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Add 4.4-dev7 article (#980)
Co-authored-by: clayjohn <claynjohn@gmail.com>
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- name: "4.4"
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flavor: "dev6"
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release_date: "5 December 2024"
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release_notes: "/article/dev-snapshot-godot-4-4-dev-6/"
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flavor: "dev7"
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release_date: "19 December 2024"
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release_notes: "/article/dev-snapshot-godot-4-4-dev-7/"
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releases:
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- name: "dev6"
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release_date: "5 December 2024"
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release_notes: "/article/dev-snapshot-godot-4-4-dev-6/"
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- name: "dev5"
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release_date: "21 November 2024"
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release_notes: "/article/dev-snapshot-godot-4-4-dev-5/"
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collections/_article/dev-snapshot-godot-4-4-dev-7.md
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---
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title: "Dev snapshot: Godot 4.4 dev 7"
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excerpt: "One last build before the holidays!"
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categories: ["pre-release"]
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author: Thaddeus Crews
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image: /storage/blog/covers/dev-snapshot-godot-4-4-dev-7.webp
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image_caption_title: "Pest Apocalypse"
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image_caption_description: "A game by Kikimora Games"
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date: 2024-12-19 18:00:00
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---
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Season's greetings, everyone! As our team winds down for the holiday season, we present you with one last gift before
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the new year: our final development build of the year!
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After having a few notable regressions in dev 6, we intended to do a quick turnaround for dev 7 with high priority bug
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fixes. But we got greedy and ended up making dev 7 another feature-packed new release so you will have plenty of things
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to check out while we are on holidays.
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by
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definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as
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Git, to preserve your projects in case of corruption or data loss.
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[Jump to the **Downloads** section](#downloads), and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the [**Web editor**](https://editor.godotengine.org/releases/4.4.dev7/), [**XR editor**](https://www.meta.com/experiences/godot-game-engine/7713660705416473/), or the **Android editor** for this release (join the [Android editor testing group](https://groups.google.com/g/godot-testers) to get access to pre-release builds).
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-----
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*The cover illustration is from* [**Pest Apocalypse**](https://store.steampowered.com/app/2506810/Pest_Apocalypse/), *a hyper-realistic post apocalyptic physics based pizza delivery action rogue-lite! It is developed by [Kikimora Games](https://www.kikimora.games/). You can purchase the game [on Steam](https://store.steampowered.com/app/2506810/Pest_Apocalypse/), and follow the developers [on BlueSky](https://bsky.app/profile/kikimora.games) and [Discord](https://discord.com/invite/sSmGbJSa4E).*
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## Highlights
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In case you missed them, see the [4.4 dev 1](/article/dev-snapshot-godot-4-4-dev-1/), [4.4 dev 2](/article/dev-snapshot-godot-4-4-dev-2/),
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[4.4 dev 3](/article/dev-snapshot-godot-4-4-dev-3/), [4.4 dev 4](/article/dev-snapshot-godot-4-4-dev-4/), [4.4 dev 5](/article/dev-snapshot-godot-4-4-dev-5/), and [4.4 dev 6](/article/dev-snapshot-godot-4-4-dev-6/) release notes for an overview of
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some key features which were already in those snapshots, and are therefore still available for testing in dev 7.
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Here are highlights of a few new features in dev 7 that you might find particularly exciting!
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### Jolt Physics module
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Ever since its inception in late 2022, [godot-jolt](https://github.com/godot-jolt/godot-jolt) has become the de-facto 3D
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physics engine for many of our developers. Much of the history behind why this was the case is documented in [this
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proposal](https://github.com/godotengine/godot-proposals/issues/7308) by [Adam Scott](https://github.com/adamscott), but
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the main takeaway was a strong push for this tool to be recognized as an official addon. In doing so, users would be
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able to find this amazing resource in a way that was promoted by the engine itself; an exciting prospect!
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The Godot Jolt maintainers, [Mikael Hermansson](https://github.com/mihe) and [Jorrit Rouwe](https://github.com/jrouwe),
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took this idea one step further: integrating the tool as part of the engine *directly*. There was already a symbiosis
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between their team and the Godot engine, with many features being added to Godot *and* Jolt to accommodate both, but the
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integration of an official module was no small feat; their pull request
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([GH-99895](https://github.com/godotengine/godot/pull/99895)) ended up adding over 500 files and 115 **thousand** lines
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of code! So while this was one of the most rigorously tested PRs relative to the amount of time it's been up, it'd be
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impossible for any team to account for *everything* this behemoth introduced, so we eagerly await your feedback (and bug
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reports) on one of the most highly-requested features of 4.x.
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**Note:** At time of writing, this does **not** replace Godot Physics as the default 3D physics engine.
