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Posts from category: Pre-release

Release candidate: Godot 3.5.1 RC 2

By: Rémi Verschelde 21 September 2022

We released Godot 3.5 in early August, and like any release, there are few rough edges to iron out which warrant making maintenance "patch" releases (3.5.x). This is the second Release Candidate to validate the upcoming 3.5.1 stable release.

The next big step: Godot 4.0 reaches Beta

By: Rémi Verschelde 15 September 2022

It has been a long road to Godot 4.0 with 17 alpha builds distributed in 2022, and continuous development effort since 2019. We aren’t done yet, but today marks a major milestone on the road to Godot 4.0: the first beta is out!

Dev snapshot: Godot 4.0 alpha 17

By: Rémi Verschelde 13 September 2022

We're getting prepared for the imminent release of Godot 4.0 beta 1, and to do so we're having a (last?) alpha 17 release to ensure that things work as best as we can reasonably expect before the beta phase.

Dev snapshot: Godot 4.0 alpha 16

By: Rémi Verschelde 7 September 2022

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.

Release candidate: Godot 3.5.1 RC 1

By: Rémi Verschelde 2 September 2022

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.

Dev snapshot: Godot 4.0 alpha 15

By: Rémi Verschelde 30 August 2022

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.

Dev snapshot: Godot 4.0 alpha 14

By: Rémi Verschelde 11 August 2022

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!

Dev snapshot: Godot 4.0 alpha 13

By: Rémi Verschelde 28 July 2022

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!

Release candidate: Godot 3.5 RC 8

By: Rémi Verschelde 28 July 2022

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.

Release candidate: Godot 3.5 RC 7

By: Rémi Verschelde 22 July 2022

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).

Release candidate: Godot 3.4.5 RC 1

By: Rémi Verschelde 19 July 2022

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.

Dev snapshot: Godot 4.0 alpha 12

By: Rémi Verschelde 14 July 2022

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.

Release candidate: Godot 3.5 RC 6

By: Rémi Verschelde 8 July 2022

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.

Dev snapshot: Godot 4.0 alpha 11

By: Rémi Verschelde 1 July 2022

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.

Release candidate: Godot 3.5 RC 5

By: Rémi Verschelde 27 June 2022

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!

Release candidate: Godot 3.5 RC 4

By: Rémi Verschelde 17 June 2022

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.

Dev snapshot: Godot 4.0 alpha 10

By: Rémi Verschelde 15 June 2022

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.

Dev snapshot: Godot 4.0 alpha 9

By: Rémi Verschelde 2 June 2022

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!

Release candidate: Godot 3.5 RC 3

By: Rémi Verschelde 1 June 2022

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.

Release candidate: Godot 3.5 RC 2

By: Rémi Verschelde 24 May 2022

Another release candidate for Godot 3.5, exceptionally with a couple new features backported from 4.0 (Label3D and TextMesh), and some important regression fixes (Bullet KinematicBody collisions, Windows build crash).

Release candidate: Godot 3.5 RC 1

By: Rémi Verschelde 18 May 2022

The upcoming Godot 3.5 is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. It's now time to move to the Release Candidate stage so that we can release 3.5-stable for all users.

Dev snapshot: Godot 4.0 alpha 8

By: Rémi Verschelde 12 May 2022

Another fortnight, another alpha snapshot of the development branch, this time with 4.0 alpha 8! It includes notably Text-to-Speech support on all platforms, and a refactoring of the module/extension initialization levels to allow more flexibility for third-party code.

Dev snapshot: Godot 3.5 beta 5

By: Rémi Verschelde 3 May 2022

We're getting closer to the Godot 3.5 stable release with a fifth beta snapshot! This beta adds what should be the last batch of new features (together with *a lot* of bug fixes, as that's our focus at this stage), with scene unique node names and the new SceneTreeTween backported from Godot 4.0.

Dev snapshot: Godot 4.0 alpha 7

By: Rémi Verschelde 28 April 2022

This new 4.0 alpha 7 comes with one week delay on our every-other-week release schedule, but that means it got time for even more features and bug fixes to be finalized, reviewed and merged.

Dev snapshot: Godot 3.5 beta 4

By: Rémi Verschelde 15 April 2022

Another beta build on the road to Godot 3.5. Things are shaping up nicely and we should soon be able to go for a Release Candidate.