Engine
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Castle Game Engine: TCastleTransformReference improvements – intuitive transformation, menu items to “Duplicate Linked”, “Edit (Make Independent Copy)”, cooperates with LOD, fixed TCastleStickToSurface
Release candidate: Godot 4.4.1 RC 2
We released Godot 4.4 in early March and we are delighted to see the reception, with so many users upgrading to it on day 1 and sharing their favorite new changes on social media! If you haven’t seen the 4.4 release page, it’s well worth a read!
Since then, we’ve started the development phase for Godot 4.5 at full speed (with a first dev snapshot released yesterday!), but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.
After a first 4.4.1-rc1 snapshot last week, we decided to make a second release candidate as a few more critical bugs had fixes available to backport. Please test it if you can and report any new issue that was not present in 4.4-stable, as we want to ensure we don’t introduce new regressions in this hotfix release.
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.
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 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 Haulin’ Oats, a board game about truck driving, the US highways, and oatmeal (?!), which was recently released in version 1.0 on Steam. It is developed by Gramps Garcia, the tireless maintainer of the popular GodotSteam integration for the Steamworks SDK.
What’s new
21 contributors submitted around 39 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4.1-rc1 snapshot. You can also review all changes included in 4.4.1 compared to the 4.4 release.
Below are the most notable changes in this second release candidate (with critical fixes highlighted in bold):
- 3D: Fix
RemoteTransform3D
to always use global rotation ifuse_global_coordinates
is true (GH-97498). - Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D (GH-103921).
- Animation: Fix rest translation space in
LookAtModifier3D
(GH-104217). - Core: Use single RNG instance for
FileAccessEncrypted
IV generation (GH-103415). - Editor: Make
EditorProperty
and its childEditorProperty
behave like sibling nodes when handling mouse events (GH-103316). - Editor: Create .uid files for detected new files (GH-104248).
- Editor: Change root node transform warning to only show up for position (GH-104331).
- Editor: Fix use after free in the editor inspector section cleanup (GH-104362).
- Export: Android: Convert
compress_native_libraries
to a basic export option (GH-104301). - GDScript: Fix head class range to include
class_name
(GH-104114). - GDScript: Add clearing of
static_gdscript_cache
toGDScriptCache
(GH-104281). - GUI: Fix error when embedded popup is closed while resizing (GH-102504).
- GUI: Label: Fix min. size calculation counting extra spacing twice (GH-103728).
- Import: Force multiple of 4 sizes for Betsy compressor (GH-104275).
- Import: Fix crash when reimporting nested gltf scenes (GH-104384).
- Input: macOS/iOS: Ensure only one axis change event is produced during single
process_joypads()
call (GH-104314). - Physics: Fix interpolation in XR (GH-103233).
- Physics: Fix
ConcavePolygonShape3D
always enablingbackface_collision
when using Jolt Physics (GH-104310). - Plugin: JavaClassWrapper: Fix mistake in last fix for
org.godotengine.godot.Dictionary
conversion (GH-104156). - Porting: macOS: Fix editor loading crash on native menu click (GH-103892).
- Porting: macOS: Update mouse-entered state when subwindow closes (GH-104328).
- Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc (GH-104154).
- Rendering: Fix Metal handling of cube textures; assert equal dimensions (GH-104341).
- XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV (GH-104249).
This release is built from commit abef5e0d2
.
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
There are currently no known issues introduced by this release.
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 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 4.5 dev 1
Our first development snapshot for 4.5 has arrived! As is often the case following a feature-freeze, several quality
PRs were finally released from the collective backlog, as merging them at the time would’ve been too much of a risk.
In truth, the quantity has been so great that we could’ve gotten away with releasing a snapshot a week ago! However,
we found it worth our time to hold out and get as many contributions integrated as possible, as a way of thanking those
who’ve been so patient in waiting for their contributions to see the light of day.
A significant chunk of the changes in this release are bugfixes, the majority of which you will be see backported to
4.4 in a 4.4.1-stable release next week! As such, we encourage testing this build in order to ensure a smooth release for both
versions. Granted, as this is a pre-release, the bugfixes aren’t the only additions; the usual safety precautions
that come with such an environment should be taken. Even though we prepare these snapshots such that they’re suitable
for general testing, backups and/or version control are recommended to prevent the loss of data.
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 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 That’s not my Neighbor, where you take the role of a doorman ensuring the safety of your apartment complex from a mysterious surge of doppelgangers. Developed by Nachosama Games, the game was recently released on Steam.
Highlights
“Mute Game” toggle
Previously, if a developer wished to mute the audio while testing in the editor, they had to either use the operating
system’s builtin tools for sound or outright pause/close their work. Malcolm Anderson sought
a more streamlined solution, and integrated a new toggle on the Game view (GH-99555). Now if developers wish to halt/restore audio
output entirely, it’s just one click away!
