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<link rel=alternate type=application/rss+xml title="Godot News" href=/rss.xml><link rel=alternate type=application/json title="Godot News" href=/rss.json><link rel=alternate type=application/atom+xml title="Godot News" href=/atom.xml><link rel=icon href=/assets/favicon.png sizes=any><link rel=icon href=/assets/favicon.svg type=image/svg+xml><link rel=stylesheet href=/assets/css/main.css?121><link rel=stylesheet href=/assets/css/header.css?1><link rel=stylesheet href=/assets/css/tobii.min.css><link rel=preload as=font href=/assets/fonts/Montserrat-Italic-VariableFont_wght.woff2 crossorigin><link rel=preload as=font href=/assets/fonts/Montserrat-VariableFont_wght.woff2 crossorigin><link rel=me href=https://mastodon.gamedev.place/@godotengine><input type=checkbox id=nav_toggle_cb><header class="flex column"><div class="container flex align-center"><div id=nav_head><a href=/ id=logo-link><img class=nav-logo src=/assets/logo.svg width=136 height=48 alt="Godot Engine">
<img class="nav-logo dark-logo" src=/assets/logo_dark.svg width=136 height=48 alt="Godot Engine"></a><div class=mobile-links><span class="fund mobile"><a href=https://fund.godotengine.org><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" style="width:13px;fill:#fff;margin-right:4px"><path d="M47.6 300.4 228.3 469.1c7.5 7 17.4 10.9 27.7 10.9s20.2-3.9 27.7-10.9L464.4 300.4c30.4-28.3 47.6-68 47.6-109.5v-5.8c0-69.9-50.5-129.5-119.4-141C347 36.5 300.6 51.4 268 84L256 96 244 84c-32.6-32.6-79-47.5-124.6-39.9C50.5 55.6.0 115.2.0 185.1v5.8c0 41.5 17.2 81.2 47.6 109.5z"/></svg> Donate</a></span>
<label for=nav_toggle_cb id=nav_toggle_btn><img src=/assets/icons/hamburger.svg width=24 height=24 alt="Main menu"></label></div></div><nav id=nav><ul class=left><li><a href=/features/>Features</a><li><a href=/showcase/>Showcase</a><li><a href=/blog/>Blog</a><li><a href=/community/>Community</a><li><a href=https://godotengine.org/asset-library/asset>Assets</a></ul><ul class=right><li><a href=/download/windows/ class=set-os-download-url>Download</a><li><a href=https://docs.godotengine.org>Docs</a><li><a href=https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html>Contribute</a><li class="fund desktop"><a href=https://fund.godotengine.org><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" style="width:13px;fill:#fff;margin-right:4px;top:1px;position:relative"><path d="M47.6 300.4 228.3 469.1c7.5 7 17.4 10.9 27.7 10.9s20.2-3.9 27.7-10.9L464.4 300.4c30.4-28.3 47.6-68 47.6-109.5v-5.8c0-69.9-50.5-129.5-119.4-141C347 36.5 300.6 51.4 268 84L256 96 244 84c-32.6-32.6-79-47.5-124.6-39.9C50.5 55.6.0 115.2.0 185.1v5.8c0 41.5 17.2 81.2 47.6 109.5z"/></svg> Donate</a></ul></nav></div></header><main><style>body{background-color:var(--background-color)}h1{margin-bottom:8px;margin-top:32px}:not(pre)>code{background:var(--code-background-color);padding:1px 4px;font-size:.95em;border-radius:3px}pre{background:var(--codeblock-background-color);color:var(--codeblock-color)}pre code{display:block;overflow-x:auto;padding:.5em}.date-big{line-height:2;margin-left:32px}article{background-color:var(--base-color);box-shadow:0 3px 2px rgba(0,0,0,.15)}figure{margin:0}figure img{margin:0}article img,article video{max-width:100%;height:auto;display:block;margin:auto;margin-top:16px;margin-bottom:16px}article h1{margin-top:64px}article h2,article h3,article h4{margin-top:42px}.article-info{display:flex;flex-direction:column;gap:8px}.article-metadata{display:flex;gap:24px;align-items:center;font-family:var(--header-font-family);margin-bottom:12px}@media(max-width:900px){.article-metadata{flex-direction:column;align-items:flex-start;gap:16px}}.article-author{color:var(--base-color-text-subtitle-date);font-weight:700;font-size:18px;flex-grow:1;display:flex;gap:12px;align-items:center}.article-author .avatar{border-radius:100%;margin:0;background:0 0}.article-author .by{color:var(--base-color-text-subtitle)}.article-metadata .date{color:var(--base-color-text-subtitle-date)}.article-metadata .date.post-recent-highlight{color:var(--post-recent-highlight-color);opacity:.8}.article-metadata .date.post-recent-highlight::after{font-size:80%;content:"NEW";border:2px solid var(--post-recent-highlight-color);padding:2px 3px;margin-left:8px}.tag.active{filter:saturate(.75)}@media screen and (min-width:900px){article .content{width:70%;margin:auto}}@media(max-width:900px){body{background-color:var(--base-color)}article{background-color:initial;box-shadow:none}article img:first-child,article video:first-child{max-width:100%}}.blog-navigation{display:grid;grid-template-columns:1fr 1fr;padding-top:30px;padding-bottom:60px}.blog-navigation .next{text-align:right}@media(max-width:900px){.blog-navigation{grid-template-columns:1fr;gap:20px;border-top:1px solid var(--code-background-color)}.blog-navigation .next{text-align:left}}.blog-navigation span{opacity:.6;font-weight:700;margin-bottom:5px;display:block}.blog-navigation a{display:inline-block;text-decoration:none;color:inherit;opacity:.6;transition:opacity .2s}.blog-navigation a:hover{opacity:1}</style><link rel=stylesheet href=/assets/css/highlight.obsidian.min.css><div class=container><article class=padded><div class="content article-container"><figure class=article-cover><img src=/storage/blog/covers/comms-update-18122023.jpg title alt=" " class=rounded-lg style=width:100%;height:auto;background-color:initial></figure><div class=article-info><h1>Prepare to hear a lot more from us!</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
<span class=by>Godot Foundation</span></div><span class=date data-post-date="2023-12-18 15:00:00 +0000">18 December 2023</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class=article-body><p>As a non-profit organization in charge of an open-source project, transparency is important to us at the Godot Foundation. The project wouldnt function without its incredibly dedicated community, and we want to listen to your requests asking for clearer communication and avoid giving anyone the feeling of being left out as we grow. This will happen not only in the form of the upcoming Financial Report, but include the smaller things too: introducing the people behind their screen names and sharing insights into the daily life of the someone working for the Foundation, for instance.<p>One way to implement these wishes: an increasing and louder social media presence! And since the programmers themselves are quite busy coding, the Foundation is welcoming <a href=https://www.linkedin.com/in/nathaliegalla/>Nathalie Galla</a>, who will henceforth be in charge of Community & Communications at Godot. Together with Executive Director Emilio Coppola, she will build the basis for a growing communications team. This includes but is not limited to: shaping the new social media presence of the Foundation, handling public relation matters like press releases and influencer outreach, and aiding in the organization of community events.<p>Which leads us to another often encountered ask: more interaction with users of the Godot Engine, especially those not working on contributions themselves. The game developers that trust Godots continuous progress and ambitions, who decide to make their games and projects with us. Therefore, we are already working on ways to more efficiently gather feedback and better handle proposals. To get started, please fill out this <a href=https://forms.gle/Giv4LFeq9JGhcecK6>Google Form</a> so that we can compare expectations before setting a course.<p>Lastly, even though we only require funding to sustain our efforts and are never looking to turn a profit, we of course cannot neglect marketing efforts completely. The reasons stretch from wanting to welcome more diverse voices into the community, people who simply have not encountered Godot before, to hoping that our reach can be used to amplify community projects. Please follow us on the journey ahead!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
<span class=by>Godot Foundation</span></div><span class=date data-post-date="2023-12-18 15:00:00 +0000">18 December 2023</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class="card card-warning"><p>This article is from <strong>December 2023</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>As a non-profit organization in charge of an open-source project, transparency is important to us at the Godot Foundation. The project wouldnt function without its incredibly dedicated community, and we want to listen to your requests asking for clearer communication and avoid giving anyone the feeling of being left out as we grow. This will happen not only in the form of the upcoming Financial Report, but include the smaller things too: introducing the people behind their screen names and sharing insights into the daily life of the someone working for the Foundation, for instance.<p>One way to implement these wishes: an increasing and louder social media presence! And since the programmers themselves are quite busy coding, the Foundation is welcoming <a href=https://www.linkedin.com/in/nathaliegalla/>Nathalie Galla</a>, who will henceforth be in charge of Community & Communications at Godot. Together with Executive Director Emilio Coppola, she will build the basis for a growing communications team. This includes but is not limited to: shaping the new social media presence of the Foundation, handling public relation matters like press releases and influencer outreach, and aiding in the organization of community events.<p>Which leads us to another often encountered ask: more interaction with users of the Godot Engine, especially those not working on contributions themselves. The game developers that trust Godots continuous progress and ambitions, who decide to make their games and projects with us. Therefore, we are already working on ways to more efficiently gather feedback and better handle proposals. To get started, please fill out this <a href=https://forms.gle/Giv4LFeq9JGhcecK6>Google Form</a> so that we can compare expectations before setting a course.<p>Lastly, even though we only require funding to sustain our efforts and are never looking to turn a profit, we of course cannot neglect marketing efforts completely. The reasons stretch from wanting to welcome more diverse voices into the community, people who simply have not encountered Godot before, to hoping that our reach can be used to amplify community projects. Please follow us on the journey ahead!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
<a rel=prev href=/article/collaboration-with-google-forge-2023/>Announcing a collaboration with Google and The Forge</a></div><div class=next><span>Next</span>
<a rel=next href=/article/dev-snapshot-godot-4-3-dev-1/>Dev snapshot: Godot 4.3 dev 1</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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@@ -14,7 +14,8 @@ for helping us curate and create a diverse and interesting roster of submissions
If you or your company would be interested in learning more about sponsorship opportunities,
please reach out to <a href="mailto:contact@godotfest.com?subject=Sponsorhip inquiry">contact@godotfest.com</a>.<p>Follow the <a href=https://taplink.cc/godotfest>GodotFest socials</a> to never miss any news,
and <a href=https://discord.com/invite/DD95reBjzM>join the Discord</a> to stay in touch.<p>See you there!<h2 id=overview>Overview</h2><table><tbody><tr><td>📅 Dates<td>11th, 12th of November<tr><td>🕑 Time<td>09:30 - 18:00 CEST<tr><td>🌍 Location<td>Munich, Germany<tr><td>📍 Venue<td>Smartvillage Bogenhausen<br><a href=https://www.openstreetmap.org/node/12025157887>Rosenkavalierplatz 13, 81925 Munich</a><tr><td>🌐 Socials + News<td><a href=https://taplink.cc/godotfest>https://taplink.cc/godotfest</a><tr><td>💬 Discord<td><a href=https://discord.com/invite/DD95reBjzM>https://discord.com/invite/DD95reBjzM</a></table></div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
<a rel=prev href=/article/upcoming-serious-web-performance-boost/>Upcoming (serious) Web performance boost</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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<a rel=next href=/article/dev-snapshot-godot-4-5-beta-1/>Dev snapshot: Godot 4.5 beta 1</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-06-17T14:58:14+00:00</updated><id>https://godotengine.org/</id><entry><title>A new convention to look forward to: GodotFest - Save the Date!</title><link href="https://godotengine.org/article/godotfest-2025/"/><updated>2025-06-17T00:00:00+00:00</updated><id>https://godotengine.org/article/godotfest-2025/</id><summary>Introducing the second annual Godot convention: GodotFest 25 - GodotCon Europe!</summary><content type="html">&lt;p>Were excited to announce a new annual, independent convention centered around Godot: &lt;strong>GodotFest&lt;/strong>!&lt;/p>
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-06-18T23:23:10+00:00</updated><id>https://godotengine.org/</id><entry><title>Dev snapshot: Godot 4.5 beta 1</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/"/><updated>2025-06-18T22:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</id><summary>Godot 4.5 has entered beta and is now feature-complete!</summary><content type="html">&lt;p>The first beta release for the 4.5 release cycle has come at last, and with it a plethora of outstanding bugs to be squashed. Contributors are encouraged to focus exclusively on fixing &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.5">regressions&lt;/a>, as we are now in feature-freeze and will not be merging new features at this stage of development (aside from a couple pre-approved exceptions scheduled for beta 2).&lt;/p>
&lt;p>For those interested in aiding us on our quest to squash any bugs that come up during this time, we encourage you to join our recent bug-hunting sprints. Helmed by our new head of the Bugsquad, &lt;a href="https://github.com/AThousandShips">A Thousand Ships&lt;/a> has taken to hosting regular sprints for tackling various bugs within the Godot repo, organized such that everyone can easily gather behind a given theme to make chunks of fixes as seamlessly and speedily as possible. This will be our fourth sprint of this type, with an associated discussion &lt;a href="https://chat.godotengine.org/channel/dNtaAGsF2ifAjZ57P">already prepared&lt;/a>. See the &lt;a href="https://github.com/godotengine/godot-maintainers-docs/blob/main/bug-triage/introduction.md">Bug Triage Introduction&lt;/a> for more information, and join the &lt;a href="https://chat.godotengine.org/channel/bugsquad">&lt;code class="language-plaintext highlighter-rouge">#bugsquad&lt;/code>&lt;/a> and &lt;a href="https://chat.godotengine.org/channel/bugsquad-sprints">&lt;code class="language-plaintext highlighter-rouge">#bugsquad-sprints&lt;/code>&lt;/a> channels on our developer RocketChat to participate!&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also &lt;a href="https://editor.godotengine.org/releases/4.5.beta1/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/2800900/Rift_Riff/?curator_clanid=41324400">&lt;strong>Rift Riff&lt;/strong>&lt;/a>, &lt;em>a tower defense game whose layered combat isnt compromised by its variety of forgiving mechanics! You can buy the game &lt;a href="https://store.steampowered.com/app/2800900/Rift_Riff/?curator_clanid=41324400">on Steam&lt;/a>. You can follow the developers on Bluesky: &lt;a href="https://bsky.app/profile/adriaan.games">Adriaan&lt;/a>, &lt;a href="https://bsky.app/profile/simkaart.co">Sim&lt;/a>, &lt;a href="https://bsky.app/profile/franzlazerte.bsky.social">Franz&lt;/a>, &lt;a href="https://bsky.app/profile/matthijskoster.com">Matthijs&lt;/a>, &lt;a href="https://bsky.app/profile/professionalpanda.bsky.social">Panda&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>For those who have been following our development snapshots closely, you may be familiar with a number of the highlights in this post which were already covered in previous articles (&lt;a href="/article/dev-snapshot-godot-4-5-dev-1">dev 1&lt;/a>, &lt;a href="/article/dev-snapshot-godot-4-5-dev-2">dev 2&lt;/a>, &lt;a href="/article/dev-snapshot-godot-4-5-dev-3">dev 3&lt;/a>, &lt;a href="/article/dev-snapshot-godot-4-5-dev-4">dev 4&lt;/a>, and &lt;a href="/article/dev-snapshot-godot-4-5-dev-5">dev 5&lt;/a>).&lt;/p>
&lt;p>Much like &lt;a href="/article/dev-snapshot-godot-4-4-beta-1/#new-in-beta-1">previous feature releases&lt;/a>, a lot of major features have managed to squeeze in right before the feature freeze! Those werent covered in previous articles, so well also be showcasing the main changes added between 4.5 dev 5 and beta 1. Given the recency of those last minute merges, most of them are somewhat experimental compared to the more traditional highlights later on in the article, so please let us know if any issues are encountered.&lt;/p>
&lt;ul>
&lt;li>&lt;a href="#breaking-changes">Breaking changes&lt;/a>&lt;/li>
&lt;li>&lt;a href="#animation">Animation&lt;/a>&lt;/li>
&lt;li>&lt;a href="#audio--video">Audio / Video&lt;/a>&lt;/li>
&lt;li>&lt;a href="#c">C#&lt;/a>&lt;/li>
&lt;li>&lt;a href="#core">Core&lt;/a>&lt;/li>
&lt;li>&lt;a href="#documentation">Documentation&lt;/a>&lt;/li>
&lt;li>&lt;a href="#editor">Editor&lt;/a>&lt;/li>
&lt;li>&lt;a href="#gdscript">GDScript&lt;/a>&lt;/li>
&lt;li>&lt;a href="#gui">GUI&lt;/a>&lt;/li>
&lt;li>&lt;a href="#import">Import&lt;/a>&lt;/li>
&lt;li>&lt;a href="#input">Input&lt;/a>&lt;/li>
&lt;li>&lt;a href="#internationalization">Internationalization&lt;/a>&lt;/li>
&lt;li>&lt;a href="#navigation">Navigation&lt;/a>&lt;/li>
&lt;li>&lt;a href="#physics">Physics&lt;/a>&lt;/li>
&lt;li>&lt;a href="#platforms">Platforms&lt;/a>&lt;/li>
&lt;li>&lt;a href="#rendering-and-shaders">Rendering and shaders&lt;/a>&lt;/li>
&lt;li>&lt;a href="#xr">XR&lt;/a>&lt;/li>
&lt;/ul>
&lt;h3 id="breaking-changes">Breaking changes&lt;/h3>
&lt;p>We try to minimize breaking changes, but sometimes they are necessary in order to fix high priority issues. Where we do break compatibility, we do our best to make sure that the changes are minimal and require few changes in user projects.&lt;/p>
&lt;p>You can find a list of such issues by filtering the merged PRs in the 4.5 milestone with the &lt;a href="https://github.com/godotengine/godot/issues?q=milestone%3A4.5%20is%3Amerged%20label%3A%22breaks%20compat%22">&lt;code class="language-plaintext highlighter-rouge">breaks compat&lt;/code> label&lt;/a>. Here are some which are worth being aware of:&lt;/p>
&lt;ul>
&lt;li>Tilemap physics are now handled in chunks. Only affects &lt;code class="language-plaintext highlighter-rouge">get_coords_for_body_rid&lt;/code>, as now a single body can cover multiple cells. (&lt;a href="https://github.com/godotengine/godot/pull/102662">GH-102662&lt;/a>)&lt;/li>
&lt;li>Internal nodes are no longer duplicated. Only affects users deliberately utilizing internal nodes. (&lt;a href="https://github.com/godotengine/godot/pull/89442">GH-89442&lt;/a>)&lt;/li>
&lt;li>&lt;code class="language-plaintext highlighter-rouge">NodeOneShot&lt;/code> fading now uses self delta instead of input delta. Brings behavior closer to other &lt;code class="language-plaintext highlighter-rouge">AnimationNode&lt;/code>s, as the old implementation was exclusive to &lt;code class="language-plaintext highlighter-rouge">NodeOneShot&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/101792">GH-101792&lt;/a>)&lt;/li>
&lt;li>2D &amp;amp; 3D Navigation region and link updates are now asynchronous. (2D: &lt;a href="https://github.com/godotengine/godot/pull/107381">GH-107381&lt;/a>, 3D: &lt;a href="https://github.com/godotengine/godot/pull/106670">GH-106670&lt;/a>)&lt;/li>
&lt;li>&lt;code class="language-plaintext highlighter-rouge">NavigationServer2D&lt;/code> avoidance callbacks changed from &lt;code class="language-plaintext highlighter-rouge">Vector3&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">Vector2&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/107256">GH-107256&lt;/a>)&lt;/li>
&lt;li>Removed the &lt;code class="language-plaintext highlighter-rouge">gradle_build/compress_native_libraries&lt;/code> export option. With Android builds now supporting 16kb pages, the native libraries are now required to be uncompressed. (&lt;a href="https://github.com/godotengine/godot/pull/106359">GH-106359&lt;/a>)
&lt;ul>
&lt;li>We are considering re-introducing this option for users who dont target Android 16, or distribute APKs outside of Google Play. (&lt;a href="https://github.com/godotengine/godot/pull/107681">GH-107681&lt;/a>)&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>“Areas Detect Static Bodies” setting removed from Jolt Physics, this is now always enabled. (&lt;a href="https://github.com/godotengine/godot/pull/105746">GH-105746&lt;/a>)&lt;/li>
&lt;li>&lt;code class="language-plaintext highlighter-rouge">set_scope&lt;/code> removed from &lt;code class="language-plaintext highlighter-rouge">JSONRPC&lt;/code>. Manual method registration is now required via &lt;code class="language-plaintext highlighter-rouge">set_method&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/104890">GH-104890&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="animation">Animation&lt;/h3>
&lt;p>This might be a little more technical than usual, but the work &lt;a href="https://github.com/TokageItLab">Tokage&lt;/a> put into implementing &lt;code class="language-plaintext highlighter-rouge">BoneConstraint3D&lt;/code> warrants a highlight all the same (&lt;a href="https://github.com/godotengine/godot/pull/100984">GH-100984&lt;/a>). With this new class, users will be able to bind a bone to another bone, opening the door for more natural movements and poses.&lt;/p>
&lt;p>&lt;strong>Twist:&lt;/strong>&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th style="text-align: center">Disabled&lt;/th>
&lt;th style="text-align: center">Enabled&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/constraint-twist-disabled.webp" alt="Constraint twist disabled" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/constraint-twist-enabled.webp" alt="Constraint twist enabled" width="350" />&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;p>&lt;strong>Bend:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Example of bone constraints on a bent knee">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/constraint-bend.webm?1" type="video/webm" />
&lt;/video>
&lt;p>Onto something more suitable for a blog post highlight: UX improvements! &lt;a href="https://github.com/YeldhamDev">YeldhamDev&lt;/a> implemented support for selection box movement and scaling within the bezier editor, making it a piece of cake to perform changes to points in batches (&lt;a href="https://github.com/godotengine/godot/pull/100470">GH-100470&lt;/a>). &lt;a href="https://github.com/Arnklit">Arnklit&lt;/a> continues the bezier improvements with &lt;a href="https://github.com/godotengine/godot/pull/95564">GH-95564&lt;/a>, allowing users to auto tangent new points in a balanced or mirrored manner. The animation player gets some love as well, with the ability to sort animations alphabetically (&lt;a href="https://github.com/godotengine/godot/pull/103584">GH-103584&lt;/a>). Lastly, and featured below, is a very long-awaited UX improvement: animation filtering! (&lt;a href="https://github.com/godotengine/godot/pull/103130">GH-103130&lt;/a>)&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Preview of animation tracks filtering">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/animation-filtering.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add &lt;code class="language-plaintext highlighter-rouge">delta&lt;/code> argument to &lt;code class="language-plaintext highlighter-rouge">SkeletonModifier3D&lt;/code> &lt;code class="language-plaintext highlighter-rouge">_process_modification()&lt;/code> and expose &lt;code class="language-plaintext highlighter-rouge">advance()&lt;/code> in Skeleton3D. (&lt;a href="https://github.com/godotengine/godot/pull/103639">GH-103639&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="audio--video">Audio / Video&lt;/h3>
&lt;p>&lt;a href="https://github.com/berarma">Berama&lt;/a> brings us the ability to seek Theora video files via the new &lt;code class="language-plaintext highlighter-rouge">set_stream_position&lt;/code> function (&lt;a href="https://github.com/godotengine/godot/pull/102360">GH-102360&lt;/a>). In doing so, theyve additionally improved our multi-channel audio resampler, meaning that videos with 6+ channels will no longer crackle. A much more technical breakdown &amp;amp; additional features can be gleaned from the PR.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add metadata tags to WAV and OGG audio streams. (&lt;a href="https://github.com/godotengine/godot/pull/99504">GH-99504&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="c">C#&lt;/h3>
&lt;p>First-time contributor &lt;a href="https://github.com/atlasapplications">Justin Sasso&lt;/a> kicks things off with &lt;code class="language-plaintext highlighter-rouge">linux-bionic&lt;/code> RID export support (&lt;a href="https://github.com/godotengine/godot/pull/97908">GH-97908&lt;/a>). For those that dont speak buildsystem, this enables NativeAOT on Android! For those that dont speak .NET lingo, “NativeAOT” refers to the ability for .NET applications to compile directly to a devices native code, bypassing the need for the .NET runtime entirely. NativeAOT apps have the benefit of significantly faster startup and smaller memory footprints, which are both very welcome additions for mobile devices.&lt;/p>
&lt;p>Finding performance improvements in an interop context is like finding a needle in a haystack. Actually tracking down where some point of slowdown or inefficency is taking place across entirely different environments is difficult to the point that most people wont even attempt it. &lt;a href="https://github.com/Delsin-Yu">Delsin-Yu&lt;/a> is not most people, because the improvements that came from simply removing &lt;code class="language-plaintext highlighter-rouge">StringName&lt;/code> allocations on unimplemented getters/setters saw a staggering &lt;strong>60× decrease&lt;/strong> in resources (&lt;a href="https://github.com/godotengine/godot/pull/104689">GH-104689&lt;/a>).&lt;/p>
&lt;p>Not everything related to .NET was able to make it in time for 4.5, but theyre still worth mentioning because of how much effort the team has already put into them. For instance: were well aware of the excitement around bringing .NET to web builds for Godot, and progress on that front has been very promising. Weve even covered this very topic in a &lt;a href="https://godotengine.org/article/live-from-godotcon-boston-web-dotnet-prototype/">previous blog&lt;/a>, where we discussed the rocky road of bringing this project to light even featured a prototype which you can try &lt;a href="https://lab.godotengine.org/godot-dotnet-web/">right now&lt;/a>!&lt;/p>
&lt;p>Our other long-term project for C# is revolving around the gradual move to GDExtension. The current module approach, while entirely functional for what it is, has historically been a fairly hacky implementation. Grafting on interop functionality between the engine itself and the dotnet runtime has proven to be error-prone, leading to a disproportionate amount of man-hours sunk into ensuring everything functions as expected. The hope is for the move to GDExtension to mean that all interop calls are handled in a manner thats universally applicable; that is: a manner that &lt;strong>any&lt;/strong> programming language could take advantage of.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Android: Add a preload hook to load .NET assemblies from the APK. (&lt;a href="https://github.com/godotengine/godot/pull/105262">GH-105262&lt;/a>)&lt;/li>
&lt;li>Android: Load .NET assemblies directly from PCK. (&lt;a href="https://github.com/godotengine/godot/pull/105853">GH-105853&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="core">Core&lt;/h3>
&lt;p>Changes to the core of the engine require significantly more scrutiny than other parts of the engine; this comes down to how critical and foundational virtually every single piece of code proves to be. This makes it all the more impressive that theres so much worth highlighting in 4.5 thats specific to core!&lt;/p>
&lt;p>Adding a way to properly log errors and warnings, as well as get backtraces in logs when they happen, was among the most highly-requested features from our users for years. By their powers combined, &lt;a href="https://github.com/mihe">Mikael Hermansson&lt;/a> and &lt;a href="https://github.com/reduz">Juan Linietsky&lt;/a> have added script backtracing support for GDScript and C# (&lt;a href="https://github.com/godotengine/godot/pull/91006">GH-91006&lt;/a>). Finding the root problem behind warnings/errors that appear at runtime required being able to reproduce them in the editor to use the debugger. Developers will now have the possibility to see backtraces of runtime errors directly in their logs, making it possible to debug and fix issues that happen under user testing or in shipped titles. This functionality is always available in debug mode, but can be activated in release mode for GDScript if &lt;strong>Debug &amp;gt; Settings &amp;gt; GDScript &amp;gt; Always Track Call Stacks&lt;/strong> is enabled in the project settings.&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>&lt;span class="k">func&lt;/span> &lt;span class="nf">_ready&lt;/span>&lt;span class="p">():&lt;/span>
&lt;span class="n">my_func1&lt;/span>&lt;span class="p">()&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">my_func1&lt;/span>&lt;span class="p">():&lt;/span>
&lt;span class="n">my_func2&lt;/span>&lt;span class="p">()&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">my_func2&lt;/span>&lt;span class="p">():&lt;/span>
&lt;span class="nb">print&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">Engine&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">capture_script_backtraces&lt;/span>&lt;span class="p">()[&lt;/span>&lt;span class="mi">0&lt;/span>&lt;span class="p">])&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>Outputs:&lt;/p>
&lt;div class="language-plaintext highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>GDScript backtrace (most recent call first):
[0] my_func2 (res://node_2d.gd:11)
[1] my_func1 (res://node_2d.gd:8)
[2] _ready (res://node_2d.gd:5)
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>&lt;a href="https://github.com/RandomShaper">Pedro J. Estébanez&lt;/a> also addressed a long-time complaint with &lt;code class="language-plaintext highlighter-rouge">Resource.duplicate(true)&lt;/code> not performing the expected deep duplication in a reliable and predictable way (&lt;a href="https://github.com/godotengine/godot/pull/100673">GH-100673&lt;/a>). The new behavior of the method, and the additional &lt;code class="language-plaintext highlighter-rouge">Resource.duplicate_deep()&lt;/code> give users full control over what gets duplicated or not (arrays, dictionaries, nested resources, etc.).&lt;/p>
&lt;p>Additionally, special thanks to &lt;a href="https://github.com/Ivorforce">Lukas Tenbrink&lt;/a>, a new addition to the core team who has been &lt;a href="https://github.com/godotengine/godot/pull/103708">contributing&lt;/a> &lt;a href="https://github.com/godotengine/godot/pull/106996">nonstop&lt;/a> &lt;a href="https://github.com/godotengine/godot/pull/104381">improvements&lt;/a> to ensure optimal performance for developers and maintainers alike.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add &lt;code class="language-plaintext highlighter-rouge">Node.get_orphan_node_ids&lt;/code>, edit &lt;code class="language-plaintext highlighter-rouge">Node.print_orphan_nodes&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/83757">GH-83757&lt;/a>)&lt;/li>
&lt;li>Dont duplicate internal nodes. (&lt;a href="https://github.com/godotengine/godot/pull/89442">GH-89442&lt;/a>)&lt;/li>
&lt;li>Use Grisu2 algorithm in &lt;code class="language-plaintext highlighter-rouge">String::num_scientific&lt;/code> to fix serializing. (&lt;a href="https://github.com/godotengine/godot/pull/98750">GH-98750&lt;/a>)&lt;/li>
&lt;li>Add &lt;code class="language-plaintext highlighter-rouge">scene_changed&lt;/code> signal to SceneTree. (&lt;a href="https://github.com/godotengine/godot/pull/102986">GH-102986&lt;/a>)&lt;/li>
&lt;li>Complete build profile feature to properly detect options that can be disabled (reducing binary size). (&lt;a href="https://github.com/godotengine/godot/pull/103719">GH-103719&lt;/a>)&lt;/li>
&lt;li>Add thread safety to Object signals. (&lt;a href="https://github.com/godotengine/godot/pull/105453">GH-105453&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="documentation">Documentation&lt;/h3>
&lt;p>Its not often that we have the opportunity to cover documentation changes in these highlights, as those changes are usually fairly low-key. This isnt to say that changes arent happening; on the contrary, its one of the single most active areas of our GitHub! Thats because it often goes beyond our main repo, with changes needing to be synchronized in &lt;a href="https://github.com/godotengine/godot-docs">godot-docs&lt;/a>. Special shoutouts to &lt;a href="https://github.com/Mickeon">Mickeon&lt;/a> for the class reference, and &lt;a href="https://github.com/skyace65">Matthew&lt;/a>, &lt;a href="https://github.com/tetrapod00">tetrapod&lt;/a>, &lt;a href="https://github.com/AThousandShips">A Thousand Ships&lt;/a>, &lt;a href="https://github.com/mhilbrunner">Max Hilbrunner&lt;/a> and &lt;a href="https://github.com/Calinou">Hugo Locurcio&lt;/a> for the online docs, for taking on the lions share of pull requests &lt;em>and&lt;/em> reviews.&lt;/p>
&lt;p>&lt;a href="https://github.com/timothyqiu">Haoyu Qiu&lt;/a>s addition of &lt;code class="language-plaintext highlighter-rouge">required&lt;/code> as a qualifier within the documentation itself warrants special mention (&lt;a href="https://github.com/godotengine/godot/pull/107130">GH-107130&lt;/a>). When extending a class that has virtual methods, it wasnt immediately obvious which methods &lt;em>needed&lt;/em> an override, versus having defaulted fallbacks. …Well, it &lt;em>was&lt;/em> obvious if you looked at the descriptions, but it wasnt something inherent to the functions themselves like &lt;code class="language-plaintext highlighter-rouge">const&lt;/code>. This wont be an issue moving forward, as now &lt;code class="language-plaintext highlighter-rouge">required&lt;/code> will come right after &lt;code class="language-plaintext highlighter-rouge">virtual&lt;/code> where applicable.&lt;/p>
&lt;p>Anyone who has contributed to the documentation has likely wrangled with the mixed-indentation of codeblocks. This necessitated adding spaces manually, and often meant disabling autoformatting on XML files; this was inconvenient at best &amp;amp; outright error-prone at worst. &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a> put this issue to rest with &lt;a href="https://github.com/godotengine/godot/pull/89819">GH-89819&lt;/a>, unilaterally replacing all spaces with tabs across all codeblocks. This was a surprisingly involved process, as it required a simultaneous freeze &amp;amp; subsequent update of our &lt;a href="https://github.com/godotengine/godot-editor-l10n">localization files&lt;/a>, but where theres a will theres a way!&lt;/p>
&lt;h3 id="editor">Editor&lt;/h3>
&lt;p>First-time contributor &lt;a href="https://github.com/daniel080400">daniel080400&lt;/a> came out of the gate swinging with PR &lt;a href="https://github.com/godotengine/godot/pull/102313">GH-102313&lt;/a>, which entirely overhauled the way scene preview thumbnails are handled.&lt;/p>
&lt;p>3D thumbnails are captured at a consistent angle from the world center, ensuring all contents fit into the screen. Particles are fast-forwarded slightly in order to render something, utilizing a fixed seed.
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/thumbnail-3d.webp" alt="3D Thumbnails" />&lt;/p>
&lt;p>2D thumbnails utilize two passes—2D and GUI—before combining the two for the final image. As prefabs generally dont care about world coordinates, the world center is not accounted for with 2D thumbnails.
