From 8eedf38b54afd821137cc7dd05337e8205264dc9 Mon Sep 17 00:00:00 2001 From: Godot Organization <> Date: Mon, 2 Jun 2025 21:30:09 +0000 Subject: [PATCH] =?UTF-8?q?Deploying=20to=20published=20from=20@=20godoten?= =?UTF-8?q?gine/godot-website@dc24a7480688e40965811b2229de2877679c3f15=20?= =?UTF-8?q?=F0=9F=9A=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../dev-snapshot-godot-4-5-dev-5/index.html | 11 +--- atom.xml | 55 +++++++++++++++---- rss.xml | 53 ++++++++++++++---- 3 files changed, 86 insertions(+), 33 deletions(-) diff --git a/article/dev-snapshot-godot-4-5-dev-5/index.html b/article/dev-snapshot-godot-4-5-dev-5/index.html index 39b1db4137..f187977050 100644 --- a/article/dev-snapshot-godot-4-5-dev-5/index.html +++ b/article/dev-snapshot-godot-4-5-dev-5/index.html @@ -7,16 +7,7 @@

Abstract error

The purpose of an abstract class is to create a baseline for other classes to derive from:

class_name ExtendsMyAbstract extends MyAbstract
 

Abstract derived

Shader baker

From the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there (over 20× decrease in load times in the TPS demo)!

Shader baker

Before:

After:

However, it comes with tradeoffs:

  1. Export time will be much longer.
  2. Build size will be much larger since the baked shaders can take up a lot of space.
  3. We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.
  4. Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler (macOS with Xcode / Command Line Tools installed).

Web: WebAssembly SIMD support

As you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default (GH-106319).

Inline color pickers

While it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.

Inline color picker

Rendering goodies

The renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature (GH-102330). Capry brings bent normal maps to further enhance specular occlusion and indirect lighting (GH-89988). Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices (GH-106267). More technical information on these rendering changes can be found in their associated PRs.

SMAA comparison: -| Off | On | -| :————————————————————————————————–: | :————————————————————————————————: | -| SMAA off 1 | SMAA on 1 | -| SMAA off 2 | SMAA on 2 |

Bent normal map comparison: -| Before | After | -| :————————————————————————————————————————: | :———————————————————————————————————————-: | -| Bent normals before 1 | Bent normals after 1 | -| Bent normals before 2 | Bent normals after 2 | -| Bent normals before 3 | Bent normals after 3 |

And more!

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

Changelog

109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.

This release is built from commit 64b09905c.

Downloads

Download Godot 4.5 dev5
Linux +

However, it comes with tradeoffs:

  1. Export time will be much longer.
  2. Build size will be much larger since the baked shaders can take up a lot of space.
  3. We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.
  4. Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler (macOS with Xcode / Command Line Tools installed).

Web: WebAssembly SIMD support

As you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default (GH-106319).

Inline color pickers

While it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.

Inline color picker

Rendering goodies

The renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature (GH-102330). Capry brings bent normal maps to further enhance specular occlusion and indirect lighting (GH-89988). Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices (GH-106267). More technical information on these rendering changes can be found in their associated PRs.

SMAA comparison:
OffOn
SMAA off 1SMAA on 1
SMAA off 2SMAA on 2

Bent normal map comparison:
BeforeAfter
Bent normals before 1Bent normals after 1
Bent normals before 2Bent normals after 2
Bent normals before 3Bent normals after 3

And more!

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

  • Animation: Add alphabetical sorting to Animation Player (GH-103584).
  • Animation: Add animation filtering to animation editor (GH-103130).
  • Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling (GH-102360).
  • Core: Add --scene command line argument (GH-105302).
  • Core: Overhaul resource duplication (GH-100673).
  • Core: Use Grisu2 algorithm in String::num_scientific to fix serializing (GH-98750).
  • Editor: Add “Quick Load” button to EditorResourcePicker (GH-104490).
  • Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions (GH-96611).
  • Editor: Add named EditorScripts to the command palette (GH-99318).
  • GUI: Add file sort to FileDialog (GH-105723).
  • I18n: Add translation preview in editor (GH-96921).
  • Import: Add Channel Remap settings to ResourceImporterTexture (GH-99676).
  • Physics: Improve performance with non-monitoring areas when using Jolt Physics (GH-106490).
  • Porting: Android: Add export option for custom theme attributes (GH-106724).
  • Porting: Android: Add support for 16 KB page sizes, update to NDK r28b (GH-106358).
  • Porting: Android: Remove the gradle_build/compress_native_libraries export option (GH-106359).
  • Porting: Web: Use actual PThread pool size for get_default_thread_pool_size() (GH-104458).
  • Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot (GH-59595).
  • Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera) (GH-93142).
  • Rendering: FTI - Optimize SceneTree traversal (GH-106244).

Changelog

109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.

This release is built from commit 64b09905c.

Downloads

Download Godot 4.5 dev5