Drop preload Resources as UID
With UID
support being a part of the engine as of 4.4—read more about them here—we’ve enabled further optimizations via their integration with core components. However, as this is a new change, there’s still a few areas that have been lagging behind on support. In particular: preloaded resources lacked the ability to be loaded as UID
if dragged. Tomasz Chabora has rectified this limitation in GH-99094, and you’ll find plenty more like this in our curated selection below.
Allow selecting multiple remote nodes at runtime
A long-awaited QOL addition to the editor experience has finally arrived! Thanks to Michael Alexsander, developers now have the ability to select multiple nodes in a runtime context! Check out their pull request GH-99680 for more information on how this was integrated.
Chunk tilemap physics
The current implementation of TileMapLayer
uses individual collision bodies for every single cell, which is extremely wasteful and a likely cause of runtime performance issues for 2D scenes relying on physics. Gilles Roudière took to entirely reworking this system in GH-102662, ensuring that cells take every possible opportunity.
And more!
There are too many exciting changes to list them all here, but here’s a curated selection:
- 2D: Improve usability of
Camera2D
(GH-101427). - 3D: Fix
Camera3D
gizmo representation to accurately reflect FOV (GH-101884). - 3D: Use physical keys for the Q/W/E/R editor shortcuts (GH-103533).
- Animation: Support hiding functions calls in Method Tracks (GH-96421).
- Core: Add
scene_changed
signal toSceneTree
(GH-102986). - Core: Add DDS image load and save functionality (GH-101994).
- Core: Don’t duplicate internal nodes (GH-89442).
- Core: Implement
get_size
andget_access_time
methods toFileAccess
(GH-83538). - Debugger: Allow locating VRAM resource by double-clicking (GH-103949).
- Documentation: Overhaul
Node3D
documentation (GH-87440). - Editor: Add option to copy a file’s name in the FileSystem dock (GH-96536).
- Editor: Allow ignoring debugger error breaks (GH-77015).
- Editor: Don’t save unnecessarily with
save_before_running
(GH-90034). - Editor: Improve drag and drop into array property editors (GH-102534).
- Editor: Replace
UID
and Surface upgrade tools with universal one (GH-103044). - Export: Android: Convert
compress_native_libraries
to a basic export option (GH-104301). - GDExtension: Include precision in extension_api.json (GH-103137).
- GDScript: Highlight warning lines in Script editor (GH-102469).
- GUI: Implement properties that can recursively disable child controls’
FocusMode
andMouseFilter
(GH-97495). - GUI: Improve ColorPicker picker shape keyboard and joypad accessibility (GH-99374).
- Import: Use
UID
in addition to path for extracted meshes, materials and animations (GH-100786). - Particles: Add emission shape gizmos to
Particles2D
(GH-102249). - Particles: Fix particle jitter when scene tree is paused (GH-95912).
- Porting: Android: Add
linux-bionic
RID export option (GH-97908). - Porting: Android: Add a
TouchActionsPanel
to editor (GH-100339). - Porting: Android: Enable support for volume button events (GH-102984).
- Porting: Linux: Implement native color picker (GH-101546).
- Porting: macOS/iOS: Ensure only one axis change event is produced during single
process_joypads()
call (GH-104314). - Porting: Windows: Remove visible
WINDOW_MODE_FULLSCREEN
border by setting window region (GH-88852). - Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D (GH-103889).
- Rendering: Optimize
_fill_instance_data function
in Forward+ renderer (GH-103547). - Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer (GH-103794).
- Rendering: Update
ViewportTexture
path relative to its local scene instead of theViewport
owner (GH-97861). - Rendering: Use lower shadow normal bias for distant directional shadow splits (GH-60178).
- Rendering: Use separate WorkThreadPool for shader compiler (GH-103506).
- Scripting: Fix script docs not being searchable without manually recompiling scripts (GH-95821).
Changelog
121 contributors submitted 403 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-stable.
This release is built from commit 97241ffea
.
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.
- .NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.
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
There are currently no known issues introduced by this release.
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 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.
Castle Game Engine: Video overview of the new features – web, IFC, zip
Release candidate: Godot 4.4.1 RC 1
We released Godot 4.4 last week and we are delighted to see the reception, with so many users upgrading to it on day 1 and sharing their favorite new changes on social media! If you haven’t seen the 4.4 release page, it’s well worth a read!
Since then, we’ve started the development phase for Godot 4.5 at full speed, but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.
So here’s a release candidate to validate this series of fixes and help ensure that Godot 4.4 is fully suitable for everyone. Please test it if you can and report any new issue that was not present in 4.4-stable, as we want to ensure we don’t introduce new regressions in this hotfix release.
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.
