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Castle Game Engine: Ton of mobile (iOS, Android) improvements: iOS + OpenGL3, Google Play Biling upgrade, shadow maps precision, more

As we’re preparing to release Castle Model Viewer on iOS, we’ve done a number of improvements to our mobile support for both iOS and Android: With big thanks to Jan Adamec, we have: Upgraded our OpenGLES usage on iOS to OpenGES 3 (if only your system supports it; otherwise we still fallback to OpenGLES 2). …

Release candidate: Godot 4.5 RC 1

The final stage of development for Godot 4.5 has arrived: the Release Candidate. This means that all of our planned features are in place and the most critical regressions have been tackled, so we’re confident that it’s now ready for production use.

However, we can never be 100% sure that the release is ready to be published without very extensive testing from the community. So while Godot 4.5 is now ready for testing on existing projects (always make a copy/backup before upgrading, preferably with version control), we’re eager to hear how it fares and whether any new major issues have gone unnoticed until now.

While we are confident that we are nearly ready to release. There will be at least one more RC release after this one containing bug fixes for exporting C# projects to certain, older, Android devices and for shipping baked shaders on iOS devices. We have fixes in the queue already and anticipate merging them promptly and releasing an RC2 early next week. If no major regressions are reported with RC1/RC2, we anticipate releasing 4.5 stable shortly after.

Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.


The cover illustration is from Whimside, a creature collector where your pixel art companions keep you company at the bottom of your screen. You can buy the game on Steam, and follow the developer on Bluesky or YouTube.

Highlights

We covered the most important highlights from Godot 4.5 in the previous 4.5 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.5 release.

Especially if you’re testing 4.5 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.

This section covers the most relevant changes made since the beta 7 snapshot, which are largely regression fixes:

  • Core: Fix regression in mechanism to hold objects while emitting (GH-109770).
  • Core: Make SceneTree not crash when receiving a notification without a root being set (GH-110041).
  • Editor: Add single-object inspect command backwards compatible API for potential regression (GH-110043).
  • Editor: Fix Range scale overflow (GH-110107).
  • Export: Fix editor export plugins always causing resources to be edited (GH-110057).
  • GUI: Do not set flags when PopupMenu::set_visible is called to hide popup (GH-110049).
  • Input: Fix Input.get_joy_info() regression after the SDL input driver PR (GH-108214).
  • Porting: macOS: Process joypad input directly in the embedded process (GH-109603).
  • Rendering: Add GENERAL resource usage to the render graph and fix mutable texture initialization in D3D12 (GH-110204).
  • Rendering: MSDF: Fix outline bleed out at small sizes (GH-110148).

Changelog

As we’ve tightened our policy on what kind of changes can be merged leading to the release candidate stage, there aren’t a lot of changes in this snapshot. 18 contributors submitted 24 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-beta7 snapshot.

This release is built from commit 6c9aa4c7d.

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Standard build includes support for GDScript and GDExtension.

.NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.

While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

Known issues

During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.5. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the RC snapshots.

With every release, we accept that there are going to be various issues which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.

Bug reports

As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).

Support

Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part or full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!

If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Castle Game Engine: Enjoy new examples: 3d_games/walking_adventure, 3d_games/dungeons_and_skeletons_fight and more

We did some rearrangement of our examples, to showcase better engine features and some good demos. First of all, we now have 3d_games and 2d_games subdirectories in our engine examples. The names 2d_games, 3d_games are alphabetically first — which is a nice bonus, we want them to be noticeable. Example 3d_games/walking_adventure has been added to the engine repository. It’s …

Castle Game Engine: New example: get random image using Unsplash REST API

We have a new example in our repository: examples/network/random_image_from_unsplash. This shows using our to access Unsplash API and ask for a random image matching a given search term (like a “cute fox”). The main part of the example is the unit gameunsplash.pas with a reusable class to download images from Unsplash. There are 2 ways …

Dev snapshot: Godot 4.5 beta 7

While we initially anticipated our next snapshot to begin release candidate phase, we left open the possibility of another beta pass if any significant blockers persisted. And while the overwhelming majority have since been handled, this extra pass is to ensure debug symbols are supported for Android platforms. While this was always something that could be done when building from source, a long-term goal is official access to debug symbols, making this something we want to get right out of the gate.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.


The cover illustration is from Strange Jigsaws, a game of strange jigsaws! You can buy the game on Steam, and follow the developer on YouTube or Bluesky.

