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Dev snapshot: Godot 4.8 dev 2
Happy GodotCon Boston for those who celebrate! While many key contributors are already at this event as we speak, that doesn’t mean that development snapshots are slowing down anytime soon. We hope anyone that couldn’t make it to the event this year looks forward to further coverage and highlights in the near future, as you enjoy Godot 4.8 dev 2 in the meantime!
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 The Incident at Galley House, a detective game where you wield a strange contraption to reveal the truth behind the 1936 tragedy at Galley House. You can buy the game on Steam, and follow the developers—William Rous and Evil Trout—on their socials.
Highlights
In case you missed them, see the 4.8 dev 1 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 2.
Editor: Automatically expand created resources in inspector
Hugo Locurcio starts our roundup with GH-99725, bringing a long-desired QOL addition to the inspector: auto-expansion of resources. While most of our inspector items automatically revealed themselves when initialized, resources always existed as an unfortunate blindspot. As demonstrated below, this will no longer be the case!
Editor: Add “Play Scene” option to file system context menu
While the process of playing a scene is already relatively streamlined, there’s always potential for further improvement, if you know where to look. Case-in-point: why not make it possible to play a scene from the file system directly? DexterFstone had this exact same thought, and decided to do something about it in GH-111941. Now any scene can be played from the file system’s context menu alone; no extra steps required!

Core: Write Object variants with \n between properties
While version control is a system we wholeheartedly stand by for production environments, there are undoubtably annoyances that come from it. There’s a reason that most developers will opt for storing settings as text instead of binary data, as the former allows for seamless integration of diff and merge functionality.
…In theory, anyway.

Yeah, this advantage kind of breaks apart when everything is batched together on a single line, as is the case with any Object data. This makes parsing differences between file versions nearly impossible at a glance, and effectively makes any merge tool have to treat the file as if it were binary to begin with. Robert Wallis recognized these concerns, and spearheaded GH-92102 to give Object some breathing room.

And more!
There are too many exciting changes to list them all here, but here’s a curated selection:
- 2D: Add proper instructions for using scene paint 2D (GH-121227)
- 3D: Re-enable freelook inertia by default in the 3D editor (GH-121478).
- Assetlib: Set the Asset Store’s default sorting to highest scored (GH-121112).
- Core: Make it impossible to have more than one main thread, and don’t release unnecessarily (GH-121161).
- Core: Speed up removing many child nodes (GH-120942).
- Editor: Show doc tooltips in quick settings (GH-121278).
- Editor: Show inspector warning on deprecated properties (GH-121364).
- Export: Make shader compiler float constant formatting deterministic (GH-120968).
- GDScript: Make language shutdown more crash resilient (GH-120976).
- Input: Ignore joypads on unfocused window by default for new projects (GH-120399).
- Rendering: Use non-volumetric fog in WorldEnvironment sky reflections (GH-107958).
- Thirdparty: Update to Jolt Physics 5.6.0 (GH-121260).
Changelog
93 contributors submitted 197 fixes for this release. See our interactive changelog for the complete list of changes since 4.8 dev 1. You can also review all changes included in 4.8 compared to the previous 4.7 feature release.
This release is built from commit 7220d456d.
Downloads
Godot is downloading…
Godot exists thanks to donations from people like you. Help us continue our work:
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
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.
- There are currently no known issues introduced by this 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 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 platform managed by the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.
jMonkeyEngine: jMonkeyEngine 3.10.0-beta2
Castle Game Engine: Web: water, terrain, shadow maps, alpha treatment, keys on losing focus
Castle Game Engine: Windows downloads now code-signed – no more Smart App Control blocks. Plus smaller downloads (7z, tar.xz)
Godot Team Updates @ GodotCon Boston 2026
Our second annual GodotCon in North America is right around the corner and it is full steam ahead for the Godot community in Boston. The schedule has been announced so we thought it would be worth highlighting some of the official updates and fun talks from the Godot Foundation that will take place during the conference.
Godot Rendering Team Update
🗣️ Clay John
An update on what major changes have happened within the renderer over the last two years with a focus on technical hurdles that we have overcome and the major limitations that we are now seeing.
Also, a brief look at the future of Godot’s renderer including what to expect in terms of new high-end features and the long-term vision for the renderer.
What’s New in Android
🗣️ Fredia L Huya-Kouadio
Discover what’s new in Android in 2026 for Godot developers!
This talk will provide updates, new development, and new features to the Godot Android Platform since 2025.
The talk will also cover the growth of the Godot Android editor since 2025, and will provide a quick look at its 2026 development roadmap.
How to make a VR game entirely in VR! (No PC required)
🗣️ David Snopek, Logan Lang
Did you know that the Godot editor can run on standalone VR headsets like the Meta Quest 2/3, Pico 4, or Samsung Galaxy XR?
