diff --git a/article/dev-snapshot-godot-4-5-dev-3/index.html b/article/dev-snapshot-godot-4-5-dev-3/index.html index 5f0eb7393d..b00154cbd5 100644 --- a/article/dev-snapshot-godot-4-5-dev-3/index.html +++ b/article/dev-snapshot-godot-4-5-dev-3/index.html @@ -3,7 +3,7 @@
Cornerpond A game by foolsroom
Cornerpond A game by foolsroom

If the past snapshot was any indication, you might think that development updates aren’t slowing down anytime soon. And… You’d be right! Indeed, progress has been booming, and the amount of new features added even compared to the previous release is staggering; curating this selection was especially difficult. As always, new features mean new bugs in need of fixing, so we encourage everyone interested to get feedback and bug reports in as early as possible.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.


The cover illustration is from Cornerpond, a fishing game that takes place entirely in the corner of your desktop. It is developed by foolsroom. You can get the game on Steam and follow the developer on Twitter.

Highlights

In case you missed them, see the 4.5 dev 1 and 4.5 dev 2 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 3.

Screen reader support

Accessibility should be every developer’s top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to take place. To streamline this process for everyone—players and developers alike—our resident tech guru bruvzg took to the absolutely Herculean task of integrating AccessKit to Godot as a whole.

GH-76829 was a project two years in the making, changing over 32,000 lines of code, and incurred hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as there’s no feasible way we could properly summarize these changes. Unsurprisingly, this was by far the change with the most ramifications of the entire snapshot, so much so that it’s already seen multiple fixes caused by its regressions, but it’s well worth it. After all, accessibility is our top priority!

Script backtracing

In any other snapshot, this would’ve been the main highlight, as adding backtracing to GDScript was among the most highly requested features from our users for years. Two brave souls, Mikael Hermansson (godot-jolt) and Juan Linietsky (up-and-coming developer), helmed this task and made this process possible with GH-91006. This will make it much easier for users to find the cause of warnings/errors that previously required manually hunting down bugs. Stack traces are now available in projects exported in release mode as well if the Debug > Settings > GDScript > Always Track Call Stacks project setting is enabled. This can make it easier for users to report issues in a way that developers can track down.

Backtrace script +Thaddeus Crews

25 April 2025

If the past snapshot was any indication, you might think that development updates aren’t slowing down anytime soon. And… You’d be right! Indeed, progress has been booming, and the amount of new features added even compared to the previous release is staggering; curating this selection was especially difficult. As always, new features mean new bugs in need of fixing, so we encourage everyone interested to get feedback and bug reports in as early as possible.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.


The cover illustration is from Cornerpond, a fishing game that takes place entirely in the corner of your desktop. It is developed by foolsroom. You can get the game on Steam and follow the developer on Twitter.

Highlights

In case you missed them, see the 4.5 dev 1 and 4.5 dev 2 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 3.

Screen reader support

Accessibility should be every developer’s top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to be developed. To streamline this process for everyone—players and developers alike—our resident tech guru bruvzg took to the absolutely Herculean task of integrating AccessKit to Godot as a whole.

GH-76829 was a project started two years ago, which progressed in bursts alongside the AccessKit framework. For the 4.5 release, we made it a priority to finalize, and thus we now merged this major feature with over 32,000 lines of code, after hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as there’s no feasible way we could properly summarize these changes. Unsurprisingly, this was by far the change with the most ramifications of the entire snapshot, so much so that it’s already seen multiple fixes to address regressions (even one right when validating this snapshot), but it’s well worth it. After all, accessibility is our top priority!

This is only the first but massive step towards making Godot more accessible. In particular for the editor, a lot more work will be needed to make it really usable, as well as integrate with accessibility frameworks for mobile or web platforms.

Script backtracing

In any other snapshot, this would’ve been the main highlight, as adding backtracing to GDScript was among the most highly requested features from our users for years. Two brave souls, Mikael Hermansson (godot-jolt) and Juan Linietsky (up-and-coming developer), helmed this task and made this process possible with GH-91006. This will make it much easier for users to find the cause of warnings/errors that previously required manually hunting down bugs. Stack traces are now available in projects exported in release mode as well if the Debug > Settings > GDScript > Always Track Call Stacks project setting is enabled. This can make it easier for users to report issues in a way that developers can track down.

Backtrace script Backtrace out

Inspector section toggles

Another long-awaited feature, inspector section toggles, is now a part of the engine as of GH-105272. lodetrick has expanded editor functionality to what you see below: sections with their own dedicated checkbox to denote if they’re enabled.

Inspector checkboxes

And more!

There are too many exciting changes to list them all here, but here’s a curated selection:

Changelog

115 contributors submitted 253 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev2 snapshot.

