
Dev snapshot: Godot 4.0 beta 14
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 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.
Godot 4.0 is coming out soon. It includes major improvements all across the board in both features, performance and usability. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings?
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.
We're starting a docs sprints to get the documentation ready for Godot Engine 4.0 release! Together, we can improve everyone's experience using the new version.
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.
The year 2022 was very special for us. We reached a lot of milestones within Godot and also in the community. This blog post will offer a small retrospective of the year.
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!
Godot 4.0 will ship with an OpenGL-based renderer designed for older and low-end devices, but it won't be totally feature-complete at the time 4.0 is released.
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.
We are closer to releasing Godot 4.0. No matter the amount of time dedicated to testing and profiling — bugs and issues are inevitable. Still, we intend to follow 4.0 with bug fix releases to ensure a stable experience as soon as possible.
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!
We are excited to announce that the Godot Engine will attend the 2023 Game Developers Conference (March 20-24).
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!
With the addition of non-real-time video recording, Godot opens itself to new use cases such as architecture visualization and cutscene rendering.
Godot 4.0 comes with an animation retargeting system to allow for easy sharing of animations between similar models.
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.
Software Freedom Conservancy and the Godot leadership are excited to share their decision that the Godot project has reached a level of success for which makes sense for Godot to have its own independent foundation.
One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did.
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.