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<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>Dev snapshot: Godot 4.5 dev 3</title><link>https://godotengine.org/article/dev-snapshot-godot-4-5-dev-3/</link><summary>Access the engine like never before!</summary><description>&lt;p>If the past snapshot was any indication, you might think that development updates arent slowing down anytime soon. And… Youd be right! Indeed, progress has been booming, and the amount of new features added even compared to the previous release is staggering; curating this selection was especially difficult. As always, new features mean new bugs in need of fixing, so we encourage everyone interested to get feedback and bug reports in as early as possible.&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 &lt;a href="https://editor.godotengine.org/releases/4.5.dev3/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3454590/Cornerpond/?curator_clanid=41324400">&lt;strong>Cornerpond&lt;/strong>&lt;/a>, &lt;em>a fishing game that takes place entirely in the corner of your desktop. It is developed by &lt;a href="https://foolsroom.itch.io/">foolsroom&lt;/a>. You can get the game &lt;a href="https://store.steampowered.com/app/3454590/Cornerpond/?curator_clanid=41324400">on Steam&lt;/a> and follow the developer on &lt;a href="https://twitter.com/foolsroom">Twitter&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>In case you missed them, see the &lt;a href="/article/dev-snapshot-godot-4-5-dev-1/">4.5 dev 1&lt;/a> and &lt;a href="/article/dev-snapshot-godot-4-5-dev-2/">4.5 dev 2&lt;/a> release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 3.&lt;/p>
&lt;h3 id="screen-reader-support">Screen reader support&lt;/h3>
&lt;p>Accessibility should be every developers top priority, full-stop. Someone being excluded from an experience for factors outside of their control is an area that video games and applications have the potential to circumvent entirely. It does, however, take a solid framework to allow such accommodations to be developed. To streamline this process for everyone—players and developers alike—our resident tech guru &lt;a href="https://github.com/bruvzg">bruvzg&lt;/a> took to the absolutely Herculean task of integrating &lt;a href="https://github.com/AccessKit/accesskit">AccessKit&lt;/a> to Godot as a whole.&lt;/p>
&lt;p>&lt;a href="https://github.com/godotengine/godot/pull/76829">GH-76829&lt;/a> was a project started two years ago, which progressed in bursts alongside the AccessKit framework. For the 4.5 release, we made it a priority to finalize, and thus we now merged this major feature with over &lt;strong>32,000&lt;/strong> lines of code, after hundreds of comments with feedback/testing. Users are encouraged to look at the pull request for more information, as theres no feasible way we could properly summarize these changes. Unsurprisingly, this was &lt;em>by far&lt;/em> the change with the most ramifications of the entire snapshot, so much so that its already seen &lt;a href="https://github.com/godotengine/godot/pull/105197">multiple&lt;/a> &lt;a href="https://github.com/godotengine/godot/pull/105216">fixes&lt;/a> to address regressions (even &lt;a href="https://github.com/godotengine/godot/pull/105764">one&lt;/a> right when validating this snapshot), but its well worth it. After all, accessibility is our top priority!&lt;/p>
&lt;p>This is only the first but massive step towards making Godot more accessible. In particular for the editor, a lot more work will be needed to make it really usable, as well as integrate with accessibility frameworks for mobile or web platforms.&lt;/p>
&lt;h3 id="script-backtracing">Script backtracing&lt;/h3>
&lt;p>In any other snapshot, this wouldve been the main highlight, as adding backtracing to GDScript was among the most highly requested features from our users for years. Two brave souls, &lt;a href="https://github.com/mihe">Mikael Hermansson&lt;/a> (godot-jolt) and &lt;a href="https://github.com/reduz">Juan Linietsky&lt;/a> (up-and-coming developer), helmed this task and made this process possible with &lt;a href="https://github.com/godotengine/godot/pull/91006">GH-91006&lt;/a>. This will make it much easier for users to find the cause of warnings/errors that previously required manually hunting down bugs. Stack traces are now available in projects exported in release mode as well if the &lt;strong>Debug &amp;gt; Settings &amp;gt; GDScript &amp;gt; Always Track Call Stacks&lt;/strong> project setting is enabled. This can make it easier for users to report issues in a way that developers can track down.&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-3/backtrace-script.webp" alt="Backtrace script" />
&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-3/backtrace-out.webp" alt="Backtrace out" />&lt;/p>
&lt;h3 id="inspector-section-toggles">Inspector section toggles&lt;/h3>
&lt;p>Another long-awaited feature, inspector section toggles, is now a part of the engine as of &lt;a href="https://github.com/godotengine/godot/pull/105272">GH-105272&lt;/a>. &lt;a href="https://github.com/lodetrick">lodetrick&lt;/a> has expanded editor functionality to what you see below: sections with their own dedicated checkbox to denote if theyre enabled.&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-3/inspector-checkboxes.webp" alt="Inspector checkboxes" />&lt;/p>
&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>3D: Set correct position of node with &lt;code class="language-plaintext highlighter-rouge">Align Transform with View&lt;/code> in orthographic view (&lt;a href="https://github.com/godotengine/godot/pull/99099">GH-99099&lt;/a>).&lt;/li>
&lt;li>Audio: Fix AudioStreamPlayer3D stereo panning issue (&lt;a href="https://github.com/godotengine/godot/pull/104853">GH-104853&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Fix &lt;code class="language-plaintext highlighter-rouge">.sln&lt;/code> project generation logic for Rider to support all OS and all C++ toolchains (&lt;a href="https://github.com/godotengine/godot/pull/103405">GH-103405&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Update the Android NDK to the latest LTS version (r27c) (&lt;a href="https://github.com/godotengine/godot/pull/105611">GH-105611&lt;/a>).&lt;/li>
&lt;li>C#: Avoid unnecessary StringName allocations on not implemented virtual &lt;code class="language-plaintext highlighter-rouge">_Get&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">_Set&lt;/code> method call (&lt;a href="https://github.com/godotengine/godot/pull/104689">GH-104689&lt;/a>).&lt;/li>
&lt;li>Core: Add &lt;code class="language-plaintext highlighter-rouge">create_id_for_path()&lt;/code> to ResourceUID (&lt;a href="https://github.com/godotengine/godot/pull/99543">GH-99543&lt;/a>).&lt;/li>
&lt;li>Core: Add negative index to &lt;code class="language-plaintext highlighter-rouge">Array.remove_at&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">Array.insert&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/83027">GH-83027&lt;/a>).&lt;/li>
&lt;li>Core: Add thread safety to Object signals (&lt;a href="https://github.com/godotengine/godot/pull/105453">GH-105453&lt;/a>).&lt;/li>
&lt;li>Editor: Autocompletion: Dont add parenthesis if &lt;code class="language-plaintext highlighter-rouge">Callable&lt;/code> is expected (&lt;a href="https://github.com/godotengine/godot/pull/96375">GH-96375&lt;/a>).&lt;/li>
&lt;li>Editor: Fix exported Node/Resource variables resetting when extending script in the SceneTreeDock (&lt;a href="https://github.com/godotengine/godot/pull/105148">GH-105148&lt;/a>).&lt;/li>
&lt;li>Editor: Project manager: Add option to backup project when it will be changed (&lt;a href="https://github.com/godotengine/godot/pull/104624">GH-104624&lt;/a>).&lt;/li>
&lt;li>Editor: Support custom features in project settings dialog (&lt;a href="https://github.com/godotengine/godot/pull/105307">GH-105307&lt;/a>).&lt;/li>
&lt;li>Export: Use project settings overrides with the target preset features instead of current platform features (&lt;a href="https://github.com/godotengine/godot/pull/71542">GH-71542&lt;/a>).&lt;/li>
&lt;li>GDExtension: Optimize gdvirtual function layout (&lt;a href="https://github.com/godotengine/godot/pull/104264">GH-104264&lt;/a>).&lt;/li>
&lt;li>GUI: Add &lt;code class="language-plaintext highlighter-rouge">FoldableContainer&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/102346">GH-102346&lt;/a>).&lt;/li>
&lt;li>GUI: Add boolean toggle for middle-click to fire &lt;code class="language-plaintext highlighter-rouge">tab_close_pressed&lt;/code> signal (&lt;a href="https://github.com/godotengine/godot/pull/103024">GH-103024&lt;/a>).&lt;/li>
&lt;li>GUI: Add separate &lt;code class="language-plaintext highlighter-rouge">minimize_disabled&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">maximize_disabled&lt;/code> window flags (&lt;a href="https://github.com/godotengine/godot/pull/105107">GH-105107&lt;/a>).&lt;/li>
&lt;li>GUI: Add support for OEM Alt codes input (&lt;a href="https://github.com/godotengine/godot/pull/93466">GH-93466&lt;/a>).&lt;/li>
&lt;li>GUI: Implement &lt;code class="language-plaintext highlighter-rouge">SVGTexture&lt;/code> auto-scalable with font oversampling (&lt;a href="https://github.com/godotengine/godot/pull/105375">GH-105375&lt;/a>).&lt;/li>
&lt;li>GUI: Make embed floating window respect &lt;code class="language-plaintext highlighter-rouge">Always On Top&lt;/code> configuration (&lt;a href="https://github.com/godotengine/godot/pull/103731">GH-103731&lt;/a>).&lt;/li>
&lt;li>GUI: Replace global oversampling with overrideable per-viewport oversampling (&lt;a href="https://github.com/godotengine/godot/pull/104872">GH-104872&lt;/a>).&lt;/li>
&lt;li>Input: Add configuration option to disable &lt;code class="language-plaintext highlighter-rouge">Scroll Deadzone&lt;/code> on Android (&lt;a href="https://github.com/godotengine/godot/pull/96139">GH-96139&lt;/a>).&lt;/li>
&lt;li>Input: Allow all tool modes to select (&lt;a href="https://github.com/godotengine/godot/pull/87756">GH-87756&lt;/a>).&lt;/li>
&lt;li>Plugin: Add maven publishing configuration for Godot tools (&lt;a href="https://github.com/godotengine/godot/pull/104819">GH-104819&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Add new actions and enhancements to &lt;code class="language-plaintext highlighter-rouge">TouchActionsPanel&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/105140">GH-105140&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Embed &lt;code class="language-plaintext highlighter-rouge">TouchActionsPanel&lt;/code> directly into the editor UI (&lt;a href="https://github.com/godotengine/godot/pull/105518">GH-105518&lt;/a>).&lt;/li>
&lt;li>Rendering: Detect more pipeline settings at load time to avoid pipeline stutters (&lt;a href="https://github.com/godotengine/godot/pull/105175">GH-105175&lt;/a>).&lt;/li>
&lt;li>Rendering: Renderer: Reduce scope of mutex locks to prevent common deadlocks (&lt;a href="https://github.com/godotengine/godot/pull/105138">GH-105138&lt;/a>).&lt;/li>
&lt;li>XR: OpenXR: Request the &lt;code class="language-plaintext highlighter-rouge">XR_KHR_loader_init&lt;/code> extension (&lt;a href="https://github.com/godotengine/godot/pull/105445">GH-105445&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>115 contributors&lt;/strong> submitted &lt;strong>253 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.5-dev3">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the previous 4.5-dev2 snapshot.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/28089c40c13597bf908802c61352c6fffe0a4465">&lt;code class="language-plaintext highlighter-rouge">28089c40c&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.5-dev3">
Download Godot 4.5 dev3
&lt;/a>
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&lt;img class="lightbox-ignore" src="/storage/blog/covers/dev-snapshot-godot-4-5-dev-3.webp" />
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&lt;div class="download-platform platform-linux">
&lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
Linux
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev3/Godot_v4.5-dev3_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev3/Godot_v4.5-dev3_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-macos">
&lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
macOS
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev3/Godot_v4.5-dev3_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev3/Godot_v4.5-dev3_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
&lt;div class="download-title">
.NET
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&lt;div class="download-platform platform-windows">
&lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
Windows
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&lt;div class="download-title">
Standard
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&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev3/Godot_v4.5-dev3_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;/div>
&lt;/div>
&lt;div class="card-download-sublinks">
&lt;a class="card-download-other" href="/download/archive/4.5-dev3">
Export templates and other downloads
&lt;/a>
&lt;a class="card-download-donate" href="https://fund.godotengine.org/">
Make a Donation
&lt;/a>
&lt;/div>
&lt;/div>
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
&lt;/p>
&lt;a href="https://fund.godotengine.org" class="btn btn-donate">
Make a Donation
&lt;/a>
&lt;div class="btn-close-thankyou-popup">
&lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
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&lt;/div>
&lt;/div>
&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>There are currently no known issues introduced by this release.&lt;/p>
&lt;p>With every release, we accept that there are going to be various issues, which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-5-dev-3/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Fri, 25 Apr 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-5-dev-3.webp</image></item><item><title>Dev snapshot: Godot 4.5 dev 2</title><link>https://godotengine.org/article/dev-snapshot-godot-4-5-dev-2/</link><summary>This is where the fun begins</summary><description>&lt;p>With the &lt;a href="/releases/4.4/">4.4 release&lt;/a> a little over a month ago, one mightve expected content updates to trickle out slowly for our initial 4.5 development snapshots. …Well, maybe not after seeing the &lt;a href="/article/dev-snapshot-godot-4-5-dev-1/">4.5 dev 1&lt;/a> snapshot, but &lt;strong>surely&lt;/strong> they couldnt follow that up with another flood of anticipated changes, right?&lt;/p>
&lt;p>You fools. You underestimate the passion of our community yet again, as &lt;strong>250&lt;/strong> improvements are ready to roll for this snapshot. Whats more is that, unlike last time, were not &lt;em>just&lt;/em> in bugfix territory any more. Now the time for proper enhancements and features entirely unique to this development cycle has come, and this blogpost will aim to highlight them to the best of our ability. As always: with new features comes new bugs (probably), so the sooner we can get feedback and bug reports in, the better.&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 &lt;a href="https://editor.godotengine.org/releases/4.5.dev2/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/1810050/Fortune_Avenue/?curator_clanid=41324400">&lt;strong>Fortune Avenue&lt;/strong>&lt;/a>, &lt;em>a capitalism simulator where you shrewdly extort and outmaneuver your friends in a chaotic, board-game environment. It is developed by &lt;a href="https://www.binogure-studio.com/">Binogure Studio&lt;/a>. You can wishlist the game &lt;a href="https://store.steampowered.com/app/1810050/Fortune_Avenue/?curator_clanid=41324400">on Steam&lt;/a> and follow the developers on &lt;a href="https://bsky.app/profile/binogure-studio.com">Bluesky&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>In case you missed them, see the &lt;a href="/article/dev-snapshot-godot-4-5-dev-1/">4.5 dev 1&lt;/a> release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 2.&lt;/p>