This can allow you to build a game entirely in VR, without using a desktop or laptop computer at all!
In this talk, David Snopek and Logan Lang of Godot’s XR team, will:
- Tell the story of “Expedition to Blobotopia”, a VR game which they built in one week for the Godot Wild Jam #81, working entirely on Meta Quest 3 headsets
- Explain the advantages of doing game dev in the headset
- Share tips and tricks for how you can do it too
- Demonstrate the newly released GABE, which allows running full Android Gradle builds on the headset
- Explain the basics of publishing your VR game on the Meta Horizon Store and Google Play Store
- Give a live demo of the editor running on a headset!
Discover a new way to add VR directly into your game development workflow!
Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devices
🗣️ Clay John, Pablo Selener, David Snopek
Low-spec targets like mobile and standalone VR leave little room for waste. This session covers two things: the engine-level optimizations W4 Games contributed upstream that make all Godot games faster, and the techniques developers can apply in their own projects without modifying Godot’s source. Much of this work was originally funded by commercial engagements and is now upstream for everyone.
Getting started with cross-platform XR development
🗣️ Fredia L Huya-Kouadio, David Snopek
This talk will walk attendees through the process of creating an XR game that can run on all modern XR platforms (Android XR, Meta Horizon OS, Pico OS, visionOS) and leverage capabilities unique to each platform.
Attendees will also be walked through the process of porting an existing ‘flat’ 3D game to an immersive or volumetric game running on an XR device.
GodotCon Boston 2026 takes place from July 20th – July 22nd with a day of workshops on the 20th and the main conference on the 21st and 22nd. There are 20 other talks to see along with the Godot games showcase, nightly social events, and catered breakfast and lunch. Tickets are on-sale now. Room in workshops is still available!
Maintenance release: Godot 4.7.1
It’s been nearly four weeks since we saw the release of Godot 4.7, which has given our team ample time to prepare for its first maintenance release. This progress was made in tandem with Godot 4.8, whose first development snapshot released last week, and will hopefully see its second snapshot later this week. But for those sticking with the rock-solid foundation Godot 4.7 provided, only iterating on critical regressions/crashes reported by the community in that time, you need look no further than today’s maintenance release: 4.7.1-stable!
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
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.
Download Godot 4.7.1 now or try the online version of the Godot editor.
Godot is downloading…
Godot exists thanks to donations from people like you. Help us continue our work:
The cover illustration is from Stackflow, a strategy rougelike game, where you clear rows of blocks to unlock abilities to more proficently and satisfyingly clear yet more rows of blocks. You can buy the game or try the demo on Steam, and follow the developer on itch.io and GitHub.
Changes
42 contributors submitted 78 fixes 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 a13da4feb.
- 2D: Improve 2D editor dropping code (GH-119418).
- 3D: Fix closed
Curve3Dfirst/last point missing in/out control point (GH-120684). - Animation: Make animation folding access cfg only at save/load project time (GH-120403).
- Assetlib: Set the Asset Store’s default sorting to highest scored (GH-121112).
- Editor: Guard against non-main-thread emission of EditorFileSystem changed signal (GH-115083).
- Editor: Wrap long project title (GH-119580).
- GUI: Don’t automatically open virtual keyboard when popup menu shows (GH-120768).
- 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::clearto avoid accidental double destruction (GH-120371). - Rendering: Fix flickering lighting on mesh-instances with non-uniform scale (GH-119784).
- Rendering: Fix orthographic camera directional shadow culling (GH-120711).
- 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).
Known incompatibilities
As of now, there are no known incompatibilities with the previous Godot 4.7 release. We encourage all users to upgrade to 4.7.1.
If you experience any unexpected behavior change in your projects after upgrading to 4.7.1, please file an issue on GitHub.
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 platform managed by the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.
Release candidate: Godot 4.7.1 RC 2
As distance from the Godot 4.7 stable release grows, so too does the amount of spotted regressions and subsequent regression fixes. We don’t have quite as many fixes to share compared to 4.7.1 RC 1, but there’s still enough to go around to warrant a second release candidate for this maintenance cycle.
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 Interdimensional Vending Machine, a psychological horror game where you play as a homeless girl in a distorted city, surviving off a vending machine whose contents reshape your fate. You can buy the game on Steam or try an older version for free on itch.io, and follow the developer on itch.io and YouTube.
Highlights
This section covers all changes made since 4.7.1 RC 1, which are largely regression fixes:
- 2D: Improve 2D editor dropping code (GH-119418).
- 3D: Fix
GridMapeditor cursor starting at the wrong position (GH-120595). - Animation: Fix
Abort on Resetfunctionality in AnimationNodeOneShot (GH-120478). - Core: Cherry-picks for the 4.7 branch (future 4.7.1) – 3rd batch (GH-120917).