This release is built from commit 28089c40c.

Downloads

Download Godot 4.5 dev3
Linux Linux
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macOS macOS
Standard
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Windows diff --git a/atom.xml b/atom.xml index 078db83aa5..b56cc2a1ea 100644 --- a/atom.xml +++ b/atom.xml @@ -1,12 +1,13 @@ -Godot Engine Official2025-04-25T15:40:52+00:00https://godotengine.org/Dev snapshot: Godot 4.5 dev 32025-04-25T12:00:00+00:00https://godotengine.org/article/dev-snapshot-godot-4-5-dev-3/Access the engine like never before!<p>If the past snapshot was any indication, you might think that development updates aren’t slowing down anytime soon. And… You’d be right! Indeed, progress has been booming, and the amount of new features added even compared to the previous release is staggering; curating this selection was especially difficult. As always, new features mean new bugs in need of fixing, so we encourage everyone interested to get feedback and bug reports in as early as possible.</p> +Godot Engine Official2025-04-25T21:16:57+00:00https://godotengine.org/Dev snapshot: Godot 4.5 dev 32025-04-25T12:00:00+00:00https://godotengine.org/article/dev-snapshot-godot-4-5-dev-3/Access the engine like never before!<p>If the past snapshot was any indication, you might think that development updates aren’t slowing down anytime soon. And… You’d be right! Indeed, progress has been booming, and the amount of new features added even compared to the previous release is staggering; curating this selection was especially difficult. As always, new features mean new bugs in need of fixing, so we encourage everyone interested to get feedback and bug reports in as early as possible.</p> <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 <a href="https://editor.godotengine.org/releases/4.5.dev3/">try the <strong>Web editor</strong></a> or the <strong>Android editor</strong> 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> <hr /> <p><em>The cover illustration is from</em> <a href="https://store.steampowered.com/app/3454590/Cornerpond/?curator_clanid=41324400"><strong>Cornerpond</strong></a>, <em>a fishing game that takes place entirely in the corner of your desktop. It is developed by <a href="https://foolsroom.itch.io/">foolsroom</a>. You can get the game <a href="https://store.steampowered.com/app/3454590/Cornerpond/?curator_clanid=41324400">on Steam</a> and follow the developer on <a href="https://twitter.com/foolsroom">Twitter</a>.</em></p> <h2 id="highlights">Highlights</h2> <p>In case you missed them, see the <a href="/article/dev-snapshot-godot-4-5-dev-1/">4.5 dev 1</a> and <a href="/article/dev-snapshot-godot-4-5-dev-2/">4.5 dev 2</a> release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 3.</p> <h3 id="screen-reader-support">Screen reader support</h3> -<p>Accessibility should be every developer’s top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to take place. To streamline this process for everyone—players and developers alike—our resident tech guru <a href="https://github.com/bruvzg">bruvzg</a> took to the absolutely Herculean task of integrating <a href="https://github.com/AccessKit/accesskit">AccessKit</a> to Godot as a whole.</p> -<p><a href="https://github.com/godotengine/godot/pull/76829">GH-76829</a> was a project two years in the making, changing over <strong>32,000</strong> lines of code, and incurred hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as there’s no feasible way we could properly summarize these changes. Unsurprisingly, this was <em>by far</em> the change with the most ramifications of the entire snapshot, so much so that it’s already seen <a href="https://github.com/godotengine/godot/pull/105197">multiple</a> <a href="https://github.com/godotengine/godot/pull/105216">fixes</a> caused by its regressions, but it’s well worth it. After all, accessibility is our top priority!</p> +<p>Accessibility should be every developer’s top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to be developed. To streamline this process for everyone—players and developers alike—our resident tech guru <a href="https://github.com/bruvzg">bruvzg</a> took to the absolutely Herculean task of integrating <a href="https://github.com/AccessKit/accesskit">AccessKit</a> to Godot as a whole.</p> +<p><a href="https://github.com/godotengine/godot/pull/76829">GH-76829</a> was a project started two years ago, which progressed in bursts alongside the AccessKit framework. For the 4.5 release, we made it a priority to finalize, and thus we now merged this major feature with over <strong>32,000</strong> lines of code, after hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as there’s no feasible way we could properly summarize these changes. Unsurprisingly, this was <em>by far</em> the change with the most ramifications of the entire snapshot, so much so that it’s already seen <a href="https://github.com/godotengine/godot/pull/105197">multiple</a> <a href="https://github.com/godotengine/godot/pull/105216">fixes</a> to address regressions (even <a href="https://github.com/godotengine/godot/pull/105764">one</a> right when validating this snapshot), but it’s well worth it. After all, accessibility is our top priority!