Release candidate: Godot 4.6.1 RC 1

Not even two weeks after the release of Godot 4.6, and the reception to the release has been nothing short of delightful to take in. Thank you to everyone who took to social media and shared their favorite changes! Similarly, as development of 4.7 is already well underway, we’re excited to show off some of our favorite changes as well!

However, that’s for a (slightly) later date. Today’s all about 4.6; specifically: a 4.6.1 maintenance release. This is because there have been a few showstopping issues reported by various users, and squashing those bugs has been a top priority for our team. Your testing will play a crucial role in detecting and addressing any issues that weren’t present in 4.6-stable, ensuring as clean of an upgrade as possible from this hotfix.

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 illustration picture for this article comes from Turnbound, an auto-battler where inventory management and experimentation are key to escaping a haunted boardgame. You can buy the Early Access game on Steam, and follow the developers on Bluesky.

What’s new

25 contributors submitted 34 improvements for this release. See our interactive changelog for the complete list of changes since the 4.6-stable release.

This section covers all changes made since the stable release, which are largely regression fixes (critical fixes highlighted in bold):

  • 3D: Change orbit snap shortcut with navigation scheme (GH-115298).
  • 3D: Fix Skeleton3D Edit Mode bone buttons have priority over transform gizmo (GH-115608).
  • 3D: Fix viewport orbit snap defaulting to always snapping when shortcut(s) are set to none (GH-115002).
  • 3D: Increase float precision in the editor inspector for Quaternions (GH-106352).
  • 3D: Register zoom shortcuts to match preset Godot navigation scheme (GH-115290).
  • Animation: Fix LookAtModifier3D / AimModifier3D forward vector (GH-115689).
  • Animation: Fix use-after-free in Animation Blend Tree (GH-115919).
  • Animation: Fix use-after-free in AnimationTree (AHashMap realloc) (GH-115931).
  • Buildsystem: Fix missing lib with builtin_glslang=false (GH-93478).
  • C#: Revert “Improve performance of CSharpLanguage::reload_assemblies” (GH-115759).
  • Core: Fix ClassDB class list sorting regression (GH-115923).
  • Core: Fix the NodePath hash function to not yield the same value for similar paths (GH-115473).
  • Editor: Fix NodePath EditorProperty using the wrong scene root (GH-115422).
  • Editor: Fix create dialog recents (GH-115314).
  • Editor: Fix Rename option for instance roots (GH-115575).
  • Editor: Fix Unique Resources from Inherited Scenes (GH-115862).
  • Editor: Fix wrong base type when creating script (GH-115778).
  • Export: Load translation files to check locale for ICU data export (GH-115827).
  • GDScript: LSP: Add godot to known language ids (GH-115671).
  • GDScript: LSP: Handle clients that do not support CompletionContext (GH-115672).
  • GUI: Fix current line highlight not extending into gutter (GH-115729).
  • Input: Update editor shortcuts when changing 3D navigation scheme (GH-115289).
  • Physics: Fix transform updates sometimes being discarded when using Jolt (GH-115364).
  • Platforms: Android: Fix Bad file descriptor in SAF/MediaStore in long term access (GH-115751).
  • Platforms: Android: Fix plugin type mismatch regression (GH-115685).
  • Platforms: Fix crash in StorageScope.kt on Android (GH-115515).
  • Platforms: Wayland Embedder: Fix FD leak with inert objects (GH-115823).
  • Platforms: Windows: Disable MSVC control flow check on IAT hooks (GH-115430).
  • Rendering: Avoid reading from sky pointer when rendering background without sky (GH-115874).
  • Rendering: Ensure that uv border size is passed in to sky rendering functions (GH-115606).
  • Rendering: Pick the sample closer to the camera when resolving 2x MSAA (GH-115124).
  • Rendering: Update re-spirv with more derivative operations (GH-115921).
  • Rendering: Use sky’s corrected camera projection for combined_reprojection (GH-115292).
  • Thirdparty: libpng: Update to 1.6.54 (GH-115714).

This release is built from commit 7bfffc846.

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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 4.6.1. 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.

  • macOS builds are not signed this release; this will be resolved by the time 4.6.1-stable comes out.

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 and 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.

Donate now

Castle Game Engine: macOS improvements: work flawlessly on Apple Silicon (Aarch64), bundled with FPC, signed and notarized; Cocoa mouse positioning; fixes to OnDropFiles; universal binary support

We are proud to announce numerous improvements to how our engine works on macOS: As hinted in previous news, our macOS builds are now provided with “bundled FPC” which means that building your games works out-of-the-box with our engine. Castle Game Engine downloads now feature a native macOS/Silicon (Aarch64) build. With everything working natively on …

Release candidate: Godot 4.5.2 RC 1

Our next feature release, Godot 4.6, is just around the corner, but we also wanted to take the time to publish a maintenance update for Godot 4.5. There have been a lot of fixes made during 4.6 development that could be backported to the previous branch, and should help solve a number of issues that users have been running into in production.

So we’re preparing Godot 4.5.2, and this release candidate aims at validating the changes before we publish this new version as a recommended upgrade for Godot 4.5.x users.

