mirror of
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Add release post for 4.1.4 and 4.2.2 RC3 (#830)
Improve syntax for blurb about maintenance releases.
This commit is contained in:
@@ -17,10 +17,13 @@
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release_notes: "/article/dev-snapshot-godot-4-3-dev-1/"
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- name: "4.2.2"
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flavor: "rc2"
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release_date: "15 March 2024"
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release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/"
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flavor: "rc3"
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release_date: "11 April 2024"
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release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-3/"
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releases:
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- name: "rc2"
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release_date: "15 March 2024"
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release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/"
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- name: "rc1"
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release_date: "26 January 2024"
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release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/"
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@@ -84,10 +87,13 @@
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release_notes: "/article/dev-snapshot-godot-4-2-dev-1/"
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- name: "4.1.4"
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flavor: "rc2"
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release_date: "15 March 2024"
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release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/"
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flavor: "rc3"
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release_date: "11 April 2024"
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release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-3/"
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releases:
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- name: "rc2"
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release_date: "15 March 2024"
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release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/"
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- name: "rc1"
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release_date: "26 January 2024"
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release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/"
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@@ -1,5 +1,5 @@
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<div class="card card-warning">
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<p>
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While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition <strong>a pre-release piece of software</strong>. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
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While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition <strong>a pre-release piece of software</strong>. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
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</p>
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</div>
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@@ -15,7 +15,7 @@ Today, we are ready to share these improvements with you with **4.2 dev 1** bein
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Please note that dev 1 includes many changes that just barely missed being included in 4.1, so expect it to be a little bit more feature packed than normal dev builds.
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
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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/4.2.dev1/) or the **Android editor** 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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@@ -25,7 +25,7 @@ As always, we try to offer a mix of smaller improvements, bug fixes, and bigger
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- On the rendering side of things there is a constant influx of fixes and improvements to both Vulkan and GLES backends. Of top of that, this release introduces the ability to create custom texture objects, which should be very useful to people dabbling in compute shaders ([GH-79288](https://github.com/godotengine/godot/pull/79288)). You can see how it works in practice with this [soon-to-be merged compute texture demo](https://github.com/godotengine/godot-demo-projects/pull/938).
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
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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/4.2.dev2/) or the **Android editor** 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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@@ -27,7 +27,7 @@ Back to today's development snapshot, here are some of the highlights of 4.2 dev
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- Alongside bugfixing, some optimization work is being done on GDScript, starting with operators ([GH-79990](https://github.com/godotengine/godot/pull/79990)).
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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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/4.2.dev3/) or the **Android editor** 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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@@ -34,7 +34,7 @@ This snapshot brings a lot of goodies! Here are some of the highlights, with a b
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- A project setting was added to define the content scale stretch modes, implementing the long-requested integer scaling out of the box ([GH-75784](https://github.com/godotengine/godot/pull/75784)).
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
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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/4.2.dev4/) or the **Android editor** 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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@@ -25,7 +25,7 @@ A significant part of this snapshot contains changes aimed at improving the user
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* If you're relying on `GraphEdit` in your games and tools, you will be happy to know that this snapshot concludes the main part of the refactoring of the node ([GH-79307](https://github.com/godotengine/godot/pull/79307), [GH-79308](https://github.com/godotengine/godot/pull/79308), [GH-79311](https://github.com/godotengine/godot/pull/79311)). Please make sure to give it a test and see if everything is working as expected. For the time being the comment node feature has been removed — to be reintroduced later as a dedicated node with improved behavior together with other nodes. Until the feature freeze there may still be smaller compatibility breaking changes, so make sure to read future release notes.
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
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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/4.2.dev5/) or the **Android editor** 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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@@ -47,7 +47,7 @@ Here's a selection of some of the biggest changes since our previous [4.2 dev 5
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* Visual shaders got some nice improvements with the addition of drop-down list properties to custom nodes ([GH-81688](https://github.com/godotengine/godot/pull/81688)), and output ports for vector types are now expandable by default ([GH-82088](https://github.com/godotengine/godot/pull/82088)).
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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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/4.2.dev6/) or the **Android editor** 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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@@ -31,7 +31,7 @@ Here are the highlights of this build, and you can also go ahead and read a more
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- And finally, an infamous bug causing areas to lose signal connections when pausing/unpausing the game has been fixed ([GH-81809](https://github.com/godotengine/godot/pull/81809)).