- Editor: Clean Up
xposition calcuation of theAudioStreamfilename in the Inspector (GH-119995). - Editor: Fix
.godotfile icon saturation in editor file dialogs (GH-120376). - Editor: Fix crash in Project Settings when an autoload has been freed (GH-120874).
- Editor: Fix debugger call stack not selecting nodes in remote scene tree (GH-94096).
- Editor: Fix incorrect non-unique resource indicator (GH-120886).
- Editor: Fix ownership issues when pasting as replacement (GH-119790).
- Editor: Fix possible freeze when running project with floating script editor (GH-119614).
- Editor: Fix scene not requesting save for
Load as Placeholder(GH-120823). - Editor: Fix scene tab titles not updating on language change (GH-120554).
- Editor: Guard against non-main-thread emission of EditorFileSystem changed signal (GH-115083).
- Editor: Make Instant Preview work for first selection after being enabled (GH-116651).
- Export: Fix incorrect per-instance shader parameters when exporting in headless mode (GH-120794).
- GUI: Add empty icons for file dialog menu to the default theme (GH-120449).
- GUI: Don’t automatically open virtual keyboard when popup menu shows (GH-120768).
- GUI: Range: Don’t use min for snap offset when it’s too big (GH-113380).
- GUI: Set SpinBox’s internal node’s
use_parent_materialto true (GH-120714). - Import: Fix extracting materials without a per-material override (GH-120870).
- Import: GLTF: Use p_state parameter directly (GH-119071).
- Network: mbedtls: Update to 3.6.7 (GH-121055).
- Physics: Fix crash when assigning more than 2047 MiB to Jolt temp buffer (GH-120895).
- Physics: Fix crash when clicking via the Game view API created collisions (GH-120826).
- Rendering: Fix
hint_default_transparentused withsampler2DArray(GH-120433). - Rendering: Fix orthographic camera directional shadow culling (GH-120711).
- Tests: Crypto: Add sign/verify and encrypt/decrypt tests (GH-120903).
- Tests: Crypto: Add tests for AESContext (GH-120847).
Changelog
24 contributors submitted 29 improvements for this release. See our interactive changelog for the complete list of changes since 4.7.1 RC 1. You can also review all changes included in 4.7.1 compared to the previous 4.7 feature release.
This release is built from commit d6096250e.
Downloads
Godot is downloading…
Godot exists thanks to donations from people like you. Help us continue our work:
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.
Dev snapshot: Godot 4.8 dev 1
It’s been just over two weeks since we saw the stable release of Godot 4.7. In that time, we’ve been hard at working preparing for an upcoming maintenance release with our first 4.7.1 release candidate, and laying a strong foundation for what will become Godot 4.8. Last week already highlighted the former, so we’re opening the week strong with the latter: our first Godot 4.8 development snapshot. Unlike last week, which was entirely focused on regressions and critical bugfixes, we’ll be spotlighting several new features and functionality you can get your hands on right now.
As usual, safety precautions should be taken with any pre-release environment. While we prepare these snapshots with the intent to be suitable for general testing, there will always be a non-zero risk of data loss/corruption. Creating backups before hand and/or utilizing version control are strongly recommended!
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 Feed The Pit, a story-driven, investigative horror game where you hunt down the wealthy in order to Feed The Pit. You can buy the game on Steam or the iOS App Store, and follow the developers on YouTube and itch.io.
Highlights
Editor: Docked game view by default, simplify toolbar
One of the most exciting additions of the past few release cycles was undoubtably the ability to embed the game view within the editor. However, this feature might come as a surprise to many of you, as the default behavior since its inception has been a floating window. This was initially because not all desktop platforms had full support for this functionality, but we’ve since reached the point that all of our supported platforms can utilize it. As such, Michael Alexsander officially kickstarted this new default view in GH-120736 for all projects moving forward.
Pairing nicely with this new default setting is a new layout for the game view itself. Specifically: a toolbar overhaul. Because even if you were aware of the docked view before, actually finding the embed options was a bit tricky, as quite a lot of the important information was obfuscated or otherwise obstructed. Jayden Sipe spearheaded a brand new look for the toolbar in GH-118664, emphasizing usability and clarity compared to the prior implementation.
| Old | New |
|---|---|
Docked game view is only enabled by default for new projects; existing projects will have to manually enable this by toggling this option on the updated game view:

Editor: Support drag-toggle visibility in scene tree
There’s a lot of editor goodies to cover today, and Mikael Hermansson keeps the ball rolling with GH-118634, adding the ability to drag-toggle visibility in the scene tree editor. Now when toggling the visibility of a given node, the newly toggled state can be applied to any subsequent nodes when dragging the mouse across them.