</p> +<p>This is only the first but massive step towards making Godot more accessible. In particular for the editor, a lot more work will be needed to make it really usable, as well as integrate with accessibility frameworks for mobile or web platforms.</p> <h3 id="script-backtracing">Script backtracing</h3> <p>In any other snapshot, this would’ve been the main highlight, as adding backtracing to GDScript was among the most highly requested features from our users for years. Two brave souls, <a href="https://github.com/mihe">Mikael Hermansson</a> (godot-jolt) and <a href="https://github.com/reduz">Juan Linietsky</a> (up-and-coming developer), helmed this task and made this process possible with <a href="https://github.com/godotengine/godot/pull/91006">GH-91006</a>. This will make it much easier for users to find the cause of warnings/errors that previously required manually hunting down bugs. Stack traces are now available in projects exported in release mode as well if the <strong>Debug &gt; Settings &gt; GDScript &gt; Always Track Call Stacks</strong> project setting is enabled. This can make it easier for users to report issues in a way that developers can track down.</p> <p><img src="/storage/blog/dev-snapshot-godot-4-5-dev-3/backtrace-script.webp" alt="Backtrace script" /> diff --git a/rss.xml b/rss.xml index 97de7579ff..5b3e19e537 100644 --- a/rss.xml +++ b/rss.xml @@ -5,8 +5,9 @@ <h2 id="highlights">Highlights</h2> <p>In case you missed them, see the <a href="/article/dev-snapshot-godot-4-5-dev-1/">4.5 dev 1</a> and <a href="/article/dev-snapshot-godot-4-5-dev-2/">4.5 dev 2</a> release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 3.</p> <h3 id="screen-reader-support">Screen reader support</h3> -<p>Accessibility should be every developer’s top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to take place. To streamline this process for everyone—players and developers alike—our resident tech guru <a href="https://github.com/bruvzg">bruvzg</a> took to the absolutely Herculean task of integrating <a href="https://github.com/AccessKit/accesskit">AccessKit</a> to Godot as a whole.</p> -<p><a href="https://github.com/godotengine/godot/pull/76829">GH-76829</a> was a project two years in the making, changing over <strong>32,000</strong> lines of code, and incurred hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as there’s no feasible way we could properly summarize these changes. Unsurprisingly, this was <em>by far</em> the change with the most ramifications of the entire snapshot, so much so that it’s already seen <a href="https://github.com/godotengine/godot/pull/105197">multiple</a> <a href="https://github.com/godotengine/godot/pull/105216">fixes</a> caused by its regressions, but it’s well worth it. After all, accessibility is our top priority!</p> +<p>Accessibility should be every developer’s top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to be developed. To streamline this process for everyone—players and developers alike—our resident tech guru <a href="https://github.com/bruvzg">bruvzg</a> took to the absolutely Herculean task of integrating <a href="https://github.com/AccessKit/accesskit">AccessKit</a> to Godot as a whole.</p> +<p><a href="https://github.com/godotengine/godot/pull/76829">GH-76829</a> was a project started two years ago, which progressed in bursts alongside the AccessKit framework. For the 4.5 release, we made it a priority to finalize, and thus we now merged this major feature with over <strong>32,000</strong> lines of code, after hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as there’s no feasible way we could properly summarize these changes. Unsurprisingly, this was <em>by far</em> the change with the most ramifications of the entire snapshot, so much so that it’s already seen <a href="https://github.com/godotengine/godot/pull/105197">multiple</a> <a href="https://github.com/godotengine/godot/pull/105216">fixes</a> to address regressions (even <a href="https://github.com/godotengine/godot/pull/105764">one</a> right when validating this snapshot), but it’s well worth it. After all, accessibility is our top priority!</p> +<p>This is only the first but massive step towards making Godot more accessible. In particular for the editor, a lot more work will be needed to make it really usable, as well as integrate with accessibility frameworks for mobile or web platforms.</p> <h3 id="script-backtracing">Script backtracing</h3> <p>In any other snapshot, this would’ve been the main highlight, as adding backtracing to GDScript was among the most highly requested features from our users for years. Two brave souls, <a href="https://github.com/mihe">Mikael Hermansson</a> (godot-jolt) and <a href="https://github.com/reduz">Juan Linietsky</a> (up-and-coming developer), helmed this task and made this process possible with <a href="https://github.com/godotengine/godot/pull/91006">GH-91006</a>. This will make it much easier for users to find the cause of warnings/errors that previously required manually hunting down bugs. Stack traces are now available in projects exported in release mode as well if the <strong>Debug &gt; Settings &gt; GDScript &gt; Always Track Call Stacks</strong> project setting is enabled. This can make it easier for users to report issues in a way that developers can track down.</p> <p><img src="/storage/blog/dev-snapshot-godot-4-5-dev-3/backtrace-script.webp" alt="Backtrace script" />