&lt;h3 id="dedicated-2d-navigation-server">Dedicated 2D navigation server&lt;/h3>
&lt;p>For the longest time, the navigation server was a unified beast. 3D and 2D, Yin and Yang, two sides of the same coin. While beautiful on a philosophical level and undoubtedly a heart-wrenching screenplay waiting to happen, it was a pretty sour deal for the 2D side of things. Previously, if you were making a 2D game and wanted to make use of navigational features, you were effectively locked into a bunch of 3D settings and features that would never see any use but would &lt;em>absolutely&lt;/em> see a bump in output size.&lt;/p>
&lt;p>Steps have been taken during this initial 4.5 period to ensure that navigation logic is more cleanly divided and organized, spearheaded by our navigation guru &lt;a href="https://github.com/smix8">smix8&lt;/a>, but none of this couldve been possible without cleanly splitting the navigation server in twain. Longtime contributor &lt;a href="https://github.com/AThousandShips">AThousandShips&lt;/a> took the mantle on this project, and she successfully accomplished this goal with &lt;a href="https://github.com/godotengine/godot/pull/101504">GH-101504&lt;/a>. From now on, users will be able to selectively enable/disable the navigation modules for 2D and/or 3D, instead of being forced into an all-or-nothing ultimatum.&lt;/p>
&lt;h3 id="reorganized-shader-editor-ui">Reorganized shader editor UI&lt;/h3>
&lt;p>The editor experience for shaders and visual shaders got some &lt;abbr title="Tender loving care">TLC&lt;/abbr> in &lt;a href="https://github.com/godotengine/godot/pull/100287">GH-100287&lt;/a>. Helmed by &lt;a href="https://github.com/Chaosus">Yuri Rubinsky&lt;/a>, this PR provides several requested features and QOL updates to our shading friends. Below is a preview image taken directly from the PR in question, where youll find more information on what to expect when you get your hands on it this snapshot.&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-2/shader-editor.webp" alt="Updated shader editor UI" />&lt;/p>
&lt;h3 id="changing-editor-language-without-restart">Changing editor language without restart&lt;/h3>
&lt;p>Godot has built-in support for handling multiple languages, both for the games you create and the editor itself. However, in contrast to games built with the engine, it wasnt possible to change the current language on-the-fly within the editor itself. Our editor expert &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a> addressed this issue in &lt;a href="https://github.com/godotengine/godot/pull/102562">GH-102562&lt;/a>, ensuring that users can swap to their preferred language within the same editor session! While this is somewhat niche in practice, our stance on convenience and accessibility is one that we take very seriously, and a seamless/streamlined editor experience is exactly the sort of thing we want as many users as possible to enjoy.&lt;/p>
&lt;h3 id="fragment-density-map-support">Fragment density map support&lt;/h3>
&lt;p>When rendering for VR headsets, the pixels around the outside of the viewport are less important, because they will be somewhat distorted by the lens, and players will tend to turn their head rather than move their eyes too far from the center.&lt;/p>
&lt;p>Godot already supports using the Vulkan “Fragment Shading Rate” extension to render the outside of the viewport at a lower resolution, leading to performance improvements with little noticeable decrease in quality. However, on standalone VR headsets (like the Meta Quest), this extension either isnt supported, or doesnt provide as big performance improvements as the Vulkan “Fragment Density Map” extension.&lt;/p>
&lt;p>In &lt;a href="https://github.com/godotengine/godot/pull/99551">GH-99551&lt;/a>, rendering expert &lt;a href="https://github.com/DarioSamo">DarioSamo&lt;/a> has implemented support for the “Fragment Density Map” extension, making the Vulkan Mobile renderer more viable for VR on standalone headsets.&lt;/p>
&lt;h3 id="wayland-native-sub-window-support">Wayland: Native sub-window support&lt;/h3>
&lt;p>Thanks to the tireless efforts of &lt;a href="https://github.com/Riteo">Riteo&lt;/a>, the X11 alternative &lt;a href="https://wayland.freedesktop.org/">Wayland&lt;/a> has been given first-class treatment on Godot. Its been a long road to stand as an equal to such a dominant display server protocol, but its getting closer with every passing PR; though some have been hesitant to make the change for one reason: lack of native sub-windows. Taking on this hurdle for parity was no small feat, but it was a requirement for supporting embedded game windows on Wayland, so (&lt;a href="https://github.com/godotengine/godot/pull/101774">GH-101774&lt;/a>) made it happen all the same:&lt;/p>
&lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-2/wayland-sub-window.webp" alt="Multi-Window output on Wayland" />&lt;/p>
&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>2D: Optimize usability of VisibleOnScreenNotifier2D (&lt;a href="https://github.com/godotengine/godot/pull/100874">GH-100874&lt;/a>).&lt;/li>
&lt;li>3D: Allow customizing debug color of Path3D (&lt;a href="https://github.com/godotengine/godot/pull/82321">GH-82321&lt;/a>).&lt;/li>
&lt;li>Animation: Add &lt;code class="language-plaintext highlighter-rouge">delta&lt;/code> argument to &lt;code class="language-plaintext highlighter-rouge">_process_modification()&lt;/code> as &lt;code class="language-plaintext highlighter-rouge">_process_modification_with_delta(delta)&lt;/code> and expose &lt;code class="language-plaintext highlighter-rouge">advance()&lt;/code> at &lt;code class="language-plaintext highlighter-rouge">Skeleton3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103639">GH-103639&lt;/a>).&lt;/li>
&lt;li>Animation: Add selection box movement/scaling to the animation bezier editor (&lt;a href="https://github.com/godotengine/godot/pull/100470">GH-100470&lt;/a>).&lt;/li>
&lt;li>Core: Optimize &lt;code class="language-plaintext highlighter-rouge">Object::cast_to&lt;/code> by assuming no virtual and multiple inheritance, gaining 7x throughput over &lt;code class="language-plaintext highlighter-rouge">dynamic_cast&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103708">GH-103708&lt;/a>).&lt;/li>
&lt;li>Editor: Add UID to file tooltip (&lt;a href="https://github.com/godotengine/godot/pull/105069">GH-105069&lt;/a>).&lt;/li>
&lt;li>Editor: Improve default/no query quick open dialog behavior (&lt;a href="https://github.com/godotengine/godot/pull/104061">GH-104061&lt;/a>).&lt;/li>
&lt;li>Editor: Remove New prefix from EditorResourcePicker (&lt;a href="https://github.com/godotengine/godot/pull/104604">GH-104604&lt;/a>).&lt;/li>
&lt;li>Export: Updates and fixes to the Android prebuilt export logic (&lt;a href="https://github.com/godotengine/godot/pull/103173">GH-103173&lt;/a>).&lt;/li>
&lt;li>GDScript: Return early when parsing invalid super call (&lt;a href="https://github.com/godotengine/godot/pull/104509">GH-104509&lt;/a>).&lt;/li>
&lt;li>GUI: Improve Popup &lt;code class="language-plaintext highlighter-rouge">content_scale_factor&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104399">GH-104399&lt;/a>).&lt;/li>
&lt;li>GUI: Optimize startup times by using &lt;code class="language-plaintext highlighter-rouge">ubrk_clone&lt;/code> instead of &lt;code class="language-plaintext highlighter-rouge">ubrk_open&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104455">GH-104455&lt;/a>).&lt;/li>
&lt;li>GUI: Scroll &lt;code class="language-plaintext highlighter-rouge">EditorInspector&lt;/code> while drag &amp;amp; drop hovering near the edges (&lt;a href="https://github.com/godotengine/godot/pull/103943">GH-103943&lt;/a>).&lt;/li>
&lt;li>Import: Load decompressable texture format if no supported one is found (&lt;a href="https://github.com/godotengine/godot/pull/104590">GH-104590&lt;/a>).&lt;/li>
&lt;li>Navigation: Allow compiling templates without navigation features (&lt;a href="https://github.com/godotengine/godot/pull/104811">GH-104811&lt;/a>).&lt;/li>
&lt;li>Physics: Allow compiling templates without physics servers (&lt;a href="https://github.com/godotengine/godot/pull/103373">GH-103373&lt;/a>).&lt;/li>
&lt;li>Physics: Jolt: Update to 5.3.0 (&lt;a href="https://github.com/godotengine/godot/pull/104449">GH-104449&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Add an editor setting to enable/disable &lt;code class="language-plaintext highlighter-rouge">TouchActionsPanel&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/105015">GH-105015&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Add support for &lt;code class="language-plaintext highlighter-rouge">Mute Game&lt;/code> toggle (&lt;a href="https://github.com/godotengine/godot/pull/104409">GH-104409&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Auto create &lt;code class="language-plaintext highlighter-rouge">nomedia&lt;/code> file to hide project files in media apps (&lt;a href="https://github.com/godotengine/godot/pull/104970">GH-104970&lt;/a>).&lt;/li>
&lt;li>Porting: Linux: Detect KDE/LXQt and swap OK/Cancel buttons to Windows style (&lt;a href="https://github.com/godotengine/godot/pull/104959">GH-104959&lt;/a>).&lt;/li>
&lt;li>Porting: macOS: Replace custom main loop with &lt;code class="language-plaintext highlighter-rouge">[NSApp run]&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">CFRunLoop&lt;/code> observer (&lt;a href="https://github.com/godotengine/godot/pull/104397">GH-104397&lt;/a>).&lt;/li>
&lt;li>Porting: macOS: Support more controllers on macOS 11+ (&lt;a href="https://github.com/godotengine/godot/pull/104619">GH-104619&lt;/a>).&lt;/li>
&lt;li>Rendering: Avoid using a global variable to store instance index in canvas items shader in RD renderer (&lt;a href="https://github.com/godotengine/godot/pull/105037">GH-105037&lt;/a>).&lt;/li>
&lt;li>XR: Deactivate the &lt;code class="language-plaintext highlighter-rouge">CameraServer&lt;/code> by default (&lt;a href="https://github.com/godotengine/godot/pull/104232">GH-104232&lt;/a>).&lt;/li>
&lt;li>XR: OpenXR: Clean-up &lt;code class="language-plaintext highlighter-rouge">OpenXRExtensionWrapper&lt;/code> by removing multiple inheritance and deprecating &lt;code class="language-plaintext highlighter-rouge">OpenXRExtensionWrapperExtension&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104087">GH-104087&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>90 contributors&lt;/strong> submitted &lt;strong>250 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.5-dev2">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the previous 4.5-dev1 snapshot.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/af2c713971499953373380b9ae8673f64423bd59">&lt;code class="language-plaintext highlighter-rouge">af2c71397&lt;/code>&lt;/a>.&lt;/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 &lt;strong>a pre-release piece of software&lt;/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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&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>There are currently no known issues introduced by this release.&lt;/p>
&lt;p>With every release we accept that there are going to be various issues, which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-5-dev-2/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Tue, 08 Apr 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-5-dev-2.webp</image></item><item><title>Godot XR update - March 2025</title><link>https://godotengine.org/article/godot-xr-update-mar-2025/</link><summary>Godot XR Community Game Jam February 2025</summary><description>&lt;p>In the second half of February 2025, the &lt;a href="https://godot-xr.itch.io/">Godot XR Community&lt;/a> held their latest &lt;a href="https://itch.io/jam/godot-xr-game-jam-feb-2025">Godot XR Game Jam&lt;/a>.
It was organised by &lt;a href="https://www.youtube.com/@BastiaanOlij">Bastiaan Olij&lt;/a> and &lt;a href="https://www.youtube.com/@MalcolmANixon">Malcolm Nixon&lt;/a> acting in their roles as representatives of the general Godot XR Community.&lt;/p>
&lt;p>This was a week-long event in which developers had to create an XR application using the theme “Enchanted”. XR has great potential on this topic, whether you interpret this as physical spell casting, a magical environment, or something else, and the entries did not disappoint.&lt;/p>
&lt;p>Compared to our previous game jam, we went from 26 entries and 283 ratings to 27 entries and 290 ratings. Not a great jump, however we had 125 people join this game jam compared to 77 in our previous jam.
Based on feedback weve received on our Discord channel, the main reason the higher participation did not translate to more entries was due to a number of participants not finishing their entry in time. Weve had overwhelmingly positive feedback on the experience with many new developers becoming active members in our XR community.&lt;/p>
&lt;p>While subjective, the overall quality of the entries seems to have been a lot higher than the previous jam so we are really looking forward to what the future will bring.&lt;/p>
&lt;h2 id="top-5">Top 5&lt;/h2>
&lt;p>Lets take a closer look at the top 5 entries!&lt;/p>
&lt;h3 id="no-5-syneed">No 5. Syneed&lt;/h3>
&lt;p>&lt;a href="https://itch.io/jam/godot-xr-game-jam-feb-2025/rate/3332396">Syneed&lt;/a> by &lt;a href="https://hiina.itch.io/">Hiina&lt;/a> ranked 5th with 13 ratings (Score: 3.705).&lt;/p>
&lt;p>Our fifth place entry is a puzzle game where you need to manipulate a stream of particles using attractors.
By adjusting these within the world, the trajectory of the particles changes and you can guide them past a number of stars.
The goal is for the particle stream to touch all stars.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/uwsC-RsR9dM" title="syneed: VR puzzle game." frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h3 id="no-4-keziahs-house">No 4. Keziahs House&lt;/h3>
&lt;p>&lt;a href="https://itch.io/jam/godot-xr-game-jam-feb-2025/rate/3331240">Keziahs House&lt;/a> by &lt;a href="https://warpingrealities.itch.io/">Warping Realities VR&lt;/a> ranked 4th with 12 ratings (Score: 3.764).&lt;/p>
&lt;p>Our fourth place goes to this great escape room game.
You find yourself waking up trapped in a derelict old house.
Solve puzzles while casting magic spells to find your way out.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/EK75Raq0i7c" title="Keziah's House" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h3 id="no-3-the-chant-of-cthulhu">No 3. The Chant of Cthulhu&lt;/h3>
&lt;p>&lt;a href="https://itch.io/jam/godot-xr-game-jam-feb-2025/rate/3322870">The Chant of Cthulhu&lt;/a> by &lt;a href="https://copper-tunic.itch.io/">Copper Tunic&lt;/a> ranked 3rd with 12 ratings (Score: 3.833).&lt;/p>
&lt;p>Our third place is a horror karaoke game.
