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Fix a few minor issues in 4.5 beta 1 blog (#1088)
Fixes a few things I missed in the review - three instances of missing words, and one instance of an "And more" entry that had already been highlighted.
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@@ -9,7 +9,7 @@ image_caption_description: A game by Adriaan de Jongh, Sim Kaart, Matthijs Koste
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date: 2025-06-18 22:00:00
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---
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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 [regressions](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.5), 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).
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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 [regressions](https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.5), 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).
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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, [A Thousand Ships](https://github.com/AThousandShips) 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 [already prepared](https://chat.godotengine.org/channel/dNtaAGsF2ifAjZ57P). See the [Bug Triage Introduction](https://github.com/godotengine/godot-maintainers-docs/blob/main/bug-triage/introduction.md) for more information, and join the [`#bugsquad`](https://chat.godotengine.org/channel/bugsquad) and [`#bugsquad-sprints`](https://chat.godotengine.org/channel/bugsquad-sprints) channels on our developer RocketChat to participate!
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@@ -311,7 +311,7 @@ Our implementation of 3D fixed-timestep interpolation has been completely overha
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<source src="/storage/blog/dev-snapshot-godot-4-5-dev-4/3d-fti-scenetree.mp4?1" type="video/mp4">
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</video>
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Working in tandem since the integration of Jolt Physics as new 3D physics engine in Godot 4.4, [Mikael Hermansson](https://github.com/mihe) and [Jorrit Rouwe](https://github.com/jrouwe) (Jolt's creator) have made nearly [20 fixes and improvements](https://github.com/godotengine/godot/issues?q=is%3Apr%20state%3Amerged%20label%3Atopic%3Aphysics%20milestone%3A4.5%20(author%3Amihe%20OR%20author%3Ajrouwe)) to the Jolt integration for Godot 4.5, which should now provide an even better experience.
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Working in tandem since the integration of Jolt Physics as the new 3D physics engine in Godot 4.4, [Mikael Hermansson](https://github.com/mihe) and [Jorrit Rouwe](https://github.com/jrouwe) (Jolt's creator) have made nearly [20 fixes and improvements](https://github.com/godotengine/godot/issues?q=is%3Apr%20state%3Amerged%20label%3Atopic%3Aphysics%20milestone%3A4.5%20(author%3Amihe%20OR%20author%3Ajrouwe)) to the Jolt integration for Godot 4.5, which should now provide an even better experience.
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And more:
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- Add ability to apply forces and impulses to SoftBody3D. ([GH-100463](https://github.com/godotengine/godot/pull/100463))
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@@ -443,7 +443,6 @@ Across our multiple renderers, it's only reasonable that certain features would
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- Add new `StandardMaterial` properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera). ([GH-93142](https://github.com/godotengine/godot/pull/93142))
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- Fragment density map support. ([GH-99551](https://github.com/godotengine/godot/pull/99551))
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- Implement motion vectors in mobile renderer. ([GH-100283](https://github.com/godotengine/godot/pull/100283))
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- Overhaul the cull mask internals for Lights, Decals, and Particle Colliders. ([GH-102399](https://github.com/godotengine/godot/pull/102399))
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- Various performance optimizations. ([GH-103547](https://github.com/godotengine/godot/pull/103547), [GH-103794](https://github.com/godotengine/godot/pull/103794), [GH-103889](https://github.com/godotengine/godot/pull/103889))
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- Optimize Mobile renderer by using FP16 explicitly. ([GH-107119](https://github.com/godotengine/godot/pull/107119))
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@@ -480,7 +479,7 @@ During the beta stage, we focus on solving both regressions (i.e. something that
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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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- Windows: As mentioned above, we used a new signing certificate for this release. Windows Defender's 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.
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- Android: Subsequent exports fail when using Shader Baker. The workaround is to delete the `.godot/export` before exporting. ([GH-107535](https://github.com/godotengine/godot/issues/107535))
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- Android: Subsequent exports fail when using Shader Baker. The workaround is to delete the `.godot/export` folder before exporting. ([GH-107535](https://github.com/godotengine/godot/issues/107535))
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- Wayland: Wayland editor documentation popups appear on screen's edge and generate errors. ([GH-107438](https://github.com/godotengine/godot/issues/107438))
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## Bug reports
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