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Add 4.6-beta2 blog post
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- name: "4.6"
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flavor: "beta1"
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release_date: "10 December 2025"
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release_notes: "/article/dev-snapshot-godot-4-6-beta-1/"
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flavor: "beta2"
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release_date: "19 December 2025"
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release_notes: "/article/dev-snapshot-godot-4-6-beta-2/"
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releases:
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- name: "beta1"
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release_date: "10 December 2025"
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release_notes: "/article/dev-snapshot-godot-4-6-beta-1/"
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- name: "dev6"
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release_date: "5 December 2025"
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release_notes: "/article/dev-snapshot-godot-4-6-dev-6/"
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@@ -55,6 +55,9 @@ You can find a list of such issues by filtering the merged PRs in the 4.6 milest
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- Note: Glow blending now occurs before tonemapping and `softlight` glow blending has changed to always appear as it did when using HDR 2D on your Viewport.
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- `Quaternion` now correctly initializes with identity under `Variant` ([GH-84658](https://github.com/godotengine/godot/pull/84658)).
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If you previously imported 3D assets, we recommend using the project upgrade tool explicitly:
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<img src="/storage/blog/dev-snapshot-godot-4-6-beta-1/update-tool.jpg" alt="Upgrade Project Files..."/>
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### Animation
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[Tokage](https://github.com/TokageItLab) has brought IK support for `SkeletonModifier3D` via the new class `IKModifier3D` ([GH-110120](https://github.com/godotengine/godot/pull/110120)). This took the lessons learned from `SkeletonModificationStack3D`, a class removed in the 4.0 transition, and reimplemented them in a context that's up to modern standards. Having to account for so many separate systems resulted in `SkeletonModifier3D` receiving **8 new subclasses**:
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@@ -181,7 +184,7 @@ And more:
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### GUI
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Michael has brought another new addition: the focus state logic for mouse and touch is now decoupled from keyboard and joypad ([GH-110250](https://github.com/godotengine/godot/pull/110250)). As we mentioned in the [4.6 dev 1 blog post](/article/dev-snapshot-godot-4-6-dev-1/), it's not uncommon for systems to deliberately stylize these two input groups separately, enabling granular control for toolmakers and UI designers.
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Michael has brought another new addition: the focus state logic for mouse and touch is now decoupled from keyboard and joypad ([GH-110250](https://github.com/godotengine/godot/pull/110250)). As we mentioned in the [4.6 dev 1 blog post](/article/dev-snapshot-godot-4-6-dev-1/), it's not uncommon for systems to deliberately stylize these two input groups separately, enabling granular control for toolmakers and UI designers. `Control`s that support keyboard input (`LineEdit`, `TextEdit`, etc.) will show focus by default in a running project.
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| Situation | |
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| ------------------------------------------------------------------------------------------------- | --- |
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@@ -192,6 +195,10 @@ Michael has brought another new addition: the focus state logic for mouse and to
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| Clicking with the mouse a visibly focused `Control` (deviates from how it works in browsers). | ❌ |
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| Using `Control.grab_focus(true)`. | ❌ |
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<div markdown=1 class="card card-info" style="margin-top: 1em;">
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The previous behavior can be achieved by enabling `gui/common/always_show_focus_state`.
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</div>
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And more:
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- Add `pivot_offset_ratio` property to Control ([GH-70646](https://github.com/godotengine/godot/pull/70646)).
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- Add scroll hints to `ScrollContainer` and `Tree` ([GH-112491](https://github.com/godotengine/godot/pull/112491)).
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@@ -352,9 +359,9 @@ And more:
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Bastiaan additionally implemented support for [OpenXR Spatial Entities Extensions](https://www.khronos.org/blog/openxr-spatial-entities-extensions-released-for-developer-feedback), introduced to standardize obtaining and interacting with information about the user's real world environment ([GH-107391](https://github.com/godotengine/godot/pull/107391)). This brings support for [spatial anchors](https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_spatial_anchor), [plane tracking](https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_spatial_plane_tracking), and [marker tracking](https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_spatial_marker_tracking) in a consistent and platform-independent manner. If you have the necessary equipment for it, Bastiaan has provided a [demo project](https://github.com/BastiaanOlij/spatial-entities-demo) to showcase this new functionality.