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/thumbnail-2d.webp" alt="2D Thumbnails" />&lt;/p>
&lt;p>A rarely-covered topic regarding the editor is the &lt;a href="https://docs.godotengine.org/en/stable/classes/class_editorcommandpalette.html">command palette&lt;/a>, but well happily make an exception to highlight &lt;a href="https://github.com/HolonProduction">HolonProduction&lt;/a>s PR &lt;a href="https://github.com/godotengine/godot/pull/99318">GH-99318&lt;/a> adding named &lt;code class="language-plaintext highlighter-rouge">EditorScript&lt;/code>s to the command palette! This much more centralized means of execution serves to benefit the commands that are more project-specific. This is specifically for named scripts however, such that there will always be an associated display name and search handling.&lt;/p>
&lt;p>As for topics we &lt;em>have&lt;/em> covered, where better to start than with &lt;code class="language-plaintext highlighter-rouge">Variant&lt;/code> exporting? This functionality is brought to life by &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a>, bringing support for a dynamic variable in a standalone context (&lt;a href="https://github.com/godotengine/godot/pull/89324">GH-89324&lt;/a>). With the ability to change not only the variable, but the type itself, the doors are wide open for creative integrations in the inspector.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of exporting a Variant type in the Inspector">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-4/export-variant.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Override editor settings per-project. (&lt;a href="https://github.com/godotengine/godot/pull/69012">GH-69012&lt;/a>)&lt;/li>
&lt;li>Inspector section toggles. (&lt;a href="https://github.com/godotengine/godot/pull/105272">GH-105272&lt;/a>)&lt;/li>
&lt;li>“Mute Game” toggle in Game view. (&lt;a href="https://github.com/godotengine/godot/pull/99555">GH-99555&lt;/a>)&lt;/li>
&lt;li>Drop preload Resources as &lt;code class="language-plaintext highlighter-rouge">UID&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/99094">GH-99094&lt;/a>)&lt;/li>
&lt;li>Allow selecting multiple remote nodes at runtime. (&lt;a href="https://github.com/godotengine/godot/pull/99680">GH-99680&lt;/a>)&lt;/li>
&lt;li>Add emission shape gizmos to &lt;code class="language-plaintext highlighter-rouge">Particles2D&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/102249">GH-102249&lt;/a>)&lt;/li>
&lt;li>Search script docs without manual recompilation. (&lt;a href="https://github.com/godotengine/godot/pull/95821">GH-95821&lt;/a>)&lt;/li>
&lt;li>Array drag-and-drop improvements. (&lt;a href="https://github.com/godotengine/godot/pull/102534">GH-102534&lt;/a>)&lt;/li>
&lt;li>Add meshes to Video RAM Profiler. (&lt;a href="https://github.com/godotengine/godot/pull/103238">GH-103238&lt;/a>)&lt;/li>
&lt;li>Add “Paste as Unique” option to editor resource picker. (&lt;a href="https://github.com/godotengine/godot/pull/103980">GH-103980&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="gdscript">GDScript&lt;/h3>
&lt;p>4.5 sees with it the introduction of a new keyword: &lt;code class="language-plaintext highlighter-rouge">abstract&lt;/code>. &lt;a href="https://github.com/aaronfranke">Aaron Franke&lt;/a> brings this previously internal-only functionality into the hands of all GDScript users (&lt;a href="https://github.com/godotengine/godot/pull/67777">GH-67777&lt;/a>). By prepending this keyword to a class, it ensures that direct instantiation cannot occur; meaning that all calls will actually refer to a derived classes. &lt;a href="https://github.com/dalexeev">Danil Alexeev&lt;/a> built further upon this by introducing the ability for users to declare &lt;em>functions&lt;/em> as abstract (&lt;a href="https://github.com/godotengine/godot/pull/106409">GH-106409&lt;/a>). By prepending the same &lt;code class="language-plaintext highlighter-rouge">abstract&lt;/code> keyword to a function, it will be marked for explicit override by child classes.&lt;/p>
&lt;p>&lt;strong>Note:&lt;/strong> The GDScript team is planning to change the &lt;code class="language-plaintext highlighter-rouge">abstract&lt;/code> keyword to an &lt;code class="language-plaintext highlighter-rouge">@abstract&lt;/code> annotation during the 4.5 beta phase.&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>&lt;span class="n">abstract&lt;/span> &lt;span class="k">class&lt;/span> &lt;span class="nc">Item&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="n">abstract&lt;/span> &lt;span class="k">func&lt;/span> &lt;span class="nf">get_name&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="kt">String&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">use&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="n">void&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="nb">print&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"Character used &lt;/span>&lt;span class="si">%s&lt;/span>&lt;span class="s2">."&lt;/span> &lt;span class="o">%&lt;/span> &lt;span class="n">get_name&lt;/span>&lt;span class="p">())&lt;/span>
&lt;span class="k">class&lt;/span> &lt;span class="nc">HealingPotion&lt;/span> &lt;span class="k">extends&lt;/span> &lt;span class="n">Item&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">get_name&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="kt">String&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="k">return&lt;/span> &lt;span class="s2">"Healing Potion"&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">_ready&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="n">void&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">potion&lt;/span> &lt;span class="p">:&lt;/span>&lt;span class="o">=&lt;/span> &lt;span class="n">HealingPotion&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">new&lt;/span>&lt;span class="p">()&lt;/span>
&lt;span class="n">potion&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">use&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="c1"># Prints `Character used Healing Potion.`&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">item&lt;/span> &lt;span class="p">:&lt;/span>&lt;span class="o">=&lt;/span> &lt;span class="n">Item&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">new&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="c1"># Parser error!&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/abstract-error.webp" alt="Abstract class instantiation error" />&lt;/p>
&lt;p>Danil isnt done yet though, as variadic arguments support (&lt;a href="https://github.com/godotengine/godot/pull/82808">GH-82808&lt;/a>) comes from him as well! In programming languages, variadic arguments allow functions to accept a flexible number of input parameters. This allows turning the final argument of a function into an array that is called as if it were a sequence.&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>&lt;span class="k">func&lt;/span> &lt;span class="nf">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">a&lt;/span>&lt;span class="p">:&lt;/span> &lt;span class="kt">int&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">b&lt;/span>&lt;span class="p">:&lt;/span> &lt;span class="kt">int&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="o">...&lt;/span>&lt;span class="n">args&lt;/span>&lt;span class="p">:&lt;/span> &lt;span class="kt">Array&lt;/span>&lt;span class="p">):&lt;/span>
&lt;span class="nb">prints&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">a&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">b&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">args&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">_ready&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="n">void&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">2&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">2&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">3&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">2&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">3&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">4&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">2&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">3&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">4&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">5&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="c1"># Output:&lt;/span>
&lt;span class="c1"># 1 0 []&lt;/span>
&lt;span class="c1"># 1 2 []&lt;/span>
&lt;span class="c1"># 1 2 [3]&lt;/span>
&lt;span class="c1"># 1 2 [3, 4]&lt;/span>
&lt;span class="c1"># 1 2 [3, 4, 5]&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/variadic-documentation.webp" alt="Variadic documentation" />&lt;/p>
&lt;p>GDScript also saw a lot of usability improvements for the script editor, with notably fixes to code completion and highlighting:&lt;/p>
&lt;ul>
&lt;li>Inline color pickers. (&lt;a href="https://github.com/godotengine/godot/pull/105724">GH-105724&lt;/a>)&lt;/li>
&lt;li>Highlight warning lines. (&lt;a href="https://github.com/godotengine/godot/pull/105724">GH-105724&lt;/a>)&lt;/li>
&lt;li>Dont add parenthesis when expecting &lt;code class="language-plaintext highlighter-rouge">Callable&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/96375">GH-96375&lt;/a>)&lt;/li>
&lt;li>Autocompletion for &lt;code class="language-plaintext highlighter-rouge">@export_tool_button&lt;/code>s. (&lt;a href="https://github.com/godotengine/godot/pull/105081">GH-105081&lt;/a>)&lt;/li>
&lt;li>Autocompletion for user methods. (&lt;a href="https://github.com/godotengine/godot/pull/106198">GH-106198&lt;/a>)&lt;/li>
&lt;li>Highlighting script members like native ones. (&lt;a href="https://github.com/godotengine/godot/pull/74393">GH-74393&lt;/a>)&lt;/li>
&lt;li>Code completion for overridden user-defined methods. (&lt;a href="https://github.com/godotengine/godot/pull/106198">GH-106198&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="gui">GUI&lt;/h3>
&lt;p>Here at the Godot Foundation, accessibililty is an absolute top-priority. The road to making an experience available to anyone regardless of their circumstances isnt an easy one, but its a road that all developers are obligated to take. To that end, our resident tech guru &lt;a href="https://github.com/bruvzg">bruvzg&lt;/a> tackled the absolutely Herculean task of integrating &lt;a href="https://github.com/AccessKit/accesskit">AccessKit&lt;/a> to Godot as a whole (&lt;a href="https://github.com/godotengine/godot/pull/76829">GH-76829&lt;/a>). With this in place, screenreader support is now built into the very core of the engine. All our supported desktop platforms offer fully uncompromised support, as the bindings are already in place and well-tested. When other platforms follow suit, we will ensure support to the absolute best of our ability.&lt;/p>
&lt;p>4.5 is bringing with it quite a few new quality-of-life improvements, with one of the biggest additions being one we actually havent given proper coverage to yet: foldable containers! &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a> is no stranger to editor enhancements, and this time he has blessed us with &lt;a href="https://github.com/godotengine/godot/pull/102346">GH-102346&lt;/a>, which grants us the new &lt;code class="language-plaintext highlighter-rouge">FoldableContainer&lt;/code> class. Now users can have dynamically cascading GUI objects with the ability to toggle if the contents are expanded or not at will, a process that previously took several workarounds to achieve.&lt;/p>
&lt;p>In a similar vein, the ability to manipulate a group of controls simultaneously has become much easier thanks to &lt;a href="https://github.com/Delsin-Yu">Delsin-Yu&lt;/a>s PR with a focus on recursive control across child controls (&lt;a href="https://github.com/godotengine/godot/pull/97495">GH-97495&lt;/a>). This implements new properties for recursively disabling &lt;code class="language-plaintext highlighter-rouge">Focus Mode&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">Mouse Filter&lt;/code>, meaning that the ability to select and interact with child controls becomes far more intuitive, and allows for explicit overrides if desired.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of the Controls recursive focus feature">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/recursive-focus.webm?1" type="video/webm" />
&lt;/video>
&lt;p>Theres also the newly added &lt;code class="language-plaintext highlighter-rouge">SVGTexture&lt;/code>, implemented by our very own &lt;a href="https://github.com/bruvzg">bruvzg&lt;/a> in &lt;a href="https://github.com/godotengine/godot/pull/105375">GH-105375&lt;/a>, allowing for rasterization of SVG files directly. However, when initially showcased, this process was fairly long-winded, as the main uses were internal. This has since been remedied with a dedicated importer in &lt;a href="https://github.com/godotengine/godot/pull/105655">GH-105655&lt;/a>, making rasterization much more accessible to all users.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of toggling oversampling on SVGTexture">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/svg-auto-scalable.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>TextEdit/LineEdit: Add support for OEM Alt codes input. (&lt;a href="https://github.com/godotengine/godot/pull/93466">GH-93466&lt;/a>)&lt;/li>
&lt;li>Stackable outlines on &lt;code class="language-plaintext highlighter-rouge">Label&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/104731">GH-104731&lt;/a>&lt;/li>
&lt;li>Replace global oversampling with overrideable per-viewport oversampling. (&lt;a href="https://github.com/godotengine/godot/pull/104872">GH-104872&lt;/a>)&lt;/li>
&lt;li>RichTextLabel: Add paragraph separation theme property. (&lt;a href="https://github.com/godotengine/godot/pull/107331">GH-107331&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="import">Import&lt;/h3>
&lt;p>Godot 4.0 introduced the &lt;a href="/article/godot-4-0-sets-sail/#easier-importing">Advanced Import Settings&lt;/a> dialog, which allows configuring how to import specific 3D assets with great flexibility. This dialog kept being improved upon in subsequent releases (including 4.5), but one part of its workflow became a major pain point for users: the ability to batch edit multiple assets to assign an external material to all of them was gone, forcing users to configure this in each asset individually using the Advanced Import Settings dialog.
&lt;a href="https://github.com/bruvzg">bruvzg&lt;/a> corrected this oversight by reintroducing options in the Import dock to configure whether to extract materials in a way that supports multi-asset configuration (&lt;a href="https://github.com/godotengine/godot/pull/107211">GH-107211&lt;/a>).&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Extracting and editing a shared material from multiple glTF files at once">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/glb-material-extract.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add Channel Remap settings to ResourceImporterTexture. (&lt;a href="https://github.com/godotengine/godot/pull/99676">GH-99676&lt;/a>)&lt;/li>
&lt;li>Use UIDs in addition to paths for extracted meshes, materials and animations. (&lt;a href="https://github.com/godotengine/godot/pull/100786">GH-100786&lt;/a>)&lt;/li>
&lt;li>Allow attaching scripts to nodes in the Advanced Import Settings dialog. (&lt;a href="https://github.com/godotengine/godot/pull/103418">GH-103418&lt;/a>)&lt;/li>
&lt;li>Use libjpeg-turbo for improved jpg compatibility and speed. (&lt;a href="https://github.com/godotengine/godot/pull/104347">GH-104347&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="input">Input&lt;/h3>
&lt;p>While its not yet integrated in beta 1, you can gather all your gamepads and joysticks in anticipation of the integration of SDL3 as Godots new gamepad input driver for desktop platforms (&lt;a href="https://github.com/godotengine/godot/pull/106218">GH-106218&lt;/a>). Up until now Godot had its own “joypad” platform drivers inspired from earlier versions of SDL, but not as full-featured. Over time, issues accumulated in our implementation while SDL kept maturing, and its now a net positive to defer the responsibility for this subsystem to a well established cross-platform library.
If all goes well, this change should be merged for beta 2 as an exception to the feature freeze. Thanks in advance to &lt;a href="https://github.com/Nintorch">Nintorch&lt;/a> for bringing this contribution to the finish line, building upon earlier work of &lt;a href="https://github.com/EIREXE">Álex Román Núñez&lt;/a> and &lt;a href="https://github.com/xsellier">Xavier Sellier&lt;/a>.&lt;/p>
&lt;h3 id="internationalization">Internationalization&lt;/h3>
&lt;p>Internationalization has always been an extremely crucial part of the Godot project, and its relative lack of coverage in our blogposts does not do it justice. &lt;a href="https://github.com/timothyqiu">Haoyu Qiu&lt;/a> allows us to break this bad habit of ours with a fantastic addition to the i18n workflow: editor previews (&lt;a href="https://github.com/godotengine/godot/pull/96921">GH-96921&lt;/a>)! Now theres much less guesswork necessary to see how your projects will appear to the end-user in their native language, ensuring a consistent and clean style no matter the selection!&lt;/p>
&lt;p>&lt;strong>Translation preview on &lt;a href="https://github.com/YeldhamDev/">Michael Alexsander&lt;/a>s &lt;a href="https://codeberg.org/Librerama/librerama/">Librerama&lt;/a>:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="In-editor translation preview">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/translation-preview.mp4?1" type="video/mp4" />
&lt;/video>
&lt;p>Similarly, the ability to swap languages on-the-fly within the editor is now possible thanks to the efforts of &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a> in &lt;a href="https://github.com/godotengine/godot/pull/102562">GH-102562&lt;/a>. Now users can preview &lt;em>and&lt;/em> experience multiple language options in a single editor session.&lt;/p>
&lt;p>We also want to give a shout-out to all the translators who tirelessly work on localizing the Godot editor, the class reference and the online documentation. If youd like to join that effort, head to &lt;a href="https://hosted.weblate.org/projects/godot-engine/">Weblate&lt;/a> and review our &lt;a href="https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html#doc-editor-and-docs-localization">documentation&lt;/a> for instructions.&lt;/p>
&lt;h3 id="navigation">Navigation&lt;/h3>
&lt;p>The navigation team has been able to really spread their wings thanks to logic for 2D and 3D being handled independently. &lt;a href="https://github.com/smix8">smix8&lt;/a> took the mantle on the initial split, while &lt;a href="https://github.com/AThousandShips">A Thousand Ships&lt;/a> brought the logic to the module system itself. This opened the door for improvements to performance across both navigation systems, and helps decrease the size of builds which exclusively target 2D.&lt;/p>
&lt;p>The work started by smix8 in 4.4 to make navigation map synchronization asynchronous (&lt;a href="https://github.com/godotengine/godot/pull/100497">GH-100497&lt;/a>) was expanded for this release by applying the same treatement to navigation regions (3D: &lt;a href="https://github.com/godotengine/godot/pull/106670">GH-106670&lt;/a>, 2D: &lt;a href="https://github.com/godotengine/godot/pull/107381">GH-107381&lt;/a>).&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add navigation path query parameter limits. (&lt;a href="https://github.com/godotengine/godot/pull/102767">GH-102767&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="physics">Physics&lt;/h3>
&lt;p>Our implementation of 3D fixed-timestep interpolation has been completely overhauled, as the previous iteration had fundamental flaws with how it was structured in such a way that couldnt be addressed with a simple fix or patch. The solution already existed on 3.x, and has since been forward-ported by &lt;a href="https://github.com/lawnjelly">lawnjelly&lt;/a> via &lt;a href="https://github.com/godotengine/godot/pull/104269">GH-104269&lt;/a>. Now all logic is handled within the &lt;code class="language-plaintext highlighter-rouge">SceneTree&lt;/code>, but in a manner which doesnt break any existing API. All projects will benefit from this improvement out-of-the-box.&lt;/p>
&lt;p>&lt;strong>Interpolation with 10 ticks per second:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Truck Town demo played at a fixed-timestep of 10 ticks per second with smooth physics thanks to interpolation">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-4/3d-fti-scenetree.webm?1" type="video/webm" />
&lt;/video>
&lt;p>Working in tandem since the integration of Jolt Physics as new 3D physics engine in Godot 4.4, &lt;a href="https://github.com/mihe">Mikael Hermansson&lt;/a> and &lt;a href="https://github.com/jrouwe">Jorrit Rouwe&lt;/a> (Jolts creator) have made nearly &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Apr%20state%3Amerged%20label%3Atopic%3Aphysics%20milestone%3A4.5%20(author%3Amihe%20OR%20author%3Ajrouwe)">20 fixes and improvements&lt;/a> to the Jolt integration for Godot 4.5, which should now provide an even better experience.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add ability to apply forces and impulses to SoftBody3D. (&lt;a href="https://github.com/godotengine/godot/pull/100463">GH-100463&lt;/a>)&lt;/li>
&lt;li>Chunk tilemap physics. (&lt;a href="https://github.com/godotengine/godot/pull/102662">GH-102662&lt;/a>)&lt;/li>
&lt;li>SoftBody3D: Support physics Interpolation. (&lt;a href="https://github.com/godotengine/godot/pull/106863">GH-106863&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="platforms">Platforms&lt;/h3>
&lt;h4 id="android">Android&lt;/h4>
&lt;p>The Android editor experience has become significantly improved thanks to the implementation of &lt;code class="language-plaintext highlighter-rouge">TouchActionsPanel&lt;/code>. While this is technically something any touch device can take advantage of, &lt;a href="https://github.com/syntaxerror247">Anish Mishra&lt;/a>s PR &lt;a href="https://github.com/godotengine/godot/pull/100339">GH-100339&lt;/a> was explicitly created with the Android editor in mind. &lt;code class="language-plaintext highlighter-rouge">TouchActionsPanel&lt;/code> comes equipped with common action buttons (save, undo, redo, etc.), which simulate actions like &lt;code class="language-plaintext highlighter-rouge">ui_undo&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">ui_redo&lt;/code> via pre-existing shortcuts.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Recording of the Android editor with the new TouchActionsPanel">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/touch-actions-panel.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add support for using an Android Service to host the Godot engine. (&lt;a href="https://github.com/godotengine/godot/pull/102866">GH-102866&lt;/a>)&lt;/li>
&lt;li>Enable native debug symbols generation. (&lt;a href="https://github.com/godotengine/godot/pull/105605">GH-105605&lt;/a>)&lt;/li>
&lt;li>Add CameraFeed support. (&lt;a href="https://github.com/godotengine/godot/pull/106094">GH-106094&lt;/a>)&lt;/li>
&lt;li>Bump minimum supported SDK to 24. (&lt;a href="https://github.com/godotengine/godot/pull/106148">GH-106148&lt;/a>)&lt;/li>
&lt;li>Add support for 16KB page sizes. (&lt;a href="https://github.com/godotengine/godot/pull/106358">GH-106358&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h4 id="linux">Linux&lt;/h4>
&lt;p>&lt;a href="https://github.com/Riteo">Riteo&lt;/a> has been on a quest to turn &lt;a href="https://wayland.freedesktop.org/">Wayland&lt;/a> into a true replacement for the X11 protocol. The biggest reason to not switch over as the default implementation, the lack of native sub-windows, is no longer a concern thanks to &lt;a href="https://github.com/godotengine/godot/pull/101774">GH-101774&lt;/a>. Now users can truly take advantage of multi-window output, regardless of display protocol. This being solved, the next step will be to implement in-editor game window embedding to have full parity with the X11 flavor of the editor. Riteo already started that work in &lt;a href="https://github.com/godotengine/godot/pull/107435">GH-107435&lt;/a>.&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-2/wayland-sub-window.webp" alt="Multi-Window output on Wayland" />&lt;/p>
&lt;h4 id="macos">macOS&lt;/h4>
&lt;p>Speaking of embedding the game window! It took an extra release cycle for this Godot 4.4 feature to come to macOS, as this OS does not allow the kind of window manipulation that Windows and Linux/X11 use for game window embedding. Instead, macOS utilizes an inter-process communication approach where the framebuffer is sent from the game process (which performs off-screen rendering) to the editor window, which also handles passing input events to the game process. Although its much more complex, &lt;a href="https://github.com/stuartcarnie">Stuart Carnie&lt;/a> used a more robust approach that doesnt rely on any window management hacks (&lt;a href="https://github.com/godotengine/godot/pull/105884">GH-105884&lt;/a>). Not having to worry about edge-cases or low-level shenanigans is appealing in its own right, so this approach may be ported later to Windows/Linux in a future release to make game window embedding much more reliable overall.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Switch ANGLE (OpenGL ES compatibility layer) to Metal backend. (&lt;a href="https://github.com/godotengine/godot/pull/107306">GH-107306&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h4 id="visionos">visionOS&lt;/h4>
&lt;p>The Apple XR environment, visionOS, comes to Godot Engine in 4.5! Were already committed to making great strides in XR feature sets and support, but this brings us closer to a platform-independent pipeline similar to what we already have with traditional platforms. It might be unconventional to imagine using an engine editor within an XR environment, but its one which weve supported for Meta Quest and OpenXR; now Apple users can join the fun.&lt;/p>
&lt;p>This work was contributed by &lt;a href="https://github.com/rsanchezsaez">Ricardo Sanchez-Saez&lt;/a> from Apples visionOS engineering team. A notable consequence of this PR is that our iOS and visionOS platforms now share a unified “Apple Embedded” driver, which paves the way to implementing tvOS support in the future.&lt;/p>
&lt;h4 id="web">Web&lt;/h4>
&lt;p>The upcoming performance boost from SIMD is so impressive that weve made a &lt;a href="/article/upcoming-serious-web-performance-boost/">dedicated article&lt;/a> to showcase exactly what kind of benefits users can expect. The short version is that &lt;a href="https://github.com/adamscott">Adam Scott&lt;/a> created a PR which changed only a single compiler flag (&lt;a href="https://github.com/godotengine/godot/pull/106319">GH-106319&lt;/a>), but one which caused universal improvements for web applications and editor workflow. Check out our article for the long version.&lt;/p>
&lt;p>&lt;a href="https://github.com/marcosc90">Marcos Casagrande&lt;/a> started contributing during this release cycle and brought a &lt;a href="https://github.com/godotengine/godot/pulls?q=is%3Apr+is%3Amerged+author%3Amarcosc90+milestone%3A4.5+label%3Aplatform%3Aweb">flurry of performance improvements&lt;/a> to the Web platform, which should further help ensure that web games work on as many devices as possible.&lt;/p>
&lt;h4 id="windows">Windows&lt;/h4>
&lt;p>Support for Windows 7/8.1 will be dropped starting with 4.5 (&lt;a href="https://github.com/godotengine/godot/pull/106959">GH-106959&lt;/a>). The call to remove Windows 8.1 wasnt a difficult one; its been EOL for over half a decade, had extended support end over two years ago, and was inherently unpopular to the point that online survey tools for OSes outright omit it. Windows 7 is comparatively more contentious, but builds for it were already in a broken state ever since the introduction of the aforementioned AccessKit; combine that with Windows 7 recently celebrating its 10-year anniversary of being EOL, as well as active coverage of this OS being estimated at one-tenth of a percentage point, and its removal was ultimately cemented. This had the benefit of &lt;strong>significantly&lt;/strong> cleaning up the codebase for our Windows-specific files, which often had to rely on dummy includes to account for Windows 7 specifically, and opens the door for more modern APIs to be integrated for our Windows builds.&lt;/p>
&lt;p>Another major improvement to the Windows export pipeline is the possibility to modify the metadata of Windows binaries without the third-party &lt;code class="language-plaintext highlighter-rouge">rcedit&lt;/code> tool (&lt;a href="https://github.com/godotengine/godot/pull/75950">GH-75950&lt;/a>). This means that Godot can now properly set a custom icon to your Windows .exe, and modify the relevant product name, company information, etc., fully out of the box and from any platform.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Remove visible &lt;code class="language-plaintext highlighter-rouge">WINDOW_MODE_FULLSCREEN&lt;/code> border by setting window region. (&lt;a href="https://github.com/godotengine/godot/pull/88852">GH-88852&lt;/a>)&lt;/li>
&lt;li>Official Windows binaries are now signed with a new code signing certificate (provided by Prehensile Tales).&lt;/li>
&lt;/ul>
&lt;h3 id="rendering-and-shaders">Rendering and shaders&lt;/h3>
&lt;h4 id="stencils">Stencils!&lt;/h4>
&lt;p>With a PR in the making for nearly 2 years &lt;a href="https://github.com/godotengine/godot/pull/80710">GH-80710&lt;/a>, &lt;a href="https://github.com/apples">apples&lt;/a> has brought a long-awaited stencil support to Godot! This new shader functionality is supported on all of our rendering backends, and will allow our users to perform entirely new techniques with the power of &lt;strong>depth&lt;/strong>.&lt;/p>
&lt;p>&lt;strong>Standard outline, standard x-ray, and custom outline materials:&lt;/strong>
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/stencil-compare.webp" alt="Stencil compare" />&lt;/p>
&lt;p>&lt;strong>Custom x-ray material:&lt;/strong>
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/stencil-x-ray.webp" alt="Stencil x-ray" />&lt;/p>
&lt;p>&lt;strong>Cel-shaded lighting:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of cel-shaded lighting with stencils">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/stencil-light.webm?1" type="video/webm" />
&lt;/video>
&lt;p>&lt;strong>Fire effect implemented entirely with &lt;code class="language-plaintext highlighter-rouge">StandardMaterial3D&lt;/code>:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of a fire effect implemented via StandardMaterial3D's stencil features">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/stencil-fire.webm?1" type="video/webm" />
&lt;/video>
&lt;h4 id="shaders-and-rendering-features">Shaders and rendering features&lt;/h4>
&lt;p>In addition to the stencil shader support, 4.5 brings with it a plethora of improvements to those working with shaders. One such usability improvement arrived via &lt;a href="https://github.com/godotengine/godot/pull/100287">GH-100287&lt;/a>, where &lt;a href="https://github.com/Chaosus">Yuri Rubinsky&lt;/a> re-organized the shader editors UI as a whole. Others are in the form of direct rendering improvements, such as: ambient specular occlusion by &lt;a href="https://github.com/lander-vr">Lander&lt;/a> (&lt;a href="https://github.com/godotengine/godot/pull/106145">GH-106145&lt;/a>), SMAA support by &lt;a href="https://github.com/RGDTAB">Raymond DiDonato&lt;/a> (&lt;a href="https://github.com/godotengine/godot/pull/102330">GH-102330&lt;/a>), and bent normal maps by &lt;a href="https://github.com/LunaCapra">Capry&lt;/a> (&lt;a href="https://github.com/godotengine/godot/pull/89988">GH-89988&lt;/a>).&lt;/p>
&lt;p>&lt;strong>Specular occlusion:&lt;/strong>&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th style="text-align: center">Disabled&lt;/th>
&lt;th style="text-align: center">Enabled&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-disabled-1.webp" alt="Specular disabled 1" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-enabled-1.webp" alt="Specular enabled 1" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-disabled-2.webp" alt="Specular disabled 2" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-enabled-2.webp" alt="Specular enabled 2" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-disabled-3.webp" alt="Specular disabled 3" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-enabled-3.webp" alt="Specular enabled 3" width="350" />&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;p>&lt;strong>SMAA:&lt;/strong>&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th style="text-align: center">Off&lt;/th>
&lt;th style="text-align: center">On&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/smaa-off-1.webp" alt="SMAA off 1" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/smaa-on-1.webp" alt="SMAA on 1" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/smaa-off-2.webp" alt="SMAA off 2" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/smaa-on-2.webp" alt="SMAA on 2" width="350" />&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;p>&lt;strong>Bent normal maps:&lt;/strong>&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th style="text-align: center">Before&lt;/th>
&lt;th style="text-align: center">After&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-before-1.webp" alt="Bent normals before 1" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-after-1.webp" alt="Bent normals after 1" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-before-2.webp" alt="Bent normals before 2" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-after-2.webp" alt="Bent normals after 2" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-before-3.webp" alt="Bent normals before 3" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-after-3.webp" alt="Bent normals after 3" width="350" />&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;h4 id="shader-baker">Shader baker&lt;/h4>
&lt;p>Just as essential to rendering as the output itself is how performant it is to create that output in the first place. &lt;a href="https://github.com/DarioSamo">Darío&lt;/a> and &lt;a href="https://github.com/RandomShaper">Pedro J. Estébanez&lt;/a> bless us in this respect with &lt;a href="https://github.com/godotengine/godot/pull/102552">GH-102552&lt;/a>, which introduces a new shader baker at export time. When enabled, all shaders will be pre-compiled at export time, ensuring that players wont need to wait a long time for shaders to compile when running your game. Users dont have to put in any extra work to make this work with ubershaders, as the features go hand-in-hand automatically.&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/shader-baker.webp" alt="Shader baker" />&lt;/p>
&lt;p>&lt;strong>Before:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Slow loading time of Godot's Third Person Shooter demo without prebaked shaders">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-5/shader-baker-before.webm?1" type="video/webm" />
&lt;/video>
&lt;p>&lt;strong>After:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Fast loading time of Godot's Third Person Shooter demo with prebaked shaders">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-5/shader-baker-after.webm?1" type="video/webm" />
&lt;/video>
&lt;h4 id="motion-vectors-for-mobile">Motion vectors for Mobile&lt;/h4>
&lt;p>Across our multiple renderers, its only reasonable that certain features would be exclusive to the higher-end selections. Motion vectors, for instance, have been available on the Forward+ renderer for ages, but have never been available to the Mobile renderer. That is, until &lt;a href="https://github.com/devloglogan">Logan Lang&lt;/a> took to rectifying this in &lt;a href="https://github.com/godotengine/godot/pull/100283">GH-100283&lt;/a>, which builds atop his &lt;a href="https://github.com/godotengine/godot/pull/100282">previous PR&lt;/a>s render-agnostic foundation.&lt;/p>
&lt;h4 id="and-more">And more&lt;/h4>
&lt;ul>
&lt;li>Add new &lt;code class="language-plaintext highlighter-rouge">StandardMaterial&lt;/code> properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera). (&lt;a href="https://github.com/godotengine/godot/pull/93142">GH-93142&lt;/a>)&lt;/li>
&lt;li>Fragment density map support. (&lt;a href="https://github.com/godotengine/godot/pull/99551">GH-99551&lt;/a>)&lt;/li>
&lt;li>Implement motion vectors in mobile renderer. (&lt;a href="https://github.com/godotengine/godot/pull/100283">GH-100283&lt;/a>)&lt;/li>
&lt;li>Overhaul the cull mask internals for Lights, Decals, and Particle Colliders. (&lt;a href="https://github.com/godotengine/godot/pull/102399">GH-102399&lt;/a>)&lt;/li>
&lt;li>Various performance optimizations. (&lt;a href="https://github.com/godotengine/godot/pull/103547">GH-103547&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/103794">GH-103794&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/103889">GH-103889&lt;/a>)&lt;/li>
&lt;li>Optimize Mobile renderer by using FP16 explicitly. (&lt;a href="https://github.com/godotengine/godot/pull/107119">GH-107119&lt;/a>)&lt;/li>
&lt;li>Fix LightmapGI shadow leaks. (&lt;a href="https://github.com/godotengine/godot/pull/107254">GH-107254&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="xr">XR&lt;/h3>
&lt;p>The XR team has been doing a &lt;a href="https://github.com/godotengine/godot/pulls?q=is%3Amerged+is%3Apr+label%3Atopic%3Axr+milestone%3A4.5+label%3Aenhancement">lot of groundwork&lt;/a> to support more OpenXR extensions. While its separate from the main Godot release cycle, the Godot OpenXR Vendors had a &lt;a href="https://github.com/GodotVR/godot_openxr_vendors/releases/tag/4.0.0-stable">4.0.0 release&lt;/a> in April which is worth checking out! &lt;a href="https://github.com/mbucchia">Matthieu Bucchianeri&lt;/a> had a massive first contribution merged to implement support for the Direct3D 12 OpenXR backend (&lt;a href="https://github.com/godotengine/godot/pull/104207">GH-104207&lt;/a>).&lt;/p>
&lt;p>&lt;a href="https://github.com/DarioSamo">Darío&lt;/a> and &lt;a href="https://github.com/devloglogan">Logan Lang&lt;/a>s implementations of respectively fragment density maps and motion vectors for the Mobile renderer also pave the way for better rendering and supporting more extensions for XR.&lt;/p>
&lt;p>While these are not merged yet, you can keep an eye on &lt;a href="https://github.com/BastiaanOlij">Bastiaan Olij&lt;/a>s cutting edge implementations for the OpenXR Spatial Entities (&lt;a href="https://github.com/godotengine/godot/pull/107391">GH-107391&lt;/a>) and Render Model (&lt;a href="https://github.com/godotengine/godot/pull/107388">GH-107388&lt;/a>) extensions, building upon the freshly released OpenXR SDK 1.1.49. &lt;a href="https://github.com/m4gr3d">Fredia Huya-Kouadio&lt;/a> is also putting finishing touches on the support for running hybrid apps from the Godot XR editor (&lt;a href="https://github.com/godotengine/godot/pull/103972">GH-103972&lt;/a>).&lt;/p>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>334 contributors&lt;/strong> submitted a staggering &lt;strong>1817 fixes&lt;/strong> since the release of 4.4-stable. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.5">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.5-beta1">changes since the 4.5-dev5 snapshot&lt;/a>, for a more curated selection of &lt;strong>372 fixes&lt;/strong> from &lt;strong>119 contributors&lt;/strong>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/46c495ca21f40f57a7fb9c7cde6143738f1652d4">&lt;code class="language-plaintext highlighter-rouge">46c495ca2&lt;/code>&lt;/a>.&lt;/p>
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&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.5. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.&lt;/p>
&lt;p>With every release, we accept that there are going to be various issues which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;ul>
&lt;li>Windows: As mentioned above, we used a new signing certificate for this release. Windows Defenders SmartScreen might pop up for initial downloads as it sees a surge of downloads of binaries signed with a legit but yet unused certificate. This should automatically rectify itself by the time beta 2 rolls around.&lt;/li>
&lt;li>Android: Subsequent exports fail when using Shader Baker. The workaround is to delete the &lt;code class="language-plaintext highlighter-rouge">.godot/export&lt;/code> before exporting. (&lt;a href="https://github.com/godotengine/godot/issues/107535">GH-107535&lt;/a>)&lt;/li>
&lt;li>Wayland: Wayland editor documentation popups appear on screens edge and generate errors. (&lt;a href="https://github.com/godotengine/godot/issues/107438">GH-107438&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 or full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p></content><author><name>Thaddeus Crews</name></author><category term="Pre-release"/></entry><entry><title>A new convention to look forward to: GodotFest - Save the Date!</title><link href="https://godotengine.org/article/godotfest-2025/"/><updated>2025-06-17T00:00:00+00:00</updated><id>https://godotengine.org/article/godotfest-2025/</id><summary>Introducing the second annual Godot convention: GodotFest 25 - GodotCon Europe!</summary><content type="html">&lt;p>Were excited to announce a new annual, independent convention centered around Godot: &lt;strong>GodotFest&lt;/strong>!&lt;/p>
&lt;p>What does this mean? It means well now have another annual Godot event to look forward to! Godot&lt;em>Con&lt;/em>, will still be organized
by the Godot Foundation in 2026, and it will continue to travel the world, offering a great starting point for anyone curious about
the engine.&lt;/p>
@@ -4869,51 +5502,4 @@ The “autobonker” &lt;em>Ballionaire&lt;/em> shows how fun physics can be. As
&lt;/p>
&lt;input type="submit" class="btn" value="Subscribe" style="cursor: pointer;border: inherit;" />
&lt;/div>
&lt;/form></content><author><name>Nat</name></author><category term="Showcase"/></entry><entry><title>Our first GodotCon in the US - Save the date!</title><link href="https://godotengine.org/article/godotcon-2025/"/><updated>2025-01-21T18:00:00+00:00</updated><id>https://godotengine.org/article/godotcon-2025/</id><summary>Want to join? Boston 5th - 7th of May. Call for speakers and sponsors open!</summary><content type="html">&lt;p>Up until now, we held all of our annual GodotCon events in Europe, but after the request of many of you and thanks to help from &lt;a href="https://www.meetup.com/bostongamedev/">Boston Game Dev&lt;/a> and the &lt;a href="https://www.meetup.com/bostongamedev/events/298734856/">Boston Godot Users Group&lt;/a>, we are finally able to bring the event to the US for the first time.&lt;/p>
&lt;h3 id="information">Information&lt;/h3>
&lt;table>
&lt;tbody>
&lt;tr>
&lt;td>📅 Dates&lt;/td>
&lt;td>5th, 6th, 7th of May&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>🕑 Time&lt;/td>
&lt;td>8AM - 6PM&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>🇺🇲 Location&lt;/td>
&lt;td>Boston, Massachusetts&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>📍 Venue&lt;/td>
&lt;td>Microsoft NERD. &lt;a href="https://www.google.com/maps/place/Microsoft+New+England+Research+and+Development+Center/@42.3608684,-71.0832216,1122m/data=!3m1!1e3!4m6!3m5!1s0x89e370a423d61825:0x58516248462c99eb!8m2!3d42.3614256!4d-71.0812092!16s%2Fg%2F1tfx5xkv?entry=ttu&amp;amp;g_ep=EgoyMDI1MDExMC4wIKXMDSoASAFQAw%3D%3D">1 Memorial Dr, Cambridge, MA 02142, United States&lt;/a>&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>🌐 Website&lt;/td>
&lt;td>&lt;a href="https://conference.godotengine.org/US/2025">https://conference.godotengine.org&lt;/a>&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;p>&lt;a class="btn" href="https://tickets.godotengine.org/foundation/godotcon-us-2025/">Buy tickets 🎟️&lt;/a>&lt;/p>
&lt;h3 id="call-for-speakers-and-sponsors">Call for speakers and sponsors&lt;/h3>
&lt;p>If you would like to be a part of the conference by giving a talk or a workshop, please submit your proposals through the link below. We are looking for a diverse range of topics, from beginner to advanced, so dont hesitate to submit your ideas.&lt;/p>
&lt;p>&lt;a href="https://talks.godotengine.org/godotcon-us-2025/cfp">&lt;strong>➡️ Call for submissions&lt;/strong>&lt;/a>, Deadline: 23th of February&lt;/p>
&lt;p>We are also actively looking for sponsors to support GodotCon Boston. If you or your company would be interested in learning more about sponsorship opportunities, feel free to reach out to &lt;a href="mailto:godotcon@godotengine.org">godotcon@godotengine.org&lt;/a>.&lt;/p>
&lt;h3 id="tickets-and-more">Tickets and more&lt;/h3>
&lt;p>Get your tickets &lt;a href="https://tickets.godotengine.org/foundation/godotcon-us-2025/">here&lt;/a> and stay tuned for more information by joining the &lt;a href="https://discord.gg/Jasg9cpjqA">GodotCon Discord&lt;/a> or the mailing list.&lt;/p>
&lt;form method="post" action="https://godot.news/subscription/form" class="listmonk-form">
&lt;style>@media (min-width: 768px) { input[type="submit"] {border-radius: 0px var(--button-border-radius) var(--button-border-radius) 0;}}&lt;/style>
&lt;div>
&lt;input type="hidden" name="nonce" />
&lt;input type="email" name="email" required="" placeholder="E-mail" style="font-size: 18px;padding: 16px 18px;border: 1px solid var(--base-color);box-shadow: 0 4px 9px -3px #0000002e;background: var(--card-footer-color);color: var(--base-color-text);" />
&lt;p style="display:none;">
&lt;input id="6e6e9" type="checkbox" name="l" checked="" value="6e6e9ba4-732b-4528-b4cd-71bbe6850f8d" />
&lt;label for="6e6e9">Godot Conference&lt;/label>
&lt;/p>
&lt;input type="submit" class="btn" value="Subscribe" style="cursor: pointer;border: inherit;" />
&lt;/div>
&lt;/form>
&lt;h3 id="will-there-still-be-a-european-edition-in-2025">Will there still be a European edition in 2025?&lt;/h3>
&lt;p>Absolutely! We are excited to confirm that a European GodotCon is also in the works for later this year. Stay tuned for more updates as we finalize the details.&lt;/p>
&lt;p>See you soon!&lt;/p></content><author><name>Emi</name></author><category term="Events"/></entry></feed>
&lt;/form></content><author><name>Nat</name></author><category term="Showcase"/></entry></feed>

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<a title="Godot Engine - Blog - Page 12" href=https://godotengine.org/blog/12/>12</a>