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 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 Book Bound, a cozy bookshop simulator game by Bit66 Games, which was recently released on Steam. You can follow the developer on Bluesky, and wishlist their other upcoming game Bots & Mods.
What’s new
48 contributors submitted around 76 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4-stable release. Below are the most notable changes (with critical fixes highlighted in bold):
- 2D: Fix wrong canvas camera override panning in the runtime debugger (GH-103489).
- 3D: Unify CSGPolygon3D gizmos with the other geometries (GH-103301).
- Animation: Fix missing
process_state
error in blend spaces (GH-104018). - Audio: Set interactive music streams as meta streams (GH-104054).
- Audio: Fix AudioEffectPitchShift issues when
pitch_scale
is set to 1 (GH-104090). - Buildsystem: Android: Fix build with
disable_3d
(GH-103523). - C#: Use
ObjectID
when convertingVariant
toGodotObject
(GH-98034). - C#: Skip re-saving
.csproj
when TFM is unchanged (GH-103714). - Core: Fix crash when calling
get_argument_count()
on Callable with freed object (GH-103465). - Core: Fix
Invalid Task ID
errors inResourceLoader
(GH-104060). - Core: Fix missing binding for
NOTIFICATION_WM_POSITION_CHANGED
(GH-104083). - Editor: Fix copying a Node with a signal potentially resulting in an editor crash (GH-96372).
- Editor: Fix TextEdit scrolls wrong on text selection (GH-103410).
- Editor: Update script modified times when saved in EditorNode (GH-103695).
- Editor: Fix ownership when pasting non root with child nodes in new scene (GH-103769).
- Export: iOS: Restore one-click deploy device enumeration using Xcode (GH-103590).
- GDExtension: Correctly register editor-only
OpenXR*
classes’api_type
(GH-103869). - GUI: Fix
changed
signal emission inCurve::set_point_offset
(GH-96296). - GUI: Fix spinbox decimal issues when
update_on_text_changed
= true (GH-100684). - GUI: Fix Tree keyboard navigation in RTL direction (GH-102865).
- GUI: VideoStreamPlayer: Stop video on exit tree (GH-103396).
- GUI: Use
Viewport
’s default texture filter/repeat in GUI tooltips (GH-103636). - Import: Fix headless import always emits errors (GH-103403).
- Import: BasisUniversal: Ensure ASTC’s HDR variant is supported when transcoding (GH-103766).
- Import: ResourceLoader: Do not wait for the main thread during initial reimport (GH-104013).
- Input: Fix Android mouse capture issues (GH-103413).
- Navigation: Make NavigationLink3D properly update on visibility change (GH-103588).
- Particles: Fix particle jitter when scene tree is paused (GH-95912).
- Particles: Fix GPU particles not emitting at some configured rates when scale curve is zero (GH-103121).
- Physics: Fix broken negative scaling when using Jolt Physics (GH-103440).
- Plugin: JavaClassWrapper: Improve handling of typed array arguments (GH-102817).
- Plugin: JavaClassWrapper: Fix converting returned arrays to Godot types (GH-103375).
- Plugin: JavaClassWrapper: Fix conversion to/from
org.godotengine.godot.Dictionary
that regressed (GH-103733). - Porting: Android: Fix editor crash after changing device language (GH-103419).
- Porting: X11: Fix check for
is_maximized
to require both horizontal and vertical (GH-103526). - Porting: Linux: Offload RenderingDevice creation test to subprocess (GH-103560).
- Porting: Windows: Fix
get_modified_time
on locked files (GH-103622). - Porting: macOS: Swap Nintendo face buttons (GH-103661).
- Porting: Windows: Use more efficient sleep approach when low-processor mode is enabled (GH-103773).
- Rendering: Add ASTC HDR format variants (GH-102777).
- Rendering: Fix voxelizer normals (GH-102893).
- Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer (GH-102908).
- Rendering: Fix uninitialized value in Tonemap (GH-103092).
- Rendering: Use separate WorkThreadPool for shader compiler (GH-103506).
- Rendering: Fix incorrect parameters passed to VMA (GH-103730).
- Rendering: MetalFX: Change fallback behavior (GH-103792).
- Rendering: Fix GLES3
gaussian_blur
mipmap setup (GH-103878). - Rendering: CPUParticles2D: Fix physics interpolation after entering tree with
emitting = false
(GH-103966). - Shaders: Fix 2D instance params crashing using outside of
main()
(GH-103348). - Shaders: Fix “unused varying” incorrect warning in shaders (GH-103434).
- Shaders: 2D: Fix light shader accessing
TEXTURE_PIXEL_SIZE
(GH-103617). - Thirdparty: Theora: Fix YUV422/444 to RGB conversion (GH-102859).
- Thirdparty: Update to latest version of Swappy (GH-103409).
This release is built from commit daa4b058e
.
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
There are currently no known issues introduced by this release.
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 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.