Ever since the release of Godot 4.7 just over a week ago, our team has been working nonstop in two critical areas: ensuring a strong initial development cycle for Godot 4.8, and polishing up the current stable release’s foundation for an upcoming maintenance release. We weren’t entirely sure which would end up coming to light first, but it’s now clear that the latter will be taking an early lead with our first 4.7.1 release candidate. We’d like to thank everyone who diligently reported on any showstopping bugs that weren’t present in Godot 4.6; your continued testing is making this process especially expedient!
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 nophenia, an exploration game where you wander dream-like environments as a wolfgirl with dedicated sitting and howling inputs. You can buy the game on Steam, and follow the developer on itch.io and Discord.
Highlights
This section covers the most relevant changes made since the stable release, which are largely regression fixes:
- Animation: Make animation folding access cfg only at save/load project time (GH-120403).
- GUI: Fix crash in
Tree::_get_item_focus_rect(GH-120538). - GUI: Fix scene tree drag-n-drop regression on touchscreens (GH-120456).
- GUI: Fix visual glitch with connections lines in
GraphEdit(GH-120488). - Input: Android: Fix EditorSettings not instantiated error when running game (GH-120723).
- Input: Fix backspace being unable to delete pre-existing text in any input field when using a soft keyboard on Android (GH-119798).
- Navigation: Fix navigation agents unconditionally getting added to avoidance simulation after pause resume (GH-120249).
- Network: Set inited=false on
CookieContextMbedTLS::clearto avoid accidental double destruction (GH-120371). - Rendering: Fix flickering lighting on mesh-instances with non-uniform scale (GH-119784).
- Rendering: Fix previous transform getting remembered for 2 frames after the instance stops moving (GH-119941).
- Rendering: Seek past skipped shader variant payloads to avoid reading incorrect data (GH-119792).
Changelog
27 contributors submitted 41 improvements for this release. See our interactive changelog for the complete list of changes since the 4.7 stable release.
This release is built from commit 17e2686e0.
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 4.7.1. 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 in their free time, as well as a handful of part and 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.
