The release of Godot 4.1 was just a couple of weeks ago and we are ready for the first maintenance release — addressing some of the bugs and annoyances that have slipped into the stable build.
Deciding where to draw the line and mark a release as stable is a tricky thing. On the one hand, there are always unresolved issues. But on the other, not every issue is critical enough to block all other improvements and fixes from shipping. With our current release management plan we put the effort into reducing the number of changes the closer we are to the planned release date, as this ensures we don’t get an unexpected breakage or regressions. Contributors, however, remain determined to improve Godot, so by the time the first maintenance release comes around, we have plenty of goodies to include!
Some of the most important changes in this release include:
Fix for a crash due to an infinite loop in AnimationStateMachine
(GH-79141). It was a gnarly issue because it was easy to trigger with a bare minimum configuration. Now circular dependencies are correctly detected preventing infinite looping.
Command-line export of C#/.NET projects should no longer drop random files (GH-79173). Your exports may have had arbitrary resources missing (not C# scripts, but images, for instance), if you were exporting your project with CLI. This should no longer happen.
Custom export options which you can define with an EditorExportPlugin
are now correctly restored on the editor restart (GH-79025). Previously the usability of this freshly added feature was limited due to data loss between sessions.
For Linux users there is a potential fix for freezes when interacting with menus on Wayland (GH-79143). This was a hard to identify and debug issue, but our local Wayland enthusiasts managed to pinpoint the likely cause and validate that the unwanted behavior was addressed.
Download Godot 4.1.1 now or try the online version of the Godot editor.
The illustration picture used in this announcement comes from Gunforged — a 2D roguelite shooter where, you’ve guessed it, construct your weaponry from a huge number of different parts. The game is being made by Firebelley with Godot 4 using its excellent C# language support, and is planned to be released later this year. But no need to wait, because you can play a demo on Steam right now! You can also subscribe to Firebelley on YouTube, where they share tutorials and devlogs.
Changes
48 contributors made 83 pull-requests (or 87 commits) as a part of this release. See the curated changelog for a list of most notable differences, or browse our interactive changelog for a complete list of changes with links to relevant PRs and commits.
Here are the main changes since 4.1-stable:
One previously accepted change was reverted in this release due to regressions:
- GUI: Revert “Fix focus loss of non-exclusive
AcceptDialog
with close_on_escape
” (GH-79084).
Known incompatibilities
As of now, there are no known incompatibilities with the Godot 4.1 release. We encourage all users to upgrade to 4.1.1.
If you experience any unexpected behavior change in your projects after upgrading to 4.1.1, 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, as well as a handful of part or 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.