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[dhoverb](https://github.com/dhoverb) took to supporting the extensions for offsetting density maps ([GH-112888](https://github.com/godotengine/godot/pull/112888)). This is a key feature enabling eye-tracked foveated rendering on devices that support this method. Currently, this has been tested on Meta Quest Pro and Samsung Galaxy XR headsets, but other headsets are expected to benefit from this change as well.
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[David Hover](https://github.com/dhoverb) took to supporting the extensions for offsetting density maps ([GH-112888](https://github.com/godotengine/godot/pull/112888)). This is a key feature enabling eye-tracked foveated rendering on devices that support this method. Currently, this has been tested on Meta Quest Pro and Samsung Galaxy XR headsets, but other headsets are expected to benefit from this change as well.
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dhoverb has also added support for the `XR_KHR_android_thread_settings` extension, which informs the XR runtime about threads used for rendering, game logic, or other purposes ([GH-112889](https://github.com/godotengine/godot/pull/112889)). This allows for better thread prioritization on AOSP devices that implement this extension.
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David added support for the `XR_KHR_android_thread_settings` extension, which informs the XR runtime about threads used for rendering, game logic, or other purposes ([GH-112889](https://github.com/godotengine/godot/pull/112889)). This allows for better thread prioritization on AOSP devices that implement this extension.
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And more:
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- Add support for Android XR devices to the Godot XR Editor ([GH-112777](https://github.com/godotengine/godot/pull/112777)).
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@@ -392,7 +399,7 @@ In particular, any change that would cause a regression in your projects is very
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## Support
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Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to [generous donations from the Godot community](https://fund.godotengine.org/). A big thank you to everyone who has contributed [their time](https://github.com/godotengine/godot/blob/master/AUTHORS.md) or [their financial support](https://github.com/godotengine/godot/blob/master/DONORS.md) to the project!
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Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part and full-time developers hired thanks to [generous donations from the Godot community](https://fund.godotengine.org/). A big thank you to everyone who has contributed [their time](https://github.com/godotengine/godot/blob/master/AUTHORS.md) or [their financial support](https://github.com/godotengine/godot/blob/master/DONORS.md) to the project!
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If you'd like to support the project financially and help us secure our future hires, you can do so using the [Godot Development Fund](https://fund.godotengine.org/) platform managed by [Godot Foundation](https://godot.foundation/). There are also several [alternative ways to donate](/donate) which you may find more suitable.
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---
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title: "Dev snapshot: Godot 4.6 beta 2"
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excerpt: The final development snapshot of 2025!
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categories: [pre-release]
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author: Thaddeus Crews
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image: /storage/blog/covers/dev-snapshot-godot-4-6-beta-2.jpg
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image_caption_title: Nine-Ball Roulette
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image_caption_description: A game by WaveBox Labs
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date: 2025-12-19 12:00:00
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---
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As 2025 winds to a close, so too does our team for the holiday season. Before we head off, let us leave you with a parting gift: the final development build of the year, 4.6 beta 2!
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We've already discovered and tackled a fair number of regressions since [4.6 beta 1](/article/dev-snapshot-godot-4-5-beta-1/), which we're hoping will lend itself to a quick release cycle. However, there's still further bugfixing and testing to be done, so users are encouraged to report whatever new issues crop up this release.
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Please consider [supporting the project financially](#support), 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.
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[Jump to the **Downloads** section](#downloads), 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**](https://editor.godotengine.org/releases/4.6.beta1/), the [**XR editor**](https://www.meta.com/s/h9JcJGHfg), or the [**Android editor**](https://play.google.com/store/apps/details?id=org.godotengine.editor.v4) for this release. If you are interested in the latter, please request to join [our testing group](https://groups.google.com/g/godot-testers) to get access to pre-release builds.
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---
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*The cover illustration is from* [**Nine-Ball Roulette**](https://store.steampowered.com/app/3376250/NineBall_Roulette/?curator_clanid=41324400), *a thriller where you and up to 3 friends take part in a relaxing game of pool with a little Russian Roulette on the side. You can buy the game on [Steam](https://store.steampowered.com/app/3376250/NineBall_Roulette/?curator_clanid=41324400), and check out the developers on [YouTube](www.youtube.com/@WaveBoxLabs)!*
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## Highlights
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For an overview of what's new overall in Godot 4.6, have a look at the highlights for [4.6 beta 1](/article/dev-snapshot-godot-4-5-beta-1/), which cover a lot of the changes. This blog post only covers the changes between beta 1 and beta 2. This section covers the most relevant changes made since the beta 1 snapshot, which are largely regression fixes:
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- Editor: Disable tool button for multiple nodes ([GH-113944](https://github.com/godotengine/godot/pull/113944)).