You need to sing out loud the chants given and as you do so, more and more “clones” are created that repeat your words.
As everything reaches a crescendo, you summon the monsters of the deep.
All within a church environment that fits the concept well.
Very good use of recording and sound and with a freeplay mode you can extend the fun by manually placing clones that sing out your recorded song.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/7Yxv9bE2sIQ" title="The Chant of Cthulhu" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h3 id="no-2-ez-enchants">No 2. EZ Enchants&lt;/h3>
&lt;p>&lt;a href="https://itch.io/jam/godot-xr-game-jam-feb-2025/rate/3316696">EZ Enchants&lt;/a> by &lt;a href="https://dragon1freak.itch.io/">Dragon1Freak&lt;/a> ranked 2nd with 12 ratings (Score: 3.931).&lt;/p>
&lt;p>Our runner-up is a fun little crafting game.
As customers walk past your little magic store, they ask you to enchant different objects.
You have to perform different actions according to the customers wishes, all within a time limit.
A very polished, good looking entry that is fun to play!&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/ni4SI-HelwM" title="EZ Enchants - Full Run" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h3 id="no-1-your-hand-is-a-dragon-xr">No 1. Your Hand Is A Dragon (XR)&lt;/h3>
&lt;p>&lt;a href="https://itch.io/jam/godot-xr-game-jam-feb-2025/rate/3332432">Your Hand Is A Dragon (XR)&lt;/a> by &lt;a href="https://andyman404.itch.io/">Andyman404&lt;/a> ranked 1st with 10 ratings (Score: 4.020).&lt;/p>
&lt;p>Our winning entry is a very distinct game, as weve come to expect from Andyman404.
You play as a dragon that attacks fortresses manned by knights.
What makes it unique is that you control the dragon with your hand as if it is a sockpuppet,
while simultaneously roaring out loud to make the dragon breathe fire.
Its especially impressive as Andyman404 only had 3 days to dedicate to this entry.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/xP-1_EOkLZA" title="Your Hand Is A Dragon - Trailer" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h2 id="other-entries">Other entries&lt;/h2>
&lt;p>Malcolm Nixon created the below video on his YouTube channel that shows off the top 5 games and highlights many of the other entries.
It is well worth a watch to get an impression of the entries that were submitted.&lt;/p>
&lt;iframe width="560" height="315" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/t5U6dXm8WY4" title="Godot XR Game Jam 3 - Top 5 Countdown" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h2 id="the-next-godot-xr-community-game-jam">The next Godot XR Community game jam&lt;/h2>
&lt;p>The next jam will likely be in August or September of this year.
Communication around the game jam has moved to the newly created &lt;a href="https://godot-xr.itch.io/">Godot XR Community itch.io page&lt;/a>, so be sure to follow that account.
Join the Godot XR Community in the XR channel on &lt;a href="https://discord.gg/godotengine">Godots official Discord server&lt;/a> if youre interested in using Godot to develop XR projects.&lt;/p></description><category>Progress Report</category><guid>https://godotengine.org/article/godot-xr-update-mar-2025/</guid><dc:creator>Bastiaan Olij</dc:creator><pubDate>Fri, 28 Mar 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/march-2025-update-godot-xr-community.webp</image></item><item><title>Maintenance release: Godot 4.4.1</title><link>https://godotengine.org/article/maintenance-release-godot-4-4-1/</link><summary>Godot 4.4 was a massive success, and with most users migrating to it, we discovered and fixed a number of significant bugs which warrant a first maintenance release.</summary><description>&lt;p>We released &lt;a href="/releases/4.4/">Godot 4.4&lt;/a> in early March and we are delighted to see the reception, with so many users upgrading to it on day one and sharing their favorite new changes on social media! If you havent seen the &lt;a href="/releases/4.4/">&lt;strong>4.4 release page&lt;/strong>&lt;/a>, its well worth a read!&lt;/p>
&lt;p>Since then, weve started the development phase for Godot 4.5 at full speed (with a first &lt;a href="/article/dev-snapshot-godot-4-5-dev-1/">dev snapshot&lt;/a> released last week!), but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.&lt;/p>
&lt;p>See below for a list of the most relevant changes. This release includes fixes to &lt;a href="https://github.com/Mbed-TLS/mbedtls/releases/tag/mbedtls-3.6.3">security vulnerabilities&lt;/a> in the mbedTLS third-party library, so we strongly recommend updating for any game using networking functionality.&lt;/p>
&lt;p>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.&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="/download/">&lt;strong>Download Godot 4.4.1 now&lt;/strong>&lt;/a> or try the &lt;a href="https://editor.godotengine.org/4.4.1.stable/">online version of the Godot editor&lt;/a>.&lt;/p>
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&lt;p>&lt;em>The illustration picture for this article comes from&lt;/em> &lt;a href="https://store.steampowered.com/app/1907590/Psycho_Patrol_R/?curator_clanid=41324400">&lt;strong>Psycho Patrol R&lt;/strong>&lt;/a>, &lt;em>a FPS/mecha hybrid europolice sim, which was recently released in Early Access &lt;a href="https://store.steampowered.com/app/1907590/Psycho_Patrol_R/?curator_clanid=41324400">on Steam&lt;/a>. It is developed by &lt;a href="https://csoftproducts.life/">Consumer Softproducts&lt;/a>, known for their previous Godot hit &lt;a href="https://store.steampowered.com/app/1388770/Cruelty_Squad/?curator_clanid=41324400">Cruelty Squad&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="changes">Changes&lt;/h2>
&lt;p>&lt;strong>58 contributors&lt;/strong> submitted around &lt;strong>125 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4.1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the &lt;a href="/releases/4.4/">4.4 release&lt;/a>.&lt;/p>
&lt;p>Below are some of the most notable changes (with critical fixes highlighted in bold):&lt;/p>
&lt;ul>
&lt;li>3D: Fix &lt;code class="language-plaintext highlighter-rouge">RemoteTransform3D&lt;/code> to always use global rotation if &lt;code class="language-plaintext highlighter-rouge">use_global_coordinates&lt;/code> is true (&lt;a href="https://github.com/godotengine/godot/pull/97498">GH-97498&lt;/a>).&lt;/li>
&lt;li>Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D (&lt;a href="https://github.com/godotengine/godot/pull/103921">GH-103921&lt;/a>).&lt;/li>
&lt;li>Animation: Fix missing &lt;code class="language-plaintext highlighter-rouge">process_state&lt;/code> error in blend spaces (&lt;a href="https://github.com/godotengine/godot/pull/104018">GH-104018&lt;/a>).&lt;/li>
&lt;li>Animation: Fix rest translation space in &lt;code class="language-plaintext highlighter-rouge">LookAtModifier3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104217">GH-104217&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Audio: Set interactive music streams as meta streams (&lt;a href="https://github.com/godotengine/godot/pull/104054">GH-104054&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Audio: Fix AudioEffectPitchShift issues when &lt;code class="language-plaintext highlighter-rouge">pitch_scale&lt;/code> is set to 1 (&lt;a href="https://github.com/godotengine/godot/pull/104090">GH-104090&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Android: Fix build with &lt;code class="language-plaintext highlighter-rouge">disable_3d&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103523">GH-103523&lt;/a>).&lt;/li>
&lt;li>C#: Use &lt;code class="language-plaintext highlighter-rouge">ObjectID&lt;/code> when converting &lt;code class="language-plaintext highlighter-rouge">Variant&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">GodotObject&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/98034">GH-98034&lt;/a>).&lt;/li>
&lt;li>C#: Skip re-saving &lt;code class="language-plaintext highlighter-rouge">.csproj&lt;/code> when TFM is unchanged (&lt;a href="https://github.com/godotengine/godot/pull/103714">GH-103714&lt;/a>).&lt;/li>
&lt;li>Core: Use single RNG instance for &lt;code class="language-plaintext highlighter-rouge">FileAccessEncrypted&lt;/code> IV generation (&lt;a href="https://github.com/godotengine/godot/pull/103415">GH-103415&lt;/a>).&lt;/li>
&lt;li>Core: Fix &lt;code class="language-plaintext highlighter-rouge">Invalid Task ID&lt;/code> errors in &lt;code class="language-plaintext highlighter-rouge">ResourceLoader&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104060">GH-104060&lt;/a>).&lt;/li>
&lt;li>Editor: Fix copying a Node with a signal potentially resulting in an editor crash (&lt;a href="https://github.com/godotengine/godot/pull/96372">GH-96372&lt;/a>).&lt;/li>
&lt;li>Editor: Make &lt;code class="language-plaintext highlighter-rouge">EditorProperty&lt;/code> and its child &lt;code class="language-plaintext highlighter-rouge">EditorProperty&lt;/code> behave like sibling nodes when handling mouse events (&lt;a href="https://github.com/godotengine/godot/pull/103316">GH-103316&lt;/a>).&lt;/li>
&lt;li>Editor: Fix TextEdit scrolls wrong on text selection (&lt;a href="https://github.com/godotengine/godot/pull/103410">GH-103410&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Editor: Update script modified times when saved in EditorNode (&lt;a href="https://github.com/godotengine/godot/pull/103695">GH-103695&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Editor: Fix ownership when pasting non root with child nodes in new scene (&lt;a href="https://github.com/godotengine/godot/pull/103769">GH-103769&lt;/a>).&lt;/li>
&lt;li>Editor: Create .uid files for detected new files (&lt;a href="https://github.com/godotengine/godot/pull/104248">GH-104248&lt;/a>).&lt;/li>
&lt;li>Editor: Fix editor crash when inspecting 2 objects handled by the same plugin (&lt;a href="https://github.com/godotengine/godot/pull/104296">GH-104296&lt;/a>).&lt;/li>
&lt;li>Editor: Change root node transform warning to only show up for position (&lt;a href="https://github.com/godotengine/godot/pull/104331">GH-104331&lt;/a>).&lt;/li>
&lt;li>Export: iOS: Restore one-click deploy device enumeration using Xcode (&lt;a href="https://github.com/godotengine/godot/pull/103590">GH-103590&lt;/a>).&lt;/li>
&lt;li>Export: Android: Convert &lt;code class="language-plaintext highlighter-rouge">compress_native_libraries&lt;/code> to a basic export option (&lt;a href="https://github.com/godotengine/godot/pull/104301">GH-104301&lt;/a>).&lt;/li>
&lt;li>&lt;strong>GDExtension: Correctly register editor-only &lt;code class="language-plaintext highlighter-rouge">OpenXR*&lt;/code> classes &lt;code class="language-plaintext highlighter-rouge">api_type&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103869">GH-103869&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>GDScript: Fix head class range to include &lt;code class="language-plaintext highlighter-rouge">class_name&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104114">GH-104114&lt;/a>).&lt;/li>
&lt;li>GDScript: Add clearing of &lt;code class="language-plaintext highlighter-rouge">static_gdscript_cache&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">GDScriptCache&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104281">GH-104281&lt;/a>).&lt;/li>
&lt;li>GUI: Fix Tree keyboard navigation in RTL direction (&lt;a href="https://github.com/godotengine/godot/pull/102865">GH-102865&lt;/a>).&lt;/li>
&lt;li>GUI: Fix &lt;code class="language-plaintext highlighter-rouge">changed&lt;/code> signal emission in &lt;code class="language-plaintext highlighter-rouge">Curve::set_point_offset&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/96296">GH-96296&lt;/a>).&lt;/li>
&lt;li>GUI: Fix spinbox decimal issues when &lt;code class="language-plaintext highlighter-rouge">update_on_text_changed&lt;/code> = true (&lt;a href="https://github.com/godotengine/godot/pull/100684">GH-100684&lt;/a>).&lt;/li>
&lt;li>GUI: Fix error when embedded popup is closed while resizing (&lt;a href="https://github.com/godotengine/godot/pull/102504">GH-102504&lt;/a>).&lt;/li>
&lt;li>GUI: VideoStreamPlayer: Stop video on exit tree (&lt;a href="https://github.com/godotengine/godot/pull/103396">GH-103396&lt;/a>).&lt;/li>
&lt;li>GUI: Use &lt;code class="language-plaintext highlighter-rouge">Viewport&lt;/code>s default texture filter/repeat in GUI tooltips (&lt;a href="https://github.com/godotengine/godot/pull/103636">GH-103636&lt;/a>).&lt;/li>
&lt;li>GUI: Label: Fix min. size calculation counting extra spacing twice (&lt;a href="https://github.com/godotengine/godot/pull/103728">GH-103728&lt;/a>).&lt;/li>
&lt;li>Import: Fix headless import always emits errors (&lt;a href="https://github.com/godotengine/godot/pull/103403">GH-103403&lt;/a>).&lt;/li>
&lt;li>Import: BasisUniversal: Ensure ASTCs HDR variant is supported when transcoding (&lt;a href="https://github.com/godotengine/godot/pull/103766">GH-103766&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Import: ResourceLoader: Do not wait for the main thread during initial reimport (&lt;a href="https://github.com/godotengine/godot/pull/104013">GH-104013&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>&lt;strong>Import: Force multiple of 4 sizes for Betsy compressor (&lt;a href="https://github.com/godotengine/godot/pull/104275">GH-104275&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Import: Fix crash when reimporting nested gltf scenes (&lt;a href="https://github.com/godotengine/godot/pull/104384">GH-104384&lt;/a>).&lt;/li>
&lt;li>Input: Fix Android mouse capture issues (&lt;a href="https://github.com/godotengine/godot/pull/103413">GH-103413&lt;/a>).&lt;/li>
&lt;li>Input: macOS/iOS: Ensure only one axis change event is produced during single &lt;code class="language-plaintext highlighter-rouge">process_joypads()&lt;/code> call (&lt;a href="https://github.com/godotengine/godot/pull/104314">GH-104314&lt;/a>).&lt;/li>
&lt;li>Navigation: Make NavigationLink3D properly update on visibility change (&lt;a href="https://github.com/godotengine/godot/pull/103588">GH-103588&lt;/a>).&lt;/li>
&lt;li>Particles: Fix particle jitter when scene tree is paused (&lt;a href="https://github.com/godotengine/godot/pull/95912">GH-95912&lt;/a>).&lt;/li>
&lt;li>Particles: Fix GPU particles not emitting at some configured rates when scale curve is zero (&lt;a href="https://github.com/godotengine/godot/pull/103121">GH-103121&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Physics: Fix interpolation in XR (&lt;a href="https://github.com/godotengine/godot/pull/103233">GH-103233&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Physics: Fix broken negative scaling when using Jolt Physics (&lt;a href="https://github.com/godotengine/godot/pull/103440">GH-103440&lt;/a>).&lt;/li>
&lt;li>Physics: Fix &lt;code class="language-plaintext highlighter-rouge">ConcavePolygonShape3D&lt;/code> always enabling &lt;code class="language-plaintext highlighter-rouge">backface_collision&lt;/code> when using Jolt Physics (&lt;a href="https://github.com/godotengine/godot/pull/104310">GH-104310&lt;/a>).&lt;/li>
&lt;li>Physics: Fix &lt;code class="language-plaintext highlighter-rouge">shape&lt;/code> always being zero with &lt;code class="language-plaintext highlighter-rouge">get_rest_info&lt;/code> when using Jolt Physics (&lt;a href="https://github.com/godotengine/godot/pull/104599">GH-104599&lt;/a>).&lt;/li>
