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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-11-04T21:53:57+00:00</updated><id>https://godotengine.org/</id><entry><title>Dev snapshot: Godot 4.6 dev 3</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-6-dev-3/"/><updated>2025-11-04T12:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-6-dev-3/</id><summary>Rocking a new look!</summary><content type="html">&lt;p>Our third development snapshot of the 4.6 release cycle is upon us, and now the floodgates are well and truly open. The enhancements are bigger than ever, with several of them overhauling the look of the editor itself entirely! Big features necessitate big changes, which means the potential for big bugs and regressions; early reports and tests remain crucial to catch these issues as soon as possible.&lt;/p>
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-11-05T18:11:04+00:00</updated><id>https://godotengine.org/</id><entry><title>Dev snapshot: Godot 4.6 dev 3</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-6-dev-3/"/><updated>2025-11-04T12:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-6-dev-3/</id><summary>Rocking a new look!</summary><content type="html">&lt;p>Our third development snapshot of the 4.6 release cycle is upon us, and now the floodgates are well and truly open. The enhancements are bigger than ever, with several of them overhauling the look of the editor itself entirely! Big features necessitate big changes, which means the potential for big bugs and regressions; early reports and tests remain crucial to catch these issues as soon as possible.&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/a>, 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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the &lt;a href="https://editor.godotengine.org/releases/4.6.dev3/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/3yJ7i8kop">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
&lt;hr />
@@ -103,7 +103,11 @@
&lt;h3 id="and-more">And more!&lt;/h3>
&lt;p>There are too many exciting changes to list them all here, but heres a curated selection:&lt;/p>
&lt;ul>
&lt;li>Animation: Remove default skeleton path in &lt;code class="language-plaintext highlighter-rouge">MeshInstance3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/112267">GH-112267&lt;/a>).*&lt;/li>
&lt;li>Animation: Remove default skeleton path in &lt;code class="language-plaintext highlighter-rouge">MeshInstance3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/112267">GH-112267&lt;/a>).
&lt;ul>
&lt;li>If relying on the default &lt;code class="language-plaintext highlighter-rouge">skeleton_path&lt;/code> in some scenes, users should manually re-specify the parent node as the &lt;code class="language-plaintext highlighter-rouge">NodePath&lt;/code>, or they can enable the &lt;code class="language-plaintext highlighter-rouge">animation/compatibility/default_parent_skeleton_in_mesh_instance_3d&lt;/code> project setting to restore the pre-4.6 behavior.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>Editor: Add Create Resource Hotkey (&lt;a href="https://github.com/godotengine/godot/pull/110641">GH-110641&lt;/a>).&lt;/li>
&lt;li>Editor: Add splitter to “Create New Node” dialog (&lt;a href="https://github.com/godotengine/godot/pull/111017">GH-111017&lt;/a>).&lt;/li>
&lt;li>Editor: Android Editor: Add game speed control options in game menu bar (&lt;a href="https://github.com/godotengine/godot/pull/111296">GH-111296&lt;/a>).&lt;/li>
@@ -120,9 +124,6 @@
&lt;li>Rendering: Use half float precision buffer for 3D when HDR2D is enabled (&lt;a href="https://github.com/godotengine/godot/pull/109971">GH-109971&lt;/a>).&lt;/li>
&lt;li>Tests: Add Android instrumented tests to the &lt;code class="language-plaintext highlighter-rouge">app&lt;/code> module (&lt;a href="https://github.com/godotengine/godot/pull/110829">GH-110829&lt;/a>).&lt;/li>
&lt;/ul>
&lt;div class="card card-info" style="margin-top: 1em;">
&lt;p>*If relying on the default &lt;code class="language-plaintext highlighter-rouge">skeleton_path&lt;/code> in some scenes, users should manually re-specify the parent node as the &lt;code class="language-plaintext highlighter-rouge">NodePath&lt;/code>, or they can enable the &lt;code class="language-plaintext highlighter-rouge">animation/compatibility/default_parent_skeleton_in_mesh_instance_3d&lt;/code> project setting to restore the pre-4.6 behavior.&lt;/p>
&lt;/div>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>101 contributors&lt;/strong> submitted &lt;strong>239 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.6-dev3">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since &lt;a href="/article/dev-snapshot-godot-4-6-dev-2/">4.6-dev2&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.6">all changes included in 4.6&lt;/a> compared to the previous &lt;a href="/releases/4.5/">4.5 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/9d84f3d135d4a53ee8c42f32d4df7cc66b2e3684">&lt;code class="language-plaintext highlighter-rouge">9d84f3d13&lt;/code>&lt;/a>.&lt;/p>

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@@ -48,6 +48,6 @@ Export templates</div><a href="https://downloads.godotengine.org/?version=4.2&fl
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@@ -103,7 +103,11 @@
&lt;h3 id="and-more">And more!&lt;/h3>
&lt;p>There are too many exciting changes to list them all here, but heres a curated selection:&lt;/p>
&lt;ul>
&lt;li>Animation: Remove default skeleton path in &lt;code class="language-plaintext highlighter-rouge">MeshInstance3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/112267">GH-112267&lt;/a>).*&lt;/li>
&lt;li>Animation: Remove default skeleton path in &lt;code class="language-plaintext highlighter-rouge">MeshInstance3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/112267">GH-112267&lt;/a>).
&lt;ul>
&lt;li>If relying on the default &lt;code class="language-plaintext highlighter-rouge">skeleton_path&lt;/code> in some scenes, users should manually re-specify the parent node as the &lt;code class="language-plaintext highlighter-rouge">NodePath&lt;/code>, or they can enable the &lt;code class="language-plaintext highlighter-rouge">animation/compatibility/default_parent_skeleton_in_mesh_instance_3d&lt;/code> project setting to restore the pre-4.6 behavior.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>Editor: Add Create Resource Hotkey (&lt;a href="https://github.com/godotengine/godot/pull/110641">GH-110641&lt;/a>).&lt;/li>
&lt;li>Editor: Add splitter to “Create New Node” dialog (&lt;a href="https://github.com/godotengine/godot/pull/111017">GH-111017&lt;/a>).&lt;/li>
&lt;li>Editor: Android Editor: Add game speed control options in game menu bar (&lt;a href="https://github.com/godotengine/godot/pull/111296">GH-111296&lt;/a>).&lt;/li>
@@ -120,9 +124,6 @@
&lt;li>Rendering: Use half float precision buffer for 3D when HDR2D is enabled (&lt;a href="https://github.com/godotengine/godot/pull/109971">GH-109971&lt;/a>).&lt;/li>
&lt;li>Tests: Add Android instrumented tests to the &lt;code class="language-plaintext highlighter-rouge">app&lt;/code> module (&lt;a href="https://github.com/godotengine/godot/pull/110829">GH-110829&lt;/a>).&lt;/li>
&lt;/ul>
&lt;div class="card card-info" style="margin-top: 1em;">
&lt;p>*If relying on the default &lt;code class="language-plaintext highlighter-rouge">skeleton_path&lt;/code> in some scenes, users should manually re-specify the parent node as the &lt;code class="language-plaintext highlighter-rouge">NodePath&lt;/code>, or they can enable the &lt;code class="language-plaintext highlighter-rouge">animation/compatibility/default_parent_skeleton_in_mesh_instance_3d&lt;/code> project setting to restore the pre-4.6 behavior.&lt;/p>
&lt;/div>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>101 contributors&lt;/strong> submitted &lt;strong>239 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.6-dev3">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since &lt;a href="/article/dev-snapshot-godot-4-6-dev-2/">4.6-dev2&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.6">all changes included in 4.6&lt;/a> compared to the previous &lt;a href="/releases/4.5/">4.5 feature release&lt;/a>.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/9d84f3d135d4a53ee8c42f32d4df7cc66b2e3684">&lt;code class="language-plaintext highlighter-rouge">9d84f3d13&lt;/code>&lt;/a>.&lt;/p>

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