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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>2025-11-14T20:19:32+00:00</updated><id>https://godotengine.org/</id><entry><title>Godot and W4 Games support Android XR from day One</title><link href="https://godotengine.org/article/announcing-android-xr-support/"/><updated>2025-11-14T12:00:00+00:00</updated><id>https://godotengine.org/article/announcing-android-xr-support/</id><summary>Announcing support for the Android XR ecosystem by the Godot Foundation and W4 Games</summary><content type="html">&lt;p>With the recent public release of Samsung Galaxy XR, the first headset using the new Android XR operating system, we are pleased to announce that Godot already supports this new ecosystem.&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>2025-11-15T12:27:26+00:00</updated><id>https://godotengine.org/</id><entry><title>Godot and W4 Games support Android XR from day One</title><link href="https://godotengine.org/article/announcing-android-xr-support/"/><updated>2025-11-14T12:00:00+00:00</updated><id>https://godotengine.org/article/announcing-android-xr-support/</id><summary>Announcing support for the Android XR ecosystem by the Godot Foundation and W4 Games</summary><content type="html">&lt;p>With the recent public release of Samsung Galaxy XR, the first headset using the new Android XR operating system, we are pleased to announce that Godot already supports this new ecosystem.&lt;/p>
&lt;p>As a game engine that puts OpenXR front and center, Godot is uniquely positioned to excel on this platform.&lt;/p>
&lt;p>With the release of the &lt;a href="https://store-beta.godotengine.org/asset/godot-xr/godot-openxr-vendors-plugin/">Godot OpenXR vendor plugin v4.2.0&lt;/a>, a new option for Android XR has been added that allows developers using &lt;a href="https://godotengine.org/download/">Godot 4.5 and newer&lt;/a> to effortlessly export their existing projects to this new platform.&lt;/p>
&lt;p>The Godot XR Editor has also been updated with Android XR support and runs beautifully on this new device. Users can download the Godot XR Editor from &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">Google Play&lt;/a>.&lt;/p>
@@ -28,7 +28,7 @@
&lt;/li>
&lt;li>&lt;a href="https://docs.godotengine.org/en/latest/classes/class_twoboneik3d.html#class-twoboneik3d">&lt;code class="language-plaintext highlighter-rouge">TwoBoneIK3D&lt;/code>&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>Attempting to go over all of these is well beyond the scope of this blog post, so readers wanting more information should check out the pull request for more details. Instead, well show off one of the bugfixes to this new system in (&lt;a href="https://github.com/godotengine/godot/pull/112573">GH-112573&lt;/a>), as it provides an easily digestable visualization of that this system is capable of.&lt;/p>
&lt;p>Attempting to go over all of these is well beyond the scope of this blog post, so readers wanting more information should check out the pull request for more details. Instead, well show off one of the bugfixes to this new system in (&lt;a href="https://github.com/godotengine/godot/pull/112573">GH-112573&lt;/a>), as it provides an easily digestable visualization of what this system is capable of.&lt;/p>
&lt;h4 id="before">Before&lt;/h4>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-6-dev-4/haha-funny-wiggle.webp" alt="gmod-ragdoll.mp3" />&lt;/p>
&lt;h4 id="after">After&lt;/h4>
@@ -36,8 +36,8 @@
&lt;source src="/storage/blog/dev-snapshot-godot-4-6-dev-4/haha-funny-stretch.mp4?1" type="video/mp4" />
&lt;/video>
&lt;h3 id="project-manager-various-improvements">Project manager: Various improvements&lt;/h3>
&lt;p>The editor recieved a &lt;strong>lot&lt;/strong> of love this development snapshot, with many features well worth a look in the curated highlights. However, for this blog post, well be focusing on an oft-overlooked element of our editor: the project manager. While technically separate from the editor in the traditional sense, its editor-exclusive functionality which exists to launch project editors, so theyre invariably intertwined. With the project manager getting an uncharacteristic amount of attention this cycle, heres a quick lightning-round of changes:&lt;/p>
&lt;p>&lt;a href="https://github.com/Rindbee">Rindbee&lt;/a> is starting things off with an improved UI navigation (&lt;a href="https://github.com/godotengine/godot/pull/101129">GH-101129&lt;/a>). The previous implementation clashed with our recent AccessKit integration, as it didnt lend itself to keyboard navigation. Now a newly procided focus style makes navigation easier than ever:&lt;/p>