Editor: Allow 3D viewports to override Gridmap axis
Michael delivered some QOL to 3D viewports with GH-117569, enabling them to dynamically override the GridMap editor axis. Through the new editor option “Allow Viewport Override” (enabled by default), hovering the mouse over a viewport set to a specific side will cause the currently edited axis to match that side.
Editor: Pseudolocalization preview
We’ve talked about the importance of accessibility a lot in these blog posts, so it should be emphasized that internationalization goes hand-in-hand with those efforts. To that end: making a title more accessible to users across multiple languages can be streamlined significantly through the use of pseudolocalization. This simple toggle simulates changes that might take place during localization, allowing any issues that would come from that process to be recognized as early as possible in development.
It then should come as no surprise that Tomasz Chabora, the same user responsible for hot-swapping languages in the editor, would seek to further expand the utility and awareness of this crucial functionality. Thanks to GH-119443, users are now able to access this functionality from within the editor itself. The hope is that this will not only make developers able to find these issues even earlier than before, but that it will also shine a spotlight on the feature as a whole.
GUI: Sticky tree items
One of the most common requests we’ve seen for improving Tree functionality is the ability to support “sticky items”. That is: the ability for a given line to stick to the top if it represents a foldable region. Koliur Rahman is no stranger to integrating popular editor requests, so it was only a matter of time before they delivered the desired functionality in GH-115697.
Certain trees that have above-average nesting might have a net-negative experience with sticky headers. This will be given hard-coded exceptions in the meantime (see GH-121000 for Skeleton3D), as we investigate configurable minimums.
GUI: TextEdit and CodeEdit touch support
We’ve given the standard desktop experience a lot of love this blogpost, so let’s pivot to something a bit more niche (for desktops): touch support. Given mobile devices represent some of our most prominent platforms, we seek to make the tactile experience of Godot first-rate wherever possible. To that end: Anish Kumar expanded the red-carpet treatment even further with GH-119706, bringing touch support to both TextEdit and CodeEdit. The new functionality is as follows:
- Tap (press → release): Positions the cursor and opens the virtual keyboard.
- Drag (press → drag → release): scrolls the text content, including inertial scrolling support.
- This extends to the code completion popup, which previously could not be scrolled via touch input.
- Text selection:
- Double-tap selects a word.
- Double-tap, hold, and drag selects the portion you’re hovering over.
Core: FuzzySearch and FuzzySearchMatch
“Fuzzy searching” is the practice of a search result returning matches similar to the passed query, rather than only returning an exact match. This functionality has actually been part of the core engine for nearly two years at this point, courtesy of first-time contributor Adam Johnston in GH-98278, in service of our quick open search. However, that’s where the functionality remained ever since, never actually being exposed to our binding API. But now, courtesy of now regular contributor Adam in GH-107126, this functionality is finally ready to roll for all users.
var items := ["Potion of Healing", "Greater Health Potion", "Poison Vial"]
var fuzzy := FuzzySearch.new()
for result in fuzzy.search_all("health potion", items):
# Prints "Greater Health Potion", "Potion of Healing".
print(result.target)
And more!
There are too many exciting changes to list them all here, but here’s a curated selection:
- 3D: Add octant visualization to
GridMap(GH-118583). - Audio: Fix
AudioStreamPlayer.get_playback_position()withAudioStreamPlaylistreturns 0 regardless of start time (GH-114867). - Editor: Add an option to run the project upgrade tool when updating to a new Godot version (GH-119466).
- Editor: Android: Update game menu bar to match desktop editor (GH-119156).
- Editor: Show enum integer values in inspector tooltips (GH-102734).
- Editor: Use VHS Circle as the default editor color picker shape (GH-110615).
- Export: Add Filter to Project Export → Options tab (GH-118898).
- Export: Add SPM support for Apple Embedded plugins (.gdip) (GH-116939).
- Input: Add support for joypad touchpads (GH-111714).
- Network: mbedTLS: Update to 4.1.0, PSA Crypto (GH-120725).
- Platforms: Implement
OS::get_processor_name()for Android (GH-120896). - Rendering: Add support for ASTC 6×6 and high quality compression profiles (GH-115003).
- Shaders: GDShader: Add implicit conversion of
boolconstants tofloat,int, anduint(GH-120715).
Changelog
135 contributors submitted 314 fixes for this release. See our interactive changelog for the complete list of changes since the 4.7 feature release.
This release is built from commit ebbf577a0.
Downloads
Godot is downloading…
Godot exists thanks to donations from people like you. Help us continue our work:
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
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.
- There are currently no known issues introduced by this 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 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 platform managed by the Godot Foundation. There are also several alternative ways to donate which you may find more suitable.