<a class=pagination-next href=https://godotengine.org/blog/11/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-4-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/72a/b98/62d72ab98966b435331205.jpg) href=/article/release-candidate-godot-3-4-5-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/11/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-5-rc-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/a9c/ae7/62da9cae740e1718795386.jpg) href=/article/release-candidate-godot-3-5-rc-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 7</h3><p class=excerpt>Yet another Release Candidate for the upcoming 3.5 release, to validate a handful of regression fixes, notably for mobile devices (iOS input, Android I/O, Android S3TC compression support).</div></article></a><a href=/article/release-candidate-godot-3-4-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/72a/b98/62d72ab98966b435331205.jpg) href=/article/release-candidate-godot-3-4-5-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 July 2022</span></div><h3>Release candidate: Godot 3.4.5 RC 1</h3><p class=excerpt>While Godot 3.5 is nearing a stable release, we still want to provide relevant bug fixes to users of the current 3.4 stable branch who might not be ready to upgrade right away. It's been a long time since the release of Godot 3.4.4, and there are a few important fixes coming up in Godot 3.4.5.</div></article></a><a href=/article/godot-consoles-all-you-need-know/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/161/b64/62d161b640268831834229.png) href=/article/godot-consoles-all-you-need-know/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;15 July 2022</span></div><h3>Godot and consoles, all you need to know</h3><p class=excerpt>The topic of running Godot games on consoles pops up very often. In this article you will find information about how console development works, the challenges that Godot faces for supporting those platforms and which alternatives exist to publish your games for them.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/084/d0c/62d084d0cc864053656938.jpg) href=/article/dev-snapshot-godot-4-0-alpha-12/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 July 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 12</h3><p class=excerpt>Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 12! Noteworthy changes: GDScript variable grouping annotations, full support for Android scoped storage, Font resource refactoring, lots of GDScript 2.0 bugs squashed.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62c/7f0/daa/62c7f0daa5ea8727743351.jpg) href=/article/release-candidate-godot-3-5-rc-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -33,8 +34,7 @@
<span class=by>Joan Fons </span><span class=date>&nbsp;-&nbsp;28 April 2022</span></div><h3>Godot Sprint and User Meeting Barcelona June 2022</h3><p class=excerpt>After a couple of years of online-only events, we are bringing back some in-person Godot events. More precisely, today we are announcing two events taking place at Barcelona: a Godot Sprint for contributors (June 2nd & 3rd) and a Godot User Meeting (June 4th). Both events will be free of charge.</div></article></a><a href=/article/dev-snapshot-godot-3-5-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/625/9ea/bf7/6259eabf7e2bb855765148.jpg) href=/article/dev-snapshot-godot-3-5-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 April 2022</span></div><h3>Dev snapshot: Godot 3.5 beta 4</h3><p class=excerpt>Another beta build on the road to Godot 3.5. Things are shaping up nicely and we should soon be able to go for a Release Candidate.</div></article></a><a href=/article/godot-showcase-2dynamic-games-lumencraft/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/625/6ff/331/6256ff331f974859299358.jpg) href=/article/godot-showcase-2dynamic-games-lumencraft/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;13 April 2022</span></div><h3>Godot Showcase - Lumencraft developer talks about his experience</h3><p class=excerpt>We interviewed Leszek Nowak from 2Dynamic Games about their game Lumencraft, which is made with Godot.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/da1/f3c/624da1f3cff67769282589.jpg) href=/article/dev-snapshot-godot-4-0-alpha-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 April 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 6</h3><p class=excerpt>Another alpha build for Godot 4.0 with its share of bugs fixes, as well as a few nifty features such as new .blend and FBX importers, lots of noise features with FastNoiseLite, more GDExtension features, input fixes, and more.</div></article></a><a href=/article/turn-android-app-quest-vr-app-3-steps/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/5ba/665/6245ba665ff5d449805122.jpg) href=/article/turn-android-app-quest-vr-app-3-steps/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/fredia.jpg alt="Fredia Huya-Kouadio" loading=lazy>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp;31 March 2022</span></div><h3>Turn an Android App into a Godot Quest VR App in 3 Steps</h3><p class=excerpt>Thanks to the XRApp framework, it is now easier to deploy Godot projects to mixed reality platforms on Android.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 April 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 6</h3><p class=excerpt>Another alpha build for Godot 4.0 with its share of bugs fixes, as well as a few nifty features such as new .blend and FBX importers, lots of noise features with FastNoiseLite, more GDExtension features, input fixes, and more.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
<a title="Godot Engine - Blog - Page 8" href=https://godotengine.org/blog/8/>8</a>
<a title="Godot Engine - Blog - Page 9" href=https://godotengine.org/blog/9/>9</a>
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<a title="Godot Engine - Blog - Page 13" href=https://godotengine.org/blog/13/>13</a>
<a class=pagination-next href=https://godotengine.org/blog/12/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-5-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/478/e18/624478e1847b4256833354.jpg) href=/article/dev-snapshot-godot-3-5-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/12/>Next →</a></div><div class=posts><a href=/article/turn-android-app-quest-vr-app-3-steps/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/5ba/665/6245ba665ff5d449805122.jpg) href=/article/turn-android-app-quest-vr-app-3-steps/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/fredia.jpg alt="Fredia Huya-Kouadio" loading=lazy>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp;31 March 2022</span></div><h3>Turn an Android App into a Godot Quest VR App in 3 Steps</h3><p class=excerpt>Thanks to the XRApp framework, it is now easier to deploy Godot projects to mixed reality platforms on Android.</div></article></a><a href=/article/dev-snapshot-godot-3-5-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/478/e18/624478e1847b4256833354.jpg) href=/article/dev-snapshot-godot-3-5-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 March 2022</span></div><h3>Dev snapshot: Godot 3.5 beta 3</h3><p class=excerpt>We're starting to iterate faster with 3.5 beta builds until we're confident that the new features are working as intended. This new beta adds an initial Android editor port, as well as a fix for low processor usage mode on Android.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/623/c78/5f2/623c785f207e4505667472.jpg) href=/article/dev-snapshot-godot-4-0-alpha-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 March 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 5</h3><p class=excerpt>Another couple of weeks, another alpha build for Godot 4.0!</div></article></a><a href=/article/maintenance-release-godot-3-4-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/623/b2e/4c9/623b2e4c9a477201375674.jpg) href=/article/maintenance-release-godot-3-4-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 March 2022</span></div><h3>Maintenance release: Godot 3.4.4</h3><p class=excerpt>Godot 3.4.4 is a bugfix focused release to solve some regressions found in last month's 3.4.3 release, as well as a number of other pre-existing issues.</div></article></a><a href=/article/release-candidate-godot-3-4-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/623/1c7/d5c/6231c7d5c1f2c958957369.jpg) href=/article/release-candidate-godot-3-4-4-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -33,8 +34,7 @@
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 December 2021</span></div><h3>Godot Engine receiving a new grant from Meta's Reality Labs</h3><p class=excerpt>We are delighted to announce that the Godot Engine project is receiving a new grant from Meta's Reality Labs to support our work on the XR capabilities of the engine.</div></article></a><a href=/article/maintenance-release-godot-3-4-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61c/308/fac/61c308facf562571710350.jpg) href=/article/maintenance-release-godot-3-4-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 December 2021</span></div><h3>Maintenance release: Godot 3.4.2</h3><p class=excerpt>A macOS rendering regression found its way into the recent 3.4.1 release, so we're publishing Godot 3.4.2 as a hotfix to solve it, as well as a few other minor issues.</div></article></a><a href=/article/maintenance-release-godot-3-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/c80/187/61bc801870274751729596.jpg) href=/article/maintenance-release-godot-3-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 December 2021</span></div><h3>Maintenance release: Godot 3.4.1</h3><p class=excerpt>Godot 3.4.1 is the first maintenance release in the 3.4 stable branch, fixing a number of issues (including some 3.4 regressions) while preserving compatibility with 3.4-stable. Alongside general bugfixing, it improves Godot's compatibility with Windows 11's new Windows Terminal, which prevented starting the Godot editor from the project manager.</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/9cc/311/61b9cc311bc89101425616.jpg) href=/article/release-candidate-godot-3-4-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 3</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/084/812/61b084812e344703227170.jpg) href=/article/release-candidate-godot-3-4-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 2</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/10/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 3</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/10/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/13/>Next →</a></div><div class=posts><a href=/article/multiplayer-changes-godot-4-0-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61a/27f/881/61a27f8816a4e934017559.png) href=/article/multiplayer-changes-godot-4-0-report-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/13/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/084/812/61b084812e344703227170.jpg) href=/article/release-candidate-godot-3-4-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 2</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/multiplayer-changes-godot-4-0-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61a/27f/881/61a27f8816a4e934017559.png) href=/article/multiplayer-changes-godot-4-0-report-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;27 November 2021</span></div><h3>Multiplayer in Godot 4.0: Scene Replication (part 1)</h3><p class=excerpt>The long-awaited first post about the multiplayer replication system in development for Godot 4.0 is here! Check out the design goals, concepts, initial prototype, and as always, stay tuned for more!</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61a/0ed/116/61a0ed1162434271575060.jpg) href=/article/release-candidate-godot-3-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 November 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 1</h3><p class=excerpt>Godot 3.4 was released earlier this month, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/announcing-2021-godot-games-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/fef/05a/618fef05ae03d489116981.png) href=/article/announcing-2021-godot-games-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;13 November 2021</span></div><h3>Announcing the 2021 Godot games showreel!</h3><p class=excerpt>The Godot games showreel videos for 2021 are up (desktop and mobile)!</div></article></a><a href=/article/godot-engine-donation-opgames/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/d28/33e/618d2833e29f9687380785.png) href=/article/godot-engine-donation-opgames/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 September 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 5</h3><p class=excerpt>A new beta build towards Godot 3.4, with a month's worth of bugfixes and backported features. Notable additions are the promotion of object validity checks to release builds, initial support for Android Play Asset Delivery, and a new ACES Fitted high quality tonemapper.</div></article></a><a href=/article/agile-input-processing-is-here-for-smoother-gameplay/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/612/136/3cc/6121363ccb95e735957693.png) href=/article/agile-input-processing-is-here-for-smoother-gameplay/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/pedro.webp alt="Pedro J. Estébanez" loading=lazy>
<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp;21 August 2021</span></div><h3>Agile input processing is here for smoother, more responsive gameplay</h3><p class=excerpt></div></article></a><a href=/article/maintenance-release-godot-3-3-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/e5d/cfc/611e5dcfc09f2518746576.png) href=/article/maintenance-release-godot-3-3-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 August 2021</span></div><h3>Maintenance release: Godot 3.3.3</h3><p class=excerpt>Godot 3.3.3 is a maintenance release and a recommend update for all 3.3.x users. It includes important bug fixes, as well as support for new Google Play requirements for Android games.</div></article></a><a href=/article/dev-snapshot-godot-3-4-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/e44/723/611e447232422337080043.jpg) href=/article/dev-snapshot-godot-3-4-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 August 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 4</h3><p class=excerpt>Another beta build for the upcoming Godot 3.4, which adds partial support for Android scoped storage and API level 30, better input responsiveness on Android, various physics and rendering fixes, and more!</div></article></a><a href=/article/release-candidate-godot-3-3-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/ab1/02a/611ab102a5d72741292286.jpg) href=/article/release-candidate-godot-3-3-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 August 2021</span></div><h3>Release candidate: Godot 3.3.3 RC 2</h3><p class=excerpt>Another release candidate for the upcoming Godot 3.3.3, notably with Android builds now targeting the API level 30 (Android 11), which is required for new games on Google Play (and will be required for updates starting November 2021).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/11/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 August 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 4</h3><p class=excerpt>Another beta build for the upcoming Godot 3.4, which adds partial support for Android scoped storage and API level 30, better input responsiveness on Android, various physics and rendering fixes, and more!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/11/>← Previous</a>
<a title="Godot Engine - Blog - Page 10" href=https://godotengine.org/blog/10/>10</a>
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<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/d3d/7c7/610d3d7c75b4e999613924.jpg) href=/article/dev-snapshot-godot-3-4-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-3-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/ab1/02a/611ab102a5d72741292286.jpg) href=/article/release-candidate-godot-3-3-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 August 2021</span></div><h3>Release candidate: Godot 3.3.3 RC 2</h3><p class=excerpt>Another release candidate for the upcoming Godot 3.3.3, notably with Android builds now targeting the API level 30 (Android 11), which is required for new games on Google Play (and will be required for updates starting November 2021).</div></article></a><a href=/article/dev-snapshot-godot-3-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/d3d/7c7/610d3d7c75b4e999613924.jpg) href=/article/dev-snapshot-godot-3-4-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 August 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 3</h3><p class=excerpt>We released 3.4 beta 2 ten days ago as a first testing build for the upcoming Godot 3.4 (yes, beta 1 was skipped). Since then, many bugs have been fixed, including some related to upgrading our build environments. This beta 3 should be a lot stabler.</div></article></a><a href=/article/multiplayer-changes-godot-4-0-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/918/f3e/610918f3ec53b713518837.png) href=/article/multiplayer-changes-godot-4-0-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp; 5 August 2021</span></div><h3>Multiplayer in Godot 4.0: On servers, RSETs and state updates</h3><p class=excerpt>News about running Godot on servers, and hints at upcoming networking changes in Godot 4.0.</div></article></a><a href=/article/release-candidate-godot-3-3-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/a74/76f/610a7476f0ddd438980306.jpg) href=/article/release-candidate-godot-3-3-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 August 2021</span></div><h3>Release candidate: Godot 3.3.3 RC 1</h3><p class=excerpt>Godot 3.3.3 will be a maintenance release in the stable 3.3 branch, providing various bug fixes while preserving compatibility for existing Godot 3.3 projects. This first release candidate aims at validating those fixes and ensuring that the update will be regression free.</div></article></a><a href=/article/gsoc-2021-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/43f/11b/61043f11b5388567890116.png) href=/article/gsoc-2021-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp;11 May 2021</span></div><h3>Announcing Go Godot Jam</h3><p class=excerpt></div></article></a><a href=/article/release-candidate-godot-3-3-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/609/941/01d/60994101d3862403610937.jpg) href=/article/release-candidate-godot-3-3-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 May 2021</span></div><h3>Release candidate: Godot 3.3.1 RC 1</h3><p class=excerpt>There are a number of important bug fixes queued in the 3.3 stable branch for an upcoming Godot 3.3.1 release, so here's a first Release Candidate to test and validate them.</div></article></a><a href=/article/godot-3-3-has-arrived/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/608/097/1a7/6080971a7203c431406770.png) href=/article/godot-3-3-has-arrived/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 April 2021</span></div><h3>Godot 3.3 has arrived, with a focus on optimization and reliability</h3><p class=excerpt>All Godot contributors are delighted to release our latest milestone today, Godot 3.3, after more than 7 months of development! This release was initially planned as a 3.2.4 update to the 3.2 branch, but it grew to become a feature-packed update well worth of opening a new stable branch.</div></article></a><a href=/article/godot-showcase-john-watson-gravity-ace/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/b66/7e9/607b667e93a46491184773.png) href=/article/godot-showcase-john-watson-gravity-ace/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;18 April 2021</span></div><h3>Godot Showcase - Gravity Ace developer talks about his experience</h3><p class=excerpt>This week, we are interviewing John Watson about Gravity Ace, a 2D multi-directional gravity shooter. It was released in October 2020 in early access and is available on Windows and Linux.</div></article></a><a href=/article/godot-web-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/199/55d/60719955d6579766750202.png) href=/article/godot-web-progress-report-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;16 April 2021</span></div><h3>Godot Web progress report #7: Virtual keyboard on the Web, better HTTPClient</h3><p class=excerpt>Experimental virtual keyboard support coming to Godot HTML5 exports, along with improved support to many HTTP-based APIs.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/12/>← Previous</a>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;18 April 2021</span></div><h3>Godot Showcase - Gravity Ace developer talks about his experience</h3><p class=excerpt>This week, we are interviewing John Watson about Gravity Ace, a 2D multi-directional gravity shooter. It was released in October 2020 in early access and is available on Windows and Linux.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/12/>← Previous</a>
<a title="Godot Engine - Blog - Page 11" href=https://godotengine.org/blog/11/>11</a>
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<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-3-rc-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/71c/2db/60771c2db6fd6123159683.jpg) href=/article/release-candidate-godot-3-3-rc-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/199/55d/60719955d6579766750202.png) href=/article/godot-web-progress-report-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;16 April 2021</span></div><h3>Godot Web progress report #7: Virtual keyboard on the Web, better HTTPClient</h3><p class=excerpt>Experimental virtual keyboard support coming to Godot HTML5 exports, along with improved support to many HTTP-based APIs.</div></article></a><a href=/article/release-candidate-godot-3-3-rc-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/71c/2db/60771c2db6fd6123159683.jpg) href=/article/release-candidate-godot-3-3-rc-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 April 2021</span></div><h3>Release candidate: Godot 3.3 RC 9</h3><p class=excerpt>Yet another Release Candidate for Godot 3.3! Fixes a few more issues reported against recent RC builds, bringing us to a state that we're happy to release as stable. So that's what the next build should be (Famous Last Words™)!</div></article></a><a href=/article/tiles-editor-progress-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/066/eee/607066eee70c4289567474.png) href=/article/tiles-editor-progress-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;12 April 2021</span></div><h3>Tiles editor progress report #3</h3><p class=excerpt>A new progress report on the TileMap and TIleSet editors rework.</div></article></a><a href=/article/release-candidate-godot-3-3-rc-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/c74/84a/606c7484a882d322344009.jpg) href=/article/release-candidate-godot-3-3-rc-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 April 2021</span></div><h3>Release candidate: Godot 3.3 RC 8</h3><p class=excerpt>Here's another Release Candidate fixing a few important issues prior to Godot 3.3-stable. We're now really close to calling it final, so it's probably your last chance to try the RC and thwart our hopes to release 3.3 soon ;)</div></article></a><a href=/article/online-godotcon-july-2021-call-participation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/75e/144/60675e14444de858952431.png) href=/article/online-godotcon-july-2021-call-participation/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
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<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;15 February 2021</span></div><h3>Guest post - “Small Team, Big Project”: Building Moonwards</h3><p class=excerpt>Moonwards is an in-development open source sandbox MMO built with Godot. In this guest post, some members of the Moonwards team give us insights into how they approach building such a complex project with Godot.</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/602/6b9/52a/6026b952a0592398901696.jpg) href=/article/release-candidate-godot-3-2-4-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 February 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 2</h3><p class=excerpt>Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the first Release Candidate two weeks ago. So it's now time for a RC 2 build to give it another round of testing before the stable release!</div></article></a><a href=/article/godot-engine-receives-120000-grant-from-kefir/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/602/3eb/707/6023eb707ee89657560854.png) href=/article/godot-engine-receives-120000-grant-from-kefir/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 February 2021</span></div><h3>Godot Engine receives $120,000 grant from game development studio Kefir</h3><p class=excerpt>We are delighted to announce that the game development studio Kefir is giving the Godot Engine project a USD 120,000 grant to fund further development of our free and open source game engine.</div></article></a><a href=/article/tiles-editor-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/d5d/1e6/601d5d1e6adec835022302.png) href=/article/tiles-editor-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp; 5 February 2021</span></div><h3>Tiles editor progress report #2</h3><p class=excerpt>The TileMap and TileSet editors got a lot of improvements. Most of the painting tools are now implemented again and usability has been greatly improved.</div></article></a><a href=/article/godot-web-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/c12/f25/601c12f25ba04034388411.png) href=/article/godot-web-progress-report-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp; 4 February 2021</span></div><h3>Web Editor release candidate, HTML5 gamepads and more!</h3><p class=excerpt>The Web Editor has reached release candidate state, improved HTML5 gamepad support allows supporting more devices out of the box.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp; 5 February 2021</span></div><h3>Tiles editor progress report #2</h3><p class=excerpt>The TileMap and TileSet editors got a lot of improvements. Most of the painting tools are now implemented again and usability has been greatly improved.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
<a title="Godot Engine - Blog - Page 12" href=https://godotengine.org/blog/12/>12</a>
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<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/new-communication-platform-godot-contributors/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/ad2/3e5/601ad23e55ddd872740322.png) href=/article/new-communication-platform-godot-contributors/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/c12/f25/601c12f25ba04034388411.png) href=/article/godot-web-progress-report-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp; 4 February 2021</span></div><h3>Web Editor release candidate, HTML5 gamepads and more!</h3><p class=excerpt>The Web Editor has reached release candidate state, improved HTML5 gamepad support allows supporting more devices out of the box.</div></article></a><a href=/article/new-communication-platform-godot-contributors/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/ad2/3e5/601ad23e55ddd872740322.png) href=/article/new-communication-platform-godot-contributors/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 February 2021</span></div><h3>New communication platform for Godot contributors</h3><p class=excerpt>Godot contributors are moving from good old IRC to a new self-hosted chat platform based on Rocket.Chat! It provides many modern features that will enable a better communication flow between contributors, as well as providing a central place for all team or topic-specific discussion channels around Godot development.</div></article></a><a href=/article/godot-40-optimization-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/9da/560/6019da560b8db978357511.png) href=/article/godot-40-optimization-progress-report/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 2 February 2021</span></div><h3>Godot 4.0 optimization progress report</h3><p class=excerpt>As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times.</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/2b1/5cc/6012b15cc7e62358528785.jpg) href=/article/release-candidate-godot-3-2-4-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 January 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 1</h3><p class=excerpt>After 4 months of development it's time to aim for the 3.2.4 stable release to bring the numerous new features and even more important bug fixes to all Godot users. So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds.</div></article></a><a href=/article/online-godotcon-2021-schedule/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/97d/d65/60097dd655b97035169712.png) href=/article/online-godotcon-2021-schedule/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/julian.webp alt="Julian Murgia" loading=lazy>
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<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp; 1 December 2020</span></div><h3>Tiles editor progress report #1</h3><p class=excerpt>As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. So here is a first progress report on how things are going.</div></article></a><a href=/article/godots-2d-engine-gets-several-improvements-upcoming-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/2a1/782/5fc2a17821989501808749.png) href=/article/godots-2d-engine-gets-several-improvements-upcoming-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;28 November 2020</span></div><h3>Godot's 2D engine gets several improvements for upcoming 4.0</h3><p class=excerpt>While the focus of Godot 4.0 Vulkan rewrite has largely been improvements to the 3D engine, the 2D side will also see several improvements.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/0f4/eac/5fc0f4eac186e790380821.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 3</h3><p class=excerpt>This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip.</div></article></a><a href=/article/betsy-gpu-texture-compressor/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/e92/016/5fbe920160a53834592537.jpg) href=/article/betsy-gpu-texture-compressor/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Matias Goldberg" loading=lazy>
<span class=by>Matias Goldberg </span><span class=date>&nbsp;-&nbsp;25 November 2020</span></div><h3>Introducing the Betsy GPU texture compressor</h3><p class=excerpt>My name is Matias N. Goldberg, I normally maintain the 2.x branch of Ogre, and I wrote Betsy, a GPU texture compressor that runs on GPUs.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/540/f13/5fb540f133068076528179.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 2</h3><p class=excerpt>While development keeps going at full speed towards Godot 4.0, a lot of work is also being done on the `3.2` branch for the upcoming Godot 3.2.4: better FBX, 2D transform snapping, configurable amount of lights per object, and more! And of course, lots of bug and regression fixes since the previous beta build.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/14/>← Previous</a>
<span class=by>Matias Goldberg </span><span class=date>&nbsp;-&nbsp;25 November 2020</span></div><h3>Introducing the Betsy GPU texture compressor</h3><p class=excerpt>My name is Matias N. Goldberg, I normally maintain the 2.x branch of Ogre, and I wrote Betsy, a GPU texture compressor that runs on GPUs.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/14/>← Previous</a>
<a title="Godot Engine - Blog - Page 13" href=https://godotengine.org/blog/13/>13</a>
<a title="Godot Engine - Blog - Page 14" href=https://godotengine.org/blog/14/>14</a>
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<a class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/complex-text-layouts-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/ab1/122/5f9ab11220775871830624.png) href=/article/complex-text-layouts-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/540/f13/5fb540f133068076528179.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 2</h3><p class=excerpt>While development keeps going at full speed towards Godot 4.0, a lot of work is also being done on the `3.2` branch for the upcoming Godot 3.2.4: better FBX, 2D transform snapping, configurable amount of lights per object, and more! And of course, lots of bug and regression fixes since the previous beta build.</div></article></a><a href=/article/complex-text-layouts-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/ab1/122/5f9ab11220775871830624.png) href=/article/complex-text-layouts-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
<span class=by>Pāvels Nadtočajevs </span><span class=date>&nbsp;-&nbsp;10 November 2020</span></div><h3>Complex text layouts progress report #2</h3><p class=excerpt>Report on the complex text layouts support implementation progress, including changes to Godot's Font resources, and UI mirroring and BiDi implementation details.</div></article></a><a href=/article/fbx-importer-rewritten-for-godot-3-2-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fa/3f1/fd2/5fa3f1fd29135851685419.jpg) href=/article/fbx-importer-rewritten-for-godot-3-2-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Gordon MacPherson" loading=lazy>
<span class=by>Gordon MacPherson </span><span class=date>&nbsp;-&nbsp; 5 November 2020</span></div><h3>FBX importer rewritten for Godot 3.2.4 and later</h3><p class=excerpt>Gordon MacPherson authored the new rewrite of the FBX importer in Godot 3.2. We had originally added alpha FBX support but this first version had many limitations for complex, commercial-grade models, especially around animations. After a lot of debugging and research, the importer has been fully rewritten to better implement FBX support in Godot specifically, and vastly increase the compatibility with commercial FBX assets. This new importer will be available in the upcoming Godot 3.2.4, as well as Godot 4.0.</div></article></a><a href=/article/godot-web-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/88c/905/5f988c90545a8956737903.png) href=/article/godot-web-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;27 October 2020</span></div><h3>Godot Web export progress report #3</h3><p class=excerpt>An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.</div></article></a><a href=/article/gdscript-progress-report-typed-instructions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/17e/9ec/5f917e9ecf2a2049515486.png) href=/article/gdscript-progress-report-typed-instructions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 July 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 2</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a><a href=/article/release-candidate-godot-3-2-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f1/af6/371/5f1af6371d735642621411.jpg) href=/article/release-candidate-godot-3-2-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 July 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 1</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a><a href=/article/announcing-monthly-live-q/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f1/85c/9f2/5f185c9f27c96795702459.png) href=/article/announcing-monthly-live-q/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 July 2020</span></div><h3>Announcing the monthly Live Q&A!</h3><p class=excerpt>What has been an idea (and something many community members suggested for a long time) is now a reality. We will be hosting a Live Q&A session with Godot core contributors the last week of each month.</div></article></a><a href=/article/dev-snapshot-godot-3-2-3-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f1/564/d56/5f1564d569884631328374.jpg) href=/article/dev-snapshot-godot-3-2-3-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 July 2020</span></div><h3>Dev snapshot: Godot 3.2.3 beta 1</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a><a href=/article/godot-community-poll-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/c5e/633/5f0c5e633f71e265929241.png) href=/article/godot-community-poll-2020/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;13 July 2020</span></div><h3>Godot community poll 2020</h3><p class=excerpt>It's this time of the year again! Help us better understand who is using Godot, what are your needs and towards where Godot usage is trending by completing the anonymous community poll!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/15/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 July 2020</span></div><h3>Dev snapshot: Godot 3.2.3 beta 1</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/15/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/help-us-reach-next-funding-goal-ensure-continued-c-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/88d/f52/5f088df523902915752287.png) href=/article/help-us-reach-next-funding-goal-ensure-continued-c-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/godot-community-poll-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/c5e/633/5f0c5e633f71e265929241.png) href=/article/godot-community-poll-2020/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;13 July 2020</span></div><h3>Godot community poll 2020</h3><p class=excerpt>It's this time of the year again! Help us better understand who is using Godot, what are your needs and towards where Godot usage is trending by completing the anonymous community poll!</div></article></a><a href=/article/help-us-reach-next-funding-goal-ensure-continued-c-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/88d/f52/5f088df523902915752287.png) href=/article/help-us-reach-next-funding-goal-ensure-continued-c-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 July 2020</span></div><h3>Help us reach the next funding goal to ensure continued C# support</h3><p class=excerpt>During the past year, Ignacio Etcheverry worked on significantly improving C# support and its integration in Godot, adding support for Android, HTML5 and iOS, as well as popular third party IDEs. This was financed thanks to a generous donation from Microsoft. Unfortunately, due to the Covid situation, the renewal of this grant has been suspended and is uncertain.</div></article></a><a href=/article/donation-changes/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/611/604/5f06116044778216695928.png) href=/article/donation-changes/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 8 July 2020</span></div><h3>Donation changes</h3><p class=excerpt>The project situation changed a lot for the better in the past few months, with a steady growth in the amount of users and contributors, and a nice boost to our funding situation, freeing donation funds for new purposes. Therefore, we discussed with core contributors that this is a good time to change how the project manages donations, and give our whole crowdfunding a much-needed update.</div></article></a><a href=/article/gdscript-progress-report-type-checking-back/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/390/8aa/5f03908aa71d6900240172.png) href=/article/gdscript-progress-report-type-checking-back/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 6 July 2020</span></div><h3>GDScript progress report: Type checking is back</h3><p class=excerpt>Report on the new GDScript code featuring the new type checking, warnings, code completion and a few more details.</div></article></a><a href=/article/csharp-vs-and-vscode/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/e2d/10d/5efe2d10d53f8199324952.png) href=/article/csharp-vs-and-vscode/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
@@ -34,8 +35,7 @@ This new RC 1 build should be quite stable and we hope that many Godot 3.2.x use
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;25 April 2020</span></div><h3>Announcing the 2020 showreel!</h3><p class=excerpt>The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, and it was even more difficult as wehad had record submission amount (over 200) so, this time, several core contributors took the work of ranking and voting them to decide which would make up the final reel.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e9/c16/331/5e9c16331c02c557914246.png) href=/article/dev-snapshot-godot-3-2-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 April 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 1</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1 last month, it's time to integrate some of the new features that didn't make it into the 3.2 merge window. Notably, Godot 3.2.2 is going to add three major features: C# support for the iOS platform, 2D batching for the GLES2 renderer, and a re-architecture of the Android plugin system.</div></article></a><a href=/article/godot-40-gets-global-and-instance-shader-uniforms/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e9/927/545/5e9927545d809505894099.png) href=/article/godot-40-gets-global-and-instance-shader-uniforms/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;17 April 2020</span></div><h3>Godot 4.0 gets global and per-instance shader uniforms</h3><p class=excerpt>Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.</div></article></a><a href=/article/gles2-renderer-optimization-2d-batching/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/e58/0c6/5e8e580c63d1e981395802.png) href=/article/gles2-renderer-optimization-2d-batching/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lawnjelly.webp alt=lawnjelly loading=lazy>
<span class=by>lawnjelly </span><span class=date>&nbsp;-&nbsp; 9 April 2020</span></div><h3>GLES2 renderer optimization - 2D batching</h3><p class=excerpt>While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.</div></article></a><a href=/article/csharp-ios-signals-events/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/92c/7b8/5e892c7b82886061410800.png) href=/article/csharp-ios-signals-events/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
<span class=by>Ignacio Roldán Etcheverry </span><span class=date>&nbsp;-&nbsp; 6 April 2020</span></div><h3>C# progress report: iOS and signals as events</h3><p class=excerpt>Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
<span class=by>lawnjelly </span><span class=date>&nbsp;-&nbsp; 9 April 2020</span></div><h3>GLES2 renderer optimization - 2D batching</h3><p class=excerpt>While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/core-refactoring-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e7/f74/307/5e7f74307ce34896455561.jpeg) href=/article/core-refactoring-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/csharp-ios-signals-events/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/92c/7b8/5e892c7b82886061410800.png) href=/article/csharp-ios-signals-events/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
<span class=by>Ignacio Roldán Etcheverry </span><span class=date>&nbsp;-&nbsp; 6 April 2020</span></div><h3>C# progress report: iOS and signals as events</h3><p class=excerpt>Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.</div></article></a><a href=/article/core-refactoring-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e7/f74/307/5e7f74307ce34896455561.jpeg) href=/article/core-refactoring-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;28 March 2020</span></div><h3>Core refactoring progress report #2</h3><p class=excerpt>As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features.</div></article></a><a href=/article/custom-sky-shaders-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e7/7f2/a75/5e77f2a75cf79778591830.png) href=/article/custom-sky-shaders-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;23 March 2020</span></div><h3>Custom sky shaders in Godot 4.0</h3><p class=excerpt></div></article></a><a href=/article/student-applications-gsoc-2020-open-today/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e6/f7f/ea9/5e6f7fea96f53548347643.png) href=/article/student-applications-gsoc-2020-open-today/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp;16 March 2020</span></div><h3>Student applications for GSoC 2020 open today</h3><p class=excerpt>Applications to the Google Summer of Code 2020 are open. As a participant organization, we share some tips to students on how to write their proposals.</div></article></a><a href=/article/maintenance-release-godot-3-2-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e6/76e/b88/5e676eb885595988806573.jpg) href=/article/maintenance-release-godot-3-2-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 2</h3><p class=excerpt>At long last, Godot 3.2 is nearing completion and we are happy to publish this second Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. RC 2 fixes a regression for some users with the GLES3 renderer, which preventing opening a project using the default environment due to heavy calculations for the irradience map generation.</div></article></a><a href=/article/release-candidate-godot-3-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/16e/22e/5e216e22e4743255974590.jpg) href=/article/release-candidate-godot-3-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 1</h3><p class=excerpt>At long last, Godot 3.2 is nearing completion and we are happy to publish this first Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. Godot 3.2 ends up being much bigger than we originally intended, but the 10 months of development amount to a major release that will be well worth upgrading to for any Godot user.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e1/9ae/32b/5e19ae32b8b87812018580.png) href=/article/dev-snapshot-godot-3-2-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 6</h3><p class=excerpt>After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 beta 6! As mentioned in the previous post, we're close to the Release Candidate stage and I hesitated to name this build as such. Since there were a number of big changes though I opted for making it another beta, and if all goes well testing it we should have a RC 1 in coming days.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/f88/cc3/5e0f88cc3ebea443218386.jpg) href=/article/dev-snapshot-godot-3-2-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 5</h3><p class=excerpt>Happy new year! After a brief holiday where contributors kept fixing many issues, we now release Godot 3.2 beta 5 to iterate upon the relatively good state that we had with the previous beta. Both the master branch and the official buildsystem are now starting to be quite reliable, and we should be ready for a release candidate soon.</div></article></a><a href=/article/retrospective-and-future/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/b8b/0c0/5e0b8b0c04557983735004.png) href=/article/retrospective-and-future/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;31 December 2019</span></div><h3>A decade in retrospective and future</h3><p class=excerpt>The dawn of a new decade looms and there is a lot of excitement about the future of Godot! But it was not always like this, as the previous decade did not go as expected..</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/17/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 5</h3><p class=excerpt>Happy new year! After a brief holiday where contributors kept fixing many issues, we now release Godot 3.2 beta 5 to iterate upon the relatively good state that we had with the previous beta. Both the master branch and the official buildsystem are now starting to be quite reliable, and we should be ready for a release candidate soon.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/17/>← Previous</a>
<a title="Godot Engine - Blog - Page 16" href=https://godotengine.org/blog/16/>16</a>