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- Editor: Fix shader editor minimum size ([GH-113916](https://github.com/godotengine/godot/pull/113916)).
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- Editor: Show file when FileSystem is searched with UID ([GH-102789](https://github.com/godotengine/godot/pull/102789)).
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- GUI: Fix `TextEdit` does not auto scroll properly on certain vertical sizes ([GH-113390](https://github.com/godotengine/godot/pull/113390)).
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- Platforms: iOS: Automatically enable `iphone-ipad-minimum-performance-a12` if project is using Forward+/Mobile renderer ([GH-114098](https://github.com/godotengine/godot/pull/114098)).
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- Platforms: Linux: X11: Fix input delay regression ([GH-113537](https://github.com/godotengine/godot/pull/113537)).
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- Rendering: Update Mesa NIR to 25.3.1 + Make each SPIR-V -> DXIL conversion thread allocate from its own heap ([GH-113618](https://github.com/godotengine/godot/pull/113618)).
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- Rendering: OpenGL: Split the ubos for motion vectors into separate uniforms to fix Adreno GPU crash ([GH-114175](https://github.com/godotengine/godot/pull/114175)),
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- Thirdparty: Replace `minimp3` with `dr_mp3` ([GH-96547](https://github.com/godotengine/godot/pull/96547)).
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- Thirdparty: SDL: Update to 3.2.28 ([GH-113968](https://github.com/godotengine/godot/pull/113968)).
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- Translations: Sync with latest Weblate, new 4.6 strings are now [available to translate](https://contributing.godotengine.org/en/latest/other/translations.html).
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## Changelog
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**64 contributors** submitted **198 fixes** for this release. See our [**interactive changelog**](https://godotengine.github.io/godot-interactive-changelog/#4.6-beta2) for the complete list of changes since [4.6-beta1](/article/dev-snapshot-godot-4-6-beta-1/). You can also review [all changes included in 4.6](https://godotengine.github.io/godot-interactive-changelog/#4.6) compared to the previous [4.5 feature release](/releases/4.5/).
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This release is built from commit [`551ce8d47`](https://github.com/godotengine/godot/commit/551ce8d47feda9c81c870314745366b24957624b).
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## Downloads
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{% include articles/download_card.html version="4.6" release="beta2" article=page %}
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**Standard build** includes support for GDScript and GDExtension.
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**.NET build** (marked as `mono`) includes support for C#, as well as GDScript and GDExtension.
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{% include articles/prerelease_notice.html %}
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## Known issues
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During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current [list of regressions and significant issues](https://github.com/orgs/godotengine/projects/61) which we aim to address before releasing 4.6. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.
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With every release, we accept that there are going to be various issues which have already been reported but haven't been fixed yet. See the GitHub issue tracker for a complete list of [known bugs](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug).
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- XR: Motion vectors are currently broken in the compatibility renderer, causing geometry to predominantly render as black ([GH-107438](https://github.com/godotengine/godot/issues/107438)).
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## Bug reports
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As a tester, we encourage you to [open bug reports](https://github.com/godotengine/godot/issues) if you experience issues with this release. Please check the [existing issues on GitHub](https://github.com/godotengine/godot/issues) first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.
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In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).
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## Support
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Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part and full-time developers hired thanks to [generous donations from the Godot community](https://fund.godotengine.org/). A big thank you to everyone who has contributed [their time](https://github.com/godotengine/godot/blob/master/AUTHORS.md) or [their financial support](https://github.com/godotengine/godot/blob/master/DONORS.md) to the project!
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If you'd like to support the project financially and help us secure our future hires, you can do so using the [Godot Development Fund](https://fund.godotengine.org/) platform managed by [Godot Foundation](https://godot.foundation/). There are also several [alternative ways to donate](/donate) which you may find more suitable.
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<a class="btn" href="https://fund.godotengine.org/">Donate now</a>
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