Release candidate: Godot 4.0 RC 5
Three RCs in a row! Yesterday's build introduced a GDScript regression, so here's a new release candidate to fix that.
Three RCs in a row! Yesterday's build introduced a GDScript regression, so here's a new release candidate to fix that.
As the stable release is imminent, release candidates become more frequent to validate the last minutes fixes we had to make.
We're almost ready to release Godot 4.0! Barring any last minute critical regression, this RC should reflect what the 4.0-stable release will be.
Tightening a few bolts here and there, Godot 4.0 RC 2 brings us one step closer to the stable release. We're now counting in days!
The wait is almost over! With Godot 4.0 coming close to stable, we finalize our efforts to fix the remaining critical issues and add the last coat of polish with the first Release Candidate.
Godot Engine arrives to the Google Play Store with an official beta release of the Godot Editor for Android! With the UI adjusted to work better on a tiny screen, you can try your hand at making games on the go.
We're now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can. This beta adds audio blending in AnimationTree, fixes GDScript typed arrays, and refactors high quality texture import to enable ASTC support.
We're now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can. This beta includes .NET 7 support, better RichTextLabel minimum size calculation, and a lot of general quality of life improvements.
We're getting dangerously close to Release Candidate, finalizing many of the remaining high priority issues. This beta adds support Unicode identifiers in GDScript, custom resources in the Quick Open menu, multiple active plugins in parallel, and more!
Beta snapshots are getting out quicker to ensure stability and quickly spot regressions! This time around there are improvements to CanvasItem draw methods, TileMap, AnimationStateMachine, and more!
Beta snapshots are getting out quicker to ensure stability and quickly spot regressions! This week major important changes come to animation, with an unfortunate but necessary feature rollback. We also deliver a new tool for cross-platform development.
We released a massive 4.0 beta 11 on Tuesday, and users found a lot of regressions – as we expected! Contributors fixed many of the new regressions quickly, and we merged another big batch of changes. As the pace intensifies in the lead-up to the first Release Candidate, we decided to make more frequent beta snapshots for testing.
While all contributors are on the deck working to finalize the Godot 4.0 release, some of us are still backporting important bugfixes to the current stable branch, Godot 3.5. We're getting ready to release 3.5.2, now with a second Release Candidate available for testing.
First snapshot of the year, Godot 4.0 beta 11! We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we'll aim to fix for beta 12 next week.
Happy holidays! After 3 months of frequent beta builds, we're taking a short break for the end of the year - and we leave you with 4.0 beta 10, with notable improvements to Animation, Navigation, Rendering, GDScript... a well-rounded snapshot for the holidays!
Another weekly beta snapshot for Godot 4.0! Notable changes: String/StringName unification, out of order member resolution in GDScript, OpenGL 3 renderer selectable in the Project Manager, and with improved performance and compatibility on lower end devices.
While all contributors are busy finalizing Godot 4.0 for a stable release in the near future, we're still updating the current stable 3.5 branch with relevant bugfixes. This is the first Release Candidate for an upcoming 3.5.2 maintenance release.
Another weekly beta snapshot for Godot 4.0! And on a Friday, because that's the best day for releasing software!
Another weekly beta snapshot on the road to Godot 4.0! Includes Android GLES3 support, Z index and Y sort are now available in Controls, and both C# and GDScript got a ton of fixes.
After biweekly Godot 4.0 beta snapshots, we've decided to accelerate the cadence to release a new snapshot every week, to get even faster feedback on our bugfixes and potential regressions. Beta 6 fixes infamous issues around cyclic dependencies in GDScript, as well as other nice goodies!
Another beta release on the way to Godot 4.0, with a lot of interesting changes! Undo/redo history dock, many GDScript bugs fixed with inner classes, SVG support in OpenType fonts, a lot of rendering fixes and new OpenGL3 features, and a first very early usable version of the Web editor!
We're now at 4.0 beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. It adds less new features than previous beta snapshots did, but instead has more focus on bugfixing and stabilization, which should make it a much nicer experience than previous betas.
Progress continues on Godot 4.0 development while the community is busy testing our beta builds and reporting bugs. This is now the 3rd beta release, fixing a lot of bugs reported in the previous releases and continuing the implementation of some key features.
We released Godot 4.0 beta 1 two weeks ago! That was a big milestone on our journey to finalize our next major release. But the "1" in beta 1 means that it's only the first step of the journey, so we're going to release new beta snapshots roughly every other week. So here's beta 2!