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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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/4.3.dev1/) or the **Android editor** 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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@@ -23,7 +23,7 @@ So the past couple of weeks have been focused on merging many of the pull reques
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- Shoutout to [Mickeon](https://github.com/Mickeon) who has done an outstanding overhaul of the Node ([GH-68560](https://github.com/godotengine/godot/pull/68560)) and OS ([GH-80282](https://github.com/godotengine/godot/pull/80282)) classes' documentation, as well as adding more autocompletion hints to a lot of engine APIs, which should make your scripting experience much nicer when using methods whose parameters can be inferred from the project's context.
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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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/4.3.dev2/) or the **Android editor** 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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@@ -19,7 +19,7 @@ This dev snapshot includes the first implementation of many long-awaited improve
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- Many editor theme and UX improvements, such as more compact margins between docks and elements, and a new look for the project manager.
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- And a lot more goodies!
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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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/4.3.dev3/) or the **Android editor** 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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@@ -22,7 +22,7 @@ This release includes many notable changes including:
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- Redesigned graph editor for Visual Shaders.
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- And more!
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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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/4.3.dev4/) or the **Android editor** 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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@@ -13,7 +13,7 @@ date: 2024-03-15 15:00:00
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Importantly, you will notice the development pace slow a little bit as many of the core developers are away for the week and taking a much needed vacation the following week.
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Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
||||
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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/4.3.dev5/) or the **Android editor** 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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@@ -15,7 +15,7 @@ Godot 4.1.2 contains a number of stability improvements, addressing crashes rela
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We have received reports of issues with saving projects on the web platform, and this release resolves these issues ([GH-79866](https://github.com/godotengine/godot/pull/79866)), as well as a few other platform-specific bugs. Another important problem fixed in 4.1.2 is doubled input events coming from gamepads when using Steam Input ([GH-76045](https://github.com/godotengine/godot/pull/76045)). And as always there is a bunch of smaller, but no less crucial changes and updates!
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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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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/4.1.2.rc1/) or the **Android editor** 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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@@ -13,7 +13,7 @@ While Godot 4.2 is enjoying its last leg of the development cycle (check out [be
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The third maintenance release for Godot 4.1 contains a number of fixes for the rendering system, including issues in all rendering backends, in lightmap and voxel GI systems, and in particles. Various problems were addressed in the editor UI, and in the GUI system in general. The Input team improved controller support and resolved a couple of problems specific to the Android platform. And finally, several documentation mistakes have been corrected, plus there is new documentation available for `RenderingDevice`.
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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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|
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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/4.1.3.rc1/) or the **Android editor** 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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@@ -15,7 +15,7 @@ Godot's development practices make each release an iteration on the previous one
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Both versions have received a number of stability and performance improvements, as well as corrections and polish to documentation. You will find notable changes in their respective highlight sections below.
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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
||||
|
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[Jump to the **Downloads** section](#downloads), and give the new releases a spin right now, or continue reading to learn more about improvements. You can also try the **Web editor** ([**4.1.4 RC 1**](https://editor.godotengine.org/releases/4.1.4.rc1/), [**4.2.2 RC 1**](https://editor.godotengine.org/releases/4.2.2.rc1/)) or the **Android editor** 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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@@ -15,7 +15,7 @@ So maintenance releases for 4.1 and 4.2 users fell through the cracks temporaril
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Since the previous [RC 1 snapshots](/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/), we've merged a lot of additional important bug fixes, which warrant a good amount of testing. So please give it a try on your projects, and let us know if you run into any problem!
|
||||
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||||
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
||||
|
||||
[Jump to the **Downloads** section](#downloads), and give the new releases a spin right now, or continue reading to learn more about improvements. You can also try the **Web editor** ([**4.1.4 RC 2**](https://editor.godotengine.org/releases/4.1.4.rc2/), [**4.2.2 RC 2**](https://editor.godotengine.org/releases/4.2.2.rc2/)) or the **Android editor** 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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@@ -0,0 +1,100 @@
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---
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title: "Release candidates: Godot 4.1.4 RC 2 & 4.2.2 RC 3"
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excerpt: "Last round of release candidates for the upcoming maintenance releases."
