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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>2025-06-19T15:57:13+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>
<?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>2025-06-20T09:00:42+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 of 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>
@@ -240,7 +240,7 @@ If all goes well, this change should be merged for beta 2 as an exception to the
&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.mp4?1" type="video/mp4" />
&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>Working in tandem since the integration of Jolt Physics as the 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>
@@ -383,7 +383,6 @@ If all goes well, this change should be merged for beta 2 as an exception to the
&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>
@@ -622,7 +621,7 @@ While engine maintainers try their best to ensure that each preview snapshot and
&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>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> folder 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>

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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>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>
<?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 of 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>
@@ -240,7 +240,7 @@ If all goes well, this change should be merged for beta 2 as an exception to the
&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.mp4?1" type="video/mp4" />
&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>Working in tandem since the integration of Jolt Physics as the 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>
@@ -383,7 +383,6 @@ If all goes well, this change should be merged for beta 2 as an exception to the
&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>
@@ -622,7 +621,7 @@ While engine maintainers try their best to ensure that each preview snapshot and
&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>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> folder 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>