&lt;li>Plugin: JavaClassWrapper: Improve handling of typed array arguments (&lt;a href="https://github.com/godotengine/godot/pull/102817">GH-102817&lt;/a>).&lt;/li>
&lt;li>Plugin: JavaClassWrapper: Fix converting returned arrays to Godot types (&lt;a href="https://github.com/godotengine/godot/pull/103375">GH-103375&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Plugin: JavaClassWrapper: Fix conversion to/from &lt;code class="language-plaintext highlighter-rouge">org.godotengine.godot.Dictionary&lt;/code> that regressed (&lt;a href="https://github.com/godotengine/godot/pull/103733">GH-103733&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/104156">GH-104156&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Porting: Linux: X11: Fix check for &lt;code class="language-plaintext highlighter-rouge">is_maximized&lt;/code> to require both horizontal and vertical (&lt;a href="https://github.com/godotengine/godot/pull/103526">GH-103526&lt;/a>).&lt;/li>
&lt;li>Porting: Linux: Offload RenderingDevice creation test to subprocess (&lt;a href="https://github.com/godotengine/godot/pull/103560">GH-103560&lt;/a>).&lt;/li>
&lt;li>Porting: macOS: Swap Nintendo face buttons (&lt;a href="https://github.com/godotengine/godot/pull/103661">GH-103661&lt;/a>).&lt;/li>
&lt;li>Porting: macOS: Update mouse-entered state when subwindow closes (&lt;a href="https://github.com/godotengine/godot/pull/104328">GH-104328&lt;/a>).&lt;/li>
&lt;li>Porting: Windows: Fix &lt;code class="language-plaintext highlighter-rouge">get_modified_time&lt;/code> on locked files (&lt;a href="https://github.com/godotengine/godot/pull/103622">GH-103622&lt;/a>).&lt;/li>
&lt;li>Porting: Windows: Use more efficient sleep approach when low-processor mode is enabled (&lt;a href="https://github.com/godotengine/godot/pull/103773">GH-103773&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Add ASTC HDR format variants (&lt;a href="https://github.com/godotengine/godot/pull/102777">GH-102777&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix voxelizer normals (&lt;a href="https://github.com/godotengine/godot/pull/102893">GH-102893&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer (&lt;a href="https://github.com/godotengine/godot/pull/102908">GH-102908&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix uninitialized value in Tonemap (&lt;a href="https://github.com/godotengine/godot/pull/103092">GH-103092&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Use separate WorkThreadPool for shader compiler (&lt;a href="https://github.com/godotengine/godot/pull/103506">GH-103506&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix incorrect parameters passed to VMA (&lt;a href="https://github.com/godotengine/godot/pull/103730">GH-103730&lt;/a>).&lt;/li>
&lt;li>Rendering: MetalFX: Change fallback behavior (&lt;a href="https://github.com/godotengine/godot/pull/103792">GH-103792&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix GLES3 &lt;code class="language-plaintext highlighter-rouge">gaussian_blur&lt;/code> mipmap setup (&lt;a href="https://github.com/godotengine/godot/pull/103878">GH-103878&lt;/a>).&lt;/li>
&lt;li>Rendering: CPUParticles2D: Fix physics interpolation after entering tree with &lt;code class="language-plaintext highlighter-rouge">emitting = false&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103966">GH-103966&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc (&lt;a href="https://github.com/godotengine/godot/pull/104154">GH-104154&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix Metal handling of cube textures; assert equal dimensions (&lt;a href="https://github.com/godotengine/godot/pull/104341">GH-104341&lt;/a>).&lt;/li>
&lt;li>Rendering: Disable broken Vulkan layers before running RenderingDevice tests (&lt;a href="https://github.com/godotengine/godot/pull/104572">GH-104572&lt;/a>).&lt;/li>
&lt;li>Shaders: Fix 2D instance params crashing using outside of &lt;code class="language-plaintext highlighter-rouge">main()&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103348">GH-103348&lt;/a>).&lt;/li>
&lt;li>Shaders: 2D: Fix light shader accessing &lt;code class="language-plaintext highlighter-rouge">TEXTURE_PIXEL_SIZE&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103617">GH-103617&lt;/a>).&lt;/li>
&lt;li>Thirdparty: Theora: Fix YUV422/444 to RGB conversion (&lt;a href="https://github.com/godotengine/godot/pull/102859">GH-102859&lt;/a>).&lt;/li>
&lt;li>Thirdparty: Update to latest version of Swappy (&lt;a href="https://github.com/godotengine/godot/pull/103409">GH-103409&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Thirdparty: mbedTLS: Update to version 3.6.3 (security fix) (&lt;a href="https://github.com/godotengine/godot/pull/104562">GH-104562&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV (&lt;a href="https://github.com/godotengine/godot/pull/104249">GH-104249&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="known-incompatibilities">Known incompatibilities&lt;/h2>
&lt;p>As of now, there are no known incompatibilities with the previous Godot 4.4 release. &lt;strong>We encourage all users to upgrade to 4.4.1.&lt;/strong>&lt;/p>
&lt;p>If you experience any unexpected behavior change in your projects after upgrading to 4.4.1, please &lt;a href="https://github.com/godotengine/godot/issues">file an issue on GitHub&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Release</category><guid>https://godotengine.org/article/maintenance-release-godot-4-4-1/</guid><dc:creator>Rémi Verschelde</dc:creator><pubDate>Wed, 26 Mar 2025 15:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/maintenance-release-godot-4-4-1.webp</image></item><item><title>Release candidate: Godot 4.4.1 RC 2</title><link>https://godotengine.org/article/release-candidate-godot-4-4-1-rc-2/</link><summary>Closing in on the first maintenance release for Godot 4.4, fixing a number of regressions and other significant bugs found in this month's feature release.</summary><description>&lt;p>We released &lt;a href="/releases/4.4/">Godot 4.4&lt;/a> in early March and we are delighted to see the reception, with so many users upgrading to it on day 1 and sharing their favorite new changes on social media! If you havent seen the &lt;a href="/releases/4.4/">&lt;strong>4.4 release page&lt;/strong>&lt;/a>, its well worth a read!&lt;/p>
&lt;p>Since then, weve started the development phase for Godot 4.5 at full speed (with a first &lt;a href="/article/dev-snapshot-godot-4-5-dev-1/">dev snapshot&lt;/a> released yesterday!), but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.&lt;/p>
&lt;p>After a first &lt;a href="/article/release-candidate-godot-4-4-1-rc-1/">4.4.1-rc1 snapshot&lt;/a> last week, we decided to make a second release candidate as a few more critical bugs had fixes available to backport. Please test it if you can and report any new issue that was not present in 4.4-stable, as we want to ensure we dont introduce new regressions in this hotfix release.&lt;/p>
&lt;p>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.&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 &lt;a href="https://editor.godotengine.org/releases/4.4.1.rc2/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The illustration picture for this article comes from&lt;/em> &lt;a href="https://store.steampowered.com/app/1254770/Haulin_Oats/?curator_clanid=41324400">&lt;strong>Haulin Oats&lt;/strong>&lt;/a>, &lt;em>a board game about truck driving, the US highways, and oatmeal (?!), which was recently released in version 1.0 &lt;a href="https://store.steampowered.com/app/1254770/Haulin_Oats/?curator_clanid=41324400">on Steam&lt;/a>. It is developed by &lt;a href="https://grampsgarcia.com/">Gramps Garcia&lt;/a>, the tireless maintainer of the popular &lt;a href="https://godotsteam.com/">GodotSteam&lt;/a> integration for the Steamworks SDK.&lt;/em>&lt;/p>
&lt;h2 id="whats-new">Whats new&lt;/h2>
&lt;p>&lt;strong>21 contributors&lt;/strong> submitted around &lt;strong>39 improvements&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4.1-rc2">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the &lt;a href="/article/release-candidate-godot-4-4-1-rc-1/">4.4.1-rc1 snapshot&lt;/a>. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4.1">all changes included in 4.4.1&lt;/a> compared to the 4.4 release.&lt;/p>
&lt;p>Below are the most notable changes in this second release candidate (with critical fixes highlighted in bold):&lt;/p>
&lt;ul>
&lt;li>3D: Fix &lt;code class="language-plaintext highlighter-rouge">RemoteTransform3D&lt;/code> to always use global rotation if &lt;code class="language-plaintext highlighter-rouge">use_global_coordinates&lt;/code> is true (&lt;a href="https://github.com/godotengine/godot/pull/97498">GH-97498&lt;/a>).&lt;/li>
&lt;li>Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D (&lt;a href="https://github.com/godotengine/godot/pull/103921">GH-103921&lt;/a>).&lt;/li>
&lt;li>Animation: Fix rest translation space in &lt;code class="language-plaintext highlighter-rouge">LookAtModifier3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104217">GH-104217&lt;/a>).&lt;/li>
&lt;li>Core: Use single RNG instance for &lt;code class="language-plaintext highlighter-rouge">FileAccessEncrypted&lt;/code> IV generation (&lt;a href="https://github.com/godotengine/godot/pull/103415">GH-103415&lt;/a>).&lt;/li>
&lt;li>Editor: Make &lt;code class="language-plaintext highlighter-rouge">EditorProperty&lt;/code> and its child &lt;code class="language-plaintext highlighter-rouge">EditorProperty&lt;/code> behave like sibling nodes when handling mouse events (&lt;a href="https://github.com/godotengine/godot/pull/103316">GH-103316&lt;/a>).&lt;/li>
&lt;li>Editor: Create .uid files for detected new files (&lt;a href="https://github.com/godotengine/godot/pull/104248">GH-104248&lt;/a>).&lt;/li>
&lt;li>Editor: Change root node transform warning to only show up for position (&lt;a href="https://github.com/godotengine/godot/pull/104331">GH-104331&lt;/a>).&lt;/li>
&lt;li>Editor: Fix use after free in the editor inspector section cleanup (&lt;a href="https://github.com/godotengine/godot/pull/104362">GH-104362&lt;/a>).&lt;/li>
&lt;li>Export: Android: Convert &lt;code class="language-plaintext highlighter-rouge">compress_native_libraries&lt;/code> to a basic export option (&lt;a href="https://github.com/godotengine/godot/pull/104301">GH-104301&lt;/a>).&lt;/li>
&lt;li>GDScript: Fix head class range to include &lt;code class="language-plaintext highlighter-rouge">class_name&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104114">GH-104114&lt;/a>).&lt;/li>
&lt;li>GDScript: Add clearing of &lt;code class="language-plaintext highlighter-rouge">static_gdscript_cache&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">GDScriptCache&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104281">GH-104281&lt;/a>).&lt;/li>
&lt;li>GUI: Fix error when embedded popup is closed while resizing (&lt;a href="https://github.com/godotengine/godot/pull/102504">GH-102504&lt;/a>).&lt;/li>
&lt;li>GUI: Label: Fix min. size calculation counting extra spacing twice (&lt;a href="https://github.com/godotengine/godot/pull/103728">GH-103728&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Import: Force multiple of 4 sizes for Betsy compressor (&lt;a href="https://github.com/godotengine/godot/pull/104275">GH-104275&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Import: Fix crash when reimporting nested gltf scenes (&lt;a href="https://github.com/godotengine/godot/pull/104384">GH-104384&lt;/a>).&lt;/li>
&lt;li>Input: macOS/iOS: Ensure only one axis change event is produced during single &lt;code class="language-plaintext highlighter-rouge">process_joypads()&lt;/code> call (&lt;a href="https://github.com/godotengine/godot/pull/104314">GH-104314&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Physics: Fix interpolation in XR (&lt;a href="https://github.com/godotengine/godot/pull/103233">GH-103233&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Physics: Fix &lt;code class="language-plaintext highlighter-rouge">ConcavePolygonShape3D&lt;/code> always enabling &lt;code class="language-plaintext highlighter-rouge">backface_collision&lt;/code> when using Jolt Physics (&lt;a href="https://github.com/godotengine/godot/pull/104310">GH-104310&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Plugin: JavaClassWrapper: Fix mistake in last fix for &lt;code class="language-plaintext highlighter-rouge">org.godotengine.godot.Dictionary&lt;/code> conversion (&lt;a href="https://github.com/godotengine/godot/pull/104156">GH-104156&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Porting: macOS: Fix editor loading crash on native menu click (&lt;a href="https://github.com/godotengine/godot/pull/103892">GH-103892&lt;/a>).&lt;/li>
&lt;li>Porting: macOS: Update mouse-entered state when subwindow closes (&lt;a href="https://github.com/godotengine/godot/pull/104328">GH-104328&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc (&lt;a href="https://github.com/godotengine/godot/pull/104154">GH-104154&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix Metal handling of cube textures; assert equal dimensions (&lt;a href="https://github.com/godotengine/godot/pull/104341">GH-104341&lt;/a>).&lt;/li>
&lt;li>XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV (&lt;a href="https://github.com/godotengine/godot/pull/104249">GH-104249&lt;/a>).&lt;/li>
&lt;/ul>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/abef5e0d23a7f031ae7df90ccf49d650444b9685">&lt;code class="language-plaintext highlighter-rouge">abef5e0d2&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.4.1-rc2">
Download Godot 4.4.1 rc2
&lt;/a>
&lt;div class="card-download-details">
&lt;img class="lightbox-ignore" src="/storage/blog/covers/release-candidate-godot-4-4-1-rc-2.webp" />
&lt;div class="card-download-platforms">
&lt;div class="download-platform platform-linux">
&lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
Linux
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc2/Godot_v4.4.1-rc2_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
&lt;/div>
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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 &lt;strong>a pre-release piece of software&lt;/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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&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>There are currently no known issues introduced by this release.&lt;/p>
&lt;p>With every release we accept that there are going to be various issues, which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
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&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-4-1-rc-2/</guid><dc:creator>Rémi Verschelde</dc:creator><pubDate>Fri, 21 Mar 2025 17:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-4-1-rc-2.webp</image></item><item><title>Dev snapshot: Godot 4.5 dev 1</title><link>https://godotengine.org/article/dev-snapshot-godot-4-5-dev-1/</link><summary>The feature freeze has melted away—here comes the flood!</summary><description>&lt;p>Our first development snapshot for 4.5 has arrived! As is often the case following a feature-freeze, several quality
PRs were finally released from the collective backlog, as merging them at the time wouldve been too much of a risk.