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categories: ["pre-release"]
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author: Rémi Verschelde
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image: /storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-3.webp
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image_caption_title: "Sunken Shadows"
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image_caption_description: "A game by Sunrise Glitch Games"
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date: 2024-04-11 10:00:00
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---
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Here's the final round of release candidates for Godot 4.1.4 and 4.2.2, which I aim to release as stable in a few days.
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The previous [RC 2 builds](/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/) were already fairly solid, but [GDC 2024](/article/gdc-2024-retrospective/) and Easter holidays delayed the stable release a bit. And since a few more important bug fixes were merged in the meantime, I decided to do a final batch of cherry-picks and thus a third release candidate to validate them.
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These builds should be exactly what the stable release would be, so please give them a try with your current projects (and maybe give 4.2.2 RC 3 a spin during this weekend's [Ludum Dare 55](https://ldjam.com/events/ludum-dare/55) ;)). I won't wait too long this time to release the stable builds, so I need any potential regression to be reported in the coming days.
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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
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[Jump to the **Downloads** section](#downloads), and give the new releases a spin right now, or continue reading to learn more about improvements. You can also try the **Web editor** ([**4.1.4 RC 3**](https://editor.godotengine.org/releases/4.1.4.rc3/), [**4.2.2 RC 3**](https://editor.godotengine.org/releases/4.2.2.rc3/)) or the **Android editor** 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 illustration picture for this article comes from* [**Sunken Shadows**](https://store.steampowered.com/app/2750120/Sunken_Shadows/), *a retro FPS roguelike set under the sea, developed in Godot 4.2 by [Sunrise Glitch Games](https://twitter.com/Sunken_Shadows). You can wishlist the game on [Steam](https://store.steampowered.com/app/2750120/Sunken_Shadows/), play the latest demo on [itch.io](https://alghost.itch.io/sunken-shadows), and join the developers' community on [Discord](https://discord.com/invite/BhDaMS5S9P) for more development news.*
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## Highlights of 4.1.4 RC 3
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**20 contributors** submitted around **32 improvements** for this release. You can review the complete list of changes with our [**interactive changelog**](https://godotengine.github.io/godot-interactive-changelog/#4.1.4-rc3), which contains links to relevant commits and PRs for this and every previous release.
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- Android: Add `POST_NOTIFICATIONS` permission to the list of permissions available in the Export dialog ([GH-90377](https://github.com/godotengine/godot/pull/90377)).
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- Animation: Fix setting animation save paths on import breaking on Windows ([GH-90003](https://github.com/godotengine/godot/pull/90003)).
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- C#: Fix `Transform3D.InterpolateWith` applying rotation before scale ([GH-89843](https://github.com/godotengine/godot/pull/89843)).
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- Thirdparty: mbedTLS updated to version 2.28.8 ([GH-90209](https://github.com/godotengine/godot/pull/90209)).
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This release is built from commit [`bb5ea0d24`](https://github.com/godotengine/godot/commit/bb5ea0d249431dd2c60717bb5dc18b9029838e69).
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## Highlights of 4.2.2 RC 3
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||||
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||||
**45 contributors** submitted around **66 improvements** for this release. You can review the complete list of changes with our [**interactive changelog**](https://godotengine.github.io/godot-interactive-changelog/#4.2.2-rc3), which contains links to relevant commits and PRs for this and every previous release.
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As usual, everything in 4.1.4 RC 3 also made it into 4.2.2 RC 3, but 4.2.2 RC 3 has a number of additional changes.
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||||
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||||
- Animation: Fix AnimationPlaybackTrack seeking behavior overall ([GH-89794](https://github.com/godotengine/godot/pull/89794)).
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- C#: Use get_instance_binding instead of set ([GH-84947](https://github.com/godotengine/godot/pull/84947)).
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||||
- C#: Fix return type hint for methods ([GH-86972](https://github.com/godotengine/godot/pull/86972)).
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||||
- Core: Fix `ResourceLoader.load` cache with relative paths ([GH-90038](https://github.com/godotengine/godot/pull/90038)).
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- Editor: Don't abort loading scenes when `ext_resource` is missing ([GH-85159](https://github.com/godotengine/godot/pull/85159), [GH-90269](https://github.com/godotengine/godot/pull/90269)).
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||||
* This should work around some types of "corrupted scene" errors when opening scenes after moving files around.