&lt;p>The editor received a &lt;strong>lot&lt;/strong> of love this development snapshot, with many features well worth a look in the curated highlights. However, for this blog post, well be focusing on an often overlooked element of our editor: the project manager. While technically separate from the editor in the traditional sense, it is editor-exclusive functionality which exists to launch project editors, so theyre invariably intertwined. With the project manager getting an uncharacteristic amount of attention this cycle, heres a quick lightning-round of changes:&lt;/p>
&lt;p>&lt;a href="https://github.com/Rindbee">Rindbee&lt;/a> is starting things off with an improved UI navigation (&lt;a href="https://github.com/godotengine/godot/pull/101129">GH-101129&lt;/a>). The previous implementation clashed with our recent AccessKit integration, as it didnt lend itself to keyboard navigation. Now a new focus style makes navigation easier than ever:&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Project manager navigation">
&lt;source src="/storage/blog/dev-snapshot-godot-4-6-dev-4/project-manager-nagivation.mp4?1" type="video/mp4" />
&lt;/video>

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@@ -28,7 +28,7 @@
&lt;/li>
&lt;li>&lt;a href="https://docs.godotengine.org/en/latest/classes/class_twoboneik3d.html#class-twoboneik3d">&lt;code class="language-plaintext highlighter-rouge">TwoBoneIK3D&lt;/code>&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>Attempting to go over all of these is well beyond the scope of this blog post, so readers wanting more information should check out the pull request for more details. Instead, well show off one of the bugfixes to this new system in (&lt;a href="https://github.com/godotengine/godot/pull/112573">GH-112573&lt;/a>), as it provides an easily digestable visualization of that this system is capable of.&lt;/p>
&lt;p>Attempting to go over all of these is well beyond the scope of this blog post, so readers wanting more information should check out the pull request for more details. Instead, well show off one of the bugfixes to this new system in (&lt;a href="https://github.com/godotengine/godot/pull/112573">GH-112573&lt;/a>), as it provides an easily digestable visualization of what this system is capable of.&lt;/p>
&lt;h4 id="before">Before&lt;/h4>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-6-dev-4/haha-funny-wiggle.webp" alt="gmod-ragdoll.mp3" />&lt;/p>
&lt;h4 id="after">After&lt;/h4>
@@ -36,8 +36,8 @@
&lt;source src="/storage/blog/dev-snapshot-godot-4-6-dev-4/haha-funny-stretch.mp4?1" type="video/mp4" />
&lt;/video>
&lt;h3 id="project-manager-various-improvements">Project manager: Various improvements&lt;/h3>
&lt;p>The editor recieved a &lt;strong>lot&lt;/strong> of love this development snapshot, with many features well worth a look in the curated highlights. However, for this blog post, well be focusing on an oft-overlooked element of our editor: the project manager. While technically separate from the editor in the traditional sense, its editor-exclusive functionality which exists to launch project editors, so theyre invariably intertwined. With the project manager getting an uncharacteristic amount of attention this cycle, heres a quick lightning-round of changes:&lt;/p>
&lt;p>&lt;a href="https://github.com/Rindbee">Rindbee&lt;/a> is starting things off with an improved UI navigation (&lt;a href="https://github.com/godotengine/godot/pull/101129">GH-101129&lt;/a>). The previous implementation clashed with our recent AccessKit integration, as it didnt lend itself to keyboard navigation. Now a newly procided focus style makes navigation easier than ever:&lt;/p>
&lt;p>The editor received a &lt;strong>lot&lt;/strong> of love this development snapshot, with many features well worth a look in the curated highlights. However, for this blog post, well be focusing on an often overlooked element of our editor: the project manager. While technically separate from the editor in the traditional sense, it is editor-exclusive functionality which exists to launch project editors, so theyre invariably intertwined. With the project manager getting an uncharacteristic amount of attention this cycle, heres a quick lightning-round of changes:&lt;/p>
&lt;p>&lt;a href="https://github.com/Rindbee">Rindbee&lt;/a> is starting things off with an improved UI navigation (&lt;a href="https://github.com/godotengine/godot/pull/101129">GH-101129&lt;/a>). The previous implementation clashed with our recent AccessKit integration, as it didnt lend itself to keyboard navigation. Now a new focus style makes navigation easier than ever:&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Project manager navigation">
&lt;source src="/storage/blog/dev-snapshot-godot-4-6-dev-4/project-manager-nagivation.mp4?1" type="video/mp4" />
&lt;/video>