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<a class=pagination-next href=https://godotengine.org/blog/20/>Next →</a></div><div class=posts><a href=/article/html5-export-profiling/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/78b/00a/5e078b00a7171714583829.png) href=/article/html5-export-profiling/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/20/>Next →</a></div><div class=posts><a href=/article/retrospective-and-future/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/b8b/0c0/5e0b8b0c04557983735004.png) href=/article/retrospective-and-future/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;31 December 2019</span></div><h3>A decade in retrospective and future</h3><p class=excerpt>The dawn of a new decade looms and there is a lot of excitement about the future of Godot! But it was not always like this, as the previous decade did not go as expected..</div></article></a><a href=/article/html5-export-profiling/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/78b/00a/5e078b00a7171714583829.png) href=/article/html5-export-profiling/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;28 December 2019</span></div><h3>HTML5 export profiling for Godot 4.0</h3><p class=excerpt>HTML5 debug export profiling is coming for Godot 4.0</div></article></a><a href=/article/godot-oculus-quest-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/038/931/5e00389316ad1115387831.png) href=/article/godot-oculus-quest-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;23 December 2019</span></div><h3>Godot Oculus Quest support</h3><p class=excerpt>Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5df/a07/d9c/5dfa07d9c2fd1796170879.jpg) href=/article/dev-snapshot-godot-3-2-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 December 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 4</h3><p class=excerpt>After another two weeks since our previous beta build, here comes Godot 3.2 beta 4, bringing back the Mono build for all supported platforms (including Android and WebAssembly, new in Godot 3.2).</div></article></a><a href=/article/new-godot-t-shirt-design-call-content/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5df/241/9c3/5df2419c346b5198207421.png) href=/article/new-godot-t-shirt-design-call-content/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 October 2019</span></div><h3>Dev snapshot: Godot 3.2 alpha 2</h3><p class=excerpt>It's been less than a week since we published Godot 3.2 alpha 1 as a first development snapshot towards the stable release. But as mentioned, we want to have builds frequently to iterate and improve the stability on a weekly basis, so here comes 3.2 alpha 2. As that branch is already quite mature, this should allow us to publish Godot 3.2-stable in a few weeks.</div></article></a><a href=/article/schedule-godotcon-2019-poznan/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/f48/9c4/5d9f489c43a54009438616.png) href=/article/schedule-godotcon-2019-poznan/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 October 2019</span></div><h3>Schedule for GodotCon 2019 in Poznań</h3><p class=excerpt>The GodotCon 2019 in Poznań, Poland is nearing, so here is the preliminary schedule of talks and demos, as well as presentations of the speakers. Content will be updated with the actual time schedule for the two days of GodotCon, and possibly additional talks.</div></article></a><a href=/article/cfp-game-development-room-fosdem-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/dea/c0b/5d9deac0ba681055155639.png) href=/article/cfp-game-development-room-fosdem-2020/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 9 October 2019</span></div><h3>CFP: Game Development room at FOSDEM 2020</h3><p class=excerpt>We organize a devroom focused on free and open source Game Development at the FOSDEM 2020 in Brussels, on February 1-2, 2020. We ask any interested developer or user of FOSS game development tools or games to send us their talk proposals until December 1, 2019.</div></article></a><a href=/article/dev-snapshot-godot-3-2-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/9bd/66b/5d99bd66b58c5678103264.jpg) href=/article/dev-snapshot-godot-3-2-alpha-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 October 2019</span></div><h3>Dev snapshot: Godot 3.2 alpha 1</h3><p class=excerpt>After close to 7 months of development and over 4,000 commits since the 3.1 release, we are now happy to release Godot 3.2 alpha 1, our first milestone towards the next stable installment of our free and open source game engine. It brings new features such as an Android plugin/custom build system, C# support for Android, WebRTC support and WebSocket improvements, a fully reworked Visual Shader editor, ARKit and Oculus Go/Quest support and many more.</div></article></a><a href=/article/heroic-labs-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/4ea/c8a/5d94eac8a8423458863414.jpg) href=/article/heroic-labs-supports-godot-development/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 October 2019</span></div><h3>Heroic Labs supports Godot development</h3><p class=excerpt>We are happy to announce that Heroic Labs is now supporting Godot's development as Platinum sponsor! For this occasion, we asked Heroic Labs co-founder Mo Firouz to write some words about the company, why they choose to support Godot and their plans to integrate Nakama with our engine.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 October 2019</span></div><h3>Dev snapshot: Godot 3.2 alpha 1</h3><p class=excerpt>After close to 7 months of development and over 4,000 commits since the 3.1 release, we are now happy to release Godot 3.2 alpha 1, our first milestone towards the next stable installment of our free and open source game engine. It brings new features such as an Android plugin/custom build system, C# support for Android, WebRTC support and WebSocket improvements, a fully reworked Visual Shader editor, ARKit and Oculus Go/Quest support and many more.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-4-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-beta-1.webp) href=/article/dev-snapshot-godot-4-4-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/godotcon-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-boston-2025.webp?1) href=/article/godotcon-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;21 January 2025</span></div><h3>Our first GodotCon in the US - Save the date!</h3><p class=excerpt>Want to join? Boston 5th - 7th of May. Call for speakers and sponsors open!</div></article></a><a href=/article/dev-snapshot-godot-4-4-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-beta-1.webp) href=/article/dev-snapshot-godot-4-4-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
<span class=by>Godot contributors </span><span class=date>&nbsp;-&nbsp;16 January 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 1</h3><p class=excerpt>Godot 4.4 is on its way! Please lend a hand by testing this beta release and reporting your findings.</div></article></a><a href=/article/uid-changes-coming-to-godot-4-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/uid-changes-coming-to-godot-4-4.webp) href=/article/uid-changes-coming-to-godot-4-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;15 January 2025</span></div><h3>UID changes coming to Godot 4.4</h3><p class=excerpt>Godot's resource UID system is changing to better support scripts and shaders. Read on to know what's required on your part to fully benefit from it.</div></article></a><a href=/article/godotsharp-packages-net8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotsharp-packages-net8.webp) href=/article/godotsharp-packages-net8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/raulsantos.webp alt="Raul Santos" loading=lazy>
<span class=by>Raul Santos </span><span class=date>&nbsp;-&nbsp; 2 January 2025</span></div><h3>Godot C# packages move to .NET 8</h3><p class=excerpt>On moving to the latest .NET LTS release, and what it means for users.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-7.webp) href=/article/dev-snapshot-godot-4-4-dev-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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<span class=by>lawnjelly </span><span class=date>&nbsp;-&nbsp; 9 September 2024</span></div><h3>Godot 3.6 finally released!</h3><p class=excerpt>After 2 years of development, Godot 3.6 is finally out and it comes fully packed with features and quality of life improvements! This includes 2D physics interpolation and hierarchical culling, and 3D mesh merging, level of detail, tighter shadow culling, ORM materials, and more.</div></article></a><a href=/article/submissions-open-godot-2024-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2024.webp) href=/article/submissions-open-godot-2024-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp; 5 September 2024</span></div><h3>Submissions open for Godot 2024 showreel!</h3><p class=excerpt>Showcase your Godot creations in 2024! We're inviting submissions of short videos featuring your published or in-progress Godot games or tools. Don't miss this chance to be a part of it!</div></article></a><a href=/article/about-official-console-ports/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/about-official-console-ports.webp) href=/article/about-official-console-ports/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp; 3 September 2024</span></div><h3>About Official Console Ports</h3><p class=excerpt>With this post we aim to address the communitys questions about the lack of official console ports through the Godot Foundation.</div></article></a><a href=/article/review-gamescom-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/review-gamescom-2024.webp) href=/article/review-gamescom-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp; 2 September 2024</span></div><h3>Meeting the community at gamescom 2024</h3><p class=excerpt>Back from gamescom, ready to report.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-1.webp) href=/article/dev-snapshot-godot-4-4-dev-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;26 August 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 1</h3><p class=excerpt>The first snapshot after releasing 4.3, already packed with new features!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/>← Previous</a>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp; 2 September 2024</span></div><h3>Meeting the community at gamescom 2024</h3><p class=excerpt>Back from gamescom, ready to report.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/21/>Next →</a></div><div class=posts><a href=/article/basic-cryptography-ssl-improvements/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d8/f4b/b0a/5d8f4bb0a3174096196968.png) href=/article/basic-cryptography-ssl-improvements/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/21/>Next →</a></div><div class=posts><a href=/article/heroic-labs-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/4ea/c8a/5d94eac8a8423458863414.jpg) href=/article/heroic-labs-supports-godot-development/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 October 2019</span></div><h3>Heroic Labs supports Godot development</h3><p class=excerpt>We are happy to announce that Heroic Labs is now supporting Godot's development as Platinum sponsor! For this occasion, we asked Heroic Labs co-founder Mo Firouz to write some words about the company, why they choose to support Godot and their plans to integrate Nakama with our engine.</div></article></a><a href=/article/basic-cryptography-ssl-improvements/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d8/f4b/b0a/5d8f4bb0a3174096196968.png) href=/article/basic-cryptography-ssl-improvements/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;28 September 2019</span></div><h3>Basic cryptography, SSL improvements</h3><p class=excerpt>As part of the MOSS project sponsored by Mozilla, during July I worked on some new features regarding cryptography and SSL to improve the quality and security of Godot networking.</div></article></a><a href=/article/george-marques-will-be-working-full-time-project/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d8/25c/62c/5d825c62cc1e4431380963.png) href=/article/george-marques-will-be-working-full-time-project/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;18 September 2019</span></div><h3>George Marques will be working full time for the project</h3><p class=excerpt>After some months, the project has received enough funding to be able to do a new full time hire! Thanks hugely to everyone who is supporting us, as your help has allowed us reaching this far!</div></article></a><a href=/article/gsoc-2019-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d7/52f/458/5d752f4583d2e116311872.png) href=/article/gsoc-2019-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 September 2019</span></div><h3>GSoC 2019 progress report #3</h3><p class=excerpt>For the second time, Godot took part in the Google Summer of Code (GSoC) programme, which lets students from all over the world work for three months on specific projects thanks to a Google stipend. We had 8 students working for on great new features all around the engine, and in this third and last progress report, they outline the final state of their GSoC work, how to use it (when relevant) and future steps that they might envision for the feature they worked on.</div></article></a><a href=/article/introducing-godot-proposals-repository/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d7/025/084/5d70250842430761259264.png) href=/article/introducing-godot-proposals-repository/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;21 May 2019</span></div><h3>WebRTC support, progress report #2</h3><p class=excerpt>Godot's WebRTC interface is getting STUN/TURN support, and now allows you to create multiple reliable or unreliable data channels. WebRTC GDNative support for non-HTML5 platforms can now works as a drop-in library without any extra configuration. Some hints on incoming multiplayer support.</div></article></a><a href=/article/maintenance-release-godot-3-1-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cc/42f/af6/5cc42faf61a5d075621243.png) href=/article/maintenance-release-godot-3-1-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;27 April 2019</span></div><h3>Maintenance release: Godot 3.1.1</h3><p class=excerpt>Godot 3.1.1-stable is released, the first maintenance release of the 3.1 series. In this release we've fixed an important security issue related to networking, added some nice quality of life improvements to the animation editor, and fixed several bugs.</div></article></a><a href=/article/godot-3-2-will-get-new-android-plugin-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cc/0dd/a5a/5cc0dda5a3834246752408.png) href=/article/godot-3-2-will-get-new-android-plugin-system/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 April 2019</span></div><h3>Godot 3.2 will get a new Android plugin system</h3><p class=excerpt>Godot has the simplest and most efficient Android deploy system you can find in any game engine. With a single click, your project is runing on the phone. With a single option (network fs deploy) your gigabyte-sized project is running on your device in mere seconds. You can use the editor to debug your running game while it runs on your device and you can make changes in the scenes or scripts and they will reflect in real-time in your phone or tablet. The big drawback, however, was that adding plugins was a pain in the butt.</div></article></a><a href=/article/release-candidate-godot-3-1-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/f0a/f71/5cbf0af719498893498887.png) href=/article/release-candidate-godot-3-1-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;23 April 2019</span></div><h3>Release candidate: Godot 3.1.1 RC 1</h3><p class=excerpt>Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!</div></article></a><a href=/article/godot-webrtc-report1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/9e2/b60/5cb9e2b60bf06285510736.png) href=/article/godot-webrtc-report1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;19 April 2019</span></div><h3>WebRTC support, progress report #1</h3><p class=excerpt>Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/19/>← Previous</a>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;23 April 2019</span></div><h3>Release candidate: Godot 3.1.1 RC 1</h3><p class=excerpt>Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/19/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/22/>Next →</a></div><div class=posts><a href=/article/atlas-support-returns-godot-3-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/a27/5de/5cba275deeea9159968354.png) href=/article/atlas-support-returns-godot-3-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/22/>Next →</a></div><div class=posts><a href=/article/godot-webrtc-report1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/9e2/b60/5cb9e2b60bf06285510736.png) href=/article/godot-webrtc-report1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;19 April 2019</span></div><h3>WebRTC support, progress report #1</h3><p class=excerpt>Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.</div></article></a><a href=/article/atlas-support-returns-godot-3-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/a27/5de/5cba275deeea9159968354.png) href=/article/atlas-support-returns-godot-3-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;19 April 2019</span></div><h3>Atlas support returns to Godot 3.2</h3><p class=excerpt>With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.</div></article></a><a href=/article/godot-2019-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/370/921/5cb370921c397488950248.png) href=/article/godot-2019-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;16 April 2019</span></div><h3>Announcing the Godot 2019 showreel</h3><p class=excerpt>Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).</div></article></a><a href=/article/state-godot-gdc-2019-github-hq/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/4f1/7a4/5cb4f17a43632182391125.png) href=/article/state-godot-gdc-2019-github-hq/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;15 April 2019</span></div><h3>The State of Godot | GDC 2019, at GitHub HQ</h3><p class=excerpt>This year, during GDC, GitHub again hosted a Godot Meetup at their offices and the amount of attendants was considerably bigger than last year. Thanks hugely to them for all their support!</div></article></a><a href=/article/godot-engine-awarded-50000-mozilla-open-source-support-program/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/f3f/2b5/5caf3f2b5f75b989378173.png) href=/article/godot-engine-awarded-50000-mozilla-open-source-support-program/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 February 2019</span></div><h3>Godot in Google Summer of Code 2019</h3><p class=excerpt>Godot will take part in the Google Summer of Code for the second time in a row, and we are thrilled at the opportunity to mentor students to work on interesting projects for the Godot community.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/558/1f7/5c75581f7dadb646440050.jpg) href=/article/dev-snapshot-godot-3-1-beta-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 8</h3><p class=excerpt>Our two previous beta builds had showstopper regressions, which have now been fixed. This beta 8 builds allows using the engine with C# again, as well as running it on older CPUs. As we release it, we are already aware of another recent regression with ETC texture import affecting GLES2 on mobile, which will be fixed in the next build.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/2a2/0bb/5c72a20bb6843627788761.jpg) href=/article/dev-snapshot-godot-3-1-beta-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;24 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 7</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 7 with close to 25 commits made since beta 6 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a><a href=/article/submissions-open-godot-2019-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/00c/63e/5c700c63eb56b196889234.png) href=/article/submissions-open-godot-2019-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 February 2019</span></div><h3>Submissions open for Godot 2019 showreel</h3><p class=excerpt>Are you proud of your game and would you like us to showcase it in Godot's 2019 showreel? Please send us a short video (10-15 secs) for us to include it!</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/ed2/f61/5c6ed2f617ed8871688013.jpg) href=/article/dev-snapshot-godot-3-1-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 6</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 6 with close to 150 commits made since beta 5 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 February 2019</span></div><h3>Submissions open for Godot 2019 showreel</h3><p class=excerpt>Are you proud of your game and would you like us to showcase it in Godot's 2019 showreel? Please send us a short video (10-15 secs) for us to include it!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
<a title="Godot Engine - Blog - Page 19" href=https://godotengine.org/blog/19/>19</a>
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<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/meet-godot-representatives-gdc-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/daa/53e/5c6daa53edd10191265764.png) href=/article/meet-godot-representatives-gdc-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-1-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/ed2/f61/5c6ed2f617ed8871688013.jpg) href=/article/dev-snapshot-godot-3-1-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 6</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 6 with close to 150 commits made since beta 5 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a><a href=/article/meet-godot-representatives-gdc-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/daa/53e/5c6daa53edd10191265764.png) href=/article/meet-godot-representatives-gdc-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;20 February 2019</span></div><h3>Meet with Godot Representatives at GDC 2019</h3><p class=excerpt>Another year, another GDC! This year, many of us core developers will be attending GDC in representation of the project to meet with companies interested in knowing more about Godot (or just meeting with us).</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/876/abc/5c6876abcd8f7519906691.png) href=/article/dev-snapshot-godot-3-1-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 5</h3><p class=excerpt>It's only been a few days since beta 4, but we're making very good progress on polishing the 3.1 beta, with many bugs being fixed every day. We'll soon be able to issue a Release Candidate (RC) build and from there, proceed quickly to the stable release. For now, we're still calling this one beta 5, as there are some critical bugs left that we want to fix before RC 1.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/086/93b/5c608693b2c0c600326798.jpg) href=/article/dev-snapshot-godot-3-1-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 4</h3><p class=excerpt>The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and GodotCon. Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. We're quite close to being ready for a first release candidate.</div></article></a><a href=/article/gdquest-kickstarter-stretch-goals-free-tutorials-godot-demos/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c5/2c6/f92/5c52c6f92b52f124565436.png) href=/article/gdquest-kickstarter-stretch-goals-free-tutorials-godot-demos/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 November 2018</span></div><h3>Dev snapshot: Godot 3.1 alpha 2</h3><p class=excerpt>A new development snapshot straight out of Godot's master branch is released, giving a preview of what Godot 3.1 will be. It's meant for testers to experiment with and report all the issues that they find with it, to ensure that Godot 3.1 will be a stable and pleasant release.</div></article></a><a href=/article/github-game-off-and-godot-are-winning-combination/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bd/b64/613/5bdb64613262d644014666.png) href=/article/github-game-off-and-godot-are-winning-combination/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;29 October 2018</span></div><h3>GitHub Game Off and Godot are a winning combination</h3><p class=excerpt>GitHub Game Off, the month-long jam putting forward free and open source gamedev tools is back for its 2018 edition starting on November 1st! It's a great opportunity to make a game with Godot and many other great FOSS tools. And as Securas showed it last year with Daemon vs Demon, you can also win the Game Off jam with your Godot game!</div></article></a><a href=/article/godot-wild-jam-october-2018-results/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bd/324/0e8/5bd3240e841c1065321453.png) href=/article/godot-wild-jam-october-2018-results/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/maxhilbrunner.webp alt="Max Hilbrunner" loading=lazy>
<span class=by>Max Hilbrunner </span><span class=date>&nbsp;-&nbsp;26 October 2018</span></div><h3>Godot Wild Jam October - Results</h3><p class=excerpt>With roughly 170 participants and 31 games submitted, the second Godot Wild Jam was a huge success! Read on about the winners for this month and see the compilation video for this Godot Wild Jam.</div></article></a><a href=/article/godot-wild-jam-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/dcb/46c/5bbdcb46c6eee640012032.png) href=/article/godot-wild-jam-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/maxhilbrunner.webp alt="Max Hilbrunner" loading=lazy>
<span class=by>Max Hilbrunner </span><span class=date>&nbsp;-&nbsp;10 October 2018</span></div><h3>Godot Wild Jam</h3><p class=excerpt>While the GodotCon in Poznań is ongoing (Livestream here!), our awesome community could not wait for the next official Godot Jam and just got one started on their own: The Godot Wild Jam.</div></article></a><a href=/article/schedule-godotcon-2018-poznan/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/7ab/602/5bb7ab6027652796916982.png) href=/article/schedule-godotcon-2018-poznan/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 October 2018</span></div><h3>Schedule for GodotCon 2018 in Poznań</h3><p class=excerpt>GodotCon 2018 Poznań will be on October 10 & 11, and we have a great line-up of speakers from the Godot community who will share insights in their Godot-related work and workflow. Core contributors of the engine will also be there to introduce attendees to the inner workings of a Free and Open Source project like Godot, where everyone can get involved!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
<span class=by>Max Hilbrunner </span><span class=date>&nbsp;-&nbsp;10 October 2018</span></div><h3>Godot Wild Jam</h3><p class=excerpt>While the GodotCon in Poznań is ongoing (Livestream here!), our awesome community could not wait for the next official Godot Jam and just got one started on their own: The Godot Wild Jam.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/24/>Next →</a></div><div class=posts><a href=/article/godot-slides-gamified-slideshows-with-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/5f3/86b/5bb5f386bf45c464125655.png) href=/article/godot-slides-gamified-slideshows-with-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/24/>Next →</a></div><div class=posts><a href=/article/schedule-godotcon-2018-poznan/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/7ab/602/5bb7ab6027652796916982.png) href=/article/schedule-godotcon-2018-poznan/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 October 2018</span></div><h3>Schedule for GodotCon 2018 in Poznań</h3><p class=excerpt>GodotCon 2018 Poznań will be on October 10 & 11, and we have a great line-up of speakers from the Godot community who will share insights in their Godot-related work and workflow. Core contributors of the engine will also be there to introduce attendees to the inner workings of a Free and Open Source project like Godot, where everyone can get involved!</div></article></a><a href=/article/godot-slides-gamified-slideshows-with-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/5f3/86b/5bb5f386bf45c464125655.png) href=/article/godot-slides-gamified-slideshows-with-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp; 5 October 2018</span></div><h3>Godot Slides: gamified slideshows made in Godot</h3><p class=excerpt>Build beautiful and gamified presentations with Godot Slides 2.0! The project ships with a 10 minutes multilingual pitch for you to give at gamedev meetups and other events, to introduce students to the engine... It's all drag-and-drop and, as you'd expect, open source.</div></article></a><a href=/article/become-godot-contributor-hacktoberfest-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/27f/fe8/5bb27ffe8696a709684472.png) href=/article/become-godot-contributor-hacktoberfest-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 October 2018</span></div><h3>Become a Godot contributor for Hacktoberfest 2018</h3><p class=excerpt>Hacktoberfest 2018 has started, and you can contribute to Godot to earn a T-shirt (and experience!). Digital Ocean and GitHub sponsor this event that encourages everyone to contribute to any free and open source project on GitHub, including Godot's repositories. All pull requests count, so you can work either on the engine source code or on the documentation - there are things to do for everyone!</div></article></a><a href=/article/welcoming-our-new-gold-sponsor-imagecampus/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ba/550/461/5ba5504619f94509951811.png) href=/article/welcoming-our-new-gold-sponsor-imagecampus/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;21 September 2018</span></div><h3>Welcoming our new gold sponsor: ImageCampus</h3><p class=excerpt>Godot gets a new Gold sponsor! In this case, we are welcoming Image Campus, an education institution located in Buenos Aires, Argentina, which specializes in animation, digital art and video games.</div></article></a><a href=/article/godot-gets-new-filesystem-dock-3-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ba/4cd/937/5ba4cd9370adf233240214.png) href=/article/godot-gets-new-filesystem-dock-3-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
@@ -33,8 +34,7 @@
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp; 8 July 2018</span></div><h3>Maintenance release: Godot 3.0.5</h3><p class=excerpt>In Godot 3.0.5 we've fixed the Android APK export issue, a C# bug that only appeared on exported games, and several other small things. Get it while the gettin's good!</div></article></a><a href=/article/results-godot-jam-june-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/a7a/2bc/5b3a7a2bca828302049408.png) href=/article/results-godot-jam-june-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 July 2018</span></div><h3>Results of the Godot Jam - June 2018</h3><p class=excerpt>After three days of intensive game development and two weeks of playtesting and rating (over 3,500 ratings!), we now have the results for our June 2018 Godot Community Game Jam! 110 games were submitted and reviewed, and the winners are: 1) "Fire and Fondness" by John Gabriel 2) "The Weather Guy" by Emilio and Andre Mari Coppola 3) "On Blazing Rails to Kansas City" by Dalton5000</div></article></a><a href=/article/godot-rmll-lsm-2018-strasbourg-july-7-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/392/f85/5b3392f852017497603465.png) href=/article/godot-rmll-lsm-2018-strasbourg-july-7-12/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 June 2018</span></div><h3>Godot at the RMLL / LSM 2018 in Strasbourg, July 7-12</h3><p class=excerpt>Godot will be at the Libre Software Meeting 2018 (also known as RMLL Rencontres Mondiales du Logiciel Libre) in Strasbourg, France from Saturday 7 July to Thursday 12 July. We will give a 1-hour talk, a 3-hour workshop and will have a Godot booth for the whole duration of the event.</div></article></a><a href=/article/godot-gets-new-animation-tree-state-machine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/2ca/354/5b32ca3546bbf512292209.png) href=/article/godot-gets-new-animation-tree-state-machine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 June 2018</span></div><h3>Godot gets new Animation Tree + State Machine</h3><p class=excerpt>After a long time coming, and as part of this trend of modernizing many old godot subsystems, the animation tree has been rewritten from scratch and it's now brand new, with plenty of new features.</div></article></a><a href=/article/maintenance-release-godot-3-0-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/d2f/118/5b2d2f118951e820036835.png) href=/article/maintenance-release-godot-3-0-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;22 June 2018</span></div><h3>Maintenance release: Godot 3.0.4</h3><p class=excerpt>Godot 3.0.4 is a small release that fixes a crasher in the asset library on Windows. If you were affected by this please upgrade. Otherwise we'll come back with a larger 3.0.5 soon!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 June 2018</span></div><h3>Godot gets new Animation Tree + State Machine</h3><p class=excerpt>After a long time coming, and as part of this trend of modernizing many old godot subsystems, the animation tree has been rewritten from scratch and it's now brand new, with plenty of new features.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/godot-leap-motion-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/78c/51c/5b278c51c79b7843614393.jpg) href=/article/godot-leap-motion-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-3-0-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/d2f/118/5b2d2f118951e820036835.png) href=/article/maintenance-release-godot-3-0-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;22 June 2018</span></div><h3>Maintenance release: Godot 3.0.4</h3><p class=excerpt>Godot 3.0.4 is a small release that fixes a crasher in the asset library on Windows. If you were affected by this please upgrade. Otherwise we'll come back with a larger 3.0.5 soon!</div></article></a><a href=/article/godot-leap-motion-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/78c/51c/5b278c51c79b7843614393.jpg) href=/article/godot-leap-motion-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;19 June 2018</span></div><h3>Godot Leap Motion Support</h3><p class=excerpt>Leap Motion hand tracking support arrives with Godot 3.0.3</div></article></a><a href=/article/godot-jam-starts-now-theme-temperature/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/41b/605/5b241b605209f362633139.png) href=/article/godot-jam-starts-now-theme-temperature/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 June 2018</span></div><h3>The Godot Jam starts now, theme: Temperature</h3><p class=excerpt>With a slight delay, the Godot Community Game Jam is now starting and we can announce the theme that was elected by the community: TEMPERATURE!
The jam starts today (Friday 15 June) at 19:30 UTC and will end on Monday 18 June at 23:59:59 UTC. Have fun and good luck!</div></article></a><a href=/article/maintenance-release-godot-3-0-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/146/640/5b214664037c0726907530.png) href=/article/maintenance-release-godot-3-0-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
@@ -35,8 +36,7 @@ A very common request, though, was the ability to do custom mesh deformation bas
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp;24 April 2018</span></div><h3>Godot in Google Summer of Code 2018</h3><p class=excerpt>Godot has been accepted into the Google Summer of Code program in 2018. This summer we will have 5 students working on new features to the engine.</div></article></a><a href=/article/handling-axis-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/bb4/fc8/5adbb4fc8b26e174840743.png) href=/article/handling-axis-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;22 April 2018</span></div><h3>Introducing the new axis handling system</h3><p class=excerpt>For the past months, popular demand has been growing for a way to propery map controller axes in Godot. For a long time Godot was only able to map a single event to an action, making it impossible to deal with analog strengths. Today (after months of discussions), this problem has been solved, and it only took very little amount of changes to the current input mapping system!</div></article></a><a href=/article/godots-documentation-now-open-translation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/5d4/c96/5ad5d4c964791484476565.png) href=/article/godots-documentation-now-open-translation/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 April 2018</span></div><h3>Godot's documentation is now open for translation</h3><p class=excerpt>Godot has been around for over 4 years, and localized documentation in Spanish, Portuguese, Chinese, French, Russian and many other languages has always been a very requested feature. After a lot of documentation work to ensure that we have a good original English content to translate from, and some more work on setting up a convenient infrastructure for translating and keeping translations up to date, we are now ready to welcome contributions!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/505/3b6/5ad5053b6e0ad093497368.png) href=/article/gles2-and-gdnative-progress-report-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;16 April 2018</span></div><h3>GLES2 and GDNative, progress report #4</h3><p class=excerpt>Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!</div></article></a><a href=/article/godot-project-management-101/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/a37/9bc/5aba379bcde42258374818.jpg) href=/article/godot-project-management-101/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 March 2018</span></div><h3>Godot project management 101</h3><p class=excerpt>As we just reached our third goal on Patreon, we are now able to hire Rémi Verschelde (Akien) as full-time project manager and representative! In this article, he gives some insights on what brought him to Godot, how he helped organize the teamwork and became the de facto project manager, as well as plans for the future.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/23/>← Previous</a>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;16 April 2018</span></div><h3>GLES2 and GDNative, progress report #4</h3><p class=excerpt>Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/23/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/26/>Next →</a></div><div class=posts><a href=/article/godot-doing-well-gdc-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/7b4/9a4/5ab7b49a4babf418474275.png) href=/article/godot-doing-well-gdc-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/26/>Next →</a></div><div class=posts><a href=/article/godot-project-management-101/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/a37/9bc/5aba379bcde42258374818.jpg) href=/article/godot-project-management-101/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 March 2018</span></div><h3>Godot project management 101</h3><p class=excerpt>As we just reached our third goal on Patreon, we are now able to hire Rémi Verschelde (Akien) as full-time project manager and representative! In this article, he gives some insights on what brought him to Godot, how he helped organize the teamwork and became the de facto project manager, as well as plans for the future.</div></article></a><a href=/article/godot-doing-well-gdc-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/7b4/9a4/5ab7b49a4babf418474275.png) href=/article/godot-doing-well-gdc-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;25 March 2018</span></div><h3>Godot is doing well at GDC 2018!</h3><p class=excerpt>I went to GDC yet again (this time GDC 2018) trying to see how Godot is doing at the game industry. To my surprise this time, it was quite different..</div></article></a><a href=/article/dev-snapshot-godot-2-1-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/69c/f4c/5ab69cf4c700d643288675.png) href=/article/dev-snapshot-godot-2-1-5-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 March 2018</span></div><h3>Dev snapshot: Godot 2.1.5 RC 1</h3><p class=excerpt>Feedback has been quite good on the past two beta builds for the upcoming Godot 2.1.5 (providing legacy support for users of Godot 2), so we're now publishing a release candidate. If all goes well (no new regression reported), that should more or less be the 2.1.5 final release. So make sure to test it thoroughly!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/2db/729/5ab2db729bee7065606296.png) href=/article/gles2-and-gdnative-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;21 March 2018</span></div><h3>GLES2 and GDNative, progress report #3</h3><p class=excerpt>Another month, another progress report! This time with the early beginnings of 3D rendering in GLES2 and some GDNative ecosystem updates.</div></article></a><a href=/article/sketchfab-integrates-with-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/16f/ab3/5ab16fab3df02329657242.png) href=/article/sketchfab-integrates-with-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/pedro.webp alt="Pedro J. Estébanez" loading=lazy>
@@ -37,8 +38,7 @@ The first month I spent on getting started and familiar with the rendering in Go
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 January 2018</span></div><h3>GodotCon 2018: Venue and Call for Proposals</h3><p class=excerpt>Our GodotCon 2018 is approaching and will take place at Ludus Académie in Brussels on February 5 & 6. It's your last chance to register if you want to attend the event, and it's now also the time for all participants to think about talks, workshops or other activities that they would like to have during GodotCon, and then send us their proposals.</div></article></a><a href=/article/next-patreon-goal-help-us-hire-remi-verschelde-akien-full-time/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a5/3cd/031/5a53cd031c23c749175648.png) href=/article/next-patreon-goal-help-us-hire-remi-verschelde-akien-full-time/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 8 January 2018</span></div><h3>Next Patreon goal: Help us hire Rémi Verschelde (Akien) full time!</h3><p class=excerpt>So far we have been a few months on Patreon and the net result has been overwhelmingly positive, as we get enough funds each month to hire our lead developer and an intern! Still, it's time to start thinking about our next hire to continue speeding up Godot's development as well as its visibility and relevance in the gamedev industry.</div></article></a><a href=/article/look-gdnative-architecture/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a4/bcf/c4a/5a4bcfc4a5874955869035.png) href=/article/look-gdnative-architecture/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp; 2 January 2018</span></div><h3>A look at the GDNative architecture</h3><p class=excerpt>GDNative changed a lot since it was first introduced. From being a scripting-centered module it quickly became a more general purpose tool than we initially assumed. Here we present the way GDNative and related technologies work together.</div></article></a><a href=/article/dev-snapshot-godot-3-0-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a3/c39/918/5a3c399188781933894734.jpg) href=/article/dev-snapshot-godot-3-0-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 December 2017</span></div><h3>Dev snapshot: Godot 3.0 beta 2</h3><p class=excerpt>After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!</div></article></a><a href=/article/introducing-new-last-minute-lightmapper/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a3/27e/110/5a327e110ab39178158316.png) href=/article/introducing-new-last-minute-lightmapper/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;14 December 2017</span></div><h3>Introducing the new "last minute" lightmapper</h3><p class=excerpt>A considerable number of users requested a more efficient way to have GI (Global Illumination) in their projects. Godot 3.0 currenty offers the GIProbe node, which provides a real-time approximation to GI. This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/24/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 December 2017</span></div><h3>Dev snapshot: Godot 3.0 beta 2</h3><p class=excerpt>After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/24/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/27/>Next →</a></div><div class=posts><a href=/article/get-ready-fosdem-and-godotcon-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/eed/6e1/5a2eed6e1cc88595174491.png) href=/article/get-ready-fosdem-and-godotcon-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/27/>Next →</a></div><div class=posts><a href=/article/introducing-new-last-minute-lightmapper/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a3/27e/110/5a327e110ab39178158316.png) href=/article/introducing-new-last-minute-lightmapper/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;14 December 2017</span></div><h3>Introducing the new "last minute" lightmapper</h3><p class=excerpt>A considerable number of users requested a more efficient way to have GI (Global Illumination) in their projects. Godot 3.0 currenty offers the GIProbe node, which provides a real-time approximation to GI. This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions.</div></article></a><a href=/article/get-ready-fosdem-and-godotcon-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/eed/6e1/5a2eed6e1cc88595174491.png) href=/article/get-ready-fosdem-and-godotcon-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 December 2017</span></div><h3>Get ready for FOSDEM and GodotCon 2018!</h3><p class=excerpt>In February 2018, the Godot Engine community invites you to meet together at the FOSDEM (3 & 4 Feb) and the GodotCon (5 & 6 Feb), both in Brussels, Belgium and with dozens of Godot users and contributors, including our lead developer Juan Linietsky coming all the way from Buenos Aires. FOSDEM is a huge free and open source software-focused event with over 8000 attendees. Coming right after FOSDEM in the same city, GodotCon is a small but Godot-focused event with talks, workshops and many activities around our favourite engine.</div></article></a><a href=/article/let-people-touch-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/c53/7eb/5a2c537ebba45114446322.jpg) href=/article/let-people-touch-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/pedro.webp alt="Pedro J. Estébanez" loading=lazy>
<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp; 9 December 2017</span></div><h3>Let people touch Godot!</h3><p class=excerpt>Maybe you have already seen an AdPod around. They are three-sided giant multitouch capable screens. The company behind them customizes them for very important customers for promotion campaings for things like movies (Disney, Universal).
They "skin" the device cosmetically for the targeted product and develop interactive apps that run on them. People walking by can interact with them, something which creates great product awareness and also entertains.