In truth, the quantity has been &lt;em>so&lt;/em> great that we couldve gotten away with releasing a snapshot a week ago! However,
we found it worth our time to hold out and get as many contributions integrated as possible, as a way of thanking those
whove been so patient in waiting for their contributions to see the light of day.&lt;/p>
&lt;p>A significant chunk of the changes in this release are bugfixes, the majority of which you will be see backported to
4.4 in a 4.4.1-stable release next week! As such, we encourage testing this build in order to ensure a smooth release for both
versions. Granted, as this &lt;em>is&lt;/em> a pre-release, the bugfixes arent the only additions; the usual safety precautions
that come with such an environment should be taken. Even though we prepare these snapshots such that theyre suitable
for general testing, backups and/or version control are recommended to prevent the loss of data.&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 &lt;a href="https://editor.godotengine.org/releases/4.5.dev1/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3431040/Thats_not_my_Neighbor/?curator_clanid=41324400">&lt;strong>Thats not my Neighbor&lt;/strong>&lt;/a>, &lt;em>where you take the role of a doorman ensuring the safety of your apartment complex from a mysterious surge of doppelgangers. Developed by &lt;a href="https://nachogames.itch.io/">Nachosama Games&lt;/a>, the game was recently released &lt;a href="https://store.steampowered.com/app/3431040/Thats_not_my_Neighbor/?curator_clanid=41324400">on Steam&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;h3 id="mute-game-toggle">“Mute Game” toggle&lt;/h3>
&lt;p>Previously, if a developer wished to mute the audio while testing in the editor, they had to either use the operating
systems builtin tools for sound or outright pause/close their work. &lt;a href="https://github.com/Meorge">Malcolm Anderson&lt;/a> sought
a more streamlined solution, and integrated a new toggle on the Game view (&lt;a href="https://github.com/godotengine/godot/pull/99555">GH-99555&lt;/a>). Now if developers wish to halt/restore audio
output entirely, its just one click away!&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-1/mute-toggle.webm?1" type="video/webm" />
&lt;/video>
&lt;h3 id="drop-preload-resources-as-uid">Drop preload Resources as &lt;code class="language-plaintext highlighter-rouge">UID&lt;/code>&lt;/h3>
&lt;p>With &lt;code class="language-plaintext highlighter-rouge">UID&lt;/code> support being a part of the engine as of 4.4—read more about them &lt;a href="/article/uid-changes-coming-to-godot-4-4/">here&lt;/a>—weve enabled further optimizations via their integration with core components. However, as this is a new change, theres still a few areas that have been lagging behind on support. In particular: preloaded resources lacked the ability to be loaded as &lt;code class="language-plaintext highlighter-rouge">UID&lt;/code> if dragged. &lt;a href="https://github.com/KoBeWi">Tomasz Chabora&lt;/a> has rectified this limitation in &lt;a href="https://github.com/godotengine/godot/pull/99094">GH-99094&lt;/a>, and youll find plenty more like this in our curated selection below.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-1/preload-uid.webm?1" type="video/webm" />
&lt;/video>
&lt;h3 id="allow-selecting-multiple-remote-nodes-at-runtime">Allow selecting multiple remote nodes at runtime&lt;/h3>
&lt;p>A long-awaited QOL addition to the editor experience has finally arrived! Thanks to &lt;a href="https://github.com/YeldhamDev">Michael Alexsander&lt;/a>, developers now have the ability to select multiple nodes in a runtime context! Check out their pull request &lt;a href="https://github.com/godotengine/godot/pull/99680">GH-99680&lt;/a> for more information on how this was integrated.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-1/multiple-nodes.webm?1" type="video/webm" />
&lt;/video>
&lt;h3 id="chunk-tilemap-physics">Chunk tilemap physics&lt;/h3>
&lt;p>The current implementation of &lt;code class="language-plaintext highlighter-rouge">TileMapLayer&lt;/code> 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. &lt;a href="https://github.com/groud">Gilles Roudière&lt;/a> took to entirely reworking this system in &lt;a href="https://github.com/godotengine/godot/pull/102662">GH-102662&lt;/a>, ensuring that cells take every possible opportunity.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="">
&lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-1/chunk-tilemap.webm?1" type="video/webm" />
&lt;/video>
&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>2D: Improve usability of &lt;code class="language-plaintext highlighter-rouge">Camera2D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/101427">GH-101427&lt;/a>).&lt;/li>
&lt;li>3D: Fix &lt;code class="language-plaintext highlighter-rouge">Camera3D&lt;/code> gizmo representation to accurately reflect FOV (&lt;a href="https://github.com/godotengine/godot/pull/101884">GH-101884&lt;/a>).&lt;/li>
&lt;li>3D: Use physical keys for the Q/W/E/R editor shortcuts (&lt;a href="https://github.com/godotengine/godot/pull/103533">GH-103533&lt;/a>).&lt;/li>
&lt;li>Animation: Support hiding functions calls in Method Tracks (&lt;a href="https://github.com/godotengine/godot/pull/96421">GH-96421&lt;/a>).&lt;/li>
&lt;li>Core: Add &lt;code class="language-plaintext highlighter-rouge">scene_changed&lt;/code> signal to &lt;code class="language-plaintext highlighter-rouge">SceneTree&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/102986">GH-102986&lt;/a>).&lt;/li>
&lt;li>Core: Add DDS image load and save functionality (&lt;a href="https://github.com/godotengine/godot/pull/101994">GH-101994&lt;/a>).&lt;/li>
&lt;li>Core: Dont duplicate internal nodes (&lt;a href="https://github.com/godotengine/godot/pull/89442">GH-89442&lt;/a>).&lt;/li>
&lt;li>Core: Implement &lt;code class="language-plaintext highlighter-rouge">get_size&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">get_access_time&lt;/code> methods to &lt;code class="language-plaintext highlighter-rouge">FileAccess&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/83538">GH-83538&lt;/a>).&lt;/li>
&lt;li>Debugger: Allow locating VRAM resource by double-clicking (&lt;a href="https://github.com/godotengine/godot/pull/103949">GH-103949&lt;/a>).&lt;/li>
&lt;li>Documentation: Overhaul &lt;code class="language-plaintext highlighter-rouge">Node3D&lt;/code> documentation (&lt;a href="https://github.com/godotengine/godot/pull/87440">GH-87440&lt;/a>).&lt;/li>
&lt;li>Editor: Add option to copy a files name in the FileSystem dock (&lt;a href="https://github.com/godotengine/godot/pull/96536">GH-96536&lt;/a>).&lt;/li>
&lt;li>Editor: Allow ignoring debugger error breaks (&lt;a href="https://github.com/godotengine/godot/pull/77015">GH-77015&lt;/a>).&lt;/li>
&lt;li>Editor: Dont save unnecessarily with &lt;code class="language-plaintext highlighter-rouge">save_before_running&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/90034">GH-90034&lt;/a>).&lt;/li>
&lt;li>Editor: Improve drag and drop into array property editors (&lt;a href="https://github.com/godotengine/godot/pull/102534">GH-102534&lt;/a>).&lt;/li>
&lt;li>Editor: Replace &lt;code class="language-plaintext highlighter-rouge">UID&lt;/code> and Surface upgrade tools with universal one (&lt;a href="https://github.com/godotengine/godot/pull/103044">GH-103044&lt;/a>).&lt;/li>
&lt;li>Export: Android: Convert &lt;code class="language-plaintext highlighter-rouge">compress_native_libraries&lt;/code> to a basic export option (&lt;a href="https://github.com/godotengine/godot/pull/104301">GH-104301&lt;/a>).&lt;/li>
&lt;li>GDExtension: Include precision in extension_api.json (&lt;a href="https://github.com/godotengine/godot/pull/103137">GH-103137&lt;/a>).&lt;/li>
&lt;li>GDScript: Highlight warning lines in Script editor (&lt;a href="https://github.com/godotengine/godot/pull/102469">GH-102469&lt;/a>).&lt;/li>
&lt;li>GUI: Implement properties that can recursively disable child controls &lt;code class="language-plaintext highlighter-rouge">FocusMode&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">MouseFilter&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/97495">GH-97495&lt;/a>).&lt;/li>
&lt;li>GUI: Improve ColorPicker picker shape keyboard and joypad accessibility (&lt;a href="https://github.com/godotengine/godot/pull/99374">GH-99374&lt;/a>).&lt;/li>
&lt;li>Import: Use &lt;code class="language-plaintext highlighter-rouge">UID&lt;/code> in addition to path for extracted meshes, materials and animations (&lt;a href="https://github.com/godotengine/godot/pull/100786">GH-100786&lt;/a>).&lt;/li>
&lt;li>Particles: Add emission shape gizmos to &lt;code class="language-plaintext highlighter-rouge">Particles2D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/102249">GH-102249&lt;/a>).&lt;/li>
&lt;li>Particles: Fix particle jitter when scene tree is paused (&lt;a href="https://github.com/godotengine/godot/pull/95912">GH-95912&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Add &lt;code class="language-plaintext highlighter-rouge">linux-bionic&lt;/code> RID export option (&lt;a href="https://github.com/godotengine/godot/pull/97908">GH-97908&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Add a &lt;code class="language-plaintext highlighter-rouge">TouchActionsPanel&lt;/code> to editor (&lt;a href="https://github.com/godotengine/godot/pull/100339">GH-100339&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Enable support for volume button events (&lt;a href="https://github.com/godotengine/godot/pull/102984">GH-102984&lt;/a>).&lt;/li>
&lt;li>Porting: Linux: Implement native color picker (&lt;a href="https://github.com/godotengine/godot/pull/101546">GH-101546&lt;/a>).&lt;/li>
&lt;li>Porting: macOS/iOS: Ensure only one axis change event is produced during single &lt;code class="language-plaintext highlighter-rouge">process_joypads()&lt;/code> call (&lt;a href="https://github.com/godotengine/godot/pull/104314">GH-104314&lt;/a>).&lt;/li>
&lt;li>Porting: Windows: Remove visible &lt;code class="language-plaintext highlighter-rouge">WINDOW_MODE_FULLSCREEN&lt;/code> border by setting window region (&lt;a href="https://github.com/godotengine/godot/pull/88852">GH-88852&lt;/a>).&lt;/li>
&lt;li>Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D (&lt;a href="https://github.com/godotengine/godot/pull/103889">GH-103889&lt;/a>).&lt;/li>
&lt;li>Rendering: Optimize &lt;code class="language-plaintext highlighter-rouge">_fill_instance_data function&lt;/code> in Forward+ renderer (&lt;a href="https://github.com/godotengine/godot/pull/103547">GH-103547&lt;/a>).&lt;/li>
&lt;li>Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer (&lt;a href="https://github.com/godotengine/godot/pull/103794">GH-103794&lt;/a>).&lt;/li>
&lt;li>Rendering: Update &lt;code class="language-plaintext highlighter-rouge">ViewportTexture&lt;/code> path relative to its local scene instead of the &lt;code class="language-plaintext highlighter-rouge">Viewport&lt;/code> owner (&lt;a href="https://github.com/godotengine/godot/pull/97861">GH-97861&lt;/a>).&lt;/li>
&lt;li>Rendering: Use lower shadow normal bias for distant directional shadow splits (&lt;a href="https://github.com/godotengine/godot/pull/60178">GH-60178&lt;/a>).&lt;/li>
&lt;li>Rendering: Use separate WorkThreadPool for shader compiler (&lt;a href="https://github.com/godotengine/godot/pull/103506">GH-103506&lt;/a>).&lt;/li>
&lt;li>Scripting: Fix script docs not being searchable without manually recompiling scripts (&lt;a href="https://github.com/godotengine/godot/pull/95821">GH-95821&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>121 contributors&lt;/strong> submitted &lt;strong>403 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.5-dev1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the 4.4-stable.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/97241ffea6df579347653a8ce0c75db44e28f0c8">&lt;code class="language-plaintext highlighter-rouge">97241ffea&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.5-dev1">
Download Godot 4.5 dev1
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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 &lt;strong>a pre-release piece of software&lt;/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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&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>There are currently no known issues introduced by this release.&lt;/p>
&lt;p>With every release we accept that there are going to be various issues, which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
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&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-5-dev-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Thu, 20 Mar 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-5-dev-1.webp</image></item><item><title>Release candidate: Godot 4.4.1 RC 1</title><link>https://godotengine.org/article/release-candidate-godot-4-4-1-rc-1/</link><summary>Godot 4.4 was released 10 days ago, and as is customary with such major feature updates, we have a late harvest of regression fixes to offer!</summary><description>&lt;p>We released &lt;a href="/releases/4.4/">Godot 4.4&lt;/a> last week and we are delighted to see the reception, with so many users upgrading to it on day 1 and sharing their favorite new changes on social media! If you havent seen the &lt;a href="/releases/4.4/">&lt;strong>4.4 release page&lt;/strong>&lt;/a>, its well worth a read!&lt;/p>
&lt;p>Since then, weve started the development phase for Godot 4.5 at full speed, but we also put our main focus on fixing remaining and newly reported regressions that affect users who upgraded to 4.4. A few of these issues can be showstoppers for affected users, so we decided to release a 4.4.1 maintenance release as soon as possible.&lt;/p>
&lt;p>So heres a release candidate to validate this series of fixes and help ensure that Godot 4.4 is fully suitable for everyone. Please test it if you can and report any new issue that was not present in 4.4-stable, as we want to ensure we dont introduce new regressions in this hotfix release.&lt;/p>
&lt;p>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.&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 &lt;a href="https://editor.godotengine.org/releases/4.4.1.rc1/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The illustration picture for this article comes from&lt;/em> &lt;a href="https://store.steampowered.com/app/3320800/Book_Bound/?curator_clanid=41324400">&lt;strong>Book Bound&lt;/strong>&lt;/a>, &lt;em>a cozy bookshop simulator game by Bit66 Games, which was recently released &lt;a href="https://store.steampowered.com/app/3320800/Book_Bound/?curator_clanid=41324400">on Steam&lt;/a>. You can follow the developer &lt;a href="https://bsky.app/profile/bit66.bsky.social">on Bluesky&lt;/a>, and wishlist their other upcoming game &lt;a href="https://store.steampowered.com/app/2830960/Bots__Mods/?curator_clanid=41324400">Bots &amp;amp; Mods&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="whats-new">Whats new&lt;/h2>
&lt;p>&lt;strong>48 contributors&lt;/strong> submitted around &lt;strong>76 improvements&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4.1-rc1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the 4.4-stable release. Below are the most notable changes (with critical fixes highlighted in bold):&lt;/p>