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||||
- Editor: Fix same-name (sub)groups interfering in Inspector ([GH-89631](https://github.com/godotengine/godot/pull/89631)).
|
||||
- Editor: Fix duplicated folder reference in Godot Editor after changing filename case ([GH-90280](https://github.com/godotengine/godot/pull/90280)).
|
||||
- iOS: Fix adding static libs to the Xcode project ([GH-90379](https://github.com/godotengine/godot/pull/90379)).
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||||
- macOS: Fix issue with moving maximized window ([GH-90101](https://github.com/godotengine/godot/pull/90101)).
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||||
- macOS: Fix menu bar & dock stop appearing after closing sub-window ([GH-90131](https://github.com/godotengine/godot/pull/90131)).
|
||||
- Physics: Fix separating axes for 3D cylinder-face collisions ([GH-89960](https://github.com/godotengine/godot/pull/89960)).
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||||
- Rendering: Fix OpenGL `_shadow_atlas_find_shadow` error when light instance is freed ([GH-90233](https://github.com/godotengine/godot/pull/90233)).
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||||
- Rendering: Fix missed light clusters when inside clipped lights ([GH-89450](https://github.com/godotengine/godot/pull/89450)).
|
||||
- Rendering: Fix mobile renderer RID leaks ([GH-89531](https://github.com/godotengine/godot/pull/89531)).
|
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* This caused some new errors to be printed which will be fixed for 4.2.2 stable ([GH-90458](https://github.com/godotengine/godot/pull/90458)).
|
||||
- Thirdparty: ThorVG updated to version 0.12.10 ([GH-89591](https://github.com/godotengine/godot/pull/89591), [GH-90243](https://github.com/godotengine/godot/pull/90243)).
|
||||
- Windows: Fix exporting as ZIP when console wrapper and/or embedded PCK is enabled ([GH-89511](https://github.com/godotengine/godot/pull/89511)).
|
||||
- XR: Add fix for TAA passes rendering black meshes on XR ([GH-88830](https://github.com/godotengine/godot/pull/88830)).
|
||||
|
||||
This release is built from commit [`16a8334b8`](https://github.com/godotengine/godot/commit/16a8334b8d97ad91bf414ba8150e265e6dc1e6e7).
|
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|
||||
## Downloads
|
||||
|
||||
{% include articles/download_card.html version="4.1.4" release="rc3" article=page %}
|
||||
|
||||
**Standard build** includes support for GDScript and GDExtension.
|
||||
|
||||
**.NET 6 build** (marked as `mono`) includes support for C#, as well as GDScript and GDExtension.
|
||||
- .NET build requires [.NET SDK 6.0](https://dotnet.microsoft.com/en-us/download/dotnet/6.0) or [7.0](https://dotnet.microsoft.com/en-us/download/dotnet/7.0) installed in a standard location.
|
||||
|
||||
{% include articles/download_card.html version="4.2.2" release="rc3" article=page %}
|
||||
|
||||
**Standard build** includes support for GDScript and GDExtension.
|
||||
|
||||
**.NET build** (marked as `mono`) includes support for C#, as well as GDScript and GDExtension.
|
||||
- .NET build requires [.NET SDK 6.0](https://dotnet.microsoft.com/en-us/download/dotnet/6.0), [7.0](https://dotnet.microsoft.com/en-us/download/dotnet/7.0), or [8.0](https://dotnet.microsoft.com/en-us/download/dotnet/8.0) installed in a standard location.
|
||||
- To export to Android, .NET 7.0 or later is required. To export to iOS, .NET 8.0 is required. Make sure to set the target framework in the `.csproj` file.
|
||||
|
||||
{% include articles/prerelease_notice.html %}
|
||||
|
||||
## Known issues
|
||||
|
||||
There are currently no known issues introduced by these releases.
|
||||
|
||||
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+).
|
||||
|
||||
## Bug reports
|
||||
|
||||
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.
|
||||
|
||||
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 no longer works).
|
||||
|
||||
## Support
|
||||
|
||||
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 or 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!
|
||||
|
||||
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.
|
||||
@@ -17,7 +17,7 @@ But overall Godot 4.2 seems to be doing well, and we've already managed to fix a
|
||||
|
||||
We've highlighted (in bold) some of the main changes that might solve showstopping issues some users ran into.
|
||||
|
||||
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
|
||||
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
|
||||
|
||||
[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/4.2.1.rc1/) or the **Android editor** 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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