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The Jolt Physics integration in Godot is considered experimental, and may change in future releases. It also lacks some features of Godot Physics so isn't a full drop-in replacement. If your interests/use-case are supported, the
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tool can be enabled by changing the `physics/3d/physics_engine` project setting to `Jolt Physics`.
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### .NET 8.0
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[Paul Joannon](https://github.com/paulloz) and [Raul Santos](https://github.com/raulsntos) have put the final pieces in
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place for moving both the GodotSharp library and user projects to .NET 8 ([GH-92131](https://github.com/godotengine/godot/pull/92131) and
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[GH-100195](https://github.com/godotengine/godot/pull/100195)). All new projects will use .NET 8 by default and
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existing projects will automatically update to .NET 8 once opened with this release or any newer 4.4 build.
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### Improved Scene Tree editor performance
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The amount of performance boosts that have been crammed in between dev 6 and dev 7 has been staggering. Of note are the
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recent improvements to the engine's core including many optimizations throughout the String class, spearheaded by
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[Ivorforce](https://github.com/Ivorforce). But perhaps the most obvious improvement comes from [HP van
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Braam](https://github.com/hpvb) and their modifications to the SceneTree system
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([GH-99700](https://github.com/godotengine/godot/pull/99700)). While this will prove beneficial across all projects,
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these changes result in especially complex scenes having a tenfold performance in the editor when moving or renaming
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nodes in the SceneTree.
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### Documentation tooltips
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Thanks to [Danil Alexeev](https://github.com/dalexeev) the GDScript code editor will now display a tooltip containing
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information about functions, variables, classes, etc. when you hover over them, including the documentation you have
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written using our documentation system ([GH-91060](https://github.com/godotengine/godot/pull/91060)). This makes using
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the integrated documentation system even more powerful as you no longer have to bounce between the code editor and the
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related docs to quickly get information.
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### Baked shadowmasks for lightmaps
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Until now, you have always had to choose between fully baked or fully dynamic shadows when using LightmapGI. However,
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sometimes you want to have dynamic shadows up close where detail matters, but use static shadows in the distance where a
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low resolution is acceptable. Finally it is possible thanks to the hard work of
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[BlueCube3310](https://github.com/BlueCube3310) in [GH-85653](https://github.com/godotengine/godot/pull/85653). You can
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now enable shadow masks while baking your LightmapGI to combine dynamic and static shadows for the best quality.
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Additionally, this allows you to drastically shorten the range of your dynamic shadows which is a very important
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optimization, especially for mobile devices.
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This feature is still experimental and it will change in response to feedback, so please test it out and let us know
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what you think!
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### And more!
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There are too many exciting changes to list them all here, but here's a curated selection:
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- 3D: Add 3D translation sensitivity to Editor Settings ([GH-81714](https://github.com/godotengine/godot/pull/81714)).
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- 3D: Add ruler mode to 3D ([GH-100162](https://github.com/godotengine/godot/pull/100162)).
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- Animation: Add animation node extension ([GH-99181](https://github.com/godotengine/godot/pull/99181)).
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- Audio: Add Web MIDI support ([GH-95928](https://github.com/godotengine/godot/pull/95928)).
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- Buildsystem: Add loongarch64 support for Linux/*BSD ([GH-97822](https://github.com/godotengine/godot/pull/97822)).
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- Buildsystem: Make Godot compile on `FreeBSD` ([GH-100047](https://github.com/godotengine/godot/pull/100047)).
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- Core: Fix `JSON.{from,to}_native()` issues ([GH-99765](https://github.com/godotengine/godot/pull/99765)).
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- Core: Optimize StringBuilder by using `LocalVector` instead of `Vector` ([GH-99775](https://github.com/godotengine/godot/pull/99775)).
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- Core: Optimize String construction from statically known strings by evaluating `strlen` at compile-time ([GH-100132](https://github.com/godotengine/godot/pull/100132)).
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- Core: Add move assignment and move constructor to Variant ([GH-100426](https://github.com/godotengine/godot/pull/100426)).
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- Documentation: Document `_process()` and `_physics_process()` delta behavior at low FPS ([GH-94636](https://github.com/godotengine/godot/pull/94636)).
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- Editor: Add ability to create a new inherited scene from code ([GH-90057](https://github.com/godotengine/godot/pull/90057)).
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- Editor: Add profiler autostart indicator to EditorRunBar ([GH-97492](https://github.com/godotengine/godot/pull/97492)).
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- Editor: Allow dragging to specific folders in filesystem dock ([GH-99453](https://github.com/godotengine/godot/pull/99453)).
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- Editor: Make the Script Editor's parser execute sooner on edit after error was found ([GH-87542](https://github.com/godotengine/godot/pull/87542)).