&lt;ul>
&lt;li>2D: Fix wrong canvas camera override panning in the runtime debugger (&lt;a href="https://github.com/godotengine/godot/pull/103489">GH-103489&lt;/a>).&lt;/li>
&lt;li>3D: Unify CSGPolygon3D gizmos with the other geometries (&lt;a href="https://github.com/godotengine/godot/pull/103301">GH-103301&lt;/a>).&lt;/li>
&lt;li>Animation: Fix missing &lt;code class="language-plaintext highlighter-rouge">process_state&lt;/code> error in blend spaces (&lt;a href="https://github.com/godotengine/godot/pull/104018">GH-104018&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Audio: Set interactive music streams as meta streams (&lt;a href="https://github.com/godotengine/godot/pull/104054">GH-104054&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Audio: Fix AudioEffectPitchShift issues when &lt;code class="language-plaintext highlighter-rouge">pitch_scale&lt;/code> is set to 1 (&lt;a href="https://github.com/godotengine/godot/pull/104090">GH-104090&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Android: Fix build with &lt;code class="language-plaintext highlighter-rouge">disable_3d&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103523">GH-103523&lt;/a>).&lt;/li>
&lt;li>C#: Use &lt;code class="language-plaintext highlighter-rouge">ObjectID&lt;/code> when converting &lt;code class="language-plaintext highlighter-rouge">Variant&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">GodotObject&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/98034">GH-98034&lt;/a>).&lt;/li>
&lt;li>C#: Skip re-saving &lt;code class="language-plaintext highlighter-rouge">.csproj&lt;/code> when TFM is unchanged (&lt;a href="https://github.com/godotengine/godot/pull/103714">GH-103714&lt;/a>).&lt;/li>
&lt;li>Core: Fix crash when calling &lt;code class="language-plaintext highlighter-rouge">get_argument_count()&lt;/code> on Callable with freed object (&lt;a href="https://github.com/godotengine/godot/pull/103465">GH-103465&lt;/a>).&lt;/li>
&lt;li>Core: Fix &lt;code class="language-plaintext highlighter-rouge">Invalid Task ID&lt;/code> errors in &lt;code class="language-plaintext highlighter-rouge">ResourceLoader&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104060">GH-104060&lt;/a>).&lt;/li>
&lt;li>Core: Fix missing binding for &lt;code class="language-plaintext highlighter-rouge">NOTIFICATION_WM_POSITION_CHANGED&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/104083">GH-104083&lt;/a>).&lt;/li>
&lt;li>Editor: Fix copying a Node with a signal potentially resulting in an editor crash (&lt;a href="https://github.com/godotengine/godot/pull/96372">GH-96372&lt;/a>).&lt;/li>
&lt;li>Editor: Fix TextEdit scrolls wrong on text selection (&lt;a href="https://github.com/godotengine/godot/pull/103410">GH-103410&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Editor: Update script modified times when saved in EditorNode (&lt;a href="https://github.com/godotengine/godot/pull/103695">GH-103695&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Editor: Fix ownership when pasting non root with child nodes in new scene (&lt;a href="https://github.com/godotengine/godot/pull/103769">GH-103769&lt;/a>).&lt;/li>
&lt;li>Export: iOS: Restore one-click deploy device enumeration using Xcode (&lt;a href="https://github.com/godotengine/godot/pull/103590">GH-103590&lt;/a>).&lt;/li>
&lt;li>&lt;strong>GDExtension: Correctly register editor-only &lt;code class="language-plaintext highlighter-rouge">OpenXR*&lt;/code> classes &lt;code class="language-plaintext highlighter-rouge">api_type&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103869">GH-103869&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>GUI: Fix &lt;code class="language-plaintext highlighter-rouge">changed&lt;/code> signal emission in &lt;code class="language-plaintext highlighter-rouge">Curve::set_point_offset&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/96296">GH-96296&lt;/a>).&lt;/li>
&lt;li>GUI: Fix spinbox decimal issues when &lt;code class="language-plaintext highlighter-rouge">update_on_text_changed&lt;/code> = true (&lt;a href="https://github.com/godotengine/godot/pull/100684">GH-100684&lt;/a>).&lt;/li>
&lt;li>GUI: Fix Tree keyboard navigation in RTL direction (&lt;a href="https://github.com/godotengine/godot/pull/102865">GH-102865&lt;/a>).&lt;/li>
&lt;li>GUI: VideoStreamPlayer: Stop video on exit tree (&lt;a href="https://github.com/godotengine/godot/pull/103396">GH-103396&lt;/a>).&lt;/li>
&lt;li>GUI: Use &lt;code class="language-plaintext highlighter-rouge">Viewport&lt;/code>s default texture filter/repeat in GUI tooltips (&lt;a href="https://github.com/godotengine/godot/pull/103636">GH-103636&lt;/a>).&lt;/li>
&lt;li>Import: Fix headless import always emits errors (&lt;a href="https://github.com/godotengine/godot/pull/103403">GH-103403&lt;/a>).&lt;/li>
&lt;li>Import: BasisUniversal: Ensure ASTCs HDR variant is supported when transcoding (&lt;a href="https://github.com/godotengine/godot/pull/103766">GH-103766&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Import: ResourceLoader: Do not wait for the main thread during initial reimport (&lt;a href="https://github.com/godotengine/godot/pull/104013">GH-104013&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Input: Fix Android mouse capture issues (&lt;a href="https://github.com/godotengine/godot/pull/103413">GH-103413&lt;/a>).&lt;/li>
&lt;li>Navigation: Make NavigationLink3D properly update on visibility change (&lt;a href="https://github.com/godotengine/godot/pull/103588">GH-103588&lt;/a>).&lt;/li>
&lt;li>Particles: Fix particle jitter when scene tree is paused (&lt;a href="https://github.com/godotengine/godot/pull/95912">GH-95912&lt;/a>).&lt;/li>
&lt;li>Particles: Fix GPU particles not emitting at some configured rates when scale curve is zero (&lt;a href="https://github.com/godotengine/godot/pull/103121">GH-103121&lt;/a>).&lt;/li>
&lt;li>Physics: Fix broken negative scaling when using Jolt Physics (&lt;a href="https://github.com/godotengine/godot/pull/103440">GH-103440&lt;/a>).&lt;/li>
&lt;li>Plugin: JavaClassWrapper: Improve handling of typed array arguments (&lt;a href="https://github.com/godotengine/godot/pull/102817">GH-102817&lt;/a>).&lt;/li>
&lt;li>Plugin: JavaClassWrapper: Fix converting returned arrays to Godot types (&lt;a href="https://github.com/godotengine/godot/pull/103375">GH-103375&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Plugin: JavaClassWrapper: Fix conversion to/from &lt;code class="language-plaintext highlighter-rouge">org.godotengine.godot.Dictionary&lt;/code> that regressed (&lt;a href="https://github.com/godotengine/godot/pull/103733">GH-103733&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Porting: Android: Fix editor crash after changing device language (&lt;a href="https://github.com/godotengine/godot/pull/103419">GH-103419&lt;/a>).&lt;/li>
&lt;li>Porting: X11: Fix check for &lt;code class="language-plaintext highlighter-rouge">is_maximized&lt;/code> to require both horizontal and vertical (&lt;a href="https://github.com/godotengine/godot/pull/103526">GH-103526&lt;/a>).&lt;/li>
&lt;li>Porting: Linux: Offload RenderingDevice creation test to subprocess (&lt;a href="https://github.com/godotengine/godot/pull/103560">GH-103560&lt;/a>).&lt;/li>
&lt;li>Porting: Windows: Fix &lt;code class="language-plaintext highlighter-rouge">get_modified_time&lt;/code> on locked files (&lt;a href="https://github.com/godotengine/godot/pull/103622">GH-103622&lt;/a>).&lt;/li>
&lt;li>Porting: macOS: Swap Nintendo face buttons (&lt;a href="https://github.com/godotengine/godot/pull/103661">GH-103661&lt;/a>).&lt;/li>
&lt;li>Porting: Windows: Use more efficient sleep approach when low-processor mode is enabled (&lt;a href="https://github.com/godotengine/godot/pull/103773">GH-103773&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Add ASTC HDR format variants (&lt;a href="https://github.com/godotengine/godot/pull/102777">GH-102777&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix voxelizer normals (&lt;a href="https://github.com/godotengine/godot/pull/102893">GH-102893&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer (&lt;a href="https://github.com/godotengine/godot/pull/102908">GH-102908&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix uninitialized value in Tonemap (&lt;a href="https://github.com/godotengine/godot/pull/103092">GH-103092&lt;/a>).&lt;/li>
&lt;li>&lt;strong>Rendering: Use separate WorkThreadPool for shader compiler (&lt;a href="https://github.com/godotengine/godot/pull/103506">GH-103506&lt;/a>).&lt;/strong>&lt;/li>
&lt;li>Rendering: Fix incorrect parameters passed to VMA (&lt;a href="https://github.com/godotengine/godot/pull/103730">GH-103730&lt;/a>).&lt;/li>
&lt;li>Rendering: MetalFX: Change fallback behavior (&lt;a href="https://github.com/godotengine/godot/pull/103792">GH-103792&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix GLES3 &lt;code class="language-plaintext highlighter-rouge">gaussian_blur&lt;/code> mipmap setup (&lt;a href="https://github.com/godotengine/godot/pull/103878">GH-103878&lt;/a>).&lt;/li>
&lt;li>Rendering: CPUParticles2D: Fix physics interpolation after entering tree with &lt;code class="language-plaintext highlighter-rouge">emitting = false&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103966">GH-103966&lt;/a>).&lt;/li>
&lt;li>Shaders: Fix 2D instance params crashing using outside of &lt;code class="language-plaintext highlighter-rouge">main()&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103348">GH-103348&lt;/a>).&lt;/li>
&lt;li>Shaders: Fix “unused varying” incorrect warning in shaders (&lt;a href="https://github.com/godotengine/godot/pull/103434">GH-103434&lt;/a>).&lt;/li>
&lt;li>Shaders: 2D: Fix light shader accessing &lt;code class="language-plaintext highlighter-rouge">TEXTURE_PIXEL_SIZE&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103617">GH-103617&lt;/a>).&lt;/li>
&lt;li>Thirdparty: Theora: Fix YUV422/444 to RGB conversion (&lt;a href="https://github.com/godotengine/godot/pull/102859">GH-102859&lt;/a>).&lt;/li>
&lt;li>Thirdparty: Update to latest version of Swappy (&lt;a href="https://github.com/godotengine/godot/pull/103409">GH-103409&lt;/a>).&lt;/li>
&lt;/ul>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/daa4b058ee9272dd4ee9033bb093afb21ad558b7">&lt;code class="language-plaintext highlighter-rouge">daa4b058e&lt;/code>&lt;/a>.&lt;/p>
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&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/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 &lt;strong>a pre-release piece of software&lt;/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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&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>There are currently no known issues introduced by this release.&lt;/p>
&lt;p>With every release we accept that there are going to be various issues, which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-4-1-rc-1/</guid><dc:creator>Rémi Verschelde</dc:creator><pubDate>Fri, 14 Mar 2025 11:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-4-1-rc-1.webp</image></item><item><title>Godot XR update - February 2025</title><link>https://godotengine.org/article/godot-xr-update-feb-2025/</link><summary>New plugin releases for Godot XR.</summary><description>&lt;h2 id="announcing-the-meta-toolkit-extension">Announcing the Meta Toolkit extension&lt;/h2>
&lt;p>We are pleased to announce the release of the &lt;a href="https://github.com/godot-sdk-integrations/godot-meta-toolkit">Godot Meta Toolkit&lt;/a>, a GDExtension plugin that exposes Metas &lt;a href="https://developers.meta.com/horizon/documentation/native/ps-platform-intro">Platform SDK&lt;/a> and provides other tools to simplify and accelerate XR development on Metas platform.&lt;/p>
&lt;p>The project is Open Source (MIT license) and maintained by &lt;a href="https://www.w4games.com/">W4 Games&lt;/a> with sponsorship from Meta. Contributions from the community are welcome! 🙂&lt;/p>
&lt;p>You can download version 1.0.2 &lt;a href="https://github.com/godot-sdk-integrations/godot-meta-toolkit/releases/tag/1.0.2-stable">from GitHub&lt;/a> or the &lt;a href="https://godotengine.org/asset-library/asset/3673">Asset Library&lt;/a>.&lt;/p>
&lt;p>Lets take a look at the features available in this release!&lt;/p>
&lt;h3 id="platform-sdk">Platform SDK&lt;/h3>
&lt;p>The Platform SDK allows developers to access features of Metas store and online services, including:&lt;/p>
&lt;ul>
&lt;li>User profiles (including authentication and checking entitlement)&lt;/li>
&lt;li>In-App Purchases (IAP)&lt;/li>
&lt;li>Downloadable Content (DLC)&lt;/li>
&lt;li>Friends, Parties, and Group Presence&lt;/li>
&lt;li>Achievements&lt;/li>
&lt;li>Leaderboards&lt;/li>
&lt;li>… and much more!&lt;/li>
&lt;/ul>
&lt;p>Support of the Platform SDK in the Godot Meta Toolkit is done using code generation, which automatically generates the Godot classes by processing the &lt;a href="https://developers.meta.com/horizon/downloads/package/oculus-platform-sdk/">Platform SDKs official C headers&lt;/a>. This approach simplifies keeping the Godot Meta Toolkit up-to-date with the latest updates to the Platform SDK, and provides Godot APIs that match the Platform SDKs C, Unity, and Unreal APIs.&lt;/p>
&lt;p>As of version 1.0.2, the Godot Meta Toolkit supports v72 of the Platform SDK.&lt;/p>
&lt;p>See &lt;a href="https://godot-sdk-integrations.github.io/godot-meta-toolkit/manual/platform_sdk/getting_started.html">the “Getting Started” guide in the documentation&lt;/a> for more information!&lt;/p>
&lt;h3 id="setup-tool-for-xr-simulator">Setup Tool for XR Simulator&lt;/h3>
&lt;p>The &lt;a href="https://developers.meta.com/horizon/documentation/unity/xrsim-intro">Meta XR Simulator&lt;/a> is the counterpart of the &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">Godot XR Editor&lt;/a> as it allows developers to test XR applications directly on their computer (Windows or macOS), removing the need to constantly put the headset on and off, thus leading to faster iteration.&lt;/p>
&lt;p>The Godot editor can be configured to launch the Meta XR Simulator when you run your game, and the Godot Meta Toolkit includes a tool to help you with that configuration!&lt;/p>
&lt;p>&lt;img alt="Configure XR simulator" src="/storage/blog/godot-xr/xr_simulator_tool.webp" />&lt;/p>
&lt;p>See &lt;a href="https://godot-sdk-integrations.github.io/godot-meta-toolkit/manual/xr_simulator.html">the “XR Simulator” documentation&lt;/a> for more information!&lt;/p>
&lt;h3 id="easily-configure-exports-for-meta-quest-headsets">Easily configure exports for Meta Quest headsets&lt;/h3>
&lt;p>When exporting your game for a Meta Quest headset, in particular, if you want to release on the HorizonOS store, there are a number of specific, required export settings.&lt;/p>
&lt;p>The Godot Meta Toolkit provides a new export option that, if checked, will automatically configure these settings to their required values.&lt;/p>
&lt;p>&lt;img alt="Enable toolkit" src="/storage/blog/godot-xr/enable_toolkit.webp" />&lt;/p>
&lt;h2 id="openxr-vendors-plugin-312-release">OpenXR Vendors plugin 3.1.2 release&lt;/h2>
&lt;p>Here comes another release of the Godot OpenXR Vendors plugin with plenty of features and bug fixes!
