Release candidate: Godot 4.4 RC 1

We are entering the final stage of development for Godot 4.4, which is the Release Candidate: all features are in place, the most critical regressions have been tackled, and so we’re confident that it’s now ready for production use.

But without very extensive testing from the community, we can never be 100% sure that the release is ready to be published as a recommended stable upgrade for all users. With this candidate, Godot 4.4 is now ready for testing to upgrade existing projects (but always make a copy or version control commit before upgrading!), and we’re eager to hear how it fares and whether any new major issues have been left unnoticed until now.

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 cover illustration is from Tiny Pasture, an endearing literal desktop pet that has cute pixel art animals grazing at the bottom of your screen while you do other things. Developed by CaveLiquid (Bluesky, website), the game was just released on Steam.

Highlights

We covered the most important highlights from Godot 4.4 in the previous 4.4 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.

Especially if you’re testing 4.4 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 changes made since the previous beta 4 snapshot, which are mostly regression fixes, or “safe” fixes to longstanding issues:

  • Audio: Web: Fix issue when pausing an non-started sample (GH-102955).
  • Buildsystem: Windows: Configure MinGW LTO with -fno-use-linker-plugin -fwhole-program (GH-103077).
  • Editor: Fix parsing translations in EditorTranslationParserPlugin (GH-99297).
  • Editor: Remove non-existent IPUnix conversion (GH-102922).
  • Editor: Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play (GH-102978).
  • Editor: Always allow selecting any rendering driver in the settings, add “auto” option (GH-103026).
  • Editor: Don’t show Show in Filesystem Popup for empty frames in SpriteFrames editor (GH-103050).
  • Export: Fix modified_time on Android (GH-103080).
  • GUI: IME: Do not redraw and move caret on IME update w/o text/position changes (GH-103059).
  • Input: Remove temporary project conversion (GH-99479).
  • Input: Prevent pending input event callbacks from erasing the window in the middle of a loop (GH-102993).
  • Network: mbedtls: Don’t set TLS max version on Mbed TLS < 3.0 (GH-102964).
  • Particles: Fix particle not re-randomizing every emission (GH-103068).
  • Porting: Window: Fix flashing subwindows (GH-102983).
  • Porting: Fix Embedded Game startup location on Windows (GH-103021).
  • Rendering: Fix debug CanvasItem redraw rects in RD renderer (GH-103017).

Changelog

As we released 4.4 beta 4 just days ago, and tightened a lot 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 (at this stage, release heroes!) submitted 18 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-beta4 snapshot. You can also review all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit 8ed125b42.

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.

  • .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

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 4.4. This list is dynamic and will be updated if we discover new blocking issues after more users start testing the RC snapshots.

With every release, we are aware that there are going to be various issues which have already been reported but haven’t been fixed yet, due to limited resources. 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.

Donate now

Dev snapshot: Godot 4.4 beta 4

We knew from the beginning that aiming for a late-February release was an ambitious timeframe, but the community has risen to the challenge and kept development right on track! As such, you can expect this to be our final beta release of the 4.4 period, with release candidates set to come out shortly after. In practice, this means that all further changes will be strictly regression fixes, so the content available here will be largely reflective of the 4.4 release. As always, users are strongly encouraged to test this snapshot to catch the remaining few release blockers.

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 cover illustration is from Dawnfolk, a charmingly dark and minimalist survival city-builder, developed by Darenn Keller and published by Astra Logical! You can buy the game on Steam, and follow the developer on Bluesky and his website.

Highlights

For an overview of what’s new overall in Godot 4.4, have a look at the highlights for 4.4 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 3 and beta 4. This section covers the most relevant changes made since the beta 3 snapshot, which are largely regression fixes.

  • 2D: Fix Camera2D limits drawing (GH-102868).
  • 3D: Add changeable freelook speed in Game Window (GH-102704).
  • 3D: Fix collision reposition with CSGShape3D (GH-102286).
  • 3D: Fix stale VoxelGI warnings (GH-102843).
  • Audio: AudioStreamGenerator: Add mixing rate presets, update docs (GH-102691).
  • Audio: Fix Theora video issues (GH-101958).
  • Buildsystem: Separate Android editor artifacts (GH-102543).
  • C#: Disallow ExportToolButton on members that may store the Callable (GH-102836).
  • C#: Fix Android mono export with 2 or more CPU architectures fails (GH-98066).
  • C#: Validate project TFM for Android template exports (GH-102627).
  • Documentation: Add parentheses to method links in online class reference (GH-102567).
  • Editor: Fix accessing UID before first scan (GH-102513).
  • Editor: Fix lag when resizing Floating Game Window (GH-102618).
  • Editor: Return fast for built-in class icon (GH-101435).
  • Editor: Show enum property invalid value in inspector (GH-102743).
  • Editor: Tweak Quick Open theming (GH-101598).
  • GDScript: Fix Plugin Scripts load twice on startup (GH-102535).
  • GUI: Android: Add Snackbar UI component (GH-102590).
  • GUI: Fix Tree Mouse hover position (GH-102842).
  • GUI: Optimize Font calculations by avoiding unnecessary copy-on-write (GH-102132).
  • Input: Web: Refactor mouse_mode setters in display server (GH-102719).
  • Physics: Jolt: Fix ghost collision issue on dense triangle meshes (GH-102614).
  • Physics: Jolt: Improve performance of certain physics queries (GH-101071).
  • Porting: Add support for embedding game process in the Android Editor (GH-102492).
  • Porting: Fix game and editor freeze when clicking on the game’s title bar (GH-102744).
  • Rendering: Reduce mobile pipeline compilations (GH-102217).