@@ -36,8 +37,7 @@ We propose to have a special bug hunting day on Saturday, 9 December, to focus o
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 September 2017</span></div><h3>Godot 3's renderer design explained</h3><p class=excerpt>Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. The motivation behind it was not to achieve the maximum performance in extreme use cases, but accomodate better to most user's needs.</div></article></a><a href=/article/patreon-first-goal-achieved/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59b/efc/4aa/59befc4aa50f7635149686.png) href=/article/patreon-first-goal-achieved/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;18 September 2017</span></div><h3>Patreon: First goal achieved!</h3><p class=excerpt>A little bit over a month ago we launched a Patreon campaign to improve our funding. The first goal, which is allowing our lead developer Juan Linietsky to work full time on the project, has been just met, which is amazing!! Thanks to everyone who helped and contributed!</div></article></a><a href=/article/first-godot-3-docs-sprint-sept-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59e/850/b39/59e850b39e220163403707.png) href=/article/first-godot-3-docs-sprint-sept-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp; 6 September 2017</span></div><h3>Let's build great docs for 3.0! Write the Docs every week-end</h3><p class=excerpt>Godot 3's API reference is 60% incomplete. With so many changes since 2.0, we must review classes and their descriptions. The engine can only grow and attract tons of users if it has great docs. And this cannot happen without you. Join us this Saturday for the first Godot 3.0 docs Sprint!</div></article></a><a href=/article/we-need-your-help-improve-our-documentation-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/873/435/59a87343562c8216231867.png) href=/article/we-need-your-help-improve-our-documentation-system/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;31 August 2017</span></div><h3>We need your help to improve our documentation system!</h3><p class=excerpt>Godot has grown a lot and, nowadays, and new users expect us to have quality documentation comparable to commercial offerings. For this, the documentation system we currently have needs tweaks and improvements. As we, game engine developers, are not experienced in the web side of the programming world, everything seems daunting to us (please don't laugh), so any help with the following items would be hugely appreciated!</div></article></a><a href=/article/maintenance-release-godot-2-1-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/6e8/e45/59a6e8e45038d813649865.png) href=/article/maintenance-release-godot-2-1-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 August 2017</span></div><h3>Maintenance release: Godot 2.1.4</h3><p class=excerpt>Godot 2.1.4 is released and brings a good number of enhancements and bug fixes, as well as some new features backported from the master branch. There is now (beta) support for Universal Windows Platform, advanced string format in GDScript, one-way collisions for TileMaps, an improved debugger, and many other changes which should stay fully compatible with existing 2.1.x projects.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/25/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;31 August 2017</span></div><h3>We need your help to improve our documentation system!</h3><p class=excerpt>Godot has grown a lot and, nowadays, and new users expect us to have quality documentation comparable to commercial offerings. For this, the documentation system we currently have needs tweaks and improvements. As we, game engine developers, are not experienced in the web side of the programming world, everything seems daunting to us (please don't laugh), so any help with the following items would be hugely appreciated!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/25/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/80-funded-celebrating-patreon-rewards-upgrade/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/1fe/5c5/59a1fe5c53457648503006.jpg) href=/article/80-funded-celebrating-patreon-rewards-upgrade/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-2-1-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/6e8/e45/59a6e8e45038d813649865.png) href=/article/maintenance-release-godot-2-1-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 August 2017</span></div><h3>Maintenance release: Godot 2.1.4</h3><p class=excerpt>Godot 2.1.4 is released and brings a good number of enhancements and bug fixes, as well as some new features backported from the master branch. There is now (beta) support for Universal Windows Platform, advanced string format in GDScript, one-way collisions for TileMaps, an improved debugger, and many other changes which should stay fully compatible with existing 2.1.x projects.</div></article></a><a href=/article/80-funded-celebrating-patreon-rewards-upgrade/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/1fe/5c5/59a1fe5c53457648503006.jpg) href=/article/80-funded-celebrating-patreon-rewards-upgrade/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 August 2017</span></div><h3>80% funded! Celebrating with a Patreon rewards upgrade</h3><p class=excerpt>The first two weeks of our new Patreon campaign have been astounding, with more than $2,400/month pledged by the community to enable us to hire Juan full-time to work on Godot's development. We are 80% of the way up to that goal, and with your help to spread the news we might be able to reach our target $3,000 within a few days! To celebrate this huge progress, we upgraded our Patreon rewards to make them more accessible. We also took this opportunity to satisfy some legal requirements of being a non-profit charity, ensuring that no reward could be interpreted as a taxable business income.</div></article></a><a href=/article/godot-and-openhmd-kiel-open-source-and-linux-days/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/00b/98c/59a00b98c537b413433168.png) href=/article/godot-and-openhmd-kiel-open-source-and-linux-days/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 August 2017</span></div><h3>Godot and OpenHMD at the Kiel Open Source and Linux Days</h3><p class=excerpt>Godot and OpenHMD (VR library) developers will be at the Kiel Open Source and Linux Days in Kiel, Germany, on Friday 15 and Saturday 16 September 2017. Both projects will have a stand each, and we will make a 1-hour presentation and a 2-hour workflow for aspiring and beginner Godot users.</div></article></a><a href=/article/small-defense-gltf/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/599/f48/cc5/599f48cc5fc6e217155476.jpg) href=/article/small-defense-gltf/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 August 2017</span></div><h3>A small defense of glTF 2.0 on its comparison against OpenGEX</h3><p class=excerpt>This is a short article clarifying some on my views of why I believe glTF to be a great asset pipeline format, contrarily to the claims of Eric Lengyel's feature comparison of OpenGEX and glTF.</div></article></a><a href=/article/how-actually-make-your-dream-game/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/598/fb6/1bb/598fb61bb576f136583931.png) href=/article/how-actually-make-your-dream-game/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 4 February 2017</span></div><h3>Godot 3.0 new internals, progress report #4</h3><p class=excerpt>Most of the internal code in Godot was written over a decade ago, and many design decisions that were taken back then, did not stand the test of time. January was spent mostly updating Godot internals and breaking compatibility, now that we have the chance.</div></article></a><a href=/article/maintenance-release-godot-2-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/588/3a8/eb2/5883a8eb2f2ba003798173.png) href=/article/maintenance-release-godot-2-1-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 January 2017</span></div><h3>Maintenance release: Godot 2.1.2</h3><p class=excerpt>Here comes a new maintenance release in the current stable branch, Godot 2.1.2. It features various bug fixes and usability improvements, as well as brand new IPv6 support in the networking API, a better audio driver initialization reducing the latency, ternary operators in GDScript and out of the box split screen mode for 2D!</div></article></a><a href=/article/meet-us-fosdem-2017-and-godotcon/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/587/f64/a8a/587f64a8af8ef032891376.png) href=/article/meet-us-fosdem-2017-and-godotcon/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 January 2017</span></div><h3>Meet us at FOSDEM 2017 and GodotCon</h3><p class=excerpt>The Godot Engine community is officially attending the FOSDEM 2017 in Brussels, Belgium on Feb 4-5, and also organises its own "GodotCon" event in Brussels the next two days (Feb 6-7). All interested Godot users and contributors are invited to join us for a great real life meeting!</div></article></a><a href=/article/warning-head-going-unstable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/586/ab0/894/586ab08946903852839807.png) href=/article/warning-head-going-unstable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 2 January 2017</span></div><h3>WARNING: HEAD is going unstable!</h3><p class=excerpt>Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x **will not work** and this is expected.</div></article></a><a href=/article/godots-new-renderer-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/586/7a0/005/5867a0005ade3286241109.jpg) href=/article/godots-new-renderer-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;31 December 2016</span></div><h3>Godot's new renderer, progress report #3</h3><p class=excerpt>It's been a month since the second progress report, and progress continues towards the new Godot renderer. This milestone was (and will likely be) the most difficult, due to the techniques that had to be implemented.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 2 January 2017</span></div><h3>WARNING: HEAD is going unstable!</h3><p class=excerpt>Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x **will not work** and this is expected.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/godot-gamejam-dec-2016-jan-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/585/28c/770/58528c770b44a828339905.png) href=/article/godot-gamejam-dec-2016-jan-2017/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/godots-new-renderer-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/586/7a0/005/5867a0005ade3286241109.jpg) href=/article/godots-new-renderer-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;31 December 2016</span></div><h3>Godot's new renderer, progress report #3</h3><p class=excerpt>It's been a month since the second progress report, and progress continues towards the new Godot renderer. This milestone was (and will likely be) the most difficult, due to the techniques that had to be implemented.</div></article></a><a href=/article/godot-gamejam-dec-2016-jan-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/585/28c/770/58528c770b44a828339905.png) href=/article/godot-gamejam-dec-2016-jan-2017/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2016</span></div><h3>Godot Community Game Jam - Dec 2016 / Jan 2017</h3><p class=excerpt>After the success of the previous game jams in March and June, we launch a new community game jam for the new year, with the theme "Two buttons". Go to https://itch.io/jam/godotjam122016 to partake in the jam, alone or in a team with other community members!</div></article></a><a href=/article/godots-new-renderer-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/584/4da/2c0/5844da2c08826494171869.png) href=/article/godots-new-renderer-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 4 December 2016</span></div><h3>Godot's new renderer, progress report #2</h3><p class=excerpt>It's been a month since the first [progress report](https://godotengine.org/article/godots-new-renderer-progress-report-1), and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature.</div></article></a><a href=/article/maintenance-release-godot-2-1-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/582/e11/fe3/582e11fe32c47456712354.jpg) href=/article/maintenance-release-godot-2-1-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 November 2016</span></div><h3>Maintenance release: Godot 2.1.1</h3><p class=excerpt>Three months after the release of Godot 2.1, we finally have the first maintenance release in the current stable branch. Rich of 271 new commits, it brings many bug fixes, enhancements and even some new features backported for the master branch! Highlights are OSX gamepad support, AStar implementation and some advanced drag and drop features in the editor!</div></article></a><a href=/article/onward-new-3d-renderer/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/582/b4e/3d2/582b4e3d2aa2d842351907.jpg) href=/article/onward-new-3d-renderer/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -34,8 +35,7 @@ For Godot 3.0 (our new release being worked on) we are working hard to change th
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 June 2016</span></div><h3>Showcase your Godot game on our website!</h3><p class=excerpt>We added a Showcase page to the website, to show the world that yes, Godot is a great engine used to make creative and good looking games!</div></article></a><a href=/article/mozilla-awards-godot-engine-part-moss-mission-partners-program/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/576/ac8/b00/576ac8b00df8c332598879.jpg) href=/article/mozilla-awards-godot-engine-part-moss-mission-partners-program/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 June 2016</span></div><h3>Mozilla awards Godot Engine as part of the MOSS “Mission Partners” program</h3><p class=excerpt>Mozilla awards Godot Engine USD 20,000 as part of the MOSS “Mission Partners” program, to support the development of Godot's WebAssembly and WebGL 2 integration.</div></article></a><a href=/article/godot-gamejam-june-2016/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/575/1f9/6f2/5751f96f2d777586519643.png) href=/article/godot-gamejam-june-2016/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 June 2016</span></div><h3>Godot Community Game Jam - June 2016</h3><p class=excerpt>After the success of the previous game jam in March, we launch a new community game jam for the month of June 2016, with the theme "Procedural". Go to https://itch.io/jam/godotjam062016 to partake in the jam, alone or in a team with other community members!</div></article></a><a href=/article/mir-godot-habla-dein-language-desormais/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/574/96e/202/57496e202d030947930555.png) href=/article/mir-godot-habla-dein-language-desormais/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 May 2016</span></div><h3>你好 мир, Godot habla deine language désormais!*</h3><p class=excerpt>Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!</div></article></a><a href=/article/maintenance-release-godot-2-0-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/573/5fc/35d/5735fc35d361c195318911.png) href=/article/maintenance-release-godot-2-0-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 May 2016</span></div><h3>Maintenance release: Godot 2.0.3</h3><p class=excerpt>Godot 2.0.3 is released, with many bug fixes and improvements, updated documentation, and various interesting distribution changes!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 May 2016</span></div><h3>你好 мир, Godot habla deine language désormais!*</h3><p class=excerpt>Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/fill-blank-class-reference/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/572/070/c22/572070c227996527491135.png) href=/article/fill-blank-class-reference/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-2-0-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/573/5fc/35d/5735fc35d361c195318911.png) href=/article/maintenance-release-godot-2-0-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 May 2016</span></div><h3>Maintenance release: Godot 2.0.3</h3><p class=excerpt>Godot 2.0.3 is released, with many bug fixes and improvements, updated documentation, and various interesting distribution changes!</div></article></a><a href=/article/fill-blank-class-reference/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/572/070/c22/572070c227996527491135.png) href=/article/fill-blank-class-reference/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 April 2016</span></div><h3>Fill in the blank in the class reference</h3><p class=excerpt>Godot's API reference is far from complete, but it's an effort to which every member of the community can partake! We organise a class reference writing campaign to aim towards 100% completion for Godot 2.1!</div></article></a><a href=/article/maintenance-release-godot-2-0-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/570/778/0a5/5707780a5a4e5946541256.png) href=/article/maintenance-release-godot-2-0-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 April 2016</span></div><h3>Maintenance release: Godot 2.0.2</h3><p class=excerpt>Features various bug fixes and editor usability improvements, notably in the script editor. This time, the official binaries are also built without OpenSSL and not compressed with UPX.</div></article></a><a href=/article/community-forum-back/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/570/208/830/570208830cf55249521112.jpg) href=/article/community-forum-back/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 April 2016</span></div><h3>The community forum is back!</h3><p class=excerpt>Some members of the community have set up a new Godot Developers forum, with the contents from the old forum as well as many new features to showcase games and share content. We also set up an official YouTube channel for Godot and uploaded a showcase video of some very nice games developed with Godot!</div></article></a><a href=/article/godot-aims-mainstream/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56f/e06/275/56fe06275ca75941745597.jpg) href=/article/godot-aims-mainstream/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 5 May 2015</span></div><h3>Godot 1.1 RC2</h3><p class=excerpt>The second release candidate is out, with a large amount of fixes. Lets hope this is the last one and becomes stable!</div></article></a><a href=/article/godot-1-1-rc1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c2/b4e/d97/5c2b4ed97851f986256536.jpg) href=/article/godot-1-1-rc1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 May 2015</span></div><h3>Godot 1.1 RC1</h3><p class=excerpt>After 1.1 Beta a month ago, our first release candidate is here. A huge amount of issues were fixed.</div></article></a><a href=/article/godot-1-1-beta1-out/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/315/11c/56c31511c9034056347215.png) href=/article/godot-1-1-beta1-out/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 2 April 2015</span></div><h3>Godot 1.1 beta1 is out!</h3><p class=excerpt>After three months of hard work, our first new release is out! This beta prepares the road for the 1.1 release, expected sometime in late April.</div></article></a><a href=/article/godot-now-really-free/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56f/d20/248/56fd202489c27661475944.png) href=/article/godot-now-really-free/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 April 2015</span></div><h3>Godot is now really free!</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- Godot goes fully FREE to follow the standards of the game development industry, including a mandatory Splash Screen of Pride, the removable of scripting languages support and of course very interesting conditions to share the profit of your work with your beloved engine developers!</div></article></a><a href=/article/introducing-brand-new-code-completion/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c81/867/56bc81867dd4b725475913.png) href=/article/introducing-brand-new-code-completion/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 December 2014</span></div><h3>Introducing... brand new code completion!</h3><p class=excerpt>It has only been a week since the stable release and development is moving on to other new cool features! This week has been pushed to GitHub a new code completion for the built-in editor.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/28/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 April 2015</span></div><h3>Godot is now really free!</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- Godot goes fully FREE to follow the standards of the game development industry, including a mandatory Splash Screen of Pride, the removable of scripting languages support and of course very interesting conditions to share the profit of your work with your beloved engine developers!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/28/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/godot-4-3-a-shared-effort/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-3-a-shared-effort.webp) href=/article/godot-4-3-a-shared-effort/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-4-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-1.webp) href=/article/dev-snapshot-godot-4-4-dev-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;26 August 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 1</h3><p class=excerpt>The first snapshot after releasing 4.3, already packed with new features!</div></article></a><a href=/article/godot-4-3-a-shared-effort/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-3-a-shared-effort.webp) href=/article/godot-4-3-a-shared-effort/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
<span class=by>Godot contributors </span><span class=date>&nbsp;-&nbsp;15 August 2024</span></div><h3>Godot 4.3, a shared effort</h3><p class=excerpt>With over 3,500 commits authored by over 500 contributors, the latest Godot Engine release comes packed full of new features and improvements.</div></article></a><a href=/article/design-of-the-skeleton-modifier-3d/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/design-of-the-skeleton-modifier-3d.webp) href=/article/design-of-the-skeleton-modifier-3d/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/tokage.png alt="Silc Renew" loading=lazy>
<span class=by>Silc Renew </span><span class=date>&nbsp;-&nbsp;12 August 2024</span></div><h3>Design of the Skeleton Modifier 3D</h3><p class=excerpt>We have reworked the skeleton bone update process to add SkeletonModifier3D for modifying the Skeleton.</div></article></a><a href=/article/release-candidate-godot-4-3-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-3.webp) href=/article/release-candidate-godot-4-3-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 3</h3><p class=excerpt>With all known major regressions fixed, we are now publishing a third release candidate to confirm that 4.3 is ready to go stable.</div></article></a><a href=/article/gamescom-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gamescom-cover-2024.webp) href=/article/gamescom-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
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<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;29 April 2024</span></div><h3>Introducing Reverse Z (AKA I'm sorry for breaking your shader)</h3><p class=excerpt>We are breaking compatibility for some custom shaders. Here is why.</div></article></a><a href=/article/update-on-google-forge-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-and-android-and-vulkan.webp) href=/article/update-on-google-forge-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;19 April 2024</span></div><h3>Update on the Collaboration with Google and The Forge</h3><p class=excerpt>The collaboration with Google and The Forge has concluded successfully!</div></article></a><a href=/article/maintenance-release-godot-4-2-2-and-4-1-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-2-2-and-4-1-4.webp) href=/article/maintenance-release-godot-4-2-2-and-4-1-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 April 2024</span></div><h3>Maintenance release: Godot 4.2.2 & 4.1.4</h3><p class=excerpt>It's been a while since our last update for the 4.2 and 4.1 branches, but the wait should be worth it!</div></article></a><a href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-3.webp) href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 April 2024</span></div><h3>Release candidates: Godot 4.1.4 RC 3 & 4.2.2 RC 3</h3><p class=excerpt>Last round of release candidates for the upcoming maintenance releases.</div></article></a><a href=/article/gdc-2024-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gdc-2024-retrospective.jpg) href=/article/gdc-2024-retrospective/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp; 5 April 2024</span></div><h3>GDC 2024: Retrospective</h3><p class=excerpt>We have returned from the Game Developers Conference (GDC) in San Francisco, so let's talk about it!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 April 2024</span></div><h3>Release candidates: Godot 4.1.4 RC 3 & 4.2.2 RC 3</h3><p class=excerpt>Last round of release candidates for the upcoming maintenance releases.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
<a title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
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<a class=active title="Godot Engine - Blog - Page 30" href=https://godotengine.org/blog/30/>30</a></div><div class=posts><a href=/article/godot-engine-reaches-1-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/bb7/aac/56bbb7aac6e8e274384118.png) href=/article/godot-engine-reaches-1-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=active title="Godot Engine - Blog - Page 30" href=https://godotengine.org/blog/30/>30</a></div><div class=posts><a href=/article/introducing-brand-new-code-completion/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c81/867/56bc81867dd4b725475913.png) href=/article/introducing-brand-new-code-completion/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 December 2014</span></div><h3>Introducing... brand new code completion!</h3><p class=excerpt>It has only been a week since the stable release and development is moving on to other new cool features! This week has been pushed to GitHub a new code completion for the built-in editor.</div></article></a><a href=/article/godot-engine-reaches-1-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/bb7/aac/56bbb7aac6e8e274384118.png) href=/article/godot-engine-reaches-1-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;15 December 2014</span></div><h3>Godot Engine reaches 1.0, first stable release</h3><p class=excerpt>After 10 months of hard work following the open sourcing of Godot, we are proud to release our first stable version, Godot 1.0!</div></article></a><a href=/article/winter-holiday-godot-game-jam/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/31c/83d/56c31c83dfe5b594568468.png) href=/article/winter-holiday-godot-game-jam/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 9 December 2014</span></div><h3>Winter holiday Godot game jam!</h3><p class=excerpt>GamingPenguin from the forum is organizing a Winter Holidays Godot Game Jam! (Summer Holidays Game Jam for us in the southern hemisphere).</div></article></a><a href=/article/godot-10-rc1-here/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/31d/5fd/56c31d5fdcbc7419338592.png) href=/article/godot-10-rc1-here/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 2 December 2014</span></div><h3>Godot 1.0 RC1 is here!</h3><p class=excerpt>A long time in the baking, but the first release candidate is here. This does not mean Godot is now without bugs, but that nothing should be too serious to affect your productivity. After stable release, well keep fixing issues and then head over to 1.1 (see roadmap!).</div></article></a><a href=/article/website-back/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/31d/d31/56c31dd310721810623867.png) href=/article/website-back/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>

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<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/parallax-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-report-parallax2d.webp) href=/article/parallax-progress-report/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/markdibarry.webp alt="Mark DiBarry" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/gdc-2024-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gdc-2024-retrospective.jpg) href=/article/gdc-2024-retrospective/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp; 5 April 2024</span></div><h3>GDC 2024: Retrospective</h3><p class=excerpt>We have returned from the Game Developers Conference (GDC) in San Francisco, so let's talk about it!</div></article></a><a href=/article/parallax-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-report-parallax2d.webp) href=/article/parallax-progress-report/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/markdibarry.webp alt="Mark DiBarry" loading=lazy>
<span class=by>Mark DiBarry </span><span class=date>&nbsp;-&nbsp; 2 April 2024</span></div><h3>Parallax2D Progress Report</h3><p class=excerpt>A new node is on its way to help with parallax in 2D.</div></article></a><a href=/article/dev-snapshot-godot-4-3-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-5.webp) href=/article/dev-snapshot-godot-4-3-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 March 2024</span></div><h3>Dev snapshot: Godot 4.3 dev 5</h3><p class=excerpt>Sneaking one more dev release in for testing before the team heads to GDC!</div></article></a><a href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-2.webp) href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;15 March 2024</span></div><h3>Release candidates: Godot 4.1.4 RC 2 & 4.2.2 RC 2</h3><p class=excerpt>Another round of release candidates for Godot 4.1.4 and 4.2.2, just before we head off to GDC!</div></article></a><a href=/article/gdc-2024-godot-games/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/gdc/2024/gdc2.webp) href=/article/gdc-2024-godot-games/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 December 2023</span></div><h3>Release candidate: Godot 4.2.1 RC 1</h3><p class=excerpt>Godot 4.2 was released one week ago, and as is customary with feature updates, we have a late harvest of regression fixes to offer!</div></article></a><a href=/article/godot-foundation-update-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-foundation-update-2023.jpg) href=/article/godot-foundation-update-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
<span class=by>Godot Foundation </span><span class=date>&nbsp;-&nbsp; 5 December 2023</span></div><h3>Godot Foundation Update 2023</h3><p class=excerpt>This year has marked significant milestones for the Godot Foundation, and it's all thanks to the incredible support from our community.</div></article></a><a href=/article/godot-4-2-arrives-in-style/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-2-arrives-in-style.webp) href=/article/godot-4-2-arrives-in-style/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
<span class=by>Godot contributors </span><span class=date>&nbsp;-&nbsp;30 November 2023</span></div><h3>Godot 4.2 arrives in style!</h3><p class=excerpt>Godot 4.2 brings more rendering features and better platform support, it's also faster, easier to use, and more reliable!</div></article></a><a href=/article/release-candidate-godot-4-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-2-rc-2.webp) href=/article/release-candidate-godot-4-2-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 November 2023</span></div><h3>Release candidate: Godot 4.2 RC 2</h3><p class=excerpt>The first release candidate brought another crop of regression reports, which we've now fixed!</div></article></a><a href=/article/submissions-open-godot-2023-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2023.webp) href=/article/submissions-open-godot-2023-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;20 November 2023</span></div><h3>Submissions open for Godot 2023 showreel!</h3><p class=excerpt>Showcase your Godot creations in 2023! We're inviting submissions of short videos featuring your published or in-progress Godot games or tools. Don't miss this chance to be a part of it!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 November 2023</span></div><h3>Release candidate: Godot 4.2 RC 2</h3><p class=excerpt>The first release candidate brought another crop of regression reports, which we've now fixed!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-2-rc-1.webp) href=/article/release-candidate-godot-4-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/submissions-open-godot-2023-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2023.webp) href=/article/submissions-open-godot-2023-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;20 November 2023</span></div><h3>Submissions open for Godot 2023 showreel!</h3><p class=excerpt>Showcase your Godot creations in 2023! We're inviting submissions of short videos featuring your published or in-progress Godot games or tools. Don't miss this chance to be a part of it!</div></article></a><a href=/article/release-candidate-godot-4-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-2-rc-1.webp) href=/article/release-candidate-godot-4-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;17 November 2023</span></div><h3>Release candidate: Godot 4.2 RC 1</h3><p class=excerpt>With every critical bug identified and squashed, we are making our last turn and preparing to sprint to the finish line with Godot 4.2!</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-6.webp) href=/article/dev-snapshot-godot-4-2-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 November 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 6</h3><p class=excerpt>We're almost ready for a release candidate! This 6th beta fixes a number of regressions via some relatively core changes which will need thorough testing.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-5.webp) href=/article/dev-snapshot-godot-4-2-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 7 November 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 5</h3><p class=excerpt>More critical fixes are coming your way on the road to Godot 4.2 stable, including smoother transition for 3D projects made in 4.1.</div></article></a><a href=/article/maintenance-release-godot-4-1-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-1-3.webp) href=/article/maintenance-release-godot-4-1-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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<span class=by>Emi </span><span class=date>&nbsp;-&nbsp; 1 September 2023</span></div><h3>Godot Showcase - Usagi Shima</h3><p class=excerpt>A relaxing, idle bunny collecting game made by Jess, a solo indie developer</div></article></a><a href=/article/godot-at-gamescom-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/gamescom/2023/gamescom-cover.webp) href=/article/godot-at-gamescom-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;17 August 2023</span></div><h3>gamescom, here we go!</h3><p class=excerpt>Join us next week at the Godot booth during gamescom in Cologne from Wednesday the 23rd, to Friday the 25th. Don't miss the chance to say hello to the Godot team!</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-3.webp) href=/article/dev-snapshot-godot-3-6-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 August 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 3</h3><p class=excerpt>Slowly but surely, Godot 3.6 is shaping up to be a great release. This third snapshot adds long awaited 2D physics interpolation, and another great optimization with 2D hierarchical culling.</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-3.webp) href=/article/dev-snapshot-godot-4-2-dev-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 August 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 3</h3><p class=excerpt>One month into the release cycle for Godot 4.2, things are well under way. This third dev snapshot features a lot of improvements to C# and rendering.</div></article></a><a href=/article/godotcon-2023-call-participation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2023-we-need-you.webp) href=/article/godotcon-2023-call-participation/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/julian.webp alt="Julian Murgia" loading=lazy>
<span class=by>Julian Murgia </span><span class=date>&nbsp;-&nbsp;10 August 2023</span></div><h3>Godot Conference 2023: Call for Participations</h3><p class=excerpt>Looking to share your expertise through a talk or workshop? Join us and make this an event to remember!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/4/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 August 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 3</h3><p class=excerpt>One month into the release cycle for Godot 4.2, things are well under way. This third dev snapshot features a lot of improvements to C# and rendering.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/4/>← Previous</a>
<a title="Godot Engine - Blog - Page 3" href=https://godotengine.org/blog/3/>3</a>
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<a title="Godot Engine - Blog - Page 8" href=https://godotengine.org/blog/8/>8</a>
<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/rendering-priorities-july-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-july-2023.webp) href=/article/rendering-priorities-july-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/godotcon-2023-call-participation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2023-we-need-you.webp) href=/article/godotcon-2023-call-participation/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/julian.webp alt="Julian Murgia" loading=lazy>
<span class=by>Julian Murgia </span><span class=date>&nbsp;-&nbsp;10 August 2023</span></div><h3>Godot Conference 2023: Call for Participations</h3><p class=excerpt>Looking to share your expertise through a talk or workshop? Join us and make this an event to remember!</div></article></a><a href=/article/rendering-priorities-july-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-july-2023.webp) href=/article/rendering-priorities-july-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp; 9 August 2023</span></div><h3>Godot Rendering Priorities: July 2023</h3><p class=excerpt>The Godot rendering team continues to focus on stability, performance and usability</div></article></a><a href=/article/maintenance-release-godot-4-0-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-4.webp) href=/article/maintenance-release-godot-4-0-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 3 August 2023</span></div><h3>Maintenance release: Godot 4.0.4</h3><p class=excerpt>A fresh pack of stability and documentation improvements for teams still using Godot 4.0 is officially out!</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-2.webp) href=/article/dev-snapshot-godot-4-2-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;28 July 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 2</h3><p class=excerpt>Closing the first month of development of Godot 4.2, the second development snapshot includes both smaller improvements and bigger features.</div></article></a><a href=/article/release-candidate-godot-4-0-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-4-rc-1.webp) href=/article/release-candidate-godot-4-0-4-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;25 May 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 3</h3><p class=excerpt>The end of May means the approach of the feature freeze for Godot 4.1, and this dev snapshot aims to give you as many new features to test as possible.</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-2.jpg) href=/article/dev-snapshot-godot-3-6-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 May 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 2</h3><p class=excerpt>Another beta build for Godot 3.6, implementing important bug fixes and some new features for existing games in production.</div></article></a><a href=/article/maintenance-release-godot-4-0-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-3.jpg) href=/article/maintenance-release-godot-4-0-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;19 May 2023</span></div><h3>Maintenance release: Godot 4.0.3</h3><p class=excerpt>A fresh portion of stability improvements and bugfixes for Godot 4.0 projects, 4.0.3 covers almost every area of the engine. It also comes with a massive bump in documentation coverage thanks to the newly updated rendering docs!</div></article></a><a href=/article/release-candidate-godot-4-0-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-2.jpg) href=/article/release-candidate-godot-4-0-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 May 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 2</h3><p class=excerpt>Another round of cherry-picks for the upcoming Godot 4.0.3, fixing a few regressions reported against RC 1 and backporting more important fixes.</div></article></a><a href=/article/dev-snapshot-godot-4-1-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-2.jpg) href=/article/dev-snapshot-godot-4-1-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 May 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 2</h3><p class=excerpt>We're well into the development phase for Godot 4.1, with a little less than a month left before we move to beta. So here's a second dev snapshot to test recent changes!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/5/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 May 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 2</h3><p class=excerpt>Another round of cherry-picks for the upcoming Godot 4.0.3, fixing a few regressions reported against RC 1 and backporting more important fixes.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/5/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-1.jpg) href=/article/release-candidate-godot-4-0-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-1-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-2.jpg) href=/article/dev-snapshot-godot-4-1-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 May 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 2</h3><p class=excerpt>We're well into the development phase for Godot 4.1, with a little less than a month left before we move to beta. So here's a second dev snapshot to test recent changes!</div></article></a><a href=/article/release-candidate-godot-4-0-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-1.jpg) href=/article/release-candidate-godot-4-0-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;27 April 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 1</h3><p class=excerpt>More improvements come to the stable version of Godot 4 with the 4.0.3 patch release. Here's the first release candidate to test the changes before they go live.</div></article></a><a href=/article/godot-showcase-cassette-beasts/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/cassette-beasts.webp) href=/article/godot-showcase-cassette-beasts/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;26 April 2023</span></div><h3>Godot Showcase - Cassette Beasts</h3><p class=excerpt>We interviewed Jay and Tom from Bytten Studio about Cassette Beasts.</div></article></a><a href=/article/dev-snapshot-godot-4-1-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-1.jpg) href=/article/dev-snapshot-godot-4-1-dev-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;21 April 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 1</h3><p class=excerpt>Here be dragons! First development snapshot for the upcoming Godot Engine 4.1 is available to early adopters and adventurous types.</div></article></a><a href=/article/release-management-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-management-4-1.jpg) href=/article/release-management-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 5</h3><p class=excerpt>Three RCs in a row! Yesterday's build introduced a GDScript regression, so here's a new release candidate to fix that.</div></article></a><a href=/article/release-candidate-godot-4-0-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-4.jpg) href=/article/release-candidate-godot-4-0-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 4</h3><p class=excerpt>As the stable release is imminent, release candidates become more frequent to validate the last minutes fixes we had to make.</div></article></a><a href=/article/multiplayer-in-godot-4-0-scene-replication/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/multiplayer-in-godot-4-0-scene-replication.jpg) href=/article/multiplayer-in-godot-4-0-scene-replication/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;23 February 2023</span></div><h3>Multiplayer in Godot 4.0: Scene Replication</h3><p class=excerpt>Create multiplayer games in an instance (pun intended) with the new MultiplayerSpawner and MultiplayerSynchronizer nodes. Check out the key concepts, and get started with a quick tutorial on how to make a simple game using Godot multiplayer features!</div></article></a><a href=/article/release-candidate-godot-4-0-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-3.jpg) href=/article/release-candidate-godot-4-0-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 3</h3><p class=excerpt>We're almost ready to release Godot 4.0! Barring any last minute critical regression, this RC should reflect what the 4.0-stable release will be.</div></article></a><a href=/article/release-candidate-godot-4-0-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-2.jpg) href=/article/release-candidate-godot-4-0-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 2</h3><p class=excerpt>Tightening a few bolts here and there, Godot 4.0 RC 2 brings us one step closer to the stable release. We're now counting in days!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 3</h3><p class=excerpt>We're almost ready to release Godot 4.0! Barring any last minute critical regression, this RC should reflect what the 4.0-stable release will be.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
<a title="Godot Engine - Blog - Page 5" href=https://godotengine.org/blog/5/>5</a>
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<a title="Godot Engine - Blog - Page 10" href=https://godotengine.org/blog/10/>10</a>
<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-1.jpg) href=/article/release-candidate-godot-4-0-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-2.jpg) href=/article/release-candidate-godot-4-0-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 2</h3><p class=excerpt>Tightening a few bolts here and there, Godot 4.0 RC 2 brings us one step closer to the stable release. We're now counting in days!</div></article></a><a href=/article/release-candidate-godot-4-0-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-1.jpg) href=/article/release-candidate-godot-4-0-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 8 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 1</h3><p class=excerpt>The wait is almost over! With Godot 4.0 coming close to stable, we finalize our efforts to fix the remaining critical issues and add the last coat of polish with the first Release Candidate.</div></article></a><a href=/article/android_godot_editor_play_store_beta_release/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/android-godot-editor-play-store-beta-release-cover.png) href=/article/android_godot_editor_play_store_beta_release/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/fredia.jpg alt="Fredia Huya-Kouadio" loading=lazy>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp; 7 February 2023</span></div><h3>Godot Editor (Beta) arrives to the Play Store</h3><p class=excerpt>Godot Engine arrives to the Google Play Store with an official beta release of the Godot Editor for Android! With the UI adjusted to work better on a tiny screen, you can try your hand at making games on the go.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-17/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-17.jpg) href=/article/dev-snapshot-godot-4-0-beta-17/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 February 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 17</h3><p class=excerpt>We're now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can. This beta adds audio blending in AnimationTree, fixes GDScript typed arrays, and refactors high quality texture import to enable ASTC support.</div></article></a><a href=/article/godot-xr-progress-update-jan-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-xr-progress-update-jan-2023.jpg) href=/article/godot-xr-progress-update-jan-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 7</h3><p class=excerpt>Another weekly beta snapshot on the road to Godot 4.0! Includes Android GLES3 support, Z index and Y sort are now available in Controls, and both C# and GDScript got a ton of fixes.</div></article></a><a href=/article/release-management-4-0-and-beyond/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/638/55e/dad/63855edad2371754303509.png) href=/article/release-management-4-0-and-beyond/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;29 November 2022</span></div><h3>Release Management: 4.0 and beyond</h3><p class=excerpt>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.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/e52/f4e/637e52f4ea8c3720079853.jpg) href=/article/dev-snapshot-godot-4-0-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 6</h3><p class=excerpt>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 GDScript, as well as other nice goodies!</div></article></a><a href=/article/godot-at-gdc-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/7ba/bc4/6377babc4a7b4211213425.png) href=/article/godot-at-gdc-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;21 November 2022</span></div><h3>See you in San Francisco!</h3><p class=excerpt>We are excited to announce that the Godot Engine will attend the 2023 Game Developers Conference (March 20-24).</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/517/5b5/6375175b5be6f234103652.jpg) href=/article/dev-snapshot-godot-4-0-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 5</h3><p class=excerpt>Another beta release on the way to Godot 4.0, with a lot of interesting changes! Undo/redo history dock, many GDScript bugs fixed with inner classes, SVG support in OpenType fonts, a lot of rendering fixes and new OpenGL3 features, and a first very early usable version of the Web editor!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/7/>← Previous</a>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;21 November 2022</span></div><h3>See you in San Francisco!</h3><p class=excerpt>We are excited to announce that the Godot Engine will attend the 2023 Game Developers Conference (March 20-24).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/7/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/10/>Next →</a></div><div class=posts><a href=/article/movie-maker-mode-arrives-in-godot-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/942/fed/636942feda67c584924051.png) href=/article/movie-maker-mode-arrives-in-godot-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/10/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/517/5b5/6375175b5be6f234103652.jpg) href=/article/dev-snapshot-godot-4-0-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 5</h3><p class=excerpt>Another beta release on the way to Godot 4.0, with a lot of interesting changes! Undo/redo history dock, many GDScript bugs fixed with inner classes, SVG support in OpenType fonts, a lot of rendering fixes and new OpenGL3 features, and a first very early usable version of the Web editor!</div></article></a><a href=/article/movie-maker-mode-arrives-in-godot-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/942/fed/636942feda67c584924051.png) href=/article/movie-maker-mode-arrives-in-godot-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;14 November 2022</span></div><h3>Movie Maker mode arrives in Godot 4.0</h3><p class=excerpt>With the addition of non-real-time video recording, Godot opens itself to new use cases such as architecture visualization and cutscene rendering.</div></article></a><a href=/article/animation-retargeting-in-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/2a3/36e/6362a336e23be482773873.png) href=/article/animation-retargeting-in-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/tokage.png alt="Silc Renew" loading=lazy>