This release of the OpenXR vendors plugin is for Godot 4.3 and later only.&lt;/p>
&lt;p>You can download version 3.1.2 from &lt;a href="https://github.com/GodotVR/godot_openxr_vendors/releases/tag/3.1.2-stable">GitHub&lt;/a> or the &lt;a href="https://godotengine.org/asset-library/asset/3076">Asset Library&lt;/a>.&lt;/p>
&lt;p>In addition, the XR sample projects are also available on the &lt;a href="https://github.com/GodotVR/godot_openxr_vendors/releases/tag/3.1.2-stable">GitHub release&lt;/a> and the &lt;a href="https://godotengine.org/asset-library/asset?filter=XR+Sample&amp;amp;category=&amp;amp;godot_version=&amp;amp;cost=&amp;amp;sort=updated">Asset Library&lt;/a>.&lt;/p>
&lt;h3 id="features">Features&lt;/h3>
&lt;ul>
&lt;li>Update OpenXR to Khronos 1.1.41 release&lt;/li>
&lt;li>Add the option to enable hand tracking on Pico devices
&lt;ul>
&lt;li>Add support for toggling the hand tracking frequency on Pico devices between &lt;em>LOW&lt;/em> and &lt;em>HIGH&lt;/em>&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>Add the &lt;code class="language-plaintext highlighter-rouge">xr/openxr/extensions/automatically_request_runtime_permissions&lt;/code> project setting to enable/disable automatic requests for runtime permissions
&lt;ul>
&lt;li>The project setting is enabled by default, which causes all runtime permissions to be requested at app launch&lt;/li>
&lt;li>Developers can disable that behavior so that application logic can request the permissions in a context-specific manner&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>Add export profile for Magic Leap 2 devices&lt;/li>
&lt;/ul>
&lt;h3 id="bug-fixes">Bug fixes&lt;/h3>
&lt;ul>
&lt;li>Update the signal emitted by &lt;code class="language-plaintext highlighter-rouge">OpenXRFbSpatialEntity.erase_from_storage()&lt;/code> from &lt;code class="language-plaintext highlighter-rouge">_on_save_to_storage&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">_on_erase_from_storage&lt;/code>&lt;/li>
&lt;li>Only add the &lt;a href="https://developer.android.com/reference/android/content/Intent#CATEGORY_LAUNCHER">Android LAUNCHER category&lt;/a> to the generated XR binary if the &lt;code class="language-plaintext highlighter-rouge">package/show_in_app_library&lt;/code> export option is enabled&lt;/li>
&lt;li>Fix wall, floor, and ceiling collision shapes with Jolt physics&lt;/li>
&lt;li>Add export option to enable or disable sharing of Metas spatial anchors
&lt;ul>
&lt;li>This adds the &lt;code class="language-plaintext highlighter-rouge">com.oculus.permission.IMPORT_EXPORT_IOT_MAP_DATA&lt;/code> permission when enabled&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>Fix a crash that happens when a spatial anchor is created before the OpenXR session has begun&lt;/li>
&lt;li>Reworked geometric algebra used by Meta body tracking extension to address root and shoulder tracking bugs&lt;/li>
&lt;li>Remove deprecated “Contextual” boundary mode on Meta Quest&lt;/li>
&lt;li>Fix &lt;code class="language-plaintext highlighter-rouge">OpenXRFbPassthroughExtensionWrapper&lt;/code> from wiping out the next pointer chain for system properties&lt;/li>
&lt;li>Fix passthrough sample color map display bug&lt;/li>
&lt;li>Fix the issue preventing vendor options in the export preset from being updated&lt;/li>
&lt;/ul>
&lt;h2 id="godot-xr-tools-440-release">Godot XR Tools 4.4.0 release&lt;/h2>
&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/xJKQ2ca5zVw" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen="">&lt;/iframe>
&lt;p>This version of XR Tools has been updated to contain &lt;a href="https://godotengine.org/article/godot-4-2-arrives-in-style/#critical-and-breaking-changes">Godot 4.2 mesh formats&lt;/a> and thus &lt;strong>requires Godot 4.2+&lt;/strong>.&lt;/p>
&lt;p>You can download version 4.4.0 from &lt;a href="https://github.com/GodotVR/godot-xr-tools/releases">GitHub&lt;/a> or the &lt;a href="https://godotengine.org/asset-library/asset/1698">Asset Library&lt;/a>.
You can download &lt;a href="https://godot-xr.itch.io/godot-xr-tools-demo">the Godot XR Tools demo on itch.io&lt;/a>.&lt;/p>
&lt;p>The Godot XR Tools repository on GitHub contains a &lt;a href="https://github.com/GodotVR/godot-xr-tools/blob/master/.github/workflows/publish-demo-on-push.yaml">GitHub workflow&lt;/a> that prepares and uploads the demo project to the above itch.io page. This workflow can be used as a template for your own project.&lt;/p>
&lt;h3 id="features-1">Features&lt;/h3>
&lt;ul>
&lt;li>The StartXR startup script has had a cleanup pass, it now:
&lt;ul>
&lt;li>Properly handles the passthrough system changes in Godot 4.3. Godot 4.3 saw changes in basing passthrough on the environment blend mode and moved logic into the vendor plugin to improve platform support for passthrough. XR Tools now makes use of this new system.&lt;/li>
&lt;li>Add proper support for the immersive-ar and immersive-vr webXR modes&lt;/li>
&lt;li>Provides signals to notify when the user enters or exits XR&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://godotvr.github.io/godot-xr-tools/docs/pickable/">Pickable objects&lt;/a> now include an &lt;code class="language-plaintext highlighter-rouge">action_released&lt;/code> signal so additional logic can be written when objects are dropped by the user&lt;/li>
&lt;li>Allow &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/grab_point/">grab-points&lt;/a> and poses to work with different types of hand trackers&lt;/li>
&lt;li>The &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/vignette/">vignette shader&lt;/a> now works properly in Godot 4 including support for reverse-Z depth buffers&lt;/li>
&lt;li>Add &lt;code class="language-plaintext highlighter-rouge">visibility_changed&lt;/code> notifications to &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/pointer/">Viewport2Din3D&lt;/a> hosted scenes&lt;/li>
&lt;li>Add &lt;em>SnapPath&lt;/em>, a new snap object that allows you to snap objects along a path and at fixed intervals&lt;/li>
&lt;/ul>
&lt;h3 id="bug-fixes-1">Bug fixes&lt;/h3>
&lt;ul>
&lt;li>Fix custom hand poses calling legacy &lt;code class="language-plaintext highlighter-rouge">remove_animation&lt;/code>&lt;/li>
&lt;li>Invisible &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/pointer/">Viewport2Din3D&lt;/a> now disable physics and viewport updates&lt;/li>
&lt;li>Improvements to collision hands so collision shapes of picked up objects are added and we no longer have hands collide with dropped objects&lt;/li>
&lt;/ul></description><category>Progress Report</category><guid>https://godotengine.org/article/godot-xr-update-feb-2025/</guid><dc:creator>Bastiaan Olij</dc:creator><pubDate>Thu, 06 Mar 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/february-2025-update-godot-xr-community.webp</image></item><item><title>Godot 4.4, a unified experience</title><link>https://godotengine.org/article/godot-4-4-a-unified-experience/</link><summary>Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes — spotting all the optimizations that have been applied in the background will take some time.</summary><description/><category>Release</category><guid>https://godotengine.org/article/godot-4-4-a-unified-experience/</guid><dc:creator>Godot contributors</dc:creator><pubDate>Mon, 03 Mar 2025 15:45:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godot-4-4-a-unified-experience.webp</image></item><item><title>Release candidate: Godot 4.4 RC 3</title><link>https://godotengine.org/article/release-candidate-godot-4-4-rc-3/</link><summary>We said "final" for the previous release candidate, but good things come in threes, don't they?</summary><description>&lt;p>We are almost ready to release Godot 4.4 officially! As we are in the &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a> stage and focus only on critical regression fixes, the pace of merging pull requests has nearly stopped… but a lot of good stuff is already being queued for the next release cycle. In the meantime, the communication team is doing an amazing work to finalize the contents of the release page, so that you can all (re)discover the highlights of Godot 4.4 with an exciting format!&lt;/p>
&lt;p>We managed to get a few more regressions identified and fixed since our RC2 snapshot 2 days ago, so were making a &lt;em>final&lt;/em> final release candidate to round this all up and ensure Godot 4.4 is ready for prime time!&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 &lt;a href="https://editor.godotengine.org/releases/4.4.rc3/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/2689470/CRUEL/?curator_clanid=41324400">&lt;strong>CRUEL&lt;/strong>&lt;/a>, &lt;em>a fast run and gun horror shooter with roguelike elements. Developed by James Dornan, the game was released &lt;a href="https://store.steampowered.com/app/2689470/CRUEL/?curator_clanid=41324400">on Steam&lt;/a> in January 2025.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>We covered the most important highlights from Godot 4.4 in the previous &lt;a href="/article/dev-snapshot-godot-4-4-beta-1/">&lt;strong>4.4 beta 1 blog post&lt;/strong>&lt;/a>, so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 release.&lt;/p>
&lt;p>Especially if youre testing 4.4 for the first time, youll want to get a condensed overview of what new features you might want to make use of.&lt;/p>
&lt;p>This section covers changes made since the previous &lt;a href="/article/dev-snapshot-godot-4-4-rc-2/">RC 2 snapshot&lt;/a>, which are strictly regression fixes:&lt;/p>
&lt;ul>
&lt;li>Buildsystem: Add &lt;code class="language-plaintext highlighter-rouge">(void *)&lt;/code> cast directly to &lt;code class="language-plaintext highlighter-rouge">GetProcAddress&lt;/code> calls (&lt;a href="https://github.com/godotengine/godot/pull/103354">GH-103354&lt;/a>).&lt;/li>
&lt;li>Editor: Replace error to info messages for embedded game (&lt;a href="https://github.com/godotengine/godot/pull/103339">GH-103339&lt;/a>).&lt;/li>
&lt;li>Editor: Add checks to prevent crashes when accessing the GameMenu api (&lt;a href="https://github.com/godotengine/godot/pull/103371">GH-103371&lt;/a>).&lt;/li>
&lt;li>GDScript: Add bound checks to &lt;code class="language-plaintext highlighter-rouge">Array&lt;/code>/&lt;code class="language-plaintext highlighter-rouge">Packed*Array&lt;/code> variant call &lt;code class="language-plaintext highlighter-rouge">get&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">set&lt;/code> methods (&lt;a href="https://github.com/godotengine/godot/pull/103362">GH-103362&lt;/a>).&lt;/li>
&lt;li>Input: Change default deadzone back to 0.5 for &lt;code class="language-plaintext highlighter-rouge">ui_*&lt;/code> actions and axis &lt;code class="language-plaintext highlighter-rouge">pressed&lt;/code> state (&lt;a href="https://github.com/godotengine/godot/pull/103364">GH-103364&lt;/a>).&lt;/li>
&lt;li>Rendering: Shaders: Only convert default value to linear color if type hint is &lt;code class="language-plaintext highlighter-rouge">source_color&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103201">GH-103201&lt;/a>).&lt;/li>
&lt;li>Rendering: Metal: Fix SPIR-V → MSL compilation on iOS targets (&lt;a href="https://github.com/godotengine/godot/pull/103337">GH-103337&lt;/a>).&lt;/li>
&lt;li>XR: OpenXR: Emulated alpha blend mode should override the real blend mode (&lt;a href="https://github.com/godotengine/godot/pull/103338">GH-103338&lt;/a>).&lt;/li>
&lt;li>XR: Inform that Android sensors must be enabled for MobileVR support (&lt;a href="https://github.com/godotengine/godot/pull/103370">GH-103370&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>7 contributors&lt;/strong> submitted &lt;strong>10 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4-rc3">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the 4.4-rc2 snapshot. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4">all changes included in 4.4&lt;/a> compared to the previous 4.3 feature release.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/15ff450680a40391aabbffde0a57ead2cd84db56">&lt;code class="language-plaintext highlighter-rouge">15ff45068&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
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Make a Donation
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&lt;/div>
&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;ul>
&lt;li>.NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.&lt;/li>
&lt;/ul>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new blocking issues after more users start testing the RC snapshots.&lt;/p>
&lt;p>With every release, we are aware that there are going to be various issues which have already been reported but havent been fixed yet, due to limited resources. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-4-rc-3/</guid><dc:creator>Rémi Verschelde</dc:creator><pubDate>Fri, 28 Feb 2025 17:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-4-rc-3.webp</image></item><item><title>Release candidate: Godot 4.4 RC 2</title><link>https://godotengine.org/article/release-candidate-godot-4-4-rc-2/</link><summary>With a stable release imminent, join us for one final round of testing.</summary><description>&lt;p>Last week, we released the first of our &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a> builds, a state suitable for production settings. This is the second entry, and already shaping up to be our last, as all relevant release blockers have been dealt with! While we prepare for the stable release—no more than a weeks time from now—lets enjoy one last roundup of changes.&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 &lt;a href="https://editor.godotengine.org/releases/4.4.rc2/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/2531940/Stray_Path/?curator_clanid=41324400">&lt;strong>Stray Path&lt;/strong>&lt;/a>, &lt;em>a roguelike card game where optimization is key to unraveling the mystery of this stray world. Developed by chx games, the game was just released &lt;a href="https://store.steampowered.com/app/2531940/Stray_Path/?curator_clanid=41324400">on Steam&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>We covered the most important highlights from Godot 4.4 in the previous &lt;a href="/article/dev-snapshot-godot-4-4-beta-1/">&lt;strong>4.4 beta 1 blog post&lt;/strong>&lt;/a>, so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 release.&lt;/p>
&lt;p>Especially if youre testing 4.4 for the first time, youll want to get a condensed overview of what new features you might want to make use of.&lt;/p>
