Release candidate: Godot 4.7.1 RC 1

Ever since the release of Godot 4.7 just over a week ago, our team has been working nonstop in two critical areas: ensuring a strong initial development cycle for Godot 4.8, and polishing up the current stable release’s foundation for an upcoming maintenance release. We weren’t entirely sure which would end up coming to light first, but it’s now clear that the latter will be taking an early lead with our first 4.7.1 release candidate. We’d like to thank everyone who diligently reported on any showstopping bugs that weren’t present in Godot 4.6; your continued testing is making this process especially expedient!

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 nophenia, an exploration game where you wander dream-like environments as a wolfgirl with dedicated sitting and howling inputs. You can buy the game on Steam, and follow the developer on itch.io and Discord.

Highlights

This section covers the most relevant changes made since the stable release, which are largely regression fixes:

  • Animation: Make animation folding access cfg only at save/load project time (GH-120403).
  • GUI: Fix crash in Tree::_get_item_focus_rect (GH-120538).
  • GUI: Fix scene tree drag-n-drop regression on touchscreens (GH-120456).
  • GUI: Fix visual glitch with connections lines in GraphEdit (GH-120488).
  • Input: Android: Fix EditorSettings not instantiated error when running game (GH-120723).
  • Input: Fix backspace being unable to delete pre-existing text in any input field when using a soft keyboard on Android (GH-119798).
  • Navigation: Fix navigation agents unconditionally getting added to avoidance simulation after pause resume (GH-120249).
  • Network: Set inited=false on CookieContextMbedTLS::clear to avoid accidental double destruction (GH-120371).
  • Rendering: Fix flickering lighting on mesh-instances with non-uniform scale (GH-119784).
  • Rendering: Fix previous transform getting remembered for 2 frames after the instance stops moving (GH-119941).
  • Rendering: Seek past skipped shader variant payloads to avoid reading incorrect data (GH-119792).

Changelog

27 contributors submitted 41 improvements for this release. See our interactive changelog for the complete list of changes since the 4.7 stable release.

This release is built from commit 17e2686e0.

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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 4.7.1. 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.

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 in 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: Review of the engine by Claude Code yielded 11 bug-fixes. The good, the bad about the experience, how you can do this in your own codebase, Docker SBX and more

I gave Claude a long-running task: Review every file of Castle Game Engine. The process found 11 “real” bugs (something was indeed a bug in the engine, and it could be a bug in real-life applications using the engine) which we promptly fixed. So I’m happy:) See the “Detailed Stats” section at the end for …

Castle Game Engine: TCastleProcess and ExecuteCommand available with both FPC and Delphi, no more cryptic “Failed to execute  : 4551” when Windows “Smart App Control” blocks us

We refactored our process running code (when one application wants to run another). This is used throughout our tools (build tool, editor) but we also have uses for it in the engine itself. Refactoring this into a nice unit gives us more possibilities, for now and for the future:) The code is now in a …

Release candidate: Godot 4.7 RC 3

Thank you to everyone who has participated in the release candidate stages of Godot 4.7! As a result of widespread adoption and testing, we were able to unearth and squash a handful of critical regressions that very nearly got overlooked. So while we hope to have a stable version out sooner than later, these fixes alone warrant at least one more snapshot, for good measure.

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 You Know The Drill, an incremental mining game where you gather resources and delve deeper with an ever-upgrading drill. You can buy the game on Steam or try the demo on itch.io, and follow the developer on Bluesky and itch.io.

Highlights

We covered the most important highlights from Godot 4.7 in the previous 4.7 beta 1 blog post, so if you haven’t read that one, have a look to check out the main new features added in the 4.7 release.

Especially if you’re testing 4.7 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 all changes made since the RC 2 snapshot, which are largely regression fixes:

  • Animation: Fix stretch mode in custom_timeline on AnimationNodeAnimation (GH-120241).
  • Assetlib: Fix assets with license type of “Other” not showing up (GH-120120).
  • Assetlib: Fix incorrect release order for items in the asset store (GH-120239).
  • Assetlib: Fix some issues and crashes in the asset store (GH-120164).
  • Assetlib: Improve version label visual in the asset dialog (GH-119751).
  • Core: Revert “Fix a deadlock in WorkerThreadPool” (GH-120250).
  • Documentation: Docs: Add platform support notes to window flags (GH-120313).
  • Documentation: Document the expected format for the project settings override file (GH-120252).
  • Documentation: Link to 3D lights and shadows tutorial in AreaLight3D class documentation (GH-120198).
  • Documentation: Update Tree reference to explain new drop sections (GH-120108).
  • Editor: EditorPropertyArray clipping fix (GH-120261).
  • GUI: RTL: Do not add zero-width space to last line without content (GH-120116).
  • GUI: RTL: Fix indent / list level not taken into account (GH-120104).
  • Particles: Fix leftover particle data when updating particle buffers (GH-119631).
  • Physics: Jolt: Fix gravity scale not updating when set from code (GH-120258).
  • Physics: Jolt: Remove forced area event queuing during body exit (GH-120243).
  • XR: Fix a crash when spatial entity marker trackers are detected (GH-120300).

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. 12 contributors submitted 17 fixes for this release. See our interactive changelog for the complete list of changes since 4.7 RC 2. You can also review all changes included in 4.7 compared to the previous 4.6 feature release.

This release is built from commit 645638db9.

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 a workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.7. 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.

  • Adreno 660 devices running Vulkan have geometry errors when using LightmapGI (#120299).
  • Editor UI container layout breaks when Editor Scale is set below 1.0 (#120272).
  • Large AreaLight3Ds don’t receive voxelGI global illumination for a portion of the light (#120178).
  • Programmatically updating gravity vector currently fails (#120279).

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 in 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 the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Donate now