Dev snapshot: Godot 4.0 beta 7 Godot 4.0 has been in beta for over two months, and the overall feature completeness, stability and usability have improved a lot during that time. We’ve had beta snapshots every other week, and now we’ve decided to accelerate the cadence to release a… Continue Reading →
Release Management: 4.0 and beyond TL;DR: We are getting closer than ever to releasing Godot 4.0. After years of development and countless hours spent by our contributors, we believe it’s finally ready for production use. But no matter the amount of time dedicated to testing and profili… Continue Reading →
Release Management: 4.0 and beyond We are closer to releasing Godot 4.0. No matter the amount of time dedicated to testing and profiling — bugs and issues are inevitable. Still, we intend to follow 4.0 with bug fix releases to ensure a stable experience as soon as possible. Continue Reading →
Release Management: 4.0 and beyond TL;DR: We are getting closer than ever to releasing Godot 4.0. After years of development and countless hours spent by our contributors, we believe it’s finally ready for production use. But no matter the amount of time dedicated to testing and profili… Continue Reading →
Castle Game Engine: Dark Mode design :) I can’t count anymore how many times I’ve been asked “when is the Dark Mode coming to CGE editor” 🙂 One answer is: It is already possible. We use LCL and our editor just follows your OS (Windows, GTK, …) theme. If you switch your system theme to something dark, then all your applications (including … Continue reading ➤ Continue Reading →
Castle Game Engine: Documentation enhancements: using children components, API and code conventions about memory management, nils, BeforeDestruction and more We have a number of enhancements to our 2 large documentation pages (targeting mostly advanced engine users / developers): Custom Components documentation was extended with description how do we advise to create children components in your custom components. This is useful when you want to create a new component, register it in CGE editor, and … Continue reading ➤ Continue Reading →
Castle Game Engine: Texture coordinate transformation (KHR_texture_transform) in glTF support Extending our glTF support, we now handle texture coordinate transformation following the KHR_texture_transform extension. The glTFs using it can be generated e.g. by Blender if you transform UV Map using the Mapping node (see the screenshot at thi… Continue Reading →
Dev snapshot: Godot 4.0 beta 6 Godot 4.0 has been in beta for a little over two months, and the overall feature completeness, stability and usability have improved a lot during that time. We’ve had beta snapshots every other week, and now we’ve decided to accelerate the cadence to r… Continue Reading →
Dev snapshot: Godot 4.0 beta 6 Godot 4.0 has been in beta for a little over two months, and the overall feature completeness, stability and usability have improved a lot during that time. We’ve had beta snapshots every other week, and now we’ve decided to accelerate the cadence to … Continue Reading →
Dev snapshot: Godot 4.0 beta 6 After biweekly Godot 4.0 beta snapshots, we’ve decided to accelerate the cadence to release a new snapshot every week, to get even faster feedback on our bugfixes and potential regressions. Beta 6 fixes infamous issues around cyclic dependencies in GDS… Continue Reading →