It’s been a busy week! We had our third and fourth release candidates on Tuesday and Thursday with a lot of bugfixes, and one regression slipped by! So it’s already time for RC 5 to solve that, as well as a few other major issues which got fixed in the past 24 hours.
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The illustration picture is from Thunder Blood, an upcoming twin-stick roguelike shooter developed by Oddlife in Godot 4.0. Follow them on Twitter for updates!
What’s new
As usual, this blog post only details the most recent changes since the last build, 4.0 RC 4. If you’re interested in what major features ship with Godot 4.0, check out our blog post for beta 1.
See the changelog on GitHub, or the list of merged PRs, for an overview of all changes since 4.0 RC 4 (15 commits – excluding merge commits ― from 11 contributors).
Some of the most notable feature changes in this update are:
- 2D: Fix custom viewports in Camera2D (GH-73846).
- Export: Default to exporting S3TC + BPTC for PC platforms (GH-73829).
- Export: Fix editor resource preview deadlocking with –headless mode (GH-73838).
- GDScript: Fix range regression (GH-73841).
- GDScript: Fix groups and categories been seen as members (GH-73870).
- Edit: This introduced a regression for some
@tool
scripts, which will be fixed in the next build (GH-73905).
- Rendering: Fixing issues with SSIL artifacts (GH-73859).
This release is built from commit 6296b4600.
Downloads
The downloads for this dev snapshot can be found directly on our repository:
Known issues
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 list of known bugs in the 4.0 milestone.
- One of the changes in this RC was found to introduce a regression for
@tool
scripts, which can lead to corrupt .tres files for custom resources (GH-73905). This will be fixed for the next RC.
Bug reports
As a tester, you are encouraged to open bug reports if you experience issues with this release. 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.
As in any major release, there are going to be compatibility-breaking changes. However, we still try to provide a migration path for your projects. If you experience a regression without a known migration path or workaround, do not hesitate to report it.
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 thank you 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.