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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>2025-10-22T18:01:26+00:00</updated><id>https://godotengine.org/</id><entry><title>Dev snapshot: Godot 4.6 dev 2</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-6-dev-2/"/><updated>2025-10-20T12:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-6-dev-2/</id><summary>Open the floodgates!</summary><content type="html"><p>With our <a href="/article/dev-snapshot-godot-4-6-dev-1/">first dev snapshot</a> out of the way, the 4.6 development cycle is no longer constraining itself to the territory of bugfixes. Many long-awaited features and enhancements are seeing the light of day at long last, as this behemoth of a snapshot boasts <strong>over 300</strong> improvements in all! This blog post will aim to highlight the heavy-hitters to the best of its ability, but the sheer number of changes may warrant users to check the <a href="https://godotengine.github.io/godot-interactive-changelog/#4.6-dev2">interactive changelog</a> for a more thorough dive. With new features comes the potential of new bugs, so early testing and reporting will be essential to catching regressions as quickly as possible.</p>
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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>2025-10-23T08:25:04+00:00</updated><id>https://godotengine.org/</id><entry><title>Dev snapshot: Godot 4.6 dev 2</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-6-dev-2/"/><updated>2025-10-20T12:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-6-dev-2/</id><summary>Open the floodgates!</summary><content type="html"><p>With our <a href="/article/dev-snapshot-godot-4-6-dev-1/">first dev snapshot</a> out of the way, the 4.6 development cycle is no longer constraining itself to the territory of bugfixes. Many long-awaited features and enhancements are seeing the light of day at long last, as this behemoth of a snapshot boasts <strong>over 300</strong> improvements in all! This blog post will aim to highlight the heavy-hitters to the best of its ability, but the sheer number of changes may warrant users to check the <a href="https://godotengine.github.io/godot-interactive-changelog/#4.6-dev2">interactive changelog</a> for a more thorough dive. With new features comes the potential of new bugs, so early testing and reporting will be essential to catching regressions as quickly as possible.</p>
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<p>Please consider <a href="#support">supporting the project financially</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.</p>
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<p><a href="#downloads">Jump to the <strong>Downloads</strong> section</a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the <a href="https://editor.godotengine.org/releases/4.6.dev2/"><strong>Web editor</strong></a>, the <a href="https://www.meta.com/s/3yJ7i8kop"><strong>XR editor</strong></a>, or the <a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4"><strong>Android editor</strong></a> for this release. If you are interested in the latter, please request to join <a href="https://groups.google.com/g/godot-testers">our testing group</a> to get access to pre-release builds.</p>
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@@ -55,9 +55,13 @@ improvements the most and what the next steps would be for anyone taking action.
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>Debug symbols allow developers to obtain more information when Godot crashes or logs an error. Currently, developers will only have debug symbols if they compile the engine from scratch. By distributing debug symbols for the official builds, developers would be able to easily diagnose crashes without making a custom build of the engine.</div><div class=element-details><div class="detail-block note"><div class=detail-block-header><div class=icon><span class="material-symbols-outlined info">info</span></div><div class=label><span>Note</span></div></div><div class=detail-block-content><p>For all platforms that support separated debug symbols.</div></div><div class="detail-block proposals"><div class=detail-block-header><div class=icon><span class=godot-icon-zap></span></div><div class=label><span>Proposals</span></div></div><div class=detail-block-content><ul><li><a href=https://github.com/godotengine/godot-proposals/issues/1342>Distribute official builds with full debugging symbols #1342</a></ul></div></div></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=improve-gamepad-support class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Improve gamepad support</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#improve-gamepad-support><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>We often receive issue reports about gamepad support, as the numbers of gamepads never cease to increase. As we wish to support as many input devices as possible, we want to work towards better support.</div><div class=element-details><div class="detail-block note"><div class=detail-block-header><div class=icon><span class="material-symbols-outlined info">info</span></div><div class=label><span>Note</span></div></div><div class=detail-block-content><p>We need to investigate how we can do this. One way would be to incorporate more code from SDL, or to integrate SDL_input directly in the engine.</div></div><div class="detail-block prs"><div class=detail-block-header><div class=icon><span class=godot-icon-git-pull-request></span></div><div class=label><span>Pull requests</span></div></div><div class=detail-block-content><ul><li><a href=https://github.com/godotengine/godot/pull/87925>Use SDL for joypad input on Linux #87925</a></ul></div></div></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=improve-behavior-of-multiple-monitors-with-different-resolutions-and-dpi-scaling-factors class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Improve behavior of multiple monitors with different resolutions and DPI scaling factors</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#improve-behavior-of-multiple-monitors-with-different-resolutions-and-dpi-scaling-factors><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>Godot games should be able to seamlessly work when dragged across multiple monitors even when the monitors have different resolutions and DPI scaling factors.</div><div class=element-details><div class="detail-block prs"><div class=detail-block-header><div class=icon><span class=godot-icon-git-pull-request></span></div><div class=label><span>Pull requests</span></div></div><div class=detail-block-content><ul><li><a href=https://github.com/godotengine/godot/pull/86022>[WIP] Implement native DPI scaling. #86022</a></ul></div></div></div><div class=element-edit></div></div></details></div></ul></div></details></div></div><div id=android class="category level-2"><div class=container><details class=category-details open><summary class=category-summary><div class=category-anchor-container><a class=category-anchor href=#android><span class=anchor-icon></span></a></div><h3 class=category-title><div class=category-title-text>Android</div></h3><div class=category-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=category-content><ul class=element-list><li class=element-list-item><div id=improve-debugging-of-reports-from-google-play class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Improve debugging of reports from the Google Play console</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#improve-debugging-of-reports-from-google-play><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>When your game launches on Google Play, you will start to get automated reports from players highlighting issues like freezes, crashes, or poor performance. Right now that information is hard to make sense of due to the lack of debug symbols. We want to make it easier for users to utilize these reports either by providing debug symbols, or streamlining the process for developers to upload debug symbols themselves.