<span class=by>Silc Renew </span><span class=date>&nbsp;-&nbsp; 7 November 2022</span></div><h3>Animation Retargeting in Godot 4.0</h3><p class=excerpt>Godot 4.0 comes with an animation retargeting system to allow for easy sharing of animations between similar models.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/537/ac4/636537ac48c8e789384743.jpg) href=/article/dev-snapshot-godot-4-0-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 4</h3><p class=excerpt>We're now at 4.0 beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. It adds less new features than previous beta snapshots did, but instead has more focus on bugfixing and stabilization, which should make it a much nicer experience than previous betas.</div></article></a><a href=/article/godots-graduation-godot-moves-to-a-new-foundation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/176/88b/63617688b5cec969138693.png) href=/article/godots-graduation-godot-moves-to-a-new-foundation/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 August 2022</span></div><h3>Maintenance release: Godot 3.4.5</h3><p class=excerpt>Maintenance release to provide a handful of bug fixes to users of the current 3.4 stable branch. Notable changes: Android target API 31, thirdparty library updates, ignore unexpected S3TC support on Android for GLES3.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-13/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/2d8/d50/62e2d8d50baa2930461492.png) href=/article/dev-snapshot-godot-4-0-alpha-13/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 July 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 13</h3><p class=excerpt>We just announced that we'll enter feature freeze next week to focus on stabilizing the existing functionality in Godot 4.0 and prepare the first beta release. But until then we'll keep having alpha releases to test new features and fixes, so here goes 4.0 alpha 13!</div></article></a><a href=/article/godot-4-0-development-enters-feature-freeze/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/270/9fc/62e2709fc2b4a078799068.png) href=/article/godot-4-0-development-enters-feature-freeze/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;28 July 2022</span></div><h3>Godot 4.0 development enters feature freeze ahead of the first beta</h3><p class=excerpt>We're determined to deliver a stable release of Godot 4.0 as soon as possible. To achieve this, we are going to enter the feature freeze phase (beta) for Godot 4.0, to shift our focus towards stabilizing the existing functionality and fixing bugs.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/27e/c1a/62e27ec1a7b70942257259.jpg) href=/article/release-candidate-godot-3-5-rc-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 8</h3><p class=excerpt>The 3.5-stable release is just around the corner! We fixed a few more regressions for Android scoped storage and UWP accumulated input, so another Release Candidate is needed to validate those finishing touches.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/a9c/ae7/62da9cae740e1718795386.jpg) href=/article/release-candidate-godot-3-5-rc-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 7</h3><p class=excerpt>Yet another Release Candidate for the upcoming 3.5 release, to validate a handful of regression fixes, notably for mobile devices (iOS input, Android I/O, Android S3TC compression support).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 8</h3><p class=excerpt>The 3.5-stable release is just around the corner! We fixed a few more regressions for Android scoped storage and UWP accumulated input, so another Release Candidate is needed to validate those finishing touches.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><a href=/article/godotfest-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotfest-2025.webp) href=/article/godotfest-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="GodotFest Team" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-5-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp) href=/article/dev-snapshot-godot-4-5-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;18 June 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 1</h3><p class=excerpt>Godot 4.5 has entered beta and is now feature-complete!</div></article></a><a href=/article/godotfest-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotfest-2025.webp) href=/article/godotfest-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="GodotFest Team" loading=lazy>
<span class=by>GodotFest Team </span><span class=date>&nbsp;-&nbsp;17 June 2025</span></div><h3>A new convention to look forward to: GodotFest - Save the Date!</h3><p class=excerpt>Introducing the second annual Godot convention: GodotFest 25 - GodotCon Europe!</div></article></a><a href=/article/upcoming-serious-web-performance-boost/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/upcoming-serious-web-performance-boost.webp) href=/article/upcoming-serious-web-performance-boost/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/adamscott.webp alt="Adam Scott" loading=lazy>
<span class=by>Adam Scott </span><span class=date>&nbsp;-&nbsp; 5 June 2025</span></div><h3>Upcoming (serious) Web performance boost</h3><p class=excerpt>Compiling the Godot Engine with WASM SIMD support truly is a game changer.</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-5.webp) href=/article/dev-snapshot-godot-4-5-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp; 2 June 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 5</h3><p class=excerpt>The cool chill of the feature freeze approaches…</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-4.webp) href=/article/dev-snapshot-godot-4-5-dev-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;17 February 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 4</h3><p class=excerpt>The 4.4 beta phase nears its end!</div></article></a><a href=/article/dev-snapshot-godot-4-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-beta-3.webp) href=/article/dev-snapshot-godot-4-4-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp; 7 February 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 3</h3><p class=excerpt>Picking up the pace!</div></article></a><a href=/article/dev-snapshot-godot-4-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-beta-2.webp) href=/article/dev-snapshot-godot-4-4-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;30 January 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 2</h3><p class=excerpt>The bugs don't stand a chance!</div></article></a><a href=/article/2024-cherry-picks/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/2024-cherry-picks/2024-cherry-picks.webp) href=/article/2024-cherry-picks/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp;28 January 2025</span></div><h3>2024 Cherry-picks</h3><p class=excerpt>Over the course of 2024, the Godot project has amassed more new features and community highlights than any one person can keep track of. To ensure you did not miss anything essential, we have selected a few memorable moments and key updates to revisit together.</div></article></a><a href=/article/godotcon-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-boston-2025.webp?1) href=/article/godotcon-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;21 January 2025</span></div><h3>Our first GodotCon in the US - Save the date!</h3><p class=excerpt>Want to join? Boston 5th - 7th of May. Call for speakers and sponsors open!</div></article></a></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
<span class=by>Nat </span><span class=date>&nbsp;-&nbsp;28 January 2025</span></div><h3>2024 Cherry-picks</h3><p class=excerpt>Over the course of 2024, the Godot project has amassed more new features and community highlights than any one person can keep track of. To ensure you did not miss anything essential, we have selected a few memorable moments and key updates to revisit together.</div></article></a></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
<a title="Godot Engine - Blog - Page 2" href=https://godotengine.org/blog/2/>2</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/11/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-1-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c4/b93/a45/5c4b93a45047f384045358.png) href=/article/dev-snapshot-godot-3-1-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/11/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-1-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/086/93b/5c608693b2c0c600326798.jpg) href=/article/dev-snapshot-godot-3-1-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 4</h3><p class=excerpt>The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and GodotCon. Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. We're quite close to being ready for a first release candidate.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c4/b93/a45/5c4b93a45047f384045358.png) href=/article/dev-snapshot-godot-3-1-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 3</h3><p class=excerpt>We've been hard at work fixing bugs since the Godot 3.1 beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 to be like. We've reviewed the many bug reports filed in the 3.1 milestone over the last few weeks, and many of them have been resolved, or postponed to the next milestone when they were not critical. The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c4/0b8/f02/5c40b8f021bd5327148897.jpg) href=/article/dev-snapshot-godot-3-1-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 2</h3><p class=excerpt>We're making good progress on fixing the most critical bugs for Godot 3.1, and it's now time for another beta build for testers to work with. This brings us one step closer to the final release, with notably many crashes fixed. A major performance regression in the GLES2 backend has also been fixed.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/3a6/698/5c33a66988e9b192770083.jpg) href=/article/dev-snapshot-godot-3-1-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 1</h3><p class=excerpt>We're now entering the beta phase for Godot 3.1, and the release freeze, which means that only major bug fixes will now be merged in the master branch until 3.1 is released. This first development snapshot, 3.1 beta 1, brings a week's worth of bug fixes and enhancements merged in the master branch since the alpha 5 release.</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c2/cbd/8e3/5c2cbd8e3bcdd214188243.png) href=/article/dev-snapshot-godot-3-1-alpha-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 December 2017</span></div><h3>Dev snapshot: Godot 3.0 beta 2</h3><p class=excerpt>After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!</div></article></a><a href=/article/dev-snapshot-godot-3-0-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/01a/2d7/5a201a2d7a27e423350304.jpg) href=/article/dev-snapshot-godot-3-0-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 November 2017</span></div><h3>Dev snapshot: Godot 3.0 beta 1</h3><p class=excerpt>Godot 3.0's development official entered the beta stage last week, which coincides for us with what we name the feature freeze: from now on, no new features will be merged in the master branch, as the focus will be fully on fixing existing issues to stabilize the current feature set. To get broader testing of the feature-frozen branch, we're releasing an official build, Godot 3.0 beta 1, just one month after the previous alpha 2.</div></article></a><a href=/article/dev-snapshot-godot-3-0-alpha-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59f/8c3/c91/59f8c3c91a87f065753289.png) href=/article/dev-snapshot-godot-3-0-alpha-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;31 October 2017</span></div><h3>Dev snapshot: Godot 3.0 alpha 2</h3><p class=excerpt>One step closer to the release of Godot 3.0! With this alpha 2 development snapshot, Godot users will be able to preview the upcoming C# support and continue testing the advanced 3D features introduced in Godot 3.0. This snapshot is of course expected to be buggy and unstable, so please be aware that it does not reflect the final state of what Godot 3.0 will be like.</div></article></a><a href=/article/dev-snapshot-godot-3-0-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/597/8e2/fc4/5978e2fc4ffb4676085667.jpg) href=/article/dev-snapshot-godot-3-0-alpha-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 July 2017</span></div><h3>Dev snapshot: Godot 3.0 alpha1</h3><p class=excerpt>There is still a long way to go to finalize Godot 3.0 and release it publicly, but we are now ready for some broader testing of the alpha version. The first alpha build comes with many known issues, but also a lot of interesting (and undocumented) features to experiment with and debug.</div></article></a><a href=/article/tests-needed-godot-2-1-4-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/ffc/f90/594ffcf90df4b624442486.jpg) href=/article/tests-needed-godot-2-1-4-beta/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 June 2017</span></div><h3>Tests needed for Godot 2.1.4-rc</h3><p class=excerpt>Today's beta build for the upcoming Godot 2.1.4 version brings two months worth of development, including both bug fixes and new features, some of which potentially bolder than usual - with the long wait for Godot 3.0, many 2.1.x users grow restless and push to get the latest and shiniest included in the stable branch ;) As such, testers needed to make sure everything works flawlessly!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/9/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 July 2017</span></div><h3>Dev snapshot: Godot 3.0 alpha1</h3><p class=excerpt>There is still a long way to go to finalize Godot 3.0 and release it publicly, but we are now ready for some broader testing of the alpha version. The first alpha build comes with many known issues, but also a lot of interesting (and undocumented) features to experiment with and debug.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/9/>← Previous</a>
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<a class=active title="Blog - Pre-release - Page 11" href=https://godotengine.org/blog/pre-release/11/>11</a></div><div class=posts><a href=/article/tests-needed-godot-2-1-4-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/ffc/f90/594ffcf90df4b624442486.jpg) href=/article/tests-needed-godot-2-1-4-beta/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 June 2017</span></div><h3>Tests needed for Godot 2.1.4-rc</h3><p class=excerpt>Today's beta build for the upcoming Godot 2.1.4 version brings two months worth of development, including both bug fixes and new features, some of which potentially bolder than usual - with the long wait for Godot 3.0, many 2.1.x users grow restless and push to get the latest and shiniest included in the stable branch ;) As such, testers needed to make sure everything works flawlessly!</div></article></a><a href=/article/last-call-take-off-godot-2-1-rc2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/264/f66/57a264f6629b5388916056.jpeg) href=/article/last-call-take-off-godot-2-1-rc2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 August 2016</span></div><h3>Last call before take-off: Godot 2.1 RC2</h3><p class=excerpt>The 2.1-stable release is imminent, so to make sure everything will work as expected, here's a new release candidate with its load of bugfixing and small enhancements.</div></article></a><a href=/article/godot-2-1-rc1-out/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/949/5ee/62e9495eee18d883052090.jpg) href=/article/godot-2-1-rc1-out/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 July 2016</span></div><h3>Godot 2.1 RC1 is out!</h3><p class=excerpt>Our first Release Candidate for Godot 2.1 is here! If you don't find enough bugs, this will be our final candidate, so better get testing!</div></article></a><a href=/article/godot-2-1-reaches-beta-ready-for-testing/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/578/568/145/5785681454bd4264168994.png) href=/article/godot-2-1-reaches-beta-ready-for-testing/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;12 July 2016</span></div><h3>Godot 2.1 reaches beta, ready for testing!</h3><p class=excerpt>After 5 months of development and more than 1,600 commits, we are pretty happy with the state of the upcoming 2.1 version, and therefore release a beta for the community to test and give feedback upon! This new releases had again an important focus on usability, making Godot a very convenient and pleasing engine to use!</div></article></a><a href=/article/godot-2-0-rc1-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c83/5a6/56bc835a68672307835902.jpg) href=/article/godot-2-0-rc1-released/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>

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<a class=pagination-next href=https://godotengine.org/blog/pre-release/3/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-1.webp) href=/article/release-candidate-godot-4-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/3/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-2.webp) href=/article/release-candidate-godot-4-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 2</h3><p class=excerpt>After a week in the Release Candidate stage, we have squashed most bugs we were still tracking for 4.3, and are ready for a second candidate.</div></article></a><a href=/article/release-candidate-godot-4-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-1.webp) href=/article/release-candidate-godot-4-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 July 2024</span></div><h3>Release candidate: Godot 4.3 RC 1</h3><p class=excerpt>We are cautiously optimistic that Godot 4.3 is ready for release, please test it and let us know if we are right!</div></article></a><a href=/article/dev-snapshot-godot-4-3-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-beta-3.webp) href=/article/dev-snapshot-godot-4-3-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 July 2024</span></div><h3>Dev snapshot: Godot 4.3 beta 3</h3><p class=excerpt>We are nearing the end of the beta phase for Godot 4.3, which is shaping up to be a very solid release, solving a lot of pain points.</div></article></a><a href=/article/release-candidate-godot-3-6-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-3-6-rc-1.webp) href=/article/release-candidate-godot-3-6-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lawnjelly.webp alt=lawnjelly loading=lazy>
<span class=by>lawnjelly </span><span class=date>&nbsp;-&nbsp; 9 July 2024</span></div><h3>Release candidate: Godot 3.6 RC 1</h3><p class=excerpt>We are now at the Release Candidate stage, finalizing everything so that we can release 3.6-stable for all users.</div></article></a><a href=/article/dev-snapshot-godot-4-3-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-beta-2.webp) href=/article/dev-snapshot-godot-4-3-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 November 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 6</h3><p class=excerpt>We're almost ready for a release candidate! This 6th beta fixes a number of regressions via some relatively core changes which will need thorough testing.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-5.webp) href=/article/dev-snapshot-godot-4-2-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 7 November 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 5</h3><p class=excerpt>More critical fixes are coming your way on the road to Godot 4.2 stable, including smoother transition for 3D projects made in 4.1.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-4.webp) href=/article/dev-snapshot-godot-4-2-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;31 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 4</h3><p class=excerpt>We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release.</div></article></a><a href=/article/release-candidate-godot-4-1-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-3-rc-1.webp) href=/article/release-candidate-godot-4-1-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;27 October 2023</span></div><h3>Release candidate: Godot 4.1.3 RC 1</h3><p class=excerpt>Another batch of fixes and stability improvements for Godot 4.1 users is ready to be tested. Of note, this release addresses a number of rendering and GUI issues, and improves class documentation.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-3.webp) href=/article/dev-snapshot-godot-4-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 3</h3><p class=excerpt>We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/>← Previous</a>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;27 October 2023</span></div><h3>Release candidate: Godot 4.1.3 RC 1</h3><p class=excerpt>Another batch of fixes and stability improvements for Godot 4.1 users is ready to be tested. Of note, this release addresses a number of rendering and GUI issues, and improves class documentation.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/4/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-2.webp) href=/article/dev-snapshot-godot-4-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/4/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-3.webp) href=/article/dev-snapshot-godot-4-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 3</h3><p class=excerpt>We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-2.webp) href=/article/dev-snapshot-godot-4-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 2</h3><p class=excerpt>After last week's 4.2 beta 1 release, we introduced fixes for a number of bugs reported by the community, which are now ready to test in beta 2.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-1.webp) href=/article/dev-snapshot-godot-4-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;12 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 1</h3><p class=excerpt>With all planned major and minor features implemented, Godot 4.2 is ready for beta testing!</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-6.webp) href=/article/dev-snapshot-godot-4-2-dev-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 October 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 6</h3><p class=excerpt>Final 4.2 dev snapshot before we enter the beta phase, and it's absolutely feature-packed!</div></article></a><a href=/article/release-candidate-godot-4-1-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-2-rc-1.webp) href=/article/release-candidate-godot-4-1-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 1 June 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 4</h3><p class=excerpt>This snapshot signifies that Godot 4.1 is now in feature freeze and will only receive bug fixes going forward. Enjoy this final package of new features and enhancements and give them a good shake!</div></article></a><a href=/article/dev-snapshot-godot-4-1-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-3.jpg) href=/article/dev-snapshot-godot-4-1-dev-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;25 May 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 3</h3><p class=excerpt>The end of May means the approach of the feature freeze for Godot 4.1, and this dev snapshot aims to give you as many new features to test as possible.</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-2.jpg) href=/article/dev-snapshot-godot-3-6-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 May 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 2</h3><p class=excerpt>Another beta build for Godot 3.6, implementing important bug fixes and some new features for existing games in production.</div></article></a><a href=/article/release-candidate-godot-4-0-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-2.jpg) href=/article/release-candidate-godot-4-0-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 May 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 2</h3><p class=excerpt>Another round of cherry-picks for the upcoming Godot 4.0.3, fixing a few regressions reported against RC 1 and backporting more important fixes.</div></article></a><a href=/article/dev-snapshot-godot-4-1-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-2.jpg) href=/article/dev-snapshot-godot-4-1-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 May 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 2</h3><p class=excerpt>We're well into the development phase for Godot 4.1, with a little less than a month left before we move to beta. So here's a second dev snapshot to test recent changes!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/2/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 May 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 2</h3><p class=excerpt>Another round of cherry-picks for the upcoming Godot 4.0.3, fixing a few regressions reported against RC 1 and backporting more important fixes.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/2/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/5/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-1.jpg) href=/article/release-candidate-godot-4-0-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/5/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-1-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-2.jpg) href=/article/dev-snapshot-godot-4-1-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 May 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 2</h3><p class=excerpt>We're well into the development phase for Godot 4.1, with a little less than a month left before we move to beta. So here's a second dev snapshot to test recent changes!</div></article></a><a href=/article/release-candidate-godot-4-0-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-1.jpg) href=/article/release-candidate-godot-4-0-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;27 April 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 1</h3><p class=excerpt>More improvements come to the stable version of Godot 4 with the 4.0.3 patch release. Here's the first release candidate to test the changes before they go live.</div></article></a><a href=/article/dev-snapshot-godot-4-1-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-1.jpg) href=/article/dev-snapshot-godot-4-1-dev-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;21 April 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 1</h3><p class=excerpt>Here be dragons! First development snapshot for the upcoming Godot Engine 4.1 is available to early adopters and adventurous types.</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-1.jpg) href=/article/dev-snapshot-godot-3-6-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 April 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 1</h3><p class=excerpt>It's time to start testing the next feature release of Godot 3, packed with over 500 fixes and enhancements which don't require any compatibility breaking changes!</div></article></a><a href=/article/release-candidate-godot-4-0-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-2-rc-1.jpg) href=/article/release-candidate-godot-4-0-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 January 2023</span></div><h3>Release candidate: Godot 3.5.2 RC 2</h3><p class=excerpt>While all contributors are on the deck working to finalize the Godot 4.0 release, some of us are still backporting important bugfixes to the current stable branch, Godot 3.5. We're getting ready to release 3.5.2, now with a second Release Candidate available for testing.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63b/d87/318/63bd873180f42194998123.jpg) href=/article/dev-snapshot-godot-4-0-beta-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 11</h3><p class=excerpt>First snapshot of the year, Godot 4.0 beta 11! We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we'll aim to fix for beta 12 next week.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/5cb/0f4/63a5cb0f48e88945485049.jpg) href=/article/dev-snapshot-godot-4-0-beta-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 10</h3><p class=excerpt>Happy holidays! After 3 months of frequent beta builds, we're taking a short break for the end of the year - and we leave you with 4.0 beta 10, with notable improvements to Animation, Navigation, Rendering, GDScript... a well-rounded snapshot for the holidays!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/070/ed6/63a070ed63208559579129.jpg) href=/article/dev-snapshot-godot-4-0-beta-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 9</h3><p class=excerpt>Another weekly beta snapshot for Godot 4.0! Notable changes: String/StringName unification, out of order member resolution in GDScript, OpenGL 3 renderer selectable in the Project Manager, and with improved performance and compatibility on lower end devices.</div></article></a><a href=/article/release-candidate-godot-3-5-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/639/ae1/461/639ae14617279697513369.jpg) href=/article/release-candidate-godot-3-5-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2022</span></div><h3>Release candidate: Godot 3.5.2 RC 1</h3><p class=excerpt>While all contributors are busy finalizing Godot 4.0 for a stable release in the near future, we're still updating the current stable 3.5 branch with relevant bugfixes. This is the first Release Candidate for an upcoming 3.5.2 maintenance release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/3/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 9</h3><p class=excerpt>Another weekly beta snapshot for Godot 4.0! Notable changes: String/StringName unification, out of order member resolution in GDScript, OpenGL 3 renderer selectable in the Project Manager, and with improved performance and compatibility on lower end devices.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/3/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/6/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-beta-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/639/34f/741/63934f741900a568331508.jpg) href=/article/dev-snapshot-godot-4-0-beta-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/6/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-5-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/639/ae1/461/639ae14617279697513369.jpg) href=/article/release-candidate-godot-3-5-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2022</span></div><h3>Release candidate: Godot 3.5.2 RC 1</h3><p class=excerpt>While all contributors are busy finalizing Godot 4.0 for a stable release in the near future, we're still updating the current stable 3.5 branch with relevant bugfixes. This is the first Release Candidate for an upcoming 3.5.2 maintenance release.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/639/34f/741/63934f741900a568331508.jpg) href=/article/dev-snapshot-godot-4-0-beta-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 9 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 8</h3><p class=excerpt>Another weekly beta snapshot for Godot 4.0! And on a Friday, because that's the best day for releasing software!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/638/8d9/a60/6388d9a60ac95864295672.jpg) href=/article/dev-snapshot-godot-4-0-beta-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 7</h3><p class=excerpt>Another weekly beta snapshot on the road to Godot 4.0! Includes Android GLES3 support, Z index and Y sort are now available in Controls, and both C# and GDScript got a ton of fixes.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/e52/f4e/637e52f4ea8c3720079853.jpg) href=/article/dev-snapshot-godot-4-0-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 6</h3><p class=excerpt>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 GDScript, as well as other nice goodies!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/517/5b5/6375175b5be6f234103652.jpg) href=/article/dev-snapshot-godot-4-0-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 6</h3><p class=excerpt>Another RC build for Godot 3.5, further improving various areas and default settings to ensure a great experience for current and future 3.5 users.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/ef3/600/62bef360098e2733276874.jpg) href=/article/dev-snapshot-godot-4-0-alpha-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 July 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 11</h3><p class=excerpt>Another alpha snapshot from the development branch, this time with 4.0 alpha 11! Noteworthy changes: exporting Node pointers as NodePaths, Movie Maker run mode, fixed release builds, AnimationTree advance expressions.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/9c8/732/62b9c87325b88411816934.jpg) href=/article/release-candidate-godot-3-5-rc-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 5</h3><p class=excerpt>Another release candidate for Godot 3.5, with another couple late but quite important changes for Android: full scoped storage support, and support for NDK r23. And another set of important bug fixes for rendering, navigation, and more!</div></article></a><a href=/article/release-candidate-godot-3-5-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/c71/8fb/62ac718fb81bf021665504.jpg) href=/article/release-candidate-godot-3-5-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 4</h3><p class=excerpt>Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/9e1/79b/62a9e179b77cb823642349.jpg) href=/article/dev-snapshot-godot-4-0-alpha-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 June 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 10</h3><p class=excerpt>Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the Godot 4.0 API.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/4/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 4</h3><p class=excerpt>Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/4/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/7/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-alpha-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/629/89b/e37/62989be37c03a908985630.jpg) href=/article/dev-snapshot-godot-4-0-alpha-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/7/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-alpha-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/9e1/79b/62a9e179b77cb823642349.jpg) href=/article/dev-snapshot-godot-4-0-alpha-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 June 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 10</h3><p class=excerpt>Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the Godot 4.0 API.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/629/89b/e37/62989be37c03a908985630.jpg) href=/article/dev-snapshot-godot-4-0-alpha-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 June 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 9</h3><p class=excerpt>New alpha build for Godot 4.0, fresh from the Godot Sprint in Barcelona where some core contributors are finally meeting IRL. Lots of editor, core and rendering improvements with an early version of the OpenGL 3D renderer!</div></article></a><a href=/article/release-candidate-godot-3-5-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/629/774/035/629774035d259629688644.jpg) href=/article/release-candidate-godot-3-5-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 3</h3><p class=excerpt>A new Release Candidate for Godot 3.5, fixing a handful of issues to get us even closer to the stable release. Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2.</div></article></a><a href=/article/release-candidate-3-5-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/cb6/800/628cb6800fa5e986276178.jpg) href=/article/release-candidate-3-5-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 May 2022</span></div><h3>Release candidate: Godot 3.5 RC 2</h3><p class=excerpt>Another release candidate for Godot 3.5, exceptionally with a couple new features backported from 4.0 (Label3D and TextMesh), and some important regression fixes (Bullet KinematicBody collisions, Windows build crash).</div></article></a><a href=/article/release-candidate-godot-3-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/507/eb3/628507eb330fc678674016.jpg) href=/article/release-candidate-godot-3-5-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -33,8 +34,7 @@
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 January 2022</span></div><h3>Major milestone ready for testing: Godot 4.0 alpha 1 is out!</h3><p class=excerpt>We are finally ready to release Godot 4.0 alpha 1 — a major milestone on the way to the stable release of Godot 4.0 and all future 4.x releases. As expected of any alpha software, it is still rough on the edges and not intended for use in production, but instead of early testers to find and report bugs, and provide us with feedback on the new features and how to improve them.</div></article></a><a href=/article/dev-snapshot-godot-3-5-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61e/04e/00d/61e04e00d599a636911489.jpg) href=/article/dev-snapshot-godot-3-5-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 January 2022</span></div><h3>Dev snapshot: Godot 3.5 beta 1</h3><p class=excerpt>We're getting ready for Godot 3.5, with some of the major highlights already merged and ready to test: asynchronous shader compilation and caching, new NavigationServer with obstacle avoidance, improved in-editor VCS integration, and more!</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/9cc/311/61b9cc311bc89101425616.jpg) href=/article/release-candidate-godot-3-4-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 3</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/084/812/61b084812e344703227170.jpg) href=/article/release-candidate-godot-3-4-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 2</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61a/0ed/116/61a0ed1162434271575060.jpg) href=/article/release-candidate-godot-3-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 November 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 1</h3><p class=excerpt>Godot 3.4 was released earlier this month, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/5/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 2</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/5/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/8/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-4-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/1af/057/6181af057be31908593743.jpg) href=/article/release-candidate-godot-3-4-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/8/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61a/0ed/116/61a0ed1162434271575060.jpg) href=/article/release-candidate-godot-3-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 November 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 1</h3><p class=excerpt>Godot 3.4 was released earlier this month, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/release-candidate-godot-3-4-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/1af/057/6181af057be31908593743.jpg) href=/article/release-candidate-godot-3-4-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 November 2021</span></div><h3>Release candidate: Godot 3.4 RC 3</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this third Release Candidate, we have frozen feature development and are nearly ready to release the stable version.</div></article></a><a href=/article/release-candidate-godot-3-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/913/881/617913881aa25087367439.jpg) href=/article/release-candidate-godot-3-4-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 October 2021</span></div><h3>Release candidate: Godot 3.4 RC 2</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this second Release Candidate, we have frozen feature development and are nearly ready to release the stable version.</div></article></a><a href=/article/release-candidate-godot-3-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/616/e85/0d7/616e850d7ecf5684336903.jpg) href=/article/release-candidate-godot-3-4-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 October 2021</span></div><h3>Release candidate: Godot 3.4 RC 1</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this first Release Candidate, we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches).</div></article></a><a href=/article/dev-snapshot-godot-3-4-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/db4/6c2/615db46c275e9053218403.jpg) href=/article/dev-snapshot-godot-3-4-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -33,8 +34,7 @@
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 February 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 3</h3><p class=excerpt>Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the second Release Candidate. A few late features have also been included because they were too good to keep waiting (such as improved Inspector subresource editing and node copy-paste support). So it's now time for a RC 3 build to give it another round of testing before the stable release!</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/602/6b9/52a/6026b952a0592398901696.jpg) href=/article/release-candidate-godot-3-2-4-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 February 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 2</h3><p class=excerpt>Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the first Release Candidate two weeks ago. So it's now time for a RC 2 build to give it another round of testing before the stable release!</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/2b1/5cc/6012b15cc7e62358528785.jpg) href=/article/release-candidate-godot-3-2-4-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 January 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 1</h3><p class=excerpt>After 4 months of development it's time to aim for the 3.2.4 stable release to bring the numerous new features and even more important bug fixes to all Godot users. So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/305/9f5/6003059f52bb4613931642.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 January 2021</span></div><h3>Dev snapshot: Godot 3.2.4 beta 6</h3><p class=excerpt>Here's another feature-packed beta for the upcoming Godot 3.2.4 release. It adds the following main changes: new CPU lightmapper, new dynamic BVH for rendering and the GodotPhysics backends, multiple fixes to one-way collisions, iOS plugins support, and a new AspectRatioContainer Control node.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ff/6f7/246/5ff6f724691ad311133792.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 January 2021</span></div><h3>Dev snapshot: Godot 3.2.4 beta 5</h3><p class=excerpt>Another beta build on the way to Godot 3.2.4, which promises a much improved feature set for Godot 3.2 users while we wait for the 4.0 release. This beta 5 includes many bug fixes and improvements, but also new features such as WebXR support and a minimap in the graph editors!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/6/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 January 2021</span></div><h3>Dev snapshot: Godot 3.2.4 beta 6</h3><p class=excerpt>Here's another feature-packed beta for the upcoming Godot 3.2.4 release. It adds the following main changes: new CPU lightmapper, new dynamic BVH for rendering and the GodotPhysics backends, multiple fixes to one-way collisions, iOS plugins support, and a new AspectRatioContainer Control node.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/6/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/9/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-4-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/398/01a/5fd39801a2fcb799144127.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/9/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-4-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ff/6f7/246/5ff6f724691ad311133792.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 January 2021</span></div><h3>Dev snapshot: Godot 3.2.4 beta 5</h3><p class=excerpt>Another beta build on the way to Godot 3.2.4, which promises a much improved feature set for Godot 3.2 users while we wait for the 4.0 release. This beta 5 includes many bug fixes and improvements, but also new features such as WebXR support and a minimap in the graph editors!</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/398/01a/5fd39801a2fcb799144127.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 December 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 4</h3><p class=excerpt>Here's a new feature-packed beta build for the upcoming Godot 3.2.4: GDNative support for HTML5, MP3 support, FBX import fixes, and more!</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/0f4/eac/5fc0f4eac186e790380821.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 3</h3><p class=excerpt>This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/540/f13/5fb540f133068076528179.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 2</h3><p class=excerpt>While development keeps going at full speed towards Godot 4.0, a lot of work is also being done on the `3.2` branch for the upcoming Godot 3.2.4: better FBX, 2D transform snapping, configurable amount of lights per object, and more! And of course, lots of bug and regression fixes since the previous beta build.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/05d/220/5f905d22085b8748176138.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -34,8 +35,7 @@ This new RC 1 build should be quite stable and we hope that many Godot 3.2.x use
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 5 March 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 2</h3><p class=excerpt>Time flies and it's already close to two weeks since our first release candidate for the upcoming Godot 3.2.1, which will be a maintenance update focusing on bug fixes for Godot 3.2 users. Since RC 1, a couple regressions have been fixed, and a few additional bug fixes, documentation updates and usability enhancements have been included. We now publish Godot 3.2.1 RC 2 to validate those additional changes.</div></article></a><a href=/article/release-candidate-godot-3-2-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/10f/1c7/5e510f1c7000c476919180.jpg) href=/article/release-candidate-godot-3-2-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 February 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 1</h3><p class=excerpt>Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.</div></article></a><a href=/article/release-candidate-3-2-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/eb9/c68/5e2eb9c689958125488202.jpg) href=/article/release-candidate-3-2-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 4</h3><p class=excerpt>Last check before takeoff! This 4th release candidate should be the last one, meant to validate the current state of the `master` branch before releasing it as 3.2-stable! It's the last chance to test the new release and report any critical issue, otherwise its fix will have to wait for the 3.2.1 maintenance update in coming weeks.</div></article></a><a href=/article/release-candidate-godot-3-2-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/aac/801/5e2aac801d8f5237584690.jpg) href=/article/release-candidate-godot-3-2-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 3</h3><p class=excerpt>Third time's the charm, as they say! This third Release Candidate brings a number of bug fixes which have been contributed in the past week and are worth having in the upcoming 3.2 release. This new build should help validate them while also giving some more time to testers to find potential other regressions from Godot 3.1. The stable 3.2 release is now just around the corner :)</div></article></a><a href=/article/release-candidate-godot-3-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/578/b23/5e2578b233ae6013693652.jpg) href=/article/release-candidate-godot-3-2-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 2</h3><p class=excerpt>At long last, Godot 3.2 is nearing completion and we are happy to publish this second Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. RC 2 fixes a regression for some users with the GLES3 renderer, which preventing opening a project using the default environment due to heavy calculations for the irradience map generation.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/7/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 3</h3><p class=excerpt>Third time's the charm, as they say! This third Release Candidate brings a number of bug fixes which have been contributed in the past week and are worth having in the upcoming 3.2 release. This new build should help validate them while also giving some more time to testers to find potential other regressions from Godot 3.1. The stable 3.2 release is now just around the corner :)</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/7/>← Previous</a>
