
Dev snapshot: Godot 3.4 beta 6
One step closer to releasing Godot 3.4 with this new beta, which may be the final one before Release Candidate. The feature set for 3.4 is already pretty packed and it's more than time to get it released in the wild.
One step closer to releasing Godot 3.4 with this new beta, which may be the final one before Release Candidate. The feature set for 3.4 is already pretty packed and it's more than time to get it released in the wild.
Preparing a tiny maintenance update for the 3.3 stable branch, most notably to fix a potential crash introduced in 3.3.3 for users of the GDScript LSP with Visual Studio Code.
A new beta build towards Godot 3.4, with a month's worth of bugfixes and backported features. Notable additions are the promotion of object validity checks to release builds, initial support for Android Play Asset Delivery, and a new ACES Fitted high quality tonemapper.
Another beta build for the upcoming Godot 3.4, which adds partial support for Android scoped storage and API level 30, better input responsiveness on Android, various physics and rendering fixes, and more!
Another release candidate for the upcoming Godot 3.3.3, notably with Android builds now targeting the API level 30 (Android 11), which is required for new games on Google Play (and will be required for updates starting November 2021).
We released 3.4 beta 2 ten days ago as a first testing build for the upcoming Godot 3.4 (yes, beta 1 was skipped). Since then, many bugs have been fixed, including some related to upgrading our build environments. This beta 3 should be a lot stabler.
Godot 3.3.3 will be a maintenance release in the stable 3.3 branch, providing various bug fixes while preserving compatibility for existing Godot 3.3 projects. This first release candidate aims at validating those fixes and ensuring that the update will be regression free.
Here's a first official dev snapshot for the upcoming Godot 3.4, with a lot of important improvements such as portal-based occlusion culling, lightmapper soft shadows, physics fixes, fixes to iOS C# support, Mono support for macOS ARM64, a whole new theme editor, and more!
The first release candidate for Godot 3.3.1 had positive reception, but more important fixes have been merged in the meantime and warrant a second release candidate.
There are a number of important bug fixes queued in the 3.3 stable branch for an upcoming Godot 3.3.1 release, so here's a first Release Candidate to test and validate them.
Yet another Release Candidate for Godot 3.3! Fixes a few more issues reported against recent RC builds, bringing us to a state that we're happy to release as stable. So that's what the next build should be (Famous Last Words™)!
Here's another Release Candidate fixing a few important issues prior to Godot 3.3-stable. We're now really close to calling it final, so it's probably your last chance to try the RC and thwart our hopes to release 3.3 soon ;)
Here's a new Release Candidate for Godot 3.3 fixing most of the outstanding regressions, and thus bringing us very close to the stable release. Make sure to give it a try and let us know if you run into any new issue compared to Godot 3.2.3.
We decided to rename the upcoming version 3.2.4 to Godot 3.3 to better reflect how feature-packed it is! So this new 3.3 RC 6 is a direct follow-up to 3.2.4 RC 5, with a few more bugs fixed and the version changed.
Godot 3.2.4 is going to be incredibly feature-packed, and we're taking the time necessary to ensure that it will also be stable. We had a fourth Release Candidate a few days ago which got good testing and helped surface various bugs, many of which have been fixed. So we're now making a RC 5 build to keep iterating fast and make sure that the bug fixes work as expected. Thanks to all pre-release testers who help us find and debug regressions!
Godot 3.2.4 is going to be incredibly feature-packed, and we're taking the time necessary to ensure that it will also be stable. That's why we're releasing a fourth Release Candidate now, focused mostly on fixing issues reported against the previous RC 3. We now also have both standard and Mono builds for macOS signed and notarized!
Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the second Release Candidate. A few late features have also been included because they were too good to keep waiting (such as improved Inspector subresource editing and node copy-paste support). So it's now time for a RC 3 build to give it another round of testing before the stable release!
Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the first Release Candidate two weeks ago. So it's now time for a RC 2 build to give it another round of testing before the stable release!
After 4 months of development it's time to aim for the 3.2.4 stable release to bring the numerous new features and even more important bug fixes to all Godot users. So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds.
Here's another feature-packed beta for the upcoming Godot 3.2.4 release. It adds the following main changes: new CPU lightmapper, new dynamic BVH for rendering and the GodotPhysics backends, multiple fixes to one-way collisions, iOS plugins support, and a new AspectRatioContainer Control node.
Another beta build on the way to Godot 3.2.4, which promises a much improved feature set for Godot 3.2 users while we wait for the 4.0 release. This beta 5 includes many bug fixes and improvements, but also new features such as WebXR support and a minimap in the graph editors!
Here's a new feature-packed beta build for the upcoming Godot 3.2.4: GDNative support for HTML5, MP3 support, FBX import fixes, and more!
This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip.
While development keeps going at full speed towards Godot 4.0, a lot of work is also being done on the `3.2` branch for the upcoming Godot 3.2.4: better FBX, 2D transform snapping, configurable amount of lights per object, and more! And of course, lots of bug and regression fixes since the previous beta build.