</div><div class=element-details></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=add-support-for-external-textures-for-ar-core class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Add support for external textures for AR Core</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#add-support-for-external-textures-for-ar-core><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>External textures are textures where their data comes from an external source. For AR, it means getting the camera feed (or anything that can be rendered) from the host operating system and displaying it over in Godot.</div><div class=element-details><div class="detail-block note"><div class=detail-block-header><div class=icon><span class="material-symbols-outlined info">info</span></div><div class=label><span>Note</span></div></div><div class=detail-block-content><p>Link for the <a href=https://github.com/godotvr/godot_arcore>AR Core plugin for Android</a>.</div></div><div class="detail-block prs"><div class=detail-block-header><div class=icon><span class=godot-icon-git-pull-request></span></div><div class=label><span>Pull requests</span></div></div><div class=detail-block-content><ul><li><a href=https://github.com/godotengine/godot/pull/96982>Add external texture support (GLES3) #96982</a><li><a href=https://github.com/godotengine/godot/pull/97163>Add external texture support (Vulkan) #97163</a></ul></div></div></div><div class=element-edit></div></div></details></div></ul></div></details></div></div><div id=linuxbsd class="category level-2"><div class=container><details class=category-details open><summary class=category-summary><div class=category-anchor-container><a class=category-anchor href=#linuxbsd><span class=anchor-icon></span></a></div><h3 class=category-title><div class=category-title-text>Linux/BSDs</div></h3><div class=category-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=category-content><ul class=element-list><li class=element-list-item><div id=help-developers-bring-games-to-android class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Help developers bring games to Android</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#help-developers-bring-games-to-android><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>From <a href=https://docs.google.com/forms/d/e/1FAIpQLScKWGJoLEeNW1qrsDfZRfk7gHultapacH5ZhQmo9XRZADW1IQ/viewanalytics>the results of the 2025 community poll</a>, Android is the fifth most targeted platform (34.4%) and is the third largest source of revenue.
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Yet Godot developers targeting Android suffer from lack of tools and plugins to allow them to properly integrate with the ecosystem and monetize their efforts.
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Starting with Godot 4.6, we will be working to close this gap.</div><div class=element-details></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=improve-debugging-of-reports-from-google-play class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Improve debugging of reports from the Google Play console</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#improve-debugging-of-reports-from-google-play><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>When your game launches on Google Play, you will start to get automated reports from players highlighting issues like freezes, crashes, or poor performance. Right now that information is hard to make sense of due to the lack of debug symbols. We want to make it easier for users to utilize these reports either by providing debug symbols, or streamlining the process for developers to upload debug symbols themselves.</div><div class=element-details></div><div class=element-edit></div></div></details></div><li class=element-list-item><div id=android-editor-improvements class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Android editor improvements</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#android-editor-improvements><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>In our <a href=/article/godotcon-2025-xr-android-recap/>What’s New in Android & XR</a> article from June 2025, data was shared about the growing user-base of the Android editor, as well as the <a href="https://www.youtube.com/watch?v=qoCWp_oP9Ng">pain points</a> encountered by its users.
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This priority will track the work to address the observed needs and to improve the stability and user experience of the editor.</div><div class=element-details></div><div class=element-edit></div></div></details></div></ul></div></details></div></div><div id=linuxbsd class="category level-2"><div class=container><details class=category-details open><summary class=category-summary><div class=category-anchor-container><a class=category-anchor href=#linuxbsd><span class=anchor-icon></span></a></div><h3 class=category-title><div class=category-title-text>Linux/BSDs</div></h3><div class=category-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=category-content><ul class=element-list><li class=element-list-item><div id=multi-window-support-for-wayland-compositor class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Multi window support for Wayland compositor</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#multi-window-support-for-wayland-compositor><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=element-content><div class=element-description><p>Right now the Wayland compositor is limited to making use of a single window. In order to achieve parity with other platforms, we need to add support for creating multiple windows.</div><div class=element-details></div><div class=element-edit></div></div></details></div></ul></div></details></div></div><div id=web class="category level-2"><div class=container><details class=category-details open><summary class=category-summary><div class=category-anchor-container><a class=category-anchor href=#web><span class=anchor-icon></span></a></div><h3 class=category-title><div class=category-title-text>Web</div></h3><div class=category-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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<span class="material-symbols-outlined less">unfold_less</span></div></summary><div class=category-content><ul class=element-list><li class=element-list-item><div id=improve-web-export-size class=element><details class=element-main><summary class=element-title><div class=text><div class="element-title-container element-title-container-title-text"><div class=element-title-text><p>Improve Web export size</div></div><div class="element-title-container element-title-container-anchor"><a class=element-title-anchor href=#improve-web-export-size><span class=anchor-icon></span></a></div></div><div class=element-accordion-toggle><span class="material-symbols-outlined more">unfold_more</span>
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