<a title="Blog - Pre-release - Page 6" href=https://godotengine.org/blog/pre-release/6/>6</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/10/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/16e/22e/5e216e22e4743255974590.jpg) href=/article/release-candidate-godot-3-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/10/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/578/b23/5e2578b233ae6013693652.jpg) href=/article/release-candidate-godot-3-2-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 2</h3><p class=excerpt>At long last, Godot 3.2 is nearing completion and we are happy to publish this second Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. RC 2 fixes a regression for some users with the GLES3 renderer, which preventing opening a project using the default environment due to heavy calculations for the irradience map generation.</div></article></a><a href=/article/release-candidate-godot-3-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/16e/22e/5e216e22e4743255974590.jpg) href=/article/release-candidate-godot-3-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 1</h3><p class=excerpt>At long last, Godot 3.2 is nearing completion and we are happy to publish this first Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. Godot 3.2 ends up being much bigger than we originally intended, but the 10 months of development amount to a major release that will be well worth upgrading to for any Godot user.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e1/9ae/32b/5e19ae32b8b87812018580.png) href=/article/dev-snapshot-godot-3-2-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 6</h3><p class=excerpt>After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 beta 6! As mentioned in the previous post, we're close to the Release Candidate stage and I hesitated to name this build as such. Since there were a number of big changes though I opted for making it another beta, and if all goes well testing it we should have a RC 1 in coming days.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/f88/cc3/5e0f88cc3ebea443218386.jpg) href=/article/dev-snapshot-godot-3-2-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 5</h3><p class=excerpt>Happy new year! After a brief holiday where contributors kept fixing many issues, we now release Godot 3.2 beta 5 to iterate upon the relatively good state that we had with the previous beta. Both the master branch and the official buildsystem are now starting to be quite reliable, and we should be ready for a release candidate soon.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5df/a07/d9c/5dfa07d9c2fd1796170879.jpg) href=/article/dev-snapshot-godot-3-2-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 8</h3><p class=excerpt>Our two previous beta builds had showstopper regressions, which have now been fixed. This beta 8 builds allows using the engine with C# again, as well as running it on older CPUs. As we release it, we are already aware of another recent regression with ETC texture import affecting GLES2 on mobile, which will be fixed in the next build.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/2a2/0bb/5c72a20bb6843627788761.jpg) href=/article/dev-snapshot-godot-3-1-beta-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;24 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 7</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 7 with close to 25 commits made since beta 6 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/ed2/f61/5c6ed2f617ed8871688013.jpg) href=/article/dev-snapshot-godot-3-1-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 6</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 6 with close to 150 commits made since beta 5 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/876/abc/5c6876abcd8f7519906691.png) href=/article/dev-snapshot-godot-3-1-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 5</h3><p class=excerpt>It's only been a few days since beta 4, but we're making very good progress on polishing the 3.1 beta, with many bugs being fixed every day. We'll soon be able to issue a Release Candidate (RC) build and from there, proceed quickly to the stable release. For now, we're still calling this one beta 5, as there are some critical bugs left that we want to fix before RC 1.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/086/93b/5c608693b2c0c600326798.jpg) href=/article/dev-snapshot-godot-3-1-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 4</h3><p class=excerpt>The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and GodotCon. Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. We're quite close to being ready for a first release candidate.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/8/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 5</h3><p class=excerpt>It's only been a few days since beta 4, but we're making very good progress on polishing the 3.1 beta, with many bugs being fixed every day. We'll soon be able to issue a Release Candidate (RC) build and from there, proceed quickly to the stable release. For now, we're still calling this one beta 5, as there are some critical bugs left that we want to fix before RC 1.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/pre-release/8/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/pre-release/2/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-5-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-5.webp) href=/article/dev-snapshot-godot-4-5-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/pre-release/2/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-5-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp) href=/article/dev-snapshot-godot-4-5-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;18 June 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 1</h3><p class=excerpt>Godot 4.5 has entered beta and is now feature-complete!</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-5.webp) href=/article/dev-snapshot-godot-4-5-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp; 2 June 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 5</h3><p class=excerpt>The cool chill of the feature freeze approaches…</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-4.webp) href=/article/dev-snapshot-godot-4-5-dev-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;13 May 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 4</h3><p class=excerpt>One post-GodotCon snapshot coming up!</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-3.webp) href=/article/dev-snapshot-godot-4-5-dev-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;25 April 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 3</h3><p class=excerpt>Access the engine like never before!</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-2.webp) href=/article/dev-snapshot-godot-4-5-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp;20 September 2024</span></div><h3>Godot Editor on the Meta Horizon Store</h3><p class=excerpt>Introducing the Godot Editor for Meta Quest (Horizon OS) devices</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-2.webp) href=/article/dev-snapshot-godot-4-4-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 September 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 2</h3><p class=excerpt>The PR harvest keeps going strongly for Godot 4.4, with massive new features such as typed dictionaries and error-less project import!</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-1.webp) href=/article/dev-snapshot-godot-4-4-dev-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;26 August 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 1</h3><p class=excerpt>The first snapshot after releasing 4.3, already packed with new features!</div></article></a><a href=/article/release-candidate-godot-4-3-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-3.webp) href=/article/release-candidate-godot-4-3-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 3</h3><p class=excerpt>With all known major regressions fixed, we are now publishing a third release candidate to confirm that 4.3 is ready to go stable.</div></article></a><a href=/article/release-candidate-godot-4-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-2.webp) href=/article/release-candidate-godot-4-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 2</h3><p class=excerpt>After a week in the Release Candidate stage, we have squashed most bugs we were still tracking for 4.3, and are ready for a second candidate.</div></article></a></div><div class="flex pagination"><a class=active title="Blog - Pre-release" href=https://godotengine.org/blog/pre-release/>1</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 3</h3><p class=excerpt>With all known major regressions fixed, we are now publishing a third release candidate to confirm that 4.3 is ready to go stable.</div></article></a></div><div class="flex pagination"><a class=active title="Blog - Pre-release" href=https://godotengine.org/blog/pre-release/>1</a>
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<a title="Blog - Pre-release - Page 3" href=https://godotengine.org/blog/pre-release/3/>3</a>
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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Download Godot Engine version 4.5 (beta1) for Linux, macOS, Windows, or Android"><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/download/archive/4.5-beta1/"><meta property="og:type" content="website"><meta property="og:description" content="Download Godot Engine version 4.5 (beta1) for Linux, macOS, Windows, or Android"><meta property="og:image" content="https://godotengine.org/assets/share-image.webp"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/download/archive/4.5-beta1/"><meta property="og:title" content="Download Godot 4.5 (beta1) Godot Engine"><title>Download Godot 4.5 (beta1) Godot Engine</title>
<link rel=alternate type=application/rss+xml title="Godot News" href=/rss.xml><link rel=alternate type=application/json title="Godot News" href=/rss.json><link rel=alternate type=application/atom+xml title="Godot News" href=/atom.xml><link rel=icon href=/assets/favicon.png sizes=any><link rel=icon href=/assets/favicon.svg type=image/svg+xml><link rel=stylesheet href=/assets/css/main.css?121><link rel=stylesheet href=/assets/css/header.css?1><link rel=stylesheet href=/assets/css/tobii.min.css><link rel=preload as=font href=/assets/fonts/Montserrat-Italic-VariableFont_wght.woff2 crossorigin><link rel=preload as=font href=/assets/fonts/Montserrat-VariableFont_wght.woff2 crossorigin><link rel=me href=https://mastodon.gamedev.place/@godotengine><input type=checkbox id=nav_toggle_cb><header class="flex column"><div class="container flex align-center"><div id=nav_head><a href=/ id=logo-link><img class=nav-logo src=/assets/logo.svg width=136 height=48 alt="Godot Engine">
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<label for=nav_toggle_cb id=nav_toggle_btn><img src=/assets/icons/hamburger.svg width=24 height=24 alt="Main menu"></label></div></div><nav id=nav><ul class=left><li><a href=/features/>Features</a><li><a href=/showcase/>Showcase</a><li><a href=/blog/>Blog</a><li><a href=/community/>Community</a><li><a href=https://godotengine.org/asset-library/asset>Assets</a></ul><ul class=right><li><a href=/download/windows/ class=set-os-download-url>Download</a><li><a href=https://docs.godotengine.org>Docs</a><li><a href=https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html>Contribute</a><li class="fund desktop"><a href=https://fund.godotengine.org><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" style="width:13px;fill:#fff;margin-right:4px;top:1px;position:relative"><path d="M47.6 300.4 228.3 469.1c7.5 7 17.4 10.9 27.7 10.9s20.2-3.9 27.7-10.9L464.4 300.4c30.4-28.3 47.6-68 47.6-109.5v-5.8c0-69.9-50.5-129.5-119.4-141C347 36.5 300.6 51.4 268 84L256 96 244 84c-32.6-32.6-79-47.5-124.6-39.9C50.5 55.6.0 115.2.0 185.1v5.8c0 41.5 17.2 81.2 47.6 109.5z"/></svg> Donate</a></ul></nav></div></header><main><link rel=stylesheet href=/assets/css/download.css?2><link rel=stylesheet href=/assets/css/download-version.css?2><style>.hero{background-image:none;padding-top:54px}.hero h1{text-shadow:none;color:var(--base-color-text-title)}.hero-blurb{color:var(--base-color-text)}.hero-version-flavor{background-color:var(--primary-color);border-radius:1e3px;color:var(--dark-color-text-title);font-size:90%;font-weight:600;padding:.35rem 1.25rem}.other-platforms-wrapper{color:var(--base-color-text)}.preview-cards{display:grid;grid-template-columns:1fr;gap:16px}</style><div class=hero><div class=hero-wrapper><h1>Download<br>Godot 4.5 <span class=hero-version-flavor>beta1</span></h1></div><div class=other-platforms><div class=other-platforms-wrapper>Looking for another version? <a href=/download/archive>Open the archive index!</a></div></div></div><div class=container><div class=padded style=padding-top:0;margin-top:32px><div class=preview-cards><div class="card base-padding preview-download"><h3 id=4.5-beta1>Godot 4.5-beta1</h3><div class=preview-download-primary><div class=preview-notes><p class=preview-download-meta><span>18 June 2025</span><div class=notes-summary><div class=notes-thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp)></div><div class=notes-excerpt>Godot 4.5 has entered beta and is now feature-complete!</div></div><div class=notes-buttons><a class="btn btn-release-notes" href=/article/dev-snapshot-godot-4-5-beta-1/ title="Read full release announcement">Read more</a>
<a class="btn btn-release-changelog" href=https://godotengine.github.io/godot-interactive-changelog/#4.5-beta1 title="View complete changelog">View changelog</a></div></div><div><h4>Supported platforms</h4><div class=download-primaries><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/android.svg title=Android alt=Android class=dark-invert>
Android</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_android_editor.apk class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><div></div><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/linux.svg title=Linux alt=Linux class=dark-invert>
Linux</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.x86_64.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_x86_64.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/macos.svg title=macOS alt=macOS class=dark-invert>
macOS</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_macos.universal.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_macos.universal.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/windows.svg title=Windows alt=Windows class=dark-invert>
Windows</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_win64.exe.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_win64.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/web.svg title="Web editor" alt="Web editor" class=dark-invert>
Web editor</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_web_editor.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><div></div><hr><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/templates.svg title="Export templates" alt="Export templates" class=dark-invert>
Export templates</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_export_templates.tpz class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_export_templates.tpz class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-mono-note>.NET builds offer support for C# as a scripting language.</div></div></div></div><div class=preview-download-toggle><h4>Show all downloads</h4></div><div class=preview-download-links><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_android_editor.apk>Android
- APK - Universal
</a></span><span class=download-details>APK download · arm64 · arm32 · x86_64 · x86_32</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_android_editor_horizonos.apk>Horizon OS
- APK - arm64
</a></span><span class=download-details>APK download · Meta Quest 3 & Pro · arm64
</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.x86_64.zip>Linux
- x86_64
</a></span><span class=download-details>x86_64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_x86_64.zip>Linux - .NET
- x86_64
</a><span class=download-details>x86_64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.x86_32.zip>Linux
- x86_32
</a></span><span class=download-details>x86_32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_x86_32.zip>Linux - .NET
- x86_32
</a><span class=download-details>x86_32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.arm64.zip>Linux
- arm64
</a></span><span class=download-details>arm64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_arm64.zip>Linux - .NET
- arm64
</a><span class=download-details>arm64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.arm32.zip>Linux
- arm32
</a></span><span class=download-details>arm32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_arm32.zip>Linux - .NET
- arm32
</a><span class=download-details>arm32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_macos.universal.zip>macOS
- Universal
</a></span><span class=download-details>arm64 (Apple Silicon) · x86_64 (Intel)</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_macos.universal.zip>macOS - .NET
- Universal
</a><span class=download-details>arm64 (Apple Silicon) · x86_64 (Intel) · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_win64.exe.zip>Windows
- x86_64
</a></span><span class=download-details>x86_64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_win64.zip>Windows - .NET
- x86_64
</a><span class=download-details>x86_64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_win32.exe.zip>Windows
- x86_32
</a></span><span class=download-details>x86_32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_win32.zip>Windows - .NET
- x86_32
</a><span class=download-details>x86_32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_windows_arm64.exe.zip>Windows
- arm64
</a></span><span class=download-details>arm64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_windows_arm64.zip>Windows - .NET
- arm64
</a><span class=download-details>arm64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_web_editor.zip>Web editor
</a></span><span class=download-details>Self-hosted · Cross-platform</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_export_templates.tpz>Export templates
</a></span><span class=download-details>Used to export your games to all supported platforms</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_export_templates.tpz>Export templates - .NET
</a><span class=download-details>Used to export your games to all supported platforms · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/godot-lib.4.5.beta1.template_release.aar>AAR library
</a></span><span class=download-details>Android plugins · Java · Kotlin</span></div></div></div></div></div></div><script src=/assets/js/download-version.js></script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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<a class="btn btn-release-changelog" href=https://godotengine.github.io/godot-interactive-changelog/#4.5-dev5 title="View complete changelog">View changelog</a></div></div><div><h4>Supported platforms</h4><div class=download-primaries><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/android.svg title=Android alt=Android class=dark-invert>
Android</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_android_editor.apk class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><div></div><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/linux.svg title=Linux alt=Linux class=dark-invert>
Linux</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_linux.x86_64.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_linux_x86_64.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/macos.svg title=macOS alt=macOS class=dark-invert>
macOS</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_macos.universal.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_macos.universal.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/windows.svg title=Windows alt=Windows class=dark-invert>
Windows</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_win64.exe.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_win64.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/web.svg title="Web editor" alt="Web editor" class=dark-invert>
Web editor</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_web_editor.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><div></div><hr><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/templates.svg title="Export templates" alt="Export templates" class=dark-invert>
Export templates</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_export_templates.tpz class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_export_templates.tpz class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-mono-note>.NET builds offer support for C# as a scripting language.</div></div></div></div><div class=preview-download-toggle><h4>Show all downloads</h4></div><div class=preview-download-links><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_android_editor.apk>Android
<label for=nav_toggle_cb id=nav_toggle_btn><img src=/assets/icons/hamburger.svg width=24 height=24 alt="Main menu"></label></div></div><nav id=nav><ul class=left><li><a href=/features/>Features</a><li><a href=/showcase/>Showcase</a><li><a href=/blog/>Blog</a><li><a href=/community/>Community</a><li><a href=https://godotengine.org/asset-library/asset>Assets</a></ul><ul class=right><li><a href=/download/windows/ class=set-os-download-url>Download</a><li><a href=https://docs.godotengine.org>Docs</a><li><a href=https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html>Contribute</a><li class="fund desktop"><a href=https://fund.godotengine.org><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" style="width:13px;fill:#fff;margin-right:4px;top:1px;position:relative"><path d="M47.6 300.4 228.3 469.1c7.5 7 17.4 10.9 27.7 10.9s20.2-3.9 27.7-10.9L464.4 300.4c30.4-28.3 47.6-68 47.6-109.5v-5.8c0-69.9-50.5-129.5-119.4-141C347 36.5 300.6 51.4 268 84L256 96 244 84c-32.6-32.6-79-47.5-124.6-39.9C50.5 55.6.0 115.2.0 185.1v5.8c0 41.5 17.2 81.2 47.6 109.5z"/></svg> Donate</a></ul></nav></div></header><main><link rel=stylesheet href=/assets/css/transparent-nav.css?2><link rel=stylesheet href=/assets/css/download.css?2><link rel=stylesheet href=/assets/css/download-version.css?2><style>.hero{background-image:url(/assets/download/download-background-preview.webp)}.hero-blurb{color:var(--download-hero-color)}.preview-cards{display:grid;grid-template-columns:1fr;gap:16px}</style><div class=hero><div class=hero-wrapper><h1>Download Godot preview builds</h1><div class=hero-blurb><p>Help test the upcoming release of the engine,<br>and be the first to benefit from new features.</div></div><div class=other-platforms><div class=other-platforms-wrapper>Looking for the stable version? <a href=#stable>See below!</a></div></div></div><div class=container><div class=padded style=padding-top:0;margin-top:32px><h2>Latest preview builds</h2><div class=preview-cards><div class="card base-padding preview-download"><h3 id=4.5-beta1>Godot 4.5-beta1</h3><div class=preview-download-primary><div class=preview-notes><p class=preview-download-meta><span>18 June 2025</span><div class=notes-summary><div class=notes-thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp)></div><div class=notes-excerpt>Godot 4.5 has entered beta and is now feature-complete!</div></div><div class=notes-buttons><a class="btn btn-release-notes" href=/article/dev-snapshot-godot-4-5-beta-1/ title="Read full release announcement">Read more</a>
<a class="btn btn-release-changelog" href=https://godotengine.github.io/godot-interactive-changelog/#4.5-beta1 title="View complete changelog">View changelog</a></div></div><div><h4>Supported platforms</h4><div class=download-primaries><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/android.svg title=Android alt=Android class=dark-invert>
Android</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_android_editor.apk class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><div></div><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/linux.svg title=Linux alt=Linux class=dark-invert>
Linux</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.x86_64.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_x86_64.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/macos.svg title=macOS alt=macOS class=dark-invert>
macOS</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_macos.universal.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_macos.universal.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/windows.svg title=Windows alt=Windows class=dark-invert>
Windows</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_win64.exe.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_win64.zip class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/web.svg title="Web editor" alt="Web editor" class=dark-invert>
Web editor</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_web_editor.zip class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><div></div><hr><div class=download-platform><img width=24 height=24 src=/assets/images/platforms/templates.svg title="Export templates" alt="Export templates" class=dark-invert>
Export templates</div><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_export_templates.tpz class="btn btn-download btn-download-primary"><div class=download-title>Standard</div></a><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_export_templates.tpz class="btn btn-download btn-download-primary btn-download-primary--mono"><div class=download-title>.NET</div></a><div class=download-mono-note>.NET builds offer support for C# as a scripting language.</div></div></div></div><div class=preview-download-toggle><h4>Show all downloads</h4></div><div class=preview-download-links><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_android_editor.apk>Android
- APK - Universal
</a></span><span class=download-details>APK download · arm64 · arm32 · x86_64 · x86_32</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_android_editor_horizonos.apk>Horizon OS
</a></span><span class=download-details>APK download · arm64 · arm32 · x86_64 · x86_32</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_android_editor_horizonos.apk>Horizon OS
- APK - arm64
</a></span><span class=download-details>APK download · Meta Quest 3 & Pro · arm64
</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_linux.x86_64.zip>Linux
</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.x86_64.zip>Linux
- x86_64
</a></span><span class=download-details>x86_64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_linux_x86_64.zip>Linux - .NET
</a></span><span class=download-details>x86_64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_x86_64.zip>Linux - .NET
- x86_64
</a><span class=download-details>x86_64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_linux.x86_32.zip>Linux
</a><span class=download-details>x86_64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.x86_32.zip>Linux
- x86_32
</a></span><span class=download-details>x86_32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_linux_x86_32.zip>Linux - .NET
</a></span><span class=download-details>x86_32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_x86_32.zip>Linux - .NET
- x86_32
</a><span class=download-details>x86_32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_linux.arm64.zip>Linux
</a><span class=download-details>x86_32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.arm64.zip>Linux
- arm64
</a></span><span class=download-details>arm64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_linux_arm64.zip>Linux - .NET
</a></span><span class=download-details>arm64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_arm64.zip>Linux - .NET
- arm64
</a><span class=download-details>arm64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_linux.arm32.zip>Linux
</a><span class=download-details>arm64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.arm32.zip>Linux
- arm32
</a></span><span class=download-details>arm32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_linux_arm32.zip>Linux - .NET
</a></span><span class=download-details>arm32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_arm32.zip>Linux - .NET
- arm32
</a><span class=download-details>arm32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_macos.universal.zip>macOS
</a><span class=download-details>arm32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_macos.universal.zip>macOS
- Universal
</a></span><span class=download-details>arm64 (Apple Silicon) · x86_64 (Intel)</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_macos.universal.zip>macOS - .NET
</a></span><span class=download-details>arm64 (Apple Silicon) · x86_64 (Intel)</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_macos.universal.zip>macOS - .NET
- Universal
</a><span class=download-details>arm64 (Apple Silicon) · x86_64 (Intel) · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_win64.exe.zip>Windows
</a><span class=download-details>arm64 (Apple Silicon) · x86_64 (Intel) · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_win64.exe.zip>Windows
- x86_64
</a></span><span class=download-details>x86_64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_win64.zip>Windows - .NET
</a></span><span class=download-details>x86_64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_win64.zip>Windows - .NET
- x86_64
</a><span class=download-details>x86_64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_win32.exe.zip>Windows
</a><span class=download-details>x86_64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_win32.exe.zip>Windows
- x86_32
</a></span><span class=download-details>x86_32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_win32.zip>Windows - .NET
</a></span><span class=download-details>x86_32</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_win32.zip>Windows - .NET
- x86_32
</a><span class=download-details>x86_32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_windows_arm64.exe.zip>Windows
</a><span class=download-details>x86_32 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_windows_arm64.exe.zip>Windows
- arm64
</a></span><span class=download-details>arm64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_windows_arm64.zip>Windows - .NET
</a></span><span class=download-details>arm64</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_windows_arm64.zip>Windows - .NET
- arm64
</a><span class=download-details>arm64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_web_editor.zip>Web editor
</a></span><span class=download-details>Self-hosted · Cross-platform</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_export_templates.tpz>Export templates
</a></span><span class=download-details>Used to export your games to all supported platforms</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/Godot_v4.5-dev5_mono_export_templates.tpz>Export templates - .NET
</a><span class=download-details>Used to export your games to all supported platforms · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-dev5/godot-lib.4.5.dev5.template_release.aar>AAR library
</a><span class=download-details>arm64 · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_web_editor.zip>Web editor
</a></span><span class=download-details>Self-hosted · Cross-platform</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_export_templates.tpz>Export templates
</a></span><span class=download-details>Used to export your games to all supported platforms</span></div><div class=download><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_export_templates.tpz>Export templates - .NET
</a><span class=download-details>Used to export your games to all supported platforms · C# support</span></div><div class=download><span><a href=https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/godot-lib.4.5.beta1.template_release.aar>AAR library
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<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>A new convention to look forward to: GodotFest - Save the Date!</title><link>https://godotengine.org/article/godotfest-2025/</link><summary>Introducing the second annual Godot convention: GodotFest 25 - GodotCon Europe!</summary><description>&lt;p>Were excited to announce a new annual, independent convention centered around Godot: &lt;strong>GodotFest&lt;/strong>!&lt;/p>
<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>Dev snapshot: Godot 4.5 beta 1</title><link>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</link><summary>Godot 4.5 has entered beta and is now feature-complete!</summary><description>&lt;p>The first beta release for the 4.5 release cycle has come at last, and with it a plethora of outstanding bugs to be squashed. Contributors are encouraged to focus exclusively on fixing &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.5">regressions&lt;/a>, as we are now in feature-freeze and will not be merging new features at this stage of development (aside from a couple pre-approved exceptions scheduled for beta 2).&lt;/p>
&lt;p>For those interested in aiding us on our quest to squash any bugs that come up during this time, we encourage you to join our recent bug-hunting sprints. Helmed by our new head of the Bugsquad, &lt;a href="https://github.com/AThousandShips">A Thousand Ships&lt;/a> has taken to hosting regular sprints for tackling various bugs within the Godot repo, organized such that everyone can easily gather behind a given theme to make chunks of fixes as seamlessly and speedily as possible. This will be our fourth sprint of this type, with an associated discussion &lt;a href="https://chat.godotengine.org/channel/dNtaAGsF2ifAjZ57P">already prepared&lt;/a>. See the &lt;a href="https://github.com/godotengine/godot-maintainers-docs/blob/main/bug-triage/introduction.md">Bug Triage Introduction&lt;/a> for more information, and join the &lt;a href="https://chat.godotengine.org/channel/bugsquad">&lt;code class="language-plaintext highlighter-rouge">#bugsquad&lt;/code>&lt;/a> and &lt;a href="https://chat.godotengine.org/channel/bugsquad-sprints">&lt;code class="language-plaintext highlighter-rouge">#bugsquad-sprints&lt;/code>&lt;/a> channels on our developer RocketChat to participate!&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also &lt;a href="https://editor.godotengine.org/releases/4.5.beta1/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/2800900/Rift_Riff/?curator_clanid=41324400">&lt;strong>Rift Riff&lt;/strong>&lt;/a>, &lt;em>a tower defense game whose layered combat isnt compromised by its variety of forgiving mechanics! You can buy the game &lt;a href="https://store.steampowered.com/app/2800900/Rift_Riff/?curator_clanid=41324400">on Steam&lt;/a>. You can follow the developers on Bluesky: &lt;a href="https://bsky.app/profile/adriaan.games">Adriaan&lt;/a>, &lt;a href="https://bsky.app/profile/simkaart.co">Sim&lt;/a>, &lt;a href="https://bsky.app/profile/franzlazerte.bsky.social">Franz&lt;/a>, &lt;a href="https://bsky.app/profile/matthijskoster.com">Matthijs&lt;/a>, &lt;a href="https://bsky.app/profile/professionalpanda.bsky.social">Panda&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>For those who have been following our development snapshots closely, you may be familiar with a number of the highlights in this post which were already covered in previous articles (&lt;a href="/article/dev-snapshot-godot-4-5-dev-1">dev 1&lt;/a>, &lt;a href="/article/dev-snapshot-godot-4-5-dev-2">dev 2&lt;/a>, &lt;a href="/article/dev-snapshot-godot-4-5-dev-3">dev 3&lt;/a>, &lt;a href="/article/dev-snapshot-godot-4-5-dev-4">dev 4&lt;/a>, and &lt;a href="/article/dev-snapshot-godot-4-5-dev-5">dev 5&lt;/a>).&lt;/p>
&lt;p>Much like &lt;a href="/article/dev-snapshot-godot-4-4-beta-1/#new-in-beta-1">previous feature releases&lt;/a>, a lot of major features have managed to squeeze in right before the feature freeze! Those werent covered in previous articles, so well also be showcasing the main changes added between 4.5 dev 5 and beta 1. Given the recency of those last minute merges, most of them are somewhat experimental compared to the more traditional highlights later on in the article, so please let us know if any issues are encountered.&lt;/p>
&lt;ul>
&lt;li>&lt;a href="#breaking-changes">Breaking changes&lt;/a>&lt;/li>
&lt;li>&lt;a href="#animation">Animation&lt;/a>&lt;/li>
&lt;li>&lt;a href="#audio--video">Audio / Video&lt;/a>&lt;/li>
&lt;li>&lt;a href="#c">C#&lt;/a>&lt;/li>
&lt;li>&lt;a href="#core">Core&lt;/a>&lt;/li>
&lt;li>&lt;a href="#documentation">Documentation&lt;/a>&lt;/li>
&lt;li>&lt;a href="#editor">Editor&lt;/a>&lt;/li>
&lt;li>&lt;a href="#gdscript">GDScript&lt;/a>&lt;/li>
&lt;li>&lt;a href="#gui">GUI&lt;/a>&lt;/li>
&lt;li>&lt;a href="#import">Import&lt;/a>&lt;/li>
&lt;li>&lt;a href="#input">Input&lt;/a>&lt;/li>
&lt;li>&lt;a href="#internationalization">Internationalization&lt;/a>&lt;/li>
&lt;li>&lt;a href="#navigation">Navigation&lt;/a>&lt;/li>
&lt;li>&lt;a href="#physics">Physics&lt;/a>&lt;/li>
&lt;li>&lt;a href="#platforms">Platforms&lt;/a>&lt;/li>
&lt;li>&lt;a href="#rendering-and-shaders">Rendering and shaders&lt;/a>&lt;/li>
&lt;li>&lt;a href="#xr">XR&lt;/a>&lt;/li>
&lt;/ul>
&lt;h3 id="breaking-changes">Breaking changes&lt;/h3>
&lt;p>We try to minimize breaking changes, but sometimes they are necessary in order to fix high priority issues. Where we do break compatibility, we do our best to make sure that the changes are minimal and require few changes in user projects.&lt;/p>
&lt;p>You can find a list of such issues by filtering the merged PRs in the 4.5 milestone with the &lt;a href="https://github.com/godotengine/godot/issues?q=milestone%3A4.5%20is%3Amerged%20label%3A%22breaks%20compat%22">&lt;code class="language-plaintext highlighter-rouge">breaks compat&lt;/code> label&lt;/a>. Here are some which are worth being aware of:&lt;/p>
&lt;ul>
&lt;li>Tilemap physics are now handled in chunks. Only affects &lt;code class="language-plaintext highlighter-rouge">get_coords_for_body_rid&lt;/code>, as now a single body can cover multiple cells. (&lt;a href="https://github.com/godotengine/godot/pull/102662">GH-102662&lt;/a>)&lt;/li>
&lt;li>Internal nodes are no longer duplicated. Only affects users deliberately utilizing internal nodes. (&lt;a href="https://github.com/godotengine/godot/pull/89442">GH-89442&lt;/a>)&lt;/li>
&lt;li>&lt;code class="language-plaintext highlighter-rouge">NodeOneShot&lt;/code> fading now uses self delta instead of input delta. Brings behavior closer to other &lt;code class="language-plaintext highlighter-rouge">AnimationNode&lt;/code>s, as the old implementation was exclusive to &lt;code class="language-plaintext highlighter-rouge">NodeOneShot&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/101792">GH-101792&lt;/a>)&lt;/li>
&lt;li>2D &amp;amp; 3D Navigation region and link updates are now asynchronous. (2D: &lt;a href="https://github.com/godotengine/godot/pull/107381">GH-107381&lt;/a>, 3D: &lt;a href="https://github.com/godotengine/godot/pull/106670">GH-106670&lt;/a>)&lt;/li>
&lt;li>&lt;code class="language-plaintext highlighter-rouge">NavigationServer2D&lt;/code> avoidance callbacks changed from &lt;code class="language-plaintext highlighter-rouge">Vector3&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">Vector2&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/107256">GH-107256&lt;/a>)&lt;/li>
&lt;li>Removed the &lt;code class="language-plaintext highlighter-rouge">gradle_build/compress_native_libraries&lt;/code> export option. With Android builds now supporting 16kb pages, the native libraries are now required to be uncompressed. (&lt;a href="https://github.com/godotengine/godot/pull/106359">GH-106359&lt;/a>)
&lt;ul>
&lt;li>We are considering re-introducing this option for users who dont target Android 16, or distribute APKs outside of Google Play. (&lt;a href="https://github.com/godotengine/godot/pull/107681">GH-107681&lt;/a>)&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>“Areas Detect Static Bodies” setting removed from Jolt Physics, this is now always enabled. (&lt;a href="https://github.com/godotengine/godot/pull/105746">GH-105746&lt;/a>)&lt;/li>
&lt;li>&lt;code class="language-plaintext highlighter-rouge">set_scope&lt;/code> removed from &lt;code class="language-plaintext highlighter-rouge">JSONRPC&lt;/code>. Manual method registration is now required via &lt;code class="language-plaintext highlighter-rouge">set_method&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/104890">GH-104890&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="animation">Animation&lt;/h3>
&lt;p>This might be a little more technical than usual, but the work &lt;a href="https://github.com/TokageItLab">Tokage&lt;/a> put into implementing &lt;code class="language-plaintext highlighter-rouge">BoneConstraint3D&lt;/code> warrants a highlight all the same (&lt;a href="https://github.com/godotengine/godot/pull/100984">GH-100984&lt;/a>). With this new class, users will be able to bind a bone to another bone, opening the door for more natural movements and poses.&lt;/p>
&lt;p>&lt;strong>Twist:&lt;/strong>&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th style="text-align: center">Disabled&lt;/th>
&lt;th style="text-align: center">Enabled&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/constraint-twist-disabled.webp" alt="Constraint twist disabled" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/constraint-twist-enabled.webp" alt="Constraint twist enabled" width="350" />&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;p>&lt;strong>Bend:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Example of bone constraints on a bent knee">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/constraint-bend.webm?1" type="video/webm" />
&lt;/video>
&lt;p>Onto something more suitable for a blog post highlight: UX improvements! &lt;a href="https://github.com/YeldhamDev">YeldhamDev&lt;/a> implemented support for selection box movement and scaling within the bezier editor, making it a piece of cake to perform changes to points in batches (&lt;a href="https://github.com/godotengine/godot/pull/100470">GH-100470&lt;/a>). &lt;a href="https://github.com/Arnklit">Arnklit&lt;/a> continues the bezier improvements with &lt;a href="https://github.com/godotengine/godot/pull/95564">GH-95564&lt;/a>, allowing users to auto tangent new points in a balanced or mirrored manner. The animation player gets some love as well, with the ability to sort animations alphabetically (&lt;a href="https://github.com/godotengine/godot/pull/103584">GH-103584&lt;/a>). Lastly, and featured below, is a very long-awaited UX improvement: animation filtering! (&lt;a href="https://github.com/godotengine/godot/pull/103130">GH-103130&lt;/a>)&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Preview of animation tracks filtering">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/animation-filtering.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add &lt;code class="language-plaintext highlighter-rouge">delta&lt;/code> argument to &lt;code class="language-plaintext highlighter-rouge">SkeletonModifier3D&lt;/code> &lt;code class="language-plaintext highlighter-rouge">_process_modification()&lt;/code> and expose &lt;code class="language-plaintext highlighter-rouge">advance()&lt;/code> in Skeleton3D. (&lt;a href="https://github.com/godotengine/godot/pull/103639">GH-103639&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="audio--video">Audio / Video&lt;/h3>
&lt;p>&lt;a href="https://github.com/berarma">Berama&lt;/a> brings us the ability to seek Theora video files via the new &lt;code class="language-plaintext highlighter-rouge">set_stream_position&lt;/code> function (&lt;a href="https://github.com/godotengine/godot/pull/102360">GH-102360&lt;/a>). In doing so, theyve additionally improved our multi-channel audio resampler, meaning that videos with 6+ channels will no longer crackle. A much more technical breakdown &amp;amp; additional features can be gleaned from the PR.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add metadata tags to WAV and OGG audio streams. (&lt;a href="https://github.com/godotengine/godot/pull/99504">GH-99504&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="c">C#&lt;/h3>
&lt;p>First-time contributor &lt;a href="https://github.com/atlasapplications">Justin Sasso&lt;/a> kicks things off with &lt;code class="language-plaintext highlighter-rouge">linux-bionic&lt;/code> RID export support (&lt;a href="https://github.com/godotengine/godot/pull/97908">GH-97908&lt;/a>). For those that dont speak buildsystem, this enables NativeAOT on Android! For those that dont speak .NET lingo, “NativeAOT” refers to the ability for .NET applications to compile directly to a devices native code, bypassing the need for the .NET runtime entirely. NativeAOT apps have the benefit of significantly faster startup and smaller memory footprints, which are both very welcome additions for mobile devices.&lt;/p>
&lt;p>Finding performance improvements in an interop context is like finding a needle in a haystack. Actually tracking down where some point of slowdown or inefficency is taking place across entirely different environments is difficult to the point that most people wont even attempt it. &lt;a href="https://github.com/Delsin-Yu">Delsin-Yu&lt;/a> is not most people, because the improvements that came from simply removing &lt;code class="language-plaintext highlighter-rouge">StringName&lt;/code> allocations on unimplemented getters/setters saw a staggering &lt;strong>60× decrease&lt;/strong> in resources (&lt;a href="https://github.com/godotengine/godot/pull/104689">GH-104689&lt;/a>).&lt;/p>
&lt;p>Not everything related to .NET was able to make it in time for 4.5, but theyre still worth mentioning because of how much effort the team has already put into them. For instance: were well aware of the excitement around bringing .NET to web builds for Godot, and progress on that front has been very promising. Weve even covered this very topic in a &lt;a href="https://godotengine.org/article/live-from-godotcon-boston-web-dotnet-prototype/">previous blog&lt;/a>, where we discussed the rocky road of bringing this project to light even featured a prototype which you can try &lt;a href="https://lab.godotengine.org/godot-dotnet-web/">right now&lt;/a>!&lt;/p>
&lt;p>Our other long-term project for C# is revolving around the gradual move to GDExtension. The current module approach, while entirely functional for what it is, has historically been a fairly hacky implementation. Grafting on interop functionality between the engine itself and the dotnet runtime has proven to be error-prone, leading to a disproportionate amount of man-hours sunk into ensuring everything functions as expected. The hope is for the move to GDExtension to mean that all interop calls are handled in a manner thats universally applicable; that is: a manner that &lt;strong>any&lt;/strong> programming language could take advantage of.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Android: Add a preload hook to load .NET assemblies from the APK. (&lt;a href="https://github.com/godotengine/godot/pull/105262">GH-105262&lt;/a>)&lt;/li>
&lt;li>Android: Load .NET assemblies directly from PCK. (&lt;a href="https://github.com/godotengine/godot/pull/105853">GH-105853&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="core">Core&lt;/h3>
&lt;p>Changes to the core of the engine require significantly more scrutiny than other parts of the engine; this comes down to how critical and foundational virtually every single piece of code proves to be. This makes it all the more impressive that theres so much worth highlighting in 4.5 thats specific to core!&lt;/p>
&lt;p>Adding a way to properly log errors and warnings, as well as get backtraces in logs when they happen, was among the most highly-requested features from our users for years. By their powers combined, &lt;a href="https://github.com/mihe">Mikael Hermansson&lt;/a> and &lt;a href="https://github.com/reduz">Juan Linietsky&lt;/a> have added script backtracing support for GDScript and C# (&lt;a href="https://github.com/godotengine/godot/pull/91006">GH-91006&lt;/a>). Finding the root problem behind warnings/errors that appear at runtime required being able to reproduce them in the editor to use the debugger. Developers will now have the possibility to see backtraces of runtime errors directly in their logs, making it possible to debug and fix issues that happen under user testing or in shipped titles. This functionality is always available in debug mode, but can be activated in release mode for GDScript if &lt;strong>Debug &amp;gt; Settings &amp;gt; GDScript &amp;gt; Always Track Call Stacks&lt;/strong> is enabled in the project settings.&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>&lt;span class="k">func&lt;/span> &lt;span class="nf">_ready&lt;/span>&lt;span class="p">():&lt;/span>
&lt;span class="n">my_func1&lt;/span>&lt;span class="p">()&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">my_func1&lt;/span>&lt;span class="p">():&lt;/span>
&lt;span class="n">my_func2&lt;/span>&lt;span class="p">()&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">my_func2&lt;/span>&lt;span class="p">():&lt;/span>
&lt;span class="nb">print&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">Engine&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">capture_script_backtraces&lt;/span>&lt;span class="p">()[&lt;/span>&lt;span class="mi">0&lt;/span>&lt;span class="p">])&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>Outputs:&lt;/p>
&lt;div class="language-plaintext highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>GDScript backtrace (most recent call first):
[0] my_func2 (res://node_2d.gd:11)
[1] my_func1 (res://node_2d.gd:8)
[2] _ready (res://node_2d.gd:5)
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>&lt;a href="https://github.com/RandomShaper">Pedro J. Estébanez&lt;/a> also addressed a long-time complaint with &lt;code class="language-plaintext highlighter-rouge">Resource.duplicate(true)&lt;/code> not performing the expected deep duplication in a reliable and predictable way (&lt;a href="https://github.com/godotengine/godot/pull/100673">GH-100673&lt;/a>). The new behavior of the method, and the additional &lt;code class="language-plaintext highlighter-rouge">Resource.duplicate_deep()&lt;/code> give users full control over what gets duplicated or not (arrays, dictionaries, nested resources, etc.).&lt;/p>
&lt;p>Additionally, special thanks to &lt;a href="https://github.com/Ivorforce">Lukas Tenbrink&lt;/a>, a new addition to the core team who has been &lt;a href="https://github.com/godotengine/godot/pull/103708">contributing&lt;/a> &lt;a href="https://github.com/godotengine/godot/pull/106996">nonstop&lt;/a> &lt;a href="https://github.com/godotengine/godot/pull/104381">improvements&lt;/a> to ensure optimal performance for developers and maintainers alike.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add &lt;code class="language-plaintext highlighter-rouge">Node.get_orphan_node_ids&lt;/code>, edit &lt;code class="language-plaintext highlighter-rouge">Node.print_orphan_nodes&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/83757">GH-83757&lt;/a>)&lt;/li>
&lt;li>Dont duplicate internal nodes. (&lt;a href="https://github.com/godotengine/godot/pull/89442">GH-89442&lt;/a>)&lt;/li>
&lt;li>Use Grisu2 algorithm in &lt;code class="language-plaintext highlighter-rouge">String::num_scientific&lt;/code> to fix serializing. (&lt;a href="https://github.com/godotengine/godot/pull/98750">GH-98750&lt;/a>)&lt;/li>
&lt;li>Add &lt;code class="language-plaintext highlighter-rouge">scene_changed&lt;/code> signal to SceneTree. (&lt;a href="https://github.com/godotengine/godot/pull/102986">GH-102986&lt;/a>)&lt;/li>
&lt;li>Complete build profile feature to properly detect options that can be disabled (reducing binary size). (&lt;a href="https://github.com/godotengine/godot/pull/103719">GH-103719&lt;/a>)&lt;/li>
&lt;li>Add thread safety to Object signals. (&lt;a href="https://github.com/godotengine/godot/pull/105453">GH-105453&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="documentation">Documentation&lt;/h3>
&lt;p>Its not often that we have the opportunity to cover documentation changes in these highlights, as those changes are usually fairly low-key. This isnt to say that changes arent happening; on the contrary, its one of the single most active areas of our GitHub! Thats because it often goes beyond our main repo, with changes needing to be synchronized in &lt;a href="https://github.com/godotengine/godot-docs">godot-docs&lt;/a>. Special shoutouts to &lt;a href="https://github.com/Mickeon">Mickeon&lt;/a> for the class reference, and &lt;a href="https://github.com/skyace65">Matthew&lt;/a>, &lt;a href="https://github.com/tetrapod00">tetrapod&lt;/a>, &lt;a href="https://github.com/AThousandShips">A Thousand Ships&lt;/a>, &lt;a href="https://github.com/mhilbrunner">Max Hilbrunner&lt;/a> and &lt;a href="https://github.com/Calinou">Hugo Locurcio&lt;/a> for the online docs, for taking on the lions share of pull requests &lt;em>and&lt;/em> reviews.&lt;/p>
&lt;p>&lt;a href="https://github.com/timothyqiu">Haoyu Qiu&lt;/a>s addition of &lt;code class="language-plaintext highlighter-rouge">required&lt;/code> as a qualifier within the documentation itself warrants special mention (&lt;a href="https://github.com/godotengine/godot/pull/107130">GH-107130&lt;/a>). When extending a class that has virtual methods, it wasnt immediately obvious which methods &lt;em>needed&lt;/em> an override, versus having defaulted fallbacks. …Well, it &lt;em>was&lt;/em> obvious if you looked at the descriptions, but it wasnt something inherent to the functions themselves like &lt;code class="language-plaintext highlighter-rouge">const&lt;/code>. This wont be an issue moving forward, as now &lt;code class="language-plaintext highlighter-rouge">required&lt;/code> will come right after &lt;code class="language-plaintext highlighter-rouge">virtual&lt;/code> where applicable.&lt;/p>
&lt;p>Anyone who has contributed to the documentation has likely wrangled with the mixed-indentation of codeblocks. This necessitated adding spaces manually, and often meant disabling autoformatting on XML files; this was inconvenient at best &amp;amp; outright error-prone at worst. &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a> put this issue to rest with &lt;a href="https://github.com/godotengine/godot/pull/89819">GH-89819&lt;/a>, unilaterally replacing all spaces with tabs across all codeblocks. This was a surprisingly involved process, as it required a simultaneous freeze &amp;amp; subsequent update of our &lt;a href="https://github.com/godotengine/godot-editor-l10n">localization files&lt;/a>, but where theres a will theres a way!&lt;/p>
&lt;h3 id="editor">Editor&lt;/h3>
&lt;p>First-time contributor &lt;a href="https://github.com/daniel080400">daniel080400&lt;/a> came out of the gate swinging with PR &lt;a href="https://github.com/godotengine/godot/pull/102313">GH-102313&lt;/a>, which entirely overhauled the way scene preview thumbnails are handled.&lt;/p>
&lt;p>3D thumbnails are captured at a consistent angle from the world center, ensuring all contents fit into the screen. Particles are fast-forwarded slightly in order to render something, utilizing a fixed seed.
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/thumbnail-3d.webp" alt="3D Thumbnails" />&lt;/p>
&lt;p>2D thumbnails utilize two passes—2D and GUI—before combining the two for the final image. As prefabs generally dont care about world coordinates, the world center is not accounted for with 2D thumbnails.