Highlights

For an overview of what’s new overall in Godot 4.5, have a look at the highlights for 4.5 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 6 and beta 7. This section covers the most relevant changes made since the beta 6 snapshot, which are largely regression fixes:

  • 3D: Create an undo/redo action when pinning a SoftBody3D point in the editor (GH-109828).
  • Audio: Web: Fix AudioStreamPlayer.get_playback_position() returning incorrect values for samples (GH-109790).
  • Core: Revert “Prevent crashing if max_threads is zero.” (GH-110003).
  • Documentation: Document ClassDB not storing information on user-defined classes (GH-109747).
  • Editor: Allow extending previously-non-abstract scripts that became abstract (GH-109903).
  • Editor: Don’t start editor as unsaved (GH-109825).
  • Input: Revert “[Web] Disregard touch events in pointer callbacks” (GH-109936).
  • Porting: Android: Fix safe area regression on older Android versions (GH-109818).
  • Rendering: Treat missing variants as normal cache misses during shader cache lookup (GH-109882).

Changelog

29 contributors submitted 47 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-beta6 snapshot.

This release is built from commit 4ebf67c12.

Downloads

Godot is downloading…

Godot exists thanks to donations from people like you. Help us continue our work:


Make a Donation

Close this popup

Standard build includes support for GDScript and GDExtension.

.NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.

While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

Known issues

During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.5. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.

With every release, we accept that there are going to be various issues which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.

Bug reports

As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).

Support

Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part or full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!

If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Dev snapshot: Godot 4.5 beta 6

It’s been a long journey, but we’re at the tail-end of 4.5’s beta cycle at last; thank you to everyone who contributed during this stage! As such, you can expect this to be our final beta release for 4.5 (probably), with release candidates just around the corner. Should this indeed be our final beta snapshot, all further changes will be strictly regression fixes; the content available here will be largely reflective of the 4.5 release. As always, users are strongly encouraged to test this snapshot to catch the remaining few release blockers.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.


The cover illustration is from Planetary Life, an evolution simulator where you guide custom creations from single-celled organisms to a modern civilization! You can buy the early-access title on Steam, and follow the developer on YouTube or Twitter.

Highlights

For an overview of what’s new overall in Godot 4.5, have a look at the highlights for 4.5 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 5 and beta 6. This section covers the most relevant changes made since the beta 5 snapshot, which are largely regression fixes:

Rename SVGTexture to DPITexture, mark as “experimental”

We generally don’t highlight reversions/renames in these blogposts, but this is a major exception that warrants added context. The original intent of SVGTexture was to handle icons that respect the font oversampling in the editor. That’s literally it.

DPI Compare

This is part of the reason we never gave the feature its own dedicated section, beyond a bullet-point in its introductory blog. However, the reception to what should’ve been a fringe feature was far larger than we intended. Many users, understandably, took the feature to mean full-blown support for Flash-like graphics and realtime rasterization. The name and description ended up overselling our niche utility as a general-purpose solution; one which it was woefully underequipped to handle. Despite the original author, bruvzg, making excellent strides towards refining and expanding functionality, it was ultimately akin to applying a bandage on a broken leg. Turning this implementation into something general purpose would be beyond the scope of 4.6, let alone 4.5! The rebranding and experimental designation are our ninth-inning resolution.

This feature has a limited use-case, and will not be extended beyond that.

Having said that: this is not us saying “no” to the prospect of realtime support for SVG/rasterized visuals. On the contrary: that’s exactly why we’re making this designation in the first place! The support for this functionality is very obvious, but it needs to be done right. So while that might be out-of-scope for 4.5, it’s not out-of-scope for Godot.

(GH-109811, GH-109805)

And more!

  • Export: Android: Revert the removal of the gradle_build/compress_native_libraries export option (GH-107681).
  • GDScript: Autocompletion: Don’t call const functions (GH-109297).
  • XR: Add CameraServer feeds_updated signal, and document async behavior (GH-108165).
  • GUI: Use MSDF instead of MTSDF for font rendering (GH-109437).
  • Input: Add methods to check which event first triggered “just pressed/released” state (GH-109540).
  • Shaders: Improve shader overloaded function error reporting (GH-109548).
  • Documentation: Update _physics_process and _process docs to reflect implementation (GH-109320).
  • Editor: Fix snapping logic in Range (GH-109100).
  • Documentation: Document Tree.item_collapsed also being emitted when the item is expanded (GH-109242).
  • Rendering: Fix material removal clearing all instances of shared texture arrays (GH-109644).

Changelog

53 contributors submitted 111 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-beta5 snapshot.

This release is built from commit d5ad0556a.

Downloads

Godot is downloading…

Godot exists thanks to donations from people like you. Help us continue our work:


Make a Donation

Close this popup

Standard build includes support for GDScript and GDExtension.

.NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.

While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

Known issues

During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.5. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.

With every release, we accept that there are going to be various issues which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.

Bug reports

As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).

Support

Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part or full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!

If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by Godot Foundation. There are also several alternative ways to donate which you may find more suitable.