast
clear_exceptions
clearing the parent node exception despite exclude_parent
(GH-57792). - Portals: Fix gameplay monitor unloading (GH-57033).
- Portals: Fix gameplay monitor ticking (GH-57186).
- Portals: Fix DYNAMIC particle systems (GH-57546).
- Rendering: Fix blend shapes when octahedral compression is used (GH-56161).
- Rendering: Fix invalid read when using LightOccluder2D (GH-56859).
- Rendering: Fixed accessing a null MeshInstance object in BakedLightmap instead of the GeometryInstance (GH-57110).
- Rendering: GLES2: Fix buffer upload size bugs affecting blendshapes (GH-58085).
- Rendering: GLES3: Fix shader compile error with Oren Nayar + Vertex Lighting (GH-56802).
- Rendering: GLES3: Fix visible background line in intersections in screen-space reflections (GH-56843).
- TileMap: Expose
autotile_coord
parameter in TileMap.set_cellv
(GH-56284). - VisualScript: Fix crash when using Set Index node (GH-58174).
- Windows: Fix key mapping mixup for brace and bracket keys (GH-56588).
- Windows: Fix
RegEx.search()
memory leak (GH-56763). - Windows: Prevent LTCG (MSVC LTO) from removing “pck” section (GH-57450).
- XR: Fix external textures being freed by Godot (GH-56148).
- XR: Fix Android manifest XR metadata (GH-57263).
- API documentation and translation updates.
Known incompatibilities
Some regressions have been found in the 3.4.3 version after its release, which may affect your project:
- Rendering issues for both GLES2 and GLES3 with 3D meshes using blend shapes and octahedral compression (GH-58789).
- HTTPRequest CORS header error on HTML5 (GH-58615).
- PitchShift audio bus effect cannot be dynamically changed (GH-58647).
These issues are fixed in Godot 3.4.4.
If you experience any unexpected behavior change in your projects after upgrading to 3.4.3, please file an issue on GitHub.
Support
Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community. A big thankyou to everyone who has contributed their time or 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 on Patreon or PayPal.
The illustration picture is from Fishards, a wacky fish-wizard PvP spell fighting game developed by Rivernotch Game Studio. The game is released on Steam and you can follow its developers on Twitter.