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/thumbnail-2d.webp" alt="2D Thumbnails" />&lt;/p>
&lt;p>A rarely-covered topic regarding the editor is the &lt;a href="https://docs.godotengine.org/en/stable/classes/class_editorcommandpalette.html">command palette&lt;/a>, but well happily make an exception to highlight &lt;a href="https://github.com/HolonProduction">HolonProduction&lt;/a>s PR &lt;a href="https://github.com/godotengine/godot/pull/99318">GH-99318&lt;/a> adding named &lt;code class="language-plaintext highlighter-rouge">EditorScript&lt;/code>s to the command palette! This much more centralized means of execution serves to benefit the commands that are more project-specific. This is specifically for named scripts however, such that there will always be an associated display name and search handling.&lt;/p>
&lt;p>As for topics we &lt;em>have&lt;/em> covered, where better to start than with &lt;code class="language-plaintext highlighter-rouge">Variant&lt;/code> exporting? This functionality is brought to life by &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a>, bringing support for a dynamic variable in a standalone context (&lt;a href="https://github.com/godotengine/godot/pull/89324">GH-89324&lt;/a>). With the ability to change not only the variable, but the type itself, the doors are wide open for creative integrations in the inspector.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of exporting a Variant type in the Inspector">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-4/export-variant.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Override editor settings per-project. (&lt;a href="https://github.com/godotengine/godot/pull/69012">GH-69012&lt;/a>)&lt;/li>
&lt;li>Inspector section toggles. (&lt;a href="https://github.com/godotengine/godot/pull/105272">GH-105272&lt;/a>)&lt;/li>
&lt;li>“Mute Game” toggle in Game view. (&lt;a href="https://github.com/godotengine/godot/pull/99555">GH-99555&lt;/a>)&lt;/li>
&lt;li>Drop preload Resources as &lt;code class="language-plaintext highlighter-rouge">UID&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/99094">GH-99094&lt;/a>)&lt;/li>
&lt;li>Allow selecting multiple remote nodes at runtime. (&lt;a href="https://github.com/godotengine/godot/pull/99680">GH-99680&lt;/a>)&lt;/li>
&lt;li>Add emission shape gizmos to &lt;code class="language-plaintext highlighter-rouge">Particles2D&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/102249">GH-102249&lt;/a>)&lt;/li>
&lt;li>Search script docs without manual recompilation. (&lt;a href="https://github.com/godotengine/godot/pull/95821">GH-95821&lt;/a>)&lt;/li>
&lt;li>Array drag-and-drop improvements. (&lt;a href="https://github.com/godotengine/godot/pull/102534">GH-102534&lt;/a>)&lt;/li>
&lt;li>Add meshes to Video RAM Profiler. (&lt;a href="https://github.com/godotengine/godot/pull/103238">GH-103238&lt;/a>)&lt;/li>
&lt;li>Add “Paste as Unique” option to editor resource picker. (&lt;a href="https://github.com/godotengine/godot/pull/103980">GH-103980&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="gdscript">GDScript&lt;/h3>
&lt;p>4.5 sees with it the introduction of a new keyword: &lt;code class="language-plaintext highlighter-rouge">abstract&lt;/code>. &lt;a href="https://github.com/aaronfranke">Aaron Franke&lt;/a> brings this previously internal-only functionality into the hands of all GDScript users (&lt;a href="https://github.com/godotengine/godot/pull/67777">GH-67777&lt;/a>). By prepending this keyword to a class, it ensures that direct instantiation cannot occur; meaning that all calls will actually refer to a derived classes. &lt;a href="https://github.com/dalexeev">Danil Alexeev&lt;/a> built further upon this by introducing the ability for users to declare &lt;em>functions&lt;/em> as abstract (&lt;a href="https://github.com/godotengine/godot/pull/106409">GH-106409&lt;/a>). By prepending the same &lt;code class="language-plaintext highlighter-rouge">abstract&lt;/code> keyword to a function, it will be marked for explicit override by child classes.&lt;/p>
&lt;p>&lt;strong>Note:&lt;/strong> The GDScript team is planning to change the &lt;code class="language-plaintext highlighter-rouge">abstract&lt;/code> keyword to an &lt;code class="language-plaintext highlighter-rouge">@abstract&lt;/code> annotation during the 4.5 beta phase.&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>&lt;span class="n">abstract&lt;/span> &lt;span class="k">class&lt;/span> &lt;span class="nc">Item&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="n">abstract&lt;/span> &lt;span class="k">func&lt;/span> &lt;span class="nf">get_name&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="kt">String&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">use&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="n">void&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="nb">print&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"Character used &lt;/span>&lt;span class="si">%s&lt;/span>&lt;span class="s2">."&lt;/span> &lt;span class="o">%&lt;/span> &lt;span class="n">get_name&lt;/span>&lt;span class="p">())&lt;/span>
&lt;span class="k">class&lt;/span> &lt;span class="nc">HealingPotion&lt;/span> &lt;span class="k">extends&lt;/span> &lt;span class="n">Item&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">get_name&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="kt">String&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="k">return&lt;/span> &lt;span class="s2">"Healing Potion"&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">_ready&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="n">void&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">potion&lt;/span> &lt;span class="p">:&lt;/span>&lt;span class="o">=&lt;/span> &lt;span class="n">HealingPotion&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">new&lt;/span>&lt;span class="p">()&lt;/span>
&lt;span class="n">potion&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">use&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="c1"># Prints `Character used Healing Potion.`&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">item&lt;/span> &lt;span class="p">:&lt;/span>&lt;span class="o">=&lt;/span> &lt;span class="n">Item&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">new&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="c1"># Parser error!&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/abstract-error.webp" alt="Abstract class instantiation error" />&lt;/p>
&lt;p>Danil isnt done yet though, as variadic arguments support (&lt;a href="https://github.com/godotengine/godot/pull/82808">GH-82808&lt;/a>) comes from him as well! In programming languages, variadic arguments allow functions to accept a flexible number of input parameters. This allows turning the final argument of a function into an array that is called as if it were a sequence.&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code>&lt;span class="k">func&lt;/span> &lt;span class="nf">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">a&lt;/span>&lt;span class="p">:&lt;/span> &lt;span class="kt">int&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">b&lt;/span>&lt;span class="p">:&lt;/span> &lt;span class="kt">int&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="mi">0&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="o">...&lt;/span>&lt;span class="n">args&lt;/span>&lt;span class="p">:&lt;/span> &lt;span class="kt">Array&lt;/span>&lt;span class="p">):&lt;/span>
&lt;span class="nb">prints&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">a&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">b&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">args&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="k">func&lt;/span> &lt;span class="nf">_ready&lt;/span>&lt;span class="p">()&lt;/span> &lt;span class="o">-&amp;gt;&lt;/span> &lt;span class="n">void&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">2&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">2&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">3&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">2&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">3&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">4&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">f&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">1&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">2&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">3&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">4&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="mi">5&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="c1"># Output:&lt;/span>
&lt;span class="c1"># 1 0 []&lt;/span>
&lt;span class="c1"># 1 2 []&lt;/span>
&lt;span class="c1"># 1 2 [3]&lt;/span>
&lt;span class="c1"># 1 2 [3, 4]&lt;/span>
&lt;span class="c1"># 1 2 [3, 4, 5]&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/variadic-documentation.webp" alt="Variadic documentation" />&lt;/p>
&lt;p>GDScript also saw a lot of usability improvements for the script editor, with notably fixes to code completion and highlighting:&lt;/p>
&lt;ul>
&lt;li>Inline color pickers. (&lt;a href="https://github.com/godotengine/godot/pull/105724">GH-105724&lt;/a>)&lt;/li>
&lt;li>Highlight warning lines. (&lt;a href="https://github.com/godotengine/godot/pull/105724">GH-105724&lt;/a>)&lt;/li>
&lt;li>Dont add parenthesis when expecting &lt;code class="language-plaintext highlighter-rouge">Callable&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/96375">GH-96375&lt;/a>)&lt;/li>
&lt;li>Autocompletion for &lt;code class="language-plaintext highlighter-rouge">@export_tool_button&lt;/code>s. (&lt;a href="https://github.com/godotengine/godot/pull/105081">GH-105081&lt;/a>)&lt;/li>
&lt;li>Autocompletion for user methods. (&lt;a href="https://github.com/godotengine/godot/pull/106198">GH-106198&lt;/a>)&lt;/li>
&lt;li>Highlighting script members like native ones. (&lt;a href="https://github.com/godotengine/godot/pull/74393">GH-74393&lt;/a>)&lt;/li>
&lt;li>Code completion for overridden user-defined methods. (&lt;a href="https://github.com/godotengine/godot/pull/106198">GH-106198&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="gui">GUI&lt;/h3>
&lt;p>Here at the Godot Foundation, accessibililty is an absolute top-priority. The road to making an experience available to anyone regardless of their circumstances isnt an easy one, but its a road that all developers are obligated to take. To that end, our resident tech guru &lt;a href="https://github.com/bruvzg">bruvzg&lt;/a> tackled the absolutely Herculean task of integrating &lt;a href="https://github.com/AccessKit/accesskit">AccessKit&lt;/a> to Godot as a whole (&lt;a href="https://github.com/godotengine/godot/pull/76829">GH-76829&lt;/a>). With this in place, screenreader support is now built into the very core of the engine. All our supported desktop platforms offer fully uncompromised support, as the bindings are already in place and well-tested. When other platforms follow suit, we will ensure support to the absolute best of our ability.&lt;/p>
&lt;p>4.5 is bringing with it quite a few new quality-of-life improvements, with one of the biggest additions being one we actually havent given proper coverage to yet: foldable containers! &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a> is no stranger to editor enhancements, and this time he has blessed us with &lt;a href="https://github.com/godotengine/godot/pull/102346">GH-102346&lt;/a>, which grants us the new &lt;code class="language-plaintext highlighter-rouge">FoldableContainer&lt;/code> class. Now users can have dynamically cascading GUI objects with the ability to toggle if the contents are expanded or not at will, a process that previously took several workarounds to achieve.&lt;/p>
&lt;p>In a similar vein, the ability to manipulate a group of controls simultaneously has become much easier thanks to &lt;a href="https://github.com/Delsin-Yu">Delsin-Yu&lt;/a>s PR with a focus on recursive control across child controls (&lt;a href="https://github.com/godotengine/godot/pull/97495">GH-97495&lt;/a>). This implements new properties for recursively disabling &lt;code class="language-plaintext highlighter-rouge">Focus Mode&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">Mouse Filter&lt;/code>, meaning that the ability to select and interact with child controls becomes far more intuitive, and allows for explicit overrides if desired.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of the Controls recursive focus feature">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/recursive-focus.webm?1" type="video/webm" />
&lt;/video>
&lt;p>Theres also the newly added &lt;code class="language-plaintext highlighter-rouge">SVGTexture&lt;/code>, implemented by our very own &lt;a href="https://github.com/bruvzg">bruvzg&lt;/a> in &lt;a href="https://github.com/godotengine/godot/pull/105375">GH-105375&lt;/a>, allowing for rasterization of SVG files directly. However, when initially showcased, this process was fairly long-winded, as the main uses were internal. This has since been remedied with a dedicated importer in &lt;a href="https://github.com/godotengine/godot/pull/105655">GH-105655&lt;/a>, making rasterization much more accessible to all users.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of toggling oversampling on SVGTexture">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/svg-auto-scalable.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>TextEdit/LineEdit: Add support for OEM Alt codes input. (&lt;a href="https://github.com/godotengine/godot/pull/93466">GH-93466&lt;/a>)&lt;/li>
&lt;li>Stackable outlines on &lt;code class="language-plaintext highlighter-rouge">Label&lt;/code>. (&lt;a href="https://github.com/godotengine/godot/pull/104731">GH-104731&lt;/a>&lt;/li>
&lt;li>Replace global oversampling with overrideable per-viewport oversampling. (&lt;a href="https://github.com/godotengine/godot/pull/104872">GH-104872&lt;/a>)&lt;/li>
&lt;li>RichTextLabel: Add paragraph separation theme property. (&lt;a href="https://github.com/godotengine/godot/pull/107331">GH-107331&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="import">Import&lt;/h3>
&lt;p>Godot 4.0 introduced the &lt;a href="/article/godot-4-0-sets-sail/#easier-importing">Advanced Import Settings&lt;/a> dialog, which allows configuring how to import specific 3D assets with great flexibility. This dialog kept being improved upon in subsequent releases (including 4.5), but one part of its workflow became a major pain point for users: the ability to batch edit multiple assets to assign an external material to all of them was gone, forcing users to configure this in each asset individually using the Advanced Import Settings dialog.
&lt;a href="https://github.com/bruvzg">bruvzg&lt;/a> corrected this oversight by reintroducing options in the Import dock to configure whether to extract materials in a way that supports multi-asset configuration (&lt;a href="https://github.com/godotengine/godot/pull/107211">GH-107211&lt;/a>).&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Extracting and editing a shared material from multiple glTF files at once">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/glb-material-extract.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add Channel Remap settings to ResourceImporterTexture. (&lt;a href="https://github.com/godotengine/godot/pull/99676">GH-99676&lt;/a>)&lt;/li>
&lt;li>Use UIDs in addition to paths for extracted meshes, materials and animations. (&lt;a href="https://github.com/godotengine/godot/pull/100786">GH-100786&lt;/a>)&lt;/li>
&lt;li>Allow attaching scripts to nodes in the Advanced Import Settings dialog. (&lt;a href="https://github.com/godotengine/godot/pull/103418">GH-103418&lt;/a>)&lt;/li>
&lt;li>Use libjpeg-turbo for improved jpg compatibility and speed. (&lt;a href="https://github.com/godotengine/godot/pull/104347">GH-104347&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="input">Input&lt;/h3>
&lt;p>While its not yet integrated in beta 1, you can gather all your gamepads and joysticks in anticipation of the integration of SDL3 as Godots new gamepad input driver for desktop platforms (&lt;a href="https://github.com/godotengine/godot/pull/106218">GH-106218&lt;/a>). Up until now Godot had its own “joypad” platform drivers inspired from earlier versions of SDL, but not as full-featured. Over time, issues accumulated in our implementation while SDL kept maturing, and its now a net positive to defer the responsibility for this subsystem to a well established cross-platform library.
If all goes well, this change should be merged for beta 2 as an exception to the feature freeze. Thanks in advance to &lt;a href="https://github.com/Nintorch">Nintorch&lt;/a> for bringing this contribution to the finish line, building upon earlier work of &lt;a href="https://github.com/EIREXE">Álex Román Núñez&lt;/a> and &lt;a href="https://github.com/xsellier">Xavier Sellier&lt;/a>.&lt;/p>
&lt;h3 id="internationalization">Internationalization&lt;/h3>
&lt;p>Internationalization has always been an extremely crucial part of the Godot project, and its relative lack of coverage in our blogposts does not do it justice. &lt;a href="https://github.com/timothyqiu">Haoyu Qiu&lt;/a> allows us to break this bad habit of ours with a fantastic addition to the i18n workflow: editor previews (&lt;a href="https://github.com/godotengine/godot/pull/96921">GH-96921&lt;/a>)! Now theres much less guesswork necessary to see how your projects will appear to the end-user in their native language, ensuring a consistent and clean style no matter the selection!&lt;/p>
&lt;p>&lt;strong>Translation preview on &lt;a href="https://github.com/YeldhamDev/">Michael Alexsander&lt;/a>s &lt;a href="https://codeberg.org/Librerama/librerama/">Librerama&lt;/a>:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="In-editor translation preview">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/translation-preview.mp4?1" type="video/mp4" />
&lt;/video>
&lt;p>Similarly, the ability to swap languages on-the-fly within the editor is now possible thanks to the efforts of &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a> in &lt;a href="https://github.com/godotengine/godot/pull/102562">GH-102562&lt;/a>. Now users can preview &lt;em>and&lt;/em> experience multiple language options in a single editor session.&lt;/p>
&lt;p>We also want to give a shout-out to all the translators who tirelessly work on localizing the Godot editor, the class reference and the online documentation. If youd like to join that effort, head to &lt;a href="https://hosted.weblate.org/projects/godot-engine/">Weblate&lt;/a> and review our &lt;a href="https://docs.godotengine.org/en/latest/contributing/documentation/editor_and_docs_localization.html#doc-editor-and-docs-localization">documentation&lt;/a> for instructions.&lt;/p>
&lt;h3 id="navigation">Navigation&lt;/h3>
&lt;p>The navigation team has been able to really spread their wings thanks to logic for 2D and 3D being handled independently. &lt;a href="https://github.com/smix8">smix8&lt;/a> took the mantle on the initial split, while &lt;a href="https://github.com/AThousandShips">A Thousand Ships&lt;/a> brought the logic to the module system itself. This opened the door for improvements to performance across both navigation systems, and helps decrease the size of builds which exclusively target 2D.&lt;/p>
&lt;p>The work started by smix8 in 4.4 to make navigation map synchronization asynchronous (&lt;a href="https://github.com/godotengine/godot/pull/100497">GH-100497&lt;/a>) was expanded for this release by applying the same treatement to navigation regions (3D: &lt;a href="https://github.com/godotengine/godot/pull/106670">GH-106670&lt;/a>, 2D: &lt;a href="https://github.com/godotengine/godot/pull/107381">GH-107381&lt;/a>).&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add navigation path query parameter limits. (&lt;a href="https://github.com/godotengine/godot/pull/102767">GH-102767&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="physics">Physics&lt;/h3>
&lt;p>Our implementation of 3D fixed-timestep interpolation has been completely overhauled, as the previous iteration had fundamental flaws with how it was structured in such a way that couldnt be addressed with a simple fix or patch. The solution already existed on 3.x, and has since been forward-ported by &lt;a href="https://github.com/lawnjelly">lawnjelly&lt;/a> via &lt;a href="https://github.com/godotengine/godot/pull/104269">GH-104269&lt;/a>. Now all logic is handled within the &lt;code class="language-plaintext highlighter-rouge">SceneTree&lt;/code>, but in a manner which doesnt break any existing API. All projects will benefit from this improvement out-of-the-box.&lt;/p>
&lt;p>&lt;strong>Interpolation with 10 ticks per second:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Truck Town demo played at a fixed-timestep of 10 ticks per second with smooth physics thanks to interpolation">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-4/3d-fti-scenetree.webm?1" type="video/webm" />
&lt;/video>
&lt;p>Working in tandem since the integration of Jolt Physics as new 3D physics engine in Godot 4.4, &lt;a href="https://github.com/mihe">Mikael Hermansson&lt;/a> and &lt;a href="https://github.com/jrouwe">Jorrit Rouwe&lt;/a> (Jolts creator) have made nearly &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Apr%20state%3Amerged%20label%3Atopic%3Aphysics%20milestone%3A4.5%20(author%3Amihe%20OR%20author%3Ajrouwe)">20 fixes and improvements&lt;/a> to the Jolt integration for Godot 4.5, which should now provide an even better experience.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add ability to apply forces and impulses to SoftBody3D. (&lt;a href="https://github.com/godotengine/godot/pull/100463">GH-100463&lt;/a>)&lt;/li>
&lt;li>Chunk tilemap physics. (&lt;a href="https://github.com/godotengine/godot/pull/102662">GH-102662&lt;/a>)&lt;/li>
&lt;li>SoftBody3D: Support physics Interpolation. (&lt;a href="https://github.com/godotengine/godot/pull/106863">GH-106863&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="platforms">Platforms&lt;/h3>
&lt;h4 id="android">Android&lt;/h4>
&lt;p>The Android editor experience has become significantly improved thanks to the implementation of &lt;code class="language-plaintext highlighter-rouge">TouchActionsPanel&lt;/code>. While this is technically something any touch device can take advantage of, &lt;a href="https://github.com/syntaxerror247">Anish Mishra&lt;/a>s PR &lt;a href="https://github.com/godotengine/godot/pull/100339">GH-100339&lt;/a> was explicitly created with the Android editor in mind. &lt;code class="language-plaintext highlighter-rouge">TouchActionsPanel&lt;/code> comes equipped with common action buttons (save, undo, redo, etc.), which simulate actions like &lt;code class="language-plaintext highlighter-rouge">ui_undo&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">ui_redo&lt;/code> via pre-existing shortcuts.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Recording of the Android editor with the new TouchActionsPanel">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/touch-actions-panel.webm?1" type="video/webm" />
&lt;/video>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Add support for using an Android Service to host the Godot engine. (&lt;a href="https://github.com/godotengine/godot/pull/102866">GH-102866&lt;/a>)&lt;/li>
&lt;li>Enable native debug symbols generation. (&lt;a href="https://github.com/godotengine/godot/pull/105605">GH-105605&lt;/a>)&lt;/li>
&lt;li>Add CameraFeed support. (&lt;a href="https://github.com/godotengine/godot/pull/106094">GH-106094&lt;/a>)&lt;/li>
&lt;li>Bump minimum supported SDK to 24. (&lt;a href="https://github.com/godotengine/godot/pull/106148">GH-106148&lt;/a>)&lt;/li>
&lt;li>Add support for 16KB page sizes. (&lt;a href="https://github.com/godotengine/godot/pull/106358">GH-106358&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h4 id="linux">Linux&lt;/h4>
&lt;p>&lt;a href="https://github.com/Riteo">Riteo&lt;/a> has been on a quest to turn &lt;a href="https://wayland.freedesktop.org/">Wayland&lt;/a> into a true replacement for the X11 protocol. The biggest reason to not switch over as the default implementation, the lack of native sub-windows, is no longer a concern thanks to &lt;a href="https://github.com/godotengine/godot/pull/101774">GH-101774&lt;/a>. Now users can truly take advantage of multi-window output, regardless of display protocol. This being solved, the next step will be to implement in-editor game window embedding to have full parity with the X11 flavor of the editor. Riteo already started that work in &lt;a href="https://github.com/godotengine/godot/pull/107435">GH-107435&lt;/a>.&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-2/wayland-sub-window.webp" alt="Multi-Window output on Wayland" />&lt;/p>
&lt;h4 id="macos">macOS&lt;/h4>
&lt;p>Speaking of embedding the game window! It took an extra release cycle for this Godot 4.4 feature to come to macOS, as this OS does not allow the kind of window manipulation that Windows and Linux/X11 use for game window embedding. Instead, macOS utilizes an inter-process communication approach where the framebuffer is sent from the game process (which performs off-screen rendering) to the editor window, which also handles passing input events to the game process. Although its much more complex, &lt;a href="https://github.com/stuartcarnie">Stuart Carnie&lt;/a> used a more robust approach that doesnt rely on any window management hacks (&lt;a href="https://github.com/godotengine/godot/pull/105884">GH-105884&lt;/a>). Not having to worry about edge-cases or low-level shenanigans is appealing in its own right, so this approach may be ported later to Windows/Linux in a future release to make game window embedding much more reliable overall.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Switch ANGLE (OpenGL ES compatibility layer) to Metal backend. (&lt;a href="https://github.com/godotengine/godot/pull/107306">GH-107306&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h4 id="visionos">visionOS&lt;/h4>
&lt;p>The Apple XR environment, visionOS, comes to Godot Engine in 4.5! Were already committed to making great strides in XR feature sets and support, but this brings us closer to a platform-independent pipeline similar to what we already have with traditional platforms. It might be unconventional to imagine using an engine editor within an XR environment, but its one which weve supported for Meta Quest and OpenXR; now Apple users can join the fun.&lt;/p>
&lt;p>This work was contributed by &lt;a href="https://github.com/rsanchezsaez">Ricardo Sanchez-Saez&lt;/a> from Apples visionOS engineering team. A notable consequence of this PR is that our iOS and visionOS platforms now share a unified “Apple Embedded” driver, which paves the way to implementing tvOS support in the future.&lt;/p>
&lt;h4 id="web">Web&lt;/h4>
&lt;p>The upcoming performance boost from SIMD is so impressive that weve made a &lt;a href="/article/upcoming-serious-web-performance-boost/">dedicated article&lt;/a> to showcase exactly what kind of benefits users can expect. The short version is that &lt;a href="https://github.com/adamscott">Adam Scott&lt;/a> created a PR which changed only a single compiler flag (&lt;a href="https://github.com/godotengine/godot/pull/106319">GH-106319&lt;/a>), but one which caused universal improvements for web applications and editor workflow. Check out our article for the long version.&lt;/p>
&lt;p>&lt;a href="https://github.com/marcosc90">Marcos Casagrande&lt;/a> started contributing during this release cycle and brought a &lt;a href="https://github.com/godotengine/godot/pulls?q=is%3Apr+is%3Amerged+author%3Amarcosc90+milestone%3A4.5+label%3Aplatform%3Aweb">flurry of performance improvements&lt;/a> to the Web platform, which should further help ensure that web games work on as many devices as possible.&lt;/p>
&lt;h4 id="windows">Windows&lt;/h4>
&lt;p>Support for Windows 7/8.1 will be dropped starting with 4.5 (&lt;a href="https://github.com/godotengine/godot/pull/106959">GH-106959&lt;/a>). The call to remove Windows 8.1 wasnt a difficult one; its been EOL for over half a decade, had extended support end over two years ago, and was inherently unpopular to the point that online survey tools for OSes outright omit it. Windows 7 is comparatively more contentious, but builds for it were already in a broken state ever since the introduction of the aforementioned AccessKit; combine that with Windows 7 recently celebrating its 10-year anniversary of being EOL, as well as active coverage of this OS being estimated at one-tenth of a percentage point, and its removal was ultimately cemented. This had the benefit of &lt;strong>significantly&lt;/strong> cleaning up the codebase for our Windows-specific files, which often had to rely on dummy includes to account for Windows 7 specifically, and opens the door for more modern APIs to be integrated for our Windows builds.&lt;/p>
&lt;p>Another major improvement to the Windows export pipeline is the possibility to modify the metadata of Windows binaries without the third-party &lt;code class="language-plaintext highlighter-rouge">rcedit&lt;/code> tool (&lt;a href="https://github.com/godotengine/godot/pull/75950">GH-75950&lt;/a>). This means that Godot can now properly set a custom icon to your Windows .exe, and modify the relevant product name, company information, etc., fully out of the box and from any platform.&lt;/p>
&lt;p>And more:&lt;/p>
&lt;ul>
&lt;li>Remove visible &lt;code class="language-plaintext highlighter-rouge">WINDOW_MODE_FULLSCREEN&lt;/code> border by setting window region. (&lt;a href="https://github.com/godotengine/godot/pull/88852">GH-88852&lt;/a>)&lt;/li>
&lt;li>Official Windows binaries are now signed with a new code signing certificate (provided by Prehensile Tales).&lt;/li>
&lt;/ul>
&lt;h3 id="rendering-and-shaders">Rendering and shaders&lt;/h3>
&lt;h4 id="stencils">Stencils!&lt;/h4>
&lt;p>With a PR in the making for nearly 2 years &lt;a href="https://github.com/godotengine/godot/pull/80710">GH-80710&lt;/a>, &lt;a href="https://github.com/apples">apples&lt;/a> has brought a long-awaited stencil support to Godot! This new shader functionality is supported on all of our rendering backends, and will allow our users to perform entirely new techniques with the power of &lt;strong>depth&lt;/strong>.&lt;/p>
&lt;p>&lt;strong>Standard outline, standard x-ray, and custom outline materials:&lt;/strong>
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/stencil-compare.webp" alt="Stencil compare" />&lt;/p>
&lt;p>&lt;strong>Custom x-ray material:&lt;/strong>
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-beta-1/stencil-x-ray.webp" alt="Stencil x-ray" />&lt;/p>
&lt;p>&lt;strong>Cel-shaded lighting:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of cel-shaded lighting with stencils">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/stencil-light.webm?1" type="video/webm" />
&lt;/video>
&lt;p>&lt;strong>Fire effect implemented entirely with &lt;code class="language-plaintext highlighter-rouge">StandardMaterial3D&lt;/code>:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Demo of a fire effect implemented via StandardMaterial3D's stencil features">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-beta-1/stencil-fire.webm?1" type="video/webm" />
&lt;/video>
&lt;h4 id="shaders-and-rendering-features">Shaders and rendering features&lt;/h4>
&lt;p>In addition to the stencil shader support, 4.5 brings with it a plethora of improvements to those working with shaders. One such usability improvement arrived via &lt;a href="https://github.com/godotengine/godot/pull/100287">GH-100287&lt;/a>, where &lt;a href="https://github.com/Chaosus">Yuri Rubinsky&lt;/a> re-organized the shader editors UI as a whole. Others are in the form of direct rendering improvements, such as: ambient specular occlusion by &lt;a href="https://github.com/lander-vr">Lander&lt;/a> (&lt;a href="https://github.com/godotengine/godot/pull/106145">GH-106145&lt;/a>), SMAA support by &lt;a href="https://github.com/RGDTAB">Raymond DiDonato&lt;/a> (&lt;a href="https://github.com/godotengine/godot/pull/102330">GH-102330&lt;/a>), and bent normal maps by &lt;a href="https://github.com/LunaCapra">Capry&lt;/a> (&lt;a href="https://github.com/godotengine/godot/pull/89988">GH-89988&lt;/a>).&lt;/p>
&lt;p>&lt;strong>Specular occlusion:&lt;/strong>&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th style="text-align: center">Disabled&lt;/th>
&lt;th style="text-align: center">Enabled&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-disabled-1.webp" alt="Specular disabled 1" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-enabled-1.webp" alt="Specular enabled 1" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-disabled-2.webp" alt="Specular disabled 2" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-enabled-2.webp" alt="Specular enabled 2" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-disabled-3.webp" alt="Specular disabled 3" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-4/specular-enabled-3.webp" alt="Specular enabled 3" width="350" />&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;p>&lt;strong>SMAA:&lt;/strong>&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th style="text-align: center">Off&lt;/th>
&lt;th style="text-align: center">On&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/smaa-off-1.webp" alt="SMAA off 1" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/smaa-on-1.webp" alt="SMAA on 1" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/smaa-off-2.webp" alt="SMAA off 2" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/smaa-on-2.webp" alt="SMAA on 2" width="350" />&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;p>&lt;strong>Bent normal maps:&lt;/strong>&lt;/p>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th style="text-align: center">Before&lt;/th>
&lt;th style="text-align: center">After&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-before-1.webp" alt="Bent normals before 1" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-after-1.webp" alt="Bent normals after 1" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-before-2.webp" alt="Bent normals before 2" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-after-2.webp" alt="Bent normals after 2" width="350" />&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-before-3.webp" alt="Bent normals before 3" width="350" />&lt;/td>
&lt;td style="text-align: center">&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/bent-normals-after-3.webp" alt="Bent normals after 3" width="350" />&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;h4 id="shader-baker">Shader baker&lt;/h4>
&lt;p>Just as essential to rendering as the output itself is how performant it is to create that output in the first place. &lt;a href="https://github.com/DarioSamo">Darío&lt;/a> and &lt;a href="https://github.com/RandomShaper">Pedro J. Estébanez&lt;/a> bless us in this respect with &lt;a href="https://github.com/godotengine/godot/pull/102552">GH-102552&lt;/a>, which introduces a new shader baker at export time. When enabled, all shaders will be pre-compiled at export time, ensuring that players wont need to wait a long time for shaders to compile when running your game. Users dont have to put in any extra work to make this work with ubershaders, as the features go hand-in-hand automatically.&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-5/shader-baker.webp" alt="Shader baker" />&lt;/p>
&lt;p>&lt;strong>Before:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Slow loading time of Godot's Third Person Shooter demo without prebaked shaders">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-5/shader-baker-before.webm?1" type="video/webm" />
&lt;/video>
&lt;p>&lt;strong>After:&lt;/strong>&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Fast loading time of Godot's Third Person Shooter demo with prebaked shaders">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-5/shader-baker-after.webm?1" type="video/webm" />
&lt;/video>
&lt;h4 id="motion-vectors-for-mobile">Motion vectors for Mobile&lt;/h4>
&lt;p>Across our multiple renderers, its only reasonable that certain features would be exclusive to the higher-end selections. Motion vectors, for instance, have been available on the Forward+ renderer for ages, but have never been available to the Mobile renderer. That is, until &lt;a href="https://github.com/devloglogan">Logan Lang&lt;/a> took to rectifying this in &lt;a href="https://github.com/godotengine/godot/pull/100283">GH-100283&lt;/a>, which builds atop his &lt;a href="https://github.com/godotengine/godot/pull/100282">previous PR&lt;/a>s render-agnostic foundation.&lt;/p>
&lt;h4 id="and-more">And more&lt;/h4>
&lt;ul>
&lt;li>Add new &lt;code class="language-plaintext highlighter-rouge">StandardMaterial&lt;/code> properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera). (&lt;a href="https://github.com/godotengine/godot/pull/93142">GH-93142&lt;/a>)&lt;/li>
&lt;li>Fragment density map support. (&lt;a href="https://github.com/godotengine/godot/pull/99551">GH-99551&lt;/a>)&lt;/li>
&lt;li>Implement motion vectors in mobile renderer. (&lt;a href="https://github.com/godotengine/godot/pull/100283">GH-100283&lt;/a>)&lt;/li>
&lt;li>Overhaul the cull mask internals for Lights, Decals, and Particle Colliders. (&lt;a href="https://github.com/godotengine/godot/pull/102399">GH-102399&lt;/a>)&lt;/li>
&lt;li>Various performance optimizations. (&lt;a href="https://github.com/godotengine/godot/pull/103547">GH-103547&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/103794">GH-103794&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/103889">GH-103889&lt;/a>)&lt;/li>
&lt;li>Optimize Mobile renderer by using FP16 explicitly. (&lt;a href="https://github.com/godotengine/godot/pull/107119">GH-107119&lt;/a>)&lt;/li>
&lt;li>Fix LightmapGI shadow leaks. (&lt;a href="https://github.com/godotengine/godot/pull/107254">GH-107254&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h3 id="xr">XR&lt;/h3>
&lt;p>The XR team has been doing a &lt;a href="https://github.com/godotengine/godot/pulls?q=is%3Amerged+is%3Apr+label%3Atopic%3Axr+milestone%3A4.5+label%3Aenhancement">lot of groundwork&lt;/a> to support more OpenXR extensions. While its separate from the main Godot release cycle, the Godot OpenXR Vendors had a &lt;a href="https://github.com/GodotVR/godot_openxr_vendors/releases/tag/4.0.0-stable">4.0.0 release&lt;/a> in April which is worth checking out! &lt;a href="https://github.com/mbucchia">Matthieu Bucchianeri&lt;/a> had a massive first contribution merged to implement support for the Direct3D 12 OpenXR backend (&lt;a href="https://github.com/godotengine/godot/pull/104207">GH-104207&lt;/a>).&lt;/p>
&lt;p>&lt;a href="https://github.com/DarioSamo">Darío&lt;/a> and &lt;a href="https://github.com/devloglogan">Logan Lang&lt;/a>s implementations of respectively fragment density maps and motion vectors for the Mobile renderer also pave the way for better rendering and supporting more extensions for XR.&lt;/p>
&lt;p>While these are not merged yet, you can keep an eye on &lt;a href="https://github.com/BastiaanOlij">Bastiaan Olij&lt;/a>s cutting edge implementations for the OpenXR Spatial Entities (&lt;a href="https://github.com/godotengine/godot/pull/107391">GH-107391&lt;/a>) and Render Model (&lt;a href="https://github.com/godotengine/godot/pull/107388">GH-107388&lt;/a>) extensions, building upon the freshly released OpenXR SDK 1.1.49. &lt;a href="https://github.com/m4gr3d">Fredia Huya-Kouadio&lt;/a> is also putting finishing touches on the support for running hybrid apps from the Godot XR editor (&lt;a href="https://github.com/godotengine/godot/pull/103972">GH-103972&lt;/a>).&lt;/p>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>334 contributors&lt;/strong> submitted a staggering &lt;strong>1817 fixes&lt;/strong> since the release of 4.4-stable. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.5">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.5-beta1">changes since the 4.5-dev5 snapshot&lt;/a>, for a more curated selection of &lt;strong>372 fixes&lt;/strong> from &lt;strong>119 contributors&lt;/strong>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/46c495ca21f40f57a7fb9c7cde6143738f1652d4">&lt;code class="language-plaintext highlighter-rouge">46c495ca2&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.5-beta1">
Download Godot 4.5 beta1
&lt;/a>
&lt;div class="card-download-details">
&lt;img class="lightbox-ignore" src="/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp" />
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&lt;div class="download-platform platform-linux">
&lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
Linux
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-macos">
&lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
macOS
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
&lt;div class="download-title">
Standard
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&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-windows">
&lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
Windows
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-beta1/Godot_v4.5-beta1_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;/div>
&lt;/div>
&lt;div class="card-download-sublinks">
&lt;a class="card-download-other" href="/download/archive/4.5-beta1">
Export templates and other downloads
&lt;/a>
&lt;a class="card-download-donate" href="https://fund.godotengine.org/">
Make a Donation
&lt;/a>
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.thankyou-reading {
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}
.thankyou-reading-list {
font-size: 16px;
margin: 0;
margin-left: 48px;
padding-left: 0;
}
.thankyou-donate {
margin-bottom: 24px;
text-align: center;
}
.btn.btn-donate {
background-color: var(--primary-color);
color: hsla(0, 0%, 100%, 0.9);
font-size: 22px;
font-weight: 600;
margin-bottom: 26px;
}
.thankyou h2 {
text-shadow: var(--base-shadow);
font-size: 36px;
font-weight: 800;
margin-bottom: 12px;
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.thankyou h2 .anchored-link {
/* Hiding the anchored text automatically added on blogposts */
display: none !important;
}
.thankyou p {
max-width: 620px;
font-size: 25px;
}
@media (max-width: 768px) {
.thankyou-wrapper {
display: block;
}
.thankyou {
position: absolute;
top: 0;
left: 0;
right: 0;
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overflow: scroll;
padding: 30px 40px 18px 40px;
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margin-left: 24px;
}
.btn-close-thankyou-popup {
width: 48px;
height: 48px;
display: flex;
justify-content: center;
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.btn-close-thankyou-popup {
cursor: pointer;
position: absolute;
top: 12px;
right: 12px;
}
.btn-close-thankyou-popup img {
background: transparent !important; /* for overwriting the style in the blogposts img */
}
@media (prefers-color-scheme: light) {
.btn-close-thankyou-popup img {
filter: invert(1);
opacity: 0.75;
}
}
&lt;/style>
&lt;script>
document.addEventListener('DOMContentLoaded', () => {
const thankYouWrapper = document.getElementById('thank-you');
// Close itself, when clicked outside of the popup area.
thankYouWrapper.addEventListener('click', (e) => {
if (e.target === thankYouWrapper) {
thankYouWrapper.style.display = 'none';
}
});
// Close with a close button.
const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup');
thankYouBackButton.addEventListener('click', () => {
thankYouWrapper.style.display = 'none';
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
&lt;/p>
&lt;a href="https://fund.godotengine.org" class="btn btn-donate">
Make a Donation
&lt;/a>
&lt;div class="btn-close-thankyou-popup">
&lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
&lt;/div>
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&lt;/div>
&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/strong>. 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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>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 &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.5. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.&lt;/p>
&lt;p>With every release, we accept that there are going to be various issues which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;ul>
&lt;li>Windows: As mentioned above, we used a new signing certificate for this release. Windows Defenders SmartScreen might pop up for initial downloads as it sees a surge of downloads of binaries signed with a legit but yet unused certificate. This should automatically rectify itself by the time beta 2 rolls around.&lt;/li>
&lt;li>Android: Subsequent exports fail when using Shader Baker. The workaround is to delete the &lt;code class="language-plaintext highlighter-rouge">.godot/export&lt;/code> before exporting. (&lt;a href="https://github.com/godotengine/godot/issues/107535">GH-107535&lt;/a>)&lt;/li>
&lt;li>Wayland: Wayland editor documentation popups appear on screens edge and generate errors. (&lt;a href="https://github.com/godotengine/godot/issues/107438">GH-107438&lt;/a>)&lt;/li>
&lt;/ul>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 or full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> platform managed by &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Wed, 18 Jun 2025 22:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp</image></item><item><title>A new convention to look forward to: GodotFest - Save the Date!</title><link>https://godotengine.org/article/godotfest-2025/</link><summary>Introducing the second annual Godot convention: GodotFest 25 - GodotCon Europe!</summary><description>&lt;p>Were excited to announce a new annual, independent convention centered around Godot: &lt;strong>GodotFest&lt;/strong>!&lt;/p>
&lt;p>What does this mean? It means well now have another annual Godot event to look forward to! Godot&lt;em>Con&lt;/em>, will still be organized
by the Godot Foundation in 2026, and it will continue to travel the world, offering a great starting point for anyone curious about
the engine.&lt;/p>
@@ -2812,4 +3445,4 @@ You can download &lt;a href="https://godot-xr.itch.io/godot-xr-tools-demo">the G
&lt;li>Fix custom hand poses calling legacy &lt;code class="language-plaintext highlighter-rouge">remove_animation&lt;/code>&lt;/li>
&lt;li>Invisible &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/pointer/">Viewport2Din3D&lt;/a> now disable physics and viewport updates&lt;/li>
&lt;li>Improvements to collision hands so collision shapes of picked up objects are added and we no longer have hands collide with dropped objects&lt;/li>
&lt;/ul></description><category>Progress Report</category><guid>https://godotengine.org/article/godot-xr-update-feb-2025/</guid><dc:creator>Bastiaan Olij</dc:creator><pubDate>Thu, 06 Mar 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/february-2025-update-godot-xr-community.webp</image></item><item><title>Godot 4.4, a unified experience</title><link>https://godotengine.org/article/godot-4-4-a-unified-experience/</link><summary>Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes — spotting all the optimizations that have been applied in the background will take some time.</summary><description/><category>Release</category><guid>https://godotengine.org/article/godot-4-4-a-unified-experience/</guid><dc:creator>Godot contributors</dc:creator><pubDate>Mon, 03 Mar 2025 15:45:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godot-4-4-a-unified-experience.webp</image></item></channel></rss>
&lt;/ul></description><category>Progress Report</category><guid>https://godotengine.org/article/godot-xr-update-feb-2025/</guid><dc:creator>Bastiaan Olij</dc:creator><pubDate>Thu, 06 Mar 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/february-2025-update-godot-xr-community.webp</image></item></channel></rss>

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