This release backports important fixes on the rendering and platform porting areas, notably:

  • Thanks to work done by the Android maintainers in Godot 4.5, we’ve been providing debug symbols for the Android export templates, which users can upload to Google Play to symbolicate their crash logs. This has enabled developers of games such as Rift Riff, Kamaeru, and Spooky Express to share detailed stack traces about crashes that some players run into on their games. These developers also assisted the rendering maintainers in debugging the issues, and so Skyth could write fixes for most issues found, which are available in this release candidate.
    • If you have a game published on Google Play using Vulkan Mobile, we strongly recommend upgrading to 4.5.2.rc1 or later, as this should resolve a lot of crash reports that your game might have.
  • Still on the rendering side, we’ve backported a number of Direct3D 12 bug fixes and performance improvements, notably to reduce initial shader compilation time and get it closer to what we have with Vulkan. While Godot 4.6 has even more fixes and new features, enabling it to make Direct3D 12 the default driver on Windows, for 4.5.2 it remains opt-in, but these fixes should improve the experience for developers who choose to target this API.
  • And finally, again on rendering, iOS exports using Metal (Forward+ or Mobile rendering methods) will now default to restrict support to A12 devices or newer. This means excluding some older iPads which technically support Metal but struggle to run Godot games properly. You can toggle this option in the export preset, this is just a change of its default state based on your rendering method.

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 for this release.


The illustration picture for this article comes from Outhold, a short, strategic incremental game that blends tower defense with a deep meta-progression. You can buy the game or try out the demo on Steam, and follow the developers on their Discord.

What’s new

101 contributors submitted 200 improvements for this release. See our interactive changelog for the complete list of changes since the 4.5.1-stable release.

  • 2D: Check for tiles outside texture on TileSet atlas settings changes (GH-112271).
  • 3D: Don’t redraw Sprite3D/AnimatedSprite3D outside the tree (GH-112593).
  • Animation: Separate branching ping-pong time and delta (GH-112047).
  • Audio: Fix AudioStreamPolyphonic to honor AudioStreamPlayer.pitch_scale (GH-110525).
  • Audio: Check if on tree before calling can_process() (GH-114966).
  • C#: Fix dotnet class lookup returning modified names instead of engine names (GH-112023).
  • C#: Ensure .NET editor supports Visual Studio 2026 (GH-112961).
  • Core: Fix load_threaded_get returning null when used with CACHE_MODE_IGNORE (GH-111387).
  • Core: Improve determinism of UIDs (GH-111858).
  • Core: Fix duplicating node references of custom node type properties (GH-112076).
  • Editor: Visual Shader: Fix nodes’ relative positions changed in a different display scale (GH-97620).
  • Editor: Fix editing resources in the inspector when inside an array or dictionary (GH-106099).
  • Editor: Fix switch to GameView when closing game window (GH-111811).
  • Editor: EditorRun: Load override.cfg to get window configuration for embedded mode (GH-111847).
  • Editor: Add donate button to project manager (GH-111969).
  • Editor: Fix file duplication making random UID (GH-112015).
  • Export: Disable shader baker when exporting as dedicated server (GH-112361).
  • Export: iOS: Automatically enable iphone-ipad-minimum-performance-a12 if project is using Forward+/Mobile renderer (GH-114098).
  • Export: Fix Android export with multiple architectures failing when GDExtension includes native dependencies (GH-114483).
  • GDExtension: iOS: Fix loading of xcframework dynamic libraries (GH-112784).
  • GDScript: LSP: Fix goto native declaration (GH-111478).
  • GUI: Fix update order for exclusive child window (GH-94488).
  • GUI: FoldableContainer: Override has_point to use title rect when folded (GH-110847).
  • GUI: Fix IME input in multiple windows at once (GH-111865).
  • Particles: Fix CPUParticle3D not randomizing (GH-112514).
  • Platforms: Android: Add support for Android XR devices to the Godot XR Editor (GH-112776).
  • Platforms: Android: Fix ANRs when shutting down the engine due to the render thread (GH-114207).
  • Platforms: Android: Trigger save of the RD pipeline cache on application pause (GH-114463).
  • Platforms: macOS: Fix ~500ms hang on transparent OpenGL window creation on macOS 26 (GH-111657).
  • Platforms: macOS: Fix microphone issue (GH-111691).
  • Platforms: macOS: Disable window embedding code in export templates (GH-113966).
  • Platforms: Linux: Add SSE4.2 support runtime check (GH-112279).
  • Platforms: Linux/X11: Fix input delay regression (GH-113537).
  • Platforms: Windows: Fix EnumDevices stall using IAT hooks (GH-113013).
  • Rendering: Round values after renormalization when generating mipmaps (GH-111841).
  • Rendering: Use AABB center instead of origin for visibility fade (GH-113486).
  • Rendering: D3D12: Fix not checking for fullscreen clear region correctly (GH-111321).
  • Rendering: D3D12: Fix specialization constant patching (GH-111356).
  • Rendering: D3D12: Greatly reduce shader conversion time & fix spec constant bitmasking (GH-111762).
  • Rendering: OpenGL: Add all PowerVR devices to the transform feedback shader cache ban list (GH-111329).
  • Rendering: OpenGL: Use GL_FRAMEBUFFER instead of GL_DRAW_FRAMEBUFFER when doing final blit to the screen framebuffer to work around OBS bug (GH-111834).
  • Rendering: Vulkan: Create new pools when they become fragmented (GH-114313).
  • Rendering: Vulkan: Implement workaround for GPU driver crash on Adreno 5XX (GH-114416).
  • Rendering: Vulkan: Create separate graphics queue instead of reusing the main queue when transfer queue family is unsupported (GH-114476).
  • Shaders: Fix VisualShader conversion failing with subresources (GH-109375).
  • Thirdparty: libpng: Update to 1.6.53 (GH-113961).
  • Thirdparty: mbedTLS: Update to version 3.6.5 (GH-111845).
  • Thirdparty: pcre2: Update to 10.46 (GH-114766).

This release is built from commit f782f6ad0.

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 Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround).

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.

  • A minor issue crept up in this RC, which causes this warning to be shown several times when opening projects in the editor: “Property not found: ‘application/config/disable_project_settings_override’.” This warning is harmless and has already been fixed for the stable release.

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 and 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.

Donate now