
Dev snapshot: Godot 4.0 alpha 16
One more alpha build on the way to Godot 4.0 beta! As we're getting closer we're also iterating faster to make sure that we spot and fix the most problematic bugs ahead of the beta phase, to enable broader testing.
One more alpha build on the way to Godot 4.0 beta! As we're getting closer we're also iterating faster to make sure that we spot and fix the most problematic bugs ahead of the beta phase, to enable broader testing.
We released Godot 3.5 one month ago, and like any release, there are few rough edges to iron out which warrant making maintenance "patch" releases (3.5.x). A number of issues have been fixed already, so we're having a look at preparing the 3.5.1 update, starting with this Release Candidate.
The past 2 weeks weeks have been BUSY! We've reviewed and merged a ton of Pull Requests to prepare for the imminent 4.0 beta release and make sure that we're as feature-complete as possible.
Godot's visual scripting language, VisualScript, was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. Because of this, for Godot 4.0, we decided to accept that the approach we took from the start was simply not the right one and decided to remove it from the engine. If enough volunteer interest exists, it may be moved to an extension.
We're working towards finalizing the feature set for 4.0 beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a couple of weeks ago. While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 alpha 14!
This year we have 3 students working on exciting projects as part of the Google Summer of Code. In this progress report they present their work on refactoring the ColorPicker and its UX, making code editors detachable from the main editor window, and improving the GPU lightmapper.
After 9 months of development, Godot 3.5 is out and it comes fully packed with features and quality of life improvements! This includes a new Navigation system, 3D physics interpolation, Label3D and TextMesh, an Android editor port, asynchronous shader compilation, and more!
Maintenance release to provide a handful of bug fixes to users of the current 3.4 stable branch. Notable changes: Android target API 31, thirdparty library updates, ignore unexpected S3TC support on Android for GLES3.
We just announced that we'll enter feature freeze next week to focus on stabilizing the existing functionality in Godot 4.0 and prepare the first beta release. But until then we'll keep having alpha releases to test new features and fixes, so here goes 4.0 alpha 13!
We're determined to deliver a stable release of Godot 4.0 as soon as possible. To achieve this, we are going to enter the feature freeze phase (beta) for Godot 4.0, to shift our focus towards stabilizing the existing functionality and fixing bugs.
The 3.5-stable release is just around the corner! We fixed a few more regressions for Android scoped storage and UWP accumulated input, so another Release Candidate is needed to validate those finishing touches.
Yet another Release Candidate for the upcoming 3.5 release, to validate a handful of regression fixes, notably for mobile devices (iOS input, Android I/O, Android S3TC compression support).
While Godot 3.5 is nearing a stable release, we still want to provide relevant bug fixes to users of the current 3.4 stable branch who might not be ready to upgrade right away. It's been a long time since the release of Godot 3.4.4, and there are a few important fixes coming up in Godot 3.4.5.
The topic of running Godot games on consoles pops up very often. In this article you will find information about how console development works, the challenges that Godot faces for supporting those platforms and which alternatives exist to publish your games for them.
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 12! Noteworthy changes: GDScript variable grouping annotations, full support for Android scoped storage, Font resource refactoring, lots of GDScript 2.0 bugs squashed.
Another RC build for Godot 3.5, further improving various areas and default settings to ensure a great experience for current and future 3.5 users.
On top of the existing fixed-function fog, Godot 4.0 introduces a new type of fog: Volumetric Fog. For the 4.0 release, we decided to take Volumetric Fog one step further with the addition of FogVolumes. These allow users to dynamically place fog and control complex fog effects with shaders.
Another alpha snapshot from the development branch, this time with 4.0 alpha 11! Noteworthy changes: exporting Node pointers as NodePaths, Movie Maker run mode, fixed release builds, AnimationTree advance expressions.
Another release candidate for Godot 3.5, with another couple late but quite important changes for Android: full scoped storage support, and support for NDK r23. And another set of important bug fixes for rendering, navigation, and more!
It's this time of the year! Godot Community Poll 2022 is now out for everyone to take part. Let us know what your relationship with Godot is in this brief list of questions!
Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the Godot 4.0 API.
New alpha build for Godot 4.0, fresh from the Godot Sprint in Barcelona where some core contributors are finally meeting IRL. Lots of editor, core and rendering improvements with an early version of the OpenGL 3D renderer!
A new Release Candidate for Godot 3.5, fixing a handful of issues to get us even closer to the stable release. Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2.