From 747acdf3c1c5883f5adc2fbb0a7c51ddb097f497 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 31 May 2024 13:51:14 +0200 Subject: [PATCH] Mention issue with 4.3 beta 1 update checker --- collections/_article/dev-snapshot-godot-4-3-beta-1.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/collections/_article/dev-snapshot-godot-4-3-beta-1.md b/collections/_article/dev-snapshot-godot-4-3-beta-1.md index 274a87e48a..83300953d9 100644 --- a/collections/_article/dev-snapshot-godot-4-3-beta-1.md +++ b/collections/_article/dev-snapshot-godot-4-3-beta-1.md @@ -109,10 +109,12 @@ A number of highly requested theme and UX improvements have been merged for 4.3 #### Automatic checking for engine updates -We finally implemented a long-requested feature in the project manager to check for new Godot versions ([GH-75916](https://github.com/godotengine/godot/pull/75916)). This is convenient both when testing pre-release versions, to be notified when beta 1 or future releases are published, but also for new maintenance or feature releases in stable branches. +We finally implemented a long-requested feature in the project manager to check for new Godot versions ([GH-75916](https://github.com/godotengine/godot/pull/75916)). This is convenient both when testing pre-release versions, to be notified when the next dev or beta snapshots are published, but also for new maintenance or feature releases in stable branches. Out of concern for users’ privacy, this feature is not enabled by default, but can be toggled easily by enabling the “Online” network mode in the project manager’s settings. +*Edit:* Turns out that the new update checker has a minor parsing bug, so don't mind if 4.3 beta 1 reports that there's a new "4.3-4.3" version... We'll get that fixed for the next beta :) + #### PackedByteArrays saved with Base64 encoding One common annoyance with Godot’s text-based scene/resource format (tscn/tres) is that the serialization of PackedByteArray properties takes a lot of space, leading to inflated file sizes, and noisy diffs. To help with that, we changed the serialization of PackedByteArrays to use Base64 encoding, which is more compact, especially for bigger arrays ([GH-89186](https://github.com/godotengine/godot/pull/89186)).