Changelog

65 contributors submitted 141 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4-beta3 snapshot. You can also review all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit 93d2706930.

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.

  • .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

During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta 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.

  • Changes to scenes are not reflected in APK exports after the initial export in the Android editor. The issue is tracked in GH-101007.

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

Dev snapshot: Godot 4.4 beta 3

Woah, another beta build already? You’re not imagining things, it’s only been a week since our last release. The team is fully in the swing of getting release-blockers merged, so we’re able to expedite output. What’s more, our community has been on the ball with submitting regression reports; thanks to everyone who’s involved themselves!

While progress has been at a rate we’re all excited about, it’s not over yet! We’ll likely do one more beta release the following week, but after that we hope to be gearing up for release candidates. If you haven’t already, we encourage users who haven’t engaged with the beta releases to do so and help us catch the last few stragglers.

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 cover illustration is from Ballionaire, a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! You can buy the game on Steam, and follow the developer on BlueSky and itch.io.

Highlights

For an overview of what’s new overall in Godot 4.4, have a look at the highlights for 4.4 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 2 and beta 3. This section covers the most relevant changes made since the beta 2 snapshot, which are largely regression fixes.

UID upgrade tool

The introduction of .uid files remains one of the biggest changes to the 4.4 release cycle, so much so that we gave it a dedicated article. However, it hasn’t been the most straightforward system, particularly for those that are attempting to upgrade their projects from 4.3. In order to address this, Malcolm Anderson has put together a UID upgrade tool to automate this process (GH-103071).

Porting fixes to Embedded/Floating Window mode

The Embedded/Floating game window option added in 4.4 is proving to be quite popular, but also exposes all kinds of quirks on various systems with how they deal with windows. Hilderin did impressive work to track and fix these issues, with pull requests such as GH-102104, GH-102238, GH-102251, GH-102311, GH-102312, GH-102470, and more! The experience should be much better already in beta 3.

Lightmap baking improvements

Clay John changed the logic for baking direct lighting in LightmapGI to spread it over multiple frames, avoiding a spike of computation that can lead the OS to trigger TDR, resulting in a crash of the GPU context (GH-102257). With some further fixes like GH-102424, GH-102497, and GH-102477, lightmap baking got a nice upgrade in this snapshot.

And more!

  • Animation: Fix incomplete FPS spinbox display in sprite frames editor (GH-101798).
  • Audio: Web: Fix audio issues with samples and GodotPositionReportingProcessor (GH-102163).
  • Core: Add explicit error messages to Multimesh functions (GH-101109).
  • Core: Fix Basis::get_euler incorrectly simplifying rotations in some cases (GH-102144).
  • Core: Fix is_valid_float, Variant parser, Expression parser, script highlighter, and TextServer not handing capital E in scientific notation (GH-102396).
  • Editor: Fix resource details will unexpectedly expand (GH-101817).
  • Editor: Improve UID file creation condition (GH-102489).
  • Editor: Optimize classnames enumeration (GH-101489).
  • Editor: Revert “EditorResourcePicker: Replace options to load file with button for QuickOpenDialog” (GH-102196).
  • Editor: Use FlowContainer for Profiler and Visual Profiler bars (GH-102024).
  • Export: Disable Metal and Vulkan renderers in simulator builds. Remove simulator support from editor/exporter (GH-102179).
  • GDExtension: Fix memory leak when ClassDB::bind_method_custom() fails (GH-102131).
  • GDScript: Fix uppercase B and X parsing in the integer literals (GH-102400).
  • GUI: Fix TextEdit mouse selection and scroll cancel (GH-91778).
  • GUI: Fix TextEdit visible line count when setting text (GH-102296).
  • GUI: Introduce Viewport functions for keeping the mouse over state consistent (GH-99890).
  • GUI: Prevent tooltip from showing when hovering past the end of script line (GH-100913).
  • Network: Fix WebSocket wslay multi-frame message parsing (again) (GH-102128).
  • Porting: FreeDesktop portal: Check for FileChooser and Settings interface availability instead of assuming it’s always available (GH-101812).
  • Porting: Implement get_length() for pipes (GH-102365).
  • Rendering: 2D: Fix clip children and rendering artefacts (GH-102161).
  • Rendering: Add loop annotations to ubershaders to prevent loop unrolling (GH-102480).
  • Rendering: Fix shadow peter-panning with default spotlight (GH-101952).
  • Rendering: Fully enable HDR2D when the setting is changed (GH-102177).
  • Rendering: Mark pipeline compilation of ubershaders as high priority (GH-102125).
  • Rendering: Metal: Enable GPU buffer address support (GH-101602).
  • Rendering: Use a smaller epsilon for omni and spot attenuation cutoff (GH-102272).
  • Shaders: Fix source_color default value (GH-101642).
  • Thirdparty: Harmonize patches to document downstream changes (GH-102242).

