On Friday of last week, we dropped our first Release Candidate build. As a reminder, we release RC builds once we think the engine has stabilized and is ready for release. It is your last chance to report critical regressions before we release the stable version. Now, not even a full week later, we’re ready with our second snapshot. This RC2 fixes the last of the critical regressions that we are aware of. Unless someone reports a new regression coming from the changes made in RC1 or RC2, we should be on track to release 4.5 stable soon.
At this point in the process you will see the activity on GitHub slow down as we avoid merging work for 4.5. Our focus in the coming days will be on preparing the release, and queuing up all the changes we would like to merge early in the 4.6 release cycle.
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 Overlooting, a dungeon crawler where inventory management is crucial, as you must adapt your strategy to a skill tree that changes every run! You can buy the game on Steam, and follow the developers on Bluesky.
Highlights
For an overview of what’s new overall in Godot 4.5, have a look at the highlights for 4.5 beta 1, which cover a lot of the changes. This blog post only covers the changes between RC 1 and RC 2. This section covers all changes made since the RC 1 snapshot, which are largely regression fixes:
- Animation: Move Skeleton3D init process (for dirty flags) into
POST_ENTER_TREE
fromENTER_TREE
(GH-110145). - Buildsystem: Bump version to 4.5-rc (GH-110285).
- Buildsystem: Fix Wayland build with OpenGL disabled (GH-110294).
- C#: Fix the issue preventing installing C# binaries on Android devices with api <= 29 (GH-110260).
- C#: Require
net9.0
for Android exports (GH-110263). - Core: Fix Resource duplicate calls
ImageTexture::set_image
with an invalid image (GH-110215). - Editor: Fix “SpriteFrames” editor not fully hidding the bottom panel (GH-110280).
- GDExtension: Fix
WindowUtils::copy_and_rename_pdb
regression (GH-110033). - Rendering: Metal: Ensure baked Metal binaries can be loaded on the minimum target OS (GH-110264).
Changelog
10 contributors submitted 9 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-rc1 snapshot. You can also review all changes included in 4.5 compared to the previous 4.4 feature release.
This release is built from commit 2dd26a027
.
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 Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.5. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the RC 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 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.