We released Godot 3.3 a couple of weeks ago, and feedback so far has been pretty good! But like with any major milestone, there are some bugs which are worth addressing with low-risk maintenance releases to further improve the experience for all Godot users.

The upcoming Godot 3.3.1, like all future 3.3.x releases, focuses purely on bug fixes, and aims to preserve compatibility. This Release Candidate should help us validate the fixes done so far, and ensure that the release is ready to publish. As there is no new feature and only bug fixes, this RC 1 should be as stable as 3.3-stable and can be used in production if you need one of the fixes it includes.

As usual, you can try it live with the online version of the Godot editor updated for this release.

Changes

See the full changelog since 3.3-stable for details. Here are some of the main changes in this build:

  • Animation: Fix skinning initialization in MeshInstance when loaded from thread (GH-48217).
  • Batching: Fix light pass modulate, a potential crash, and polygon rotation from vertex shader (GH-48151, GH-48125, GH-48457)).
  • Buildsystem: Various compilation fixes for some platforms/compilers, and Linux packaging fixes.
  • Core: Expose Shape.get_debug_mesh() to the scripting API (GH-48316).
  • Editor: Fix race condition in font preview generation which could lock the editor on first edit (GH-48308).
  • Editor: Allow negative contrast values in the editor theme settings (GH-48540).
  • HTML5: Fix build with Emscripten 2.0.17+ (GH-48320).
  • HTML5: Fix target_fps when window loses focus (GH-48543).
  • Lightmapper: Add support for ARM64 architecture for the raycaster (Apple M1, Linux aarch64) (GH-48455).
    • Note that the denoiser is still not available on this architecture.
  • Lightmapper: Fixes to environment energy (GH-48089).
  • Linux: Fix 32-bit builds’ compatibility with older libstdc++. The builds should be compatibility with Ubuntu 16.04 LTS and any other distribution published since 2016.
  • LSP: Update the filesystem for changed scripts, fixes issues with new named classes (GH-47891).
  • macOS: Update Info.plist to clarify that the minimum required version is now macOS 10.12 (due to use of C++14 features).
  • Networking: Fix socket poll timeout on Windows (GH-48203).
  • Physics: Create CollisionObject debug shapes using VisualServer (GH-48588).
  • SkeletonIK: Fix root bones being twisted incorrectly when rotated (GH-48251).
  • Rendering: Fix 2D software skinning relative transforms (GH-48402).
  • Rendering: Fix usage of proxy textures on GLES2 PanoramaSky (GH-48541).
  • WebXR: Fix incompatibility with Emscripten 2.0.13+ which made WebXR error out in 3.3-stable (GH-48268).
  • API documentation updates.

See the full changelog since 3.3-stable.

This release is built from commit 140cf0f2cb7b51d7866e63aba1aa6d8029cf540b.

Downloads

The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary that matches your platform:

  • Standard build (GDScript, GDNative, VisualScript).
    • Note: UWP export templates are missing from this build, will be re-added in the next build.
  • Mono build (C# support + all the above). You need to have MSBuild installed to use the Mono build. Relevant parts of Mono 6.12.0.122 are included in this build.

Bug reports

As a tester, you are encouraged to open bug reports if you experience issues with 3.3.1 RC 1. Please check first the existing issues on GitHub, using the search function with relevant keywords, to ensure that the bug you experience is not known already.

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 3.3 no longer works in 3.3.1 RC 1).

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.