Changelog

51 contributors submitted 116 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4-beta2 snapshot. You can also review all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit 06acfccf89.

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.

  • .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

During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta 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.

  • Baking a Lightmap3D is more prone to crash after we added support for transparency. The issue is tracked in GH-101391.

  • Changes to scenes are not reflected in APK exports after the initial export in the Android editor. The issue is tracked in GH-101007.

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: January News – Android uninstall, list devices, fix for Android 15; query texture RGBA color from Pascal; IFC and web progress; set default platform; fix for bundled FPC + VS Code

You can now easily uninstall Android application or list available Android devices (connnected using USB, paired using Wi-Fi, or running emulated devices). Use the new editor menu items in “Run -> Android -> …”. Or use the command-line build tool like castle-engine uninstall or castle-engine devices. See the uninstall docs and devices docs. The castle-engine …

Dev snapshot: Godot 4.4 beta 2

We’ve been keeping busy these past two weeks squashing the bugs that cropped up in 4.4 beta 1. Despite how much the previous snapshot added, it bears repeating that we have entered the 4.4 feature freeze, so our energy has been focused on addressing any new regressions or the aforementioned bugs. We’re still aiming for a release sometime next month, but that all depends on how effectively new bugs get reported during this period. Users are strongly encouraged to test these beta releases so this process can be as smooth and expedient as possible!

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 cover illustration is from The Roottrees are Dead, a detective game where you piece together a family tree’s billion-dollar paper trail through the power of a dial-up modem! You can buy the game on Steam, and follow the developer on BlueSky.

Highlights

For an overview of what’s new overall in Godot 4.4, have a look at the highlights for 4.4 beta 1, which cover a lot of the changes. This blog post only covers the changes between beta 1 and beta 2. This section covers the most relevant changes made since the beta 1 snapshot, which are largely regression fixes:

  • 2D: Add property guards to shape 2D’s (GH-101747).
  • 3D: Add flag to enable use of accurate path tangents for polygon rotation in CSGPolygon3D (GH-94479).
  • Android: Fix create_instance in GodotApp so non-editor apps can restart (GH-101050).
  • Animation: Add validation for rotation axis to SpringBoneSimulator3D (GH-101571).
  • Animation: Clarify SpringBoneSimulator3D’s gravity units and improve documentation (GH-101652).
  • Animation: Fix glitch in SpringBoneSimulator3D by storing the previous frame’s rotation instead of using no rotation when the axis is flipped (GH-101651).
  • Animation: Remove dead variable end_bone_tip_radius from SpringBoneSimulator3D (GH-101861).
  • Audio: Fix default AudioBusLayout not loading correctly if path is set in Project Settings (GH-100371).
  • Core: Fix “res://” being replaced by resource packs in the editor and on Android (GH-90425).
  • Editor: Add editor setting to globally override project game mode settings (GH-101283).
  • Editor: Don’t duplicate .uid files (GH-101683).
  • Editor: Fix center viewport not working horizontally (GH-93792).
  • Editor: Fix crashes when pressing enter on project manager screen (GH-101572).
  • Editor: Fix Embedded Game Size (GH-101807).
  • Editor: Fix Embedded Game Window with user arguments (GH-101739).
  • Editor: Fix flickering in embedded game when paused (GH-102006).
  • GDScript: Fix GDScript editor crash on invalid tween_property arguments (GH-101632).
  • Input: Added shortcut for Lookup Symbol action (GH-101565).
  • Input: Delegate handling mouse_mode to the DisplayServer (GH-101924).
  • Navigation: Make nodes handle their respective navigation source geometry (GH-100882).
  • Network: Fix peer stuck in CLOSING state (GH-101760).
  • Physics: Add debug colours and fills to CollisionPolygon3D (GH-101810).
  • Physics: Refactor post-step operations in Jolt module to be done as needed (GH-101815).
  • Rendering: Bake UV2 emission using half float in the compatibility backend (GH-101730).
  • Rendering: Ensure Voxelizer SDF generation uses the correct cell level (GH-101631).
  • Shaders: Fix space transformations in WorldPositionFromDepth visual shader node generation (GH-100350).
  • Windows: Fix left/right Shift key regression (GH-101763).

Changelog

76 contributors submitted 142 improvements for this release. See our interactive changelog for the complete list of changes since the 4.4-beta1 snapshot. You can also review all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit a013481b09.

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.

  • .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

During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta 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.

  • Baking a Lightmap3D is more prone to crash after we added support for transparency. The issue is tracked in GH-101391.

  • Changes to scenes are not reflected in APK exports after the initial export in the Android editor. The issue is tracked in GH-101007.

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