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- Editor: Show String properties' text in a tooltip in the inspector ([GH-76231](https://github.com/godotengine/godot/pull/76231)).
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- Export: Use temp dirs instead of cache dirs for export ([GH-100150](https://github.com/godotengine/godot/pull/100150)).
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- GDExtension: Fix `Variant` modulo operation ([GH-99559](https://github.com/godotengine/godot/pull/99559)).
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- GDScript: Add `@warning_ignore_start` and `@warning_ignore_restore` annotations ([GH-76020](https://github.com/godotengine/godot/pull/76020)).
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- GUI: Change default Arabic font to Vazirmatn ([GH-100053](https://github.com/godotengine/godot/pull/100053)).
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- GUI: Fix Tree drag-and-drop scrolling having low FPS at low Physics Ticks per Second ([GH-98766](https://github.com/godotengine/godot/pull/98766)).
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- GUI: Improve emoji SVG parsing by caching ([GH-100300](https://github.com/godotengine/godot/pull/100300)).
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- GUI: Save color palette as resources to reuse later ([GH-91604](https://github.com/godotengine/godot/pull/91604)).
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- Import: Consider all texture types for resource thumbnail generation ([GH-100247](https://github.com/godotengine/godot/pull/100247)).
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- Input: Add `Tablet/Trackpad` 3D navigation preset ([GH-97985](https://github.com/godotengine/godot/pull/97985)).
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- Navigation: Despaghettify NavigationServer path queries ([GH-100129](https://github.com/godotengine/godot/pull/100129)).
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- Plugin: Export `EditorInspector::instantiate_property_editor` for use by plugins ([GH-87375](https://github.com/godotengine/godot/pull/87375)).
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- Rendering: Add Blend Distance property to ReflectionProbe ([GH-99958](https://github.com/godotengine/godot/pull/99958)).
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- Rendering: Allow changing the anisotropic filter level at run-time per Viewport ([GH-88313](https://github.com/godotengine/godot/pull/88313)).
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- Rendering: Further performance improvements from The Forge ([GH-99257](https://github.com/godotengine/godot/pull/99257)).
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- Rendering: Automatically compress new lightmap textures ([GH-100327](https://github.com/godotengine/godot/pull/100327)).
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- Rendering: Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes ([GH-100302](https://github.com/godotengine/godot/pull/100302)).
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- Rendering: Implement `RD::buffer_get_data_async()` and `RD::texture_get_data_async()` ([GH-100110](https://github.com/godotengine/godot/pull/100110)).
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- Shaders: Avoid error spam when shaders fail to compile by freeing shader_data version when compilation fails ([GH-100128](https://github.com/godotengine/godot/pull/100128)).
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- XR: Allow locking the camera to the `XROrigin3D` for benchmarking or automated testing ([GH-99145](https://github.com/godotengine/godot/pull/99145)).
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- XR: OpenXR: Add support for binding modifiers ([GH-97140](https://github.com/godotengine/godot/pull/97140)).
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## Changelog
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**113 contributors** submitted **263 improvements** for this new snapshot. See our [**interactive changelog**](https://godotengine.github.io/godot-interactive-changelog/#4.4-dev7) for the complete list of changes since the previous 4.4-dev6 snapshot.
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This release is built from commit [`46c8f8c5c`](https://github.com/godotengine/godot/commit/46c8f8c5c5874c7c56ea5b1384259de9402d3449).
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## Downloads
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{% include articles/download_card.html version="4.4" release="dev7" article=page %}
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**Standard build** includes support for GDScript and GDExtension.
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**.NET build** (marked as `mono`) includes support for C#, as well as GDScript and GDExtension.
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- .NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.
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{% include articles/prerelease_notice.html %}
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## Known issues
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With every release we accept that there are going to be various issues, which have already been reported but haven't been fixed yet. See the GitHub issue tracker for a complete list of [known bugs](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+).
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There are currently no known issues introduced by this release.
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## Bug reports
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As a tester, we encourage you to [open bug reports](https://github.com/godotengine/godot/issues) if you experience issues with this release. Please check the [existing issues on GitHub](https://github.com/godotengine/godot/issues) first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.
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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).
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## Support
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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 [generous donations from the Godot community](https://fund.godotengine.org/). A big thank you to everyone who has contributed [their time](https://github.com/godotengine/godot/blob/master/AUTHORS.md) or [their financial support](https://github.com/godotengine/godot/blob/master/DONORS.md) to the project!
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If you'd like to support the project financially and help us secure our future hires, you can do so using the [Godot Development Fund](https://fund.godotengine.org/) platform managed by [Godot Foundation](https://godot.foundation/). There are also several [alternative ways to donate](/donate) which you may find more suitable.
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