With GodotFest now behind us, it’s only natural that some users would be left with a sense of longing. Well we have just the thing: our most recent Godot 4.6 development snapshot! It’s not even been two weeks since the last one, but we couldn’t just leave y’all hanging for more Godot content. As always, these snapshots feature big changes, meaning they’re likely accompanied by big regressions and bugs; get those tests and reports in as early as possible to ensure an expedient release cycle!
Please consider supporting the project financially, 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.
Jump to the Downloads section, 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, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.
The cover illustration is fromHouse of Necrosis, a turn-based, horror PRG where you must survive the horrors of a mansion that changes every time it’s entered. You can get the game or try the demo on Steam, and follow the developer on YouTube, Bluesky, or itch.io.
Highlights
Animation: Add SkeletonModifier3D IKs as IKModifier3D
For those that aren’t already aware, SkeletonModificationStack3D was removed in the transition from 3.x to 4.0, as it was deemed wildly unstable and unsalvageable. Since then, Tokage has been on a journey to reincorporate the functionality such that it lives up to the standards the rest of the engine aims for. This started early last year with the incorporation of SkeletonModifier3D (GH-87888), which restored the majority of baseline functionality. However, there was one area which didn’t make the transiton: IKs.
The process of supporting IKs proved to be far more involved, as it too needed to be incorporated in a way that matched the engine’s standards and expectations. Consequently, that meant a solution that naturally expands off our Node paradigm; a tall order for how many use-cases and scenarios one must consider and account for when dealing with IKs. This resulted in SkeletonModifier3D receiving 8 new subclasses, which are as follows:
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, we’ll show off one of the bugfixes to this new system in (GH-112573), as it provides an easily digestable visualization of what this system is capable of.
With GodotFest now behind us, it’s only natural that some users would be left with a sense of longing. Well we have just the thing: our most recent Godot 4.6 development snapshot! It’s not even been two weeks since the last one, but we couldn’t just leave y’all hanging for more Godot content. As always, these snapshots feature big changes, meaning they’re likely accompanied by big regressions and bugs; get those tests and reports in as early as possible to ensure an expedient release cycle!
Please consider supporting the project financially, 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.
Jump to the Downloads section, 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, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.
The cover illustration is fromHouse of Necrosis, a turn-based, horror RPG where you must survive the horrors of a mansion that changes every time it’s entered. You can get the game or try the demo on Steam, and follow the developer on YouTube, Bluesky, or itch.io.
Highlights
Animation: Add SkeletonModifier3D IKs as IKModifier3D
For those that aren’t already aware, SkeletonModificationStack3D was removed in the transition from 3.x to 4.0, as it was deemed wildly unstable and unsalvageable. Since then, Tokage has been on a journey to reincorporate the functionality such that it lives up to the standards the rest of the engine aims for. This started early last year with the incorporation of SkeletonModifier3D (GH-87888), which restored the majority of baseline functionality. However, there was one area which didn’t make the transiton: IKs.
The process of supporting IKs proved to be far more involved, as it too needed to be incorporated in a way that matched the engine’s standards and expectations. Consequently, that meant a solution that naturally expands off our Node paradigm; a tall order for how many use-cases and scenarios one must consider and account for when dealing with IKs. This resulted in SkeletonModifier3D receiving 8 new subclasses, which are as follows:
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, we’ll show off one of the bugfixes to this new system in (GH-112573), as it provides an easily digestable visualization of what this system is capable of.
Before
After
Project manager: Various improvements
The editor received a lot of love this development snapshot, with many features well worth a look in the curated highlights. However, for this blog post, we’ll 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 they’re invariably intertwined. With the project manager getting an uncharacteristic amount of attention this cycle, here’s a quick lightning-round of changes:
Rindbee is starting things off with an improved UI navigation (GH-101129). The previous implementation clashed with our recent AccessKit integration, as it didn’t lend itself to keyboard navigation. Now a new focus style makes navigation easier than ever:
Next is Malcolm Anderson, who implemented functionality for opening the project in the file explorer as a “Show in File Manager” button (GH-111624). Unfortunately, while a highly-requested feature, it proved to be too cluttered and was slated for a revert. Not being one to throw out the baby with the bathwater, Tomasz Chabora saved the functionality by reimplementing it in the form of a newly-added right-click menu:
Speaking of Tomasz, he’s here to round things off with yet another highly-requested feature: the ability to modify editor settings within the project manager (GH-82212). Now opening a project just to make general adjustments is no longer necessary, as it can all be handled in the much more lightweight context of the project manager: