From f54b4e45f6ed7c488c531713a761ab0c4863c489 Mon Sep 17 00:00:00 2001 From: Godot Organization <> Date: Thu, 20 Mar 2025 20:16:11 +0000 Subject: [PATCH] =?UTF-8?q?Deploying=20to=20published=20from=20@=20godoten?= =?UTF-8?q?gine/godot-website@0d8e5ee2da0277af3bc3e7a0a67cd34e8b055b20=20?= =?UTF-8?q?=F0=9F=9A=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- article/dev-snapshot-godot-4-5-dev-1/index.html | 2 +- atom.xml | 4 ++-- download/archive/4.5-dev1/index.html | 2 +- download/archive/index.html | 2 +- download/preview/index.html | 2 +- rss.xml | 2 +- versions.json | 2 +- 7 files changed, 8 insertions(+), 8 deletions(-) diff --git a/article/dev-snapshot-godot-4-5-dev-1/index.html b/article/dev-snapshot-godot-4-5-dev-1/index.html index 586806b5bb..886bac7f43 100644 --- a/article/dev-snapshot-godot-4-5-dev-1/index.html +++ b/article/dev-snapshot-godot-4-5-dev-1/index.html @@ -18,7 +18,7 @@ output entirely, it’s just one click away!

Drop preload Resources as UID

With UID support being a part of the engine as of 4.4—read more about them here—we’ve enabled further optimizations via their integration with core components. However, as this is a new change, there’s still a few areas that have been lagging behind on support. In particular: preloaded resources lacked the ability to be loaded as UID if dragged. Tomasz Chabora has rectified this limitation in GH-99094, and you’ll find plenty more like this in our curated selection below.

Allow selecting multiple remote nodes at runtime

A long-awaited QOL addition to the editor experience has finally arrived! Thanks to Michael Alexsander, developers now have the ability to select multiple nodes in a runtime context! Check out their pull request GH-99680 for more information on how this was integrated.

Chunk tilemap physics

The current implementation of TileMapLayer uses individual collision bodies for every single cell, which is extremely wasteful and a likely cause of runtime performance issues for 2D scenes relying on physics. Gilles Roudière took to entirely reworking this system in GH-102662, ensuring that cells take every possible opportunity.

And more!

There are too many exciting changes to list them all here, but here’s a curated selection:

Changelog

121 contributors submitted 403 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-stable.

This release is built from commit 97241ffea.

Downloads

Download Godot 4.5 dev1
Linux +

And more!

There are too many exciting changes to list them all here, but here’s a curated selection:

  • 2D: Improve usability of Camera2D (GH-101427).
  • 3D: Fix Camera3D gizmo representation to accurately reflect FOV (GH-101884).
  • 3D: Use physical keys for the Q/W/E/R editor shortcuts (GH-103533).
  • Animation: Support hiding functions calls in Method Tracks (GH-96421).
  • Core: Add scene_changed signal to SceneTree (GH-102986).
  • Core: Add DDS image load and save functionality (GH-101994).
  • Core: Don’t duplicate internal nodes (GH-89442).
  • Core: Implement get_size and get_access_time methods to FileAccess (GH-83538).
  • Debugger: Allow locating VRAM resource by double-clicking (GH-103949).
  • Documentation: Overhaul Node3D documentation (GH-87440).
  • Editor: Add option to copy a file’s name in the FileSystem dock (GH-96536).
  • Editor: Allow ignoring debugger error breaks (GH-77015).
  • Editor: Don’t save unnecessarily with save_before_running (GH-90034).
  • Editor: Improve drag and drop into array property editors (GH-102534).
  • Editor: Replace UID and Surface upgrade tools with universal one (GH-103044).
  • Export: Android: Convert compress_native_libraries to a basic export option (GH-104301).
  • GDExtension: Include precision in extension_api.json (GH-103137).
  • GDScript: Highlight warning lines in Script editor (GH-102469).
  • GUI: Implement properties that can recursively disable child controls’ FocusMode and MouseFilter (GH-97495).
  • GUI: Improve ColorPicker picker shape keyboard and joypad accessibility (GH-99374).
  • Import: Use UID in addition to path for extracted meshes, materials and animations (GH-100786).
  • Particles: Add emission shape gizmos to Particles2D (GH-102249).
  • Particles: Fix particle jitter when scene tree is paused (GH-95912).
  • Porting: Android: Add linux-bionic RID export option (GH-97908).
  • Porting: Android: Add a TouchActionsPanel to editor (GH-100339).
  • Porting: Android: Enable support for volume button events (GH-102984).
  • Porting: Linux: Implement native color picker (GH-101546).
  • Porting: macOS/iOS: Ensure only one axis change event is produced during single process_joypads() call (GH-104314).
  • Porting: Windows: Remove visible WINDOW_MODE_FULLSCREEN border by setting window region (GH-88852).
  • Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D (GH-103889).
  • Rendering: Optimize _fill_instance_data function in Forward+ renderer (GH-103547).
  • Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer (GH-103794).
  • Rendering: Update ViewportTexture path relative to its local scene instead of the Viewport owner (GH-97861).
  • Rendering: Use lower shadow normal bias for distant directional shadow splits (GH-60178).
  • Rendering: Use separate WorkThreadPool for shader compiler (GH-103506).
  • Scripting: Fix script docs not being searchable without manually recompiling scripts (GH-95821).

Changelog

121 contributors submitted 403 fixes for this release. See our interactive changelog for the complete list of changes since the 4.4-stable.

This release is built from commit 97241ffea.

Downloads

Download Godot 4.5 dev1