&lt;p>This section covers changes made since the previous &lt;a href="/article/dev-snapshot-godot-4-4-rc-1/">RC 1 snapshot&lt;/a>, which are mostly regression fixes, or “safe” fixes to longstanding issues:&lt;/p>
&lt;ul>
&lt;li>Buildsystem: Fix libtheora optimizations causing errors in calling function for x86_64 Windows (&lt;a href="https://github.com/godotengine/godot/pull/103176">GH-103176&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Fix compiling on arm64 Linux with GCC (&lt;a href="https://github.com/godotengine/godot/pull/103303">GH-103303&lt;/a>).&lt;/li>
&lt;li>Core: Use atomic flag to prevent &lt;code class="language-plaintext highlighter-rouge">flush_if_pending&lt;/code> from reading unlocked &lt;code class="language-plaintext highlighter-rouge">command_mem&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103298">GH-103298&lt;/a>).&lt;/li>
&lt;li>Editor: Fix Embedded Game window wrong first startup location and size (&lt;a href="https://github.com/godotengine/godot/pull/103105">GH-103105&lt;/a>).&lt;/li>
&lt;li>Editor: Fix plugin icons not displayed (&lt;a href="https://github.com/godotengine/godot/pull/103143">GH-103143&lt;/a>).&lt;/li>
&lt;li>Editor: Load docks layout after their position is initialized (&lt;a href="https://github.com/godotengine/godot/pull/103266">GH-103266&lt;/a>).&lt;/li>
&lt;li>Export: Fix cross-platform configuration of rendering driver settings (narrower approach) (&lt;a href="https://github.com/godotengine/godot/pull/103197">GH-103197&lt;/a>).&lt;/li>
&lt;li>GDExtension: Bind new core &lt;code class="language-plaintext highlighter-rouge">METHOD_FLAG_VIRTUAL_REQUIRED&lt;/code> bitfield (&lt;a href="https://github.com/godotengine/godot/pull/103302">GH-103302&lt;/a>).&lt;/li>
&lt;li>GUI: Fix Tree hover position with multiple columns (&lt;a href="https://github.com/godotengine/godot/pull/103168">GH-103168&lt;/a>).&lt;/li>
&lt;li>GUI: Fix label clipping when ascent/descent are fractional (&lt;a href="https://github.com/godotengine/godot/pull/103192">GH-103192&lt;/a>).&lt;/li>
&lt;li>GUI: Label: Fix rounding errors with fractional scale (&lt;a href="https://github.com/godotengine/godot/pull/103224">GH-103224&lt;/a>).&lt;/li>
&lt;li>I18n: CSV import: Generate positve UID for .translation and follow renames (&lt;a href="https://github.com/godotengine/godot/pull/103120">GH-103120&lt;/a>).&lt;/li>
&lt;li>Import: bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isnt divisible by 4 (&lt;a href="https://github.com/godotengine/godot/pull/103259">GH-103259&lt;/a>).&lt;/li>
&lt;li>Network: mbedTLS: Integrate TLS handshake defragmentation PR (&lt;a href="https://github.com/godotengine/godot/pull/103247">GH-103247&lt;/a>).&lt;/li>
&lt;li>Porting: Fix Embedded Game does not focus when mouse over on Windows (&lt;a href="https://github.com/godotengine/godot/pull/103052">GH-103052&lt;/a>).&lt;/li>
&lt;li>Porting: Android Editor: Fix expand button black bar issue (&lt;a href="https://github.com/godotengine/godot/pull/103117">GH-103117&lt;/a>).&lt;/li>
&lt;li>Porting: Android: Fix excessive &lt;code class="language-plaintext highlighter-rouge">getRotation&lt;/code> calls (&lt;a href="https://github.com/godotengine/godot/pull/103122">GH-103122&lt;/a>).&lt;/li>
&lt;li>Rendering: Metal: Compile &lt;code class="language-plaintext highlighter-rouge">MTLLibrary&lt;/code> on demand when pipeline is created (&lt;a href="https://github.com/godotengine/godot/pull/103185">GH-103185&lt;/a>).&lt;/li>
&lt;li>Rendering: Windows: Offload &lt;code class="language-plaintext highlighter-rouge">RenderingDevice&lt;/code> creation test to subprocess (&lt;a href="https://github.com/godotengine/godot/pull/103245">GH-103245&lt;/a>).&lt;/li>
&lt;li>Rendering: &lt;code class="language-plaintext highlighter-rouge">texture_create_from_native_handle()&lt;/code> should return &lt;code class="language-plaintext highlighter-rouge">RID&lt;/code> for texture from &lt;code class="language-plaintext highlighter-rouge">RenderingServer&lt;/code>, not &lt;code class="language-plaintext highlighter-rouge">RenderingDevice&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103296">GH-103296&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>19 contributors&lt;/strong> submitted &lt;strong>31 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4-rc2">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the 4.4-rc1 snapshot. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4">all changes included in 4.4&lt;/a> compared to the previous 4.3 feature release.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/01545c995b0612c68f9dfce8f6cc67576c298381">&lt;code class="language-plaintext highlighter-rouge">01545c995&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.4-rc2">
Download Godot 4.4 rc2
&lt;/a>
&lt;div class="card-download-details">
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&lt;div class="download-platform platform-linux">
&lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
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&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc2/Godot_v4.4-rc2_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
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&lt;/a>
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&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/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 &lt;strong>a pre-release piece of software&lt;/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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&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new blocking issues after more users start testing the RC snapshots.&lt;/p>
&lt;p>With every release, we are aware that there are going to be various issues which have already been reported but havent been fixed yet, due to limited resources. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
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&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-4-rc-2/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Wed, 26 Feb 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-4-rc-2.webp</image></item><item><title>Godot Showcase - Museum of All Things</title><link>https://godotengine.org/article/museum-of-all-things/</link><summary>What if Wikipedia was a place you could visit? Thats the idea behind The Museum of All Things, a free and open-source procedurally-generated museum built on Wikipedias vast knowledge base.</summary><description>&lt;p>What if Wikipedia was a place you could visit? Thats the idea behind &lt;a href="https://may.as/moat">The Museum of All Things&lt;/a>, a &lt;a href="https://github.com/m4ym4y/museum-of-all-things">free and open-source&lt;/a> procedurally-generated museum built on Wikipedias vast knowledge base.&lt;/p>
&lt;p>In this interview, we talk to &lt;a href="https://may.as">Maya&lt;/a>, the creator of The Museum of All Things, about the challenges of turning an entire encyclopedia into an walkable space, why she chose Godot for development, and how VR transformed the project into something even more immersive.&lt;/p>
&lt;h2 id="can-you-tell-us-a-little-bit-about-your-project">Can you tell us a little bit about your project?&lt;/h2>
&lt;p>The Museum of All Things (or the MoAT) is a free virtual museum that lets you explore any topic you can imagine! It does this by procedurally generating its exhibits using Wikipedia.&lt;/p>
&lt;p>Every exhibit you enter in the museum corresponds to an article on Wikipedia. Text and images from the Wikipedia article cover the walls of the exhibit, and you can find hallways leading to other related exhibits based on the links in the exhibits Wikipedia article.&lt;/p>
&lt;p>&lt;img src="/storage/blog/moat/peach.webp" alt="A screenshot of the museum (article: Peach)" />&lt;/p>
&lt;p>Ive been making video games for most of my life, but The Museum of All Things is the biggest game Ive made so far. Its also my first real 3D game. I have prototypes of the game going back a few years, but I started really working on this iteration in November 2024.&lt;/p>
&lt;p>Ever since I was a kid Ive loved museums, so being able to make my own museum is so exciting to me. I love that the skills of game development let me create a project like this, even though its outside the traditional genres of video games.&lt;/p>
&lt;h2 id="what-were-some-of-the-biggest-challenges-you-faced-during-the-development-process-and-how-did-you-overcome-them">What were some of the biggest challenges you faced during the development process, and how did you overcome them?&lt;/h2>
&lt;p>The hardest part of this project has been turning something as huge as Wikipedia into a procedurally-generated space that makes sense and is fun to explore.&lt;/p>
&lt;p>The Museum of All Things has about the same square footage as Philadelphia based on my rough calculation. Its different from most procedurally-generated worlds because all the text and images displayed in that whole area are actually unique. But its still really hard to make all of that area interesting to the player.&lt;/p>
&lt;p>Ive worked hard on adding interest to the museum, and on making the museum feel more like a physical space. Im using &lt;a href="https://docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html">Godots GridMap feature&lt;/a> to randomly generate a unique floorplan for every exhibit. The exhibit generation is seeded, so everyone is visiting the same version of each exhibit. There are several different interior themes used in the exhibits to add visual variety. Ambient sounds and music create an atmosphere. And in addition to the images and text pulled from Wikipedia to fill the exhibits, the museum also pulls images from &lt;a href="https://commons.wikimedia.org/wiki/Main_Page">Wikimedia Commons&lt;/a> to make exhibits larger and
more interesting to explore.&lt;/p>
&lt;p>&lt;img src="/storage/blog/moat/chongqing.webp" alt="A screenshot of the museum (article: Chongqing)" />&lt;/p>
&lt;h2 id="the-project-is-under-the-mit-license-and-available-for-everyone-at-github-what-made-you-decide-to-make-the-project-free-and-open-source">The project is under the MIT license and available for everyone &lt;a href="https://github.com/m4ym4y/museum-of-all-things">at GitHub&lt;/a>. What made you decide to make the project free and open source?&lt;/h2>
&lt;p>This project would have been totally impossible without the wealth of knowledge compiled by Wikipedias community and the APIs which Wikimedia makes freely available. So I really want my project to pay that goodwill forward as much as I can. And the beauty of this museum being a virtual experience is that theres no space to rent or building to upkeep, so I can afford to make it free!&lt;/p>
&lt;h2 id="how-did-you-discover-godot-what-made-you-pick-it-for-your-project">How did you discover Godot? What made you pick it for your project?&lt;/h2>
&lt;p>I discovered Godot a few years ago when I was looking for an engine to use for a game jam, and I had a good experience with it! Using open-source tools is really important to me, because I dont want to learn skills that could become obsolete if a company decides to change their pricing model. The cross-platform support was a big selling point to me as well!&lt;/p>
&lt;p>Ive used Godot several more times for game jams (most of my &lt;a href="https://ldjam.com/users/maymay/games">Ludum Dare entries&lt;/a> are in Godot). Ive gotten more comfortable with the features and workflow now, so Godot was the first tool I reached for when I started prototyping my museum!&lt;/p>
&lt;h2 id="the-museum-can-be-visited-in-vr-how-was-your-experience-implementing-vr-with-godot">The museum can be visited in VR. How was your experience implementing VR with Godot?&lt;/h2>
&lt;p>I was really intimidated by VR, but I actually found it to be straightforward! I didnt go into this project knowing anything about developing in VR, so the &lt;a href="https://github.com/GodotVR/godot-xr-tools">godot-xr-tools&lt;/a> addon was extremely helpful. All the elements like movement and interaction came out of the box and fit into the game world I had written.&lt;/p>
&lt;p>Im really happy that I took the leap and added VR. For a project like this where the objective is just to explore a world, VR makes a big difference in the experience. I went from thinking “hey I made a cool game” to thinking “wow I created a world that I can actually visit.” And thats kinda the coolest feeling ever for me.&lt;/p>
&lt;p>&lt;img src="/storage/blog/moat/vr-lobby.webp" alt="A screenshot of the museum (The lobby in VR)" />&lt;/p>
&lt;h2 id="how-can-people-visit-the-museum">How can people visit the museum?&lt;/h2>
&lt;p>You can download the Museum of All Things for free on Windows, Linux, or macOS! If you have a headset compatible with OpenXR (the Oculus Quest is not supported currently) you can download the OpenXR release.&lt;/p>
&lt;p>You can visit the projects official homepage at &lt;a href="https://may.as/moat">https://may.as/moat&lt;/a> or download the &lt;a href="https://mayeclair.itch.io/museum-of-all-things">Museum of All Things from Itch.io&lt;/a>.&lt;/p>
&lt;h2 id="do-you-have-any-other-projects-in-mind-for-the-future">Do you have any other projects in mind for the future?&lt;/h2>
&lt;p>Im waiting for another idea to come along that captures my attention. Im working on my art and writing skills, so I think my next game may be something that includes more of a story. Ill probably be participating in game jams too!&lt;/p>
&lt;p>Im going to be taking a break from working on the Musuem of All Things, but I want to return to it and publish updates in the future too. There are big features that Id still like to add for example the ability to visit the museum with others in multiplayer is something many people have requested. Id also like to add more variety to the museums layout, and maybe the ability to pull in more types of content from Wikimedia where available, such as audio and 3D models. Its one of these projects where every time I touch it theres more things I want to add.&lt;/p>
&lt;p>&lt;img src="/storage/blog/moat/geometry.webp" alt="A screenshot of the museum (article: Geometry)" />&lt;/p>
&lt;h3 id="thank-you-for-sharing-your-experience-using-godot-is-there-anything-you-would-like-to-plug">Thank you for sharing your experience using Godot. Is there anything you would like to plug?&lt;/h3>
&lt;p>You can find me and my socials at &lt;a href="https://may.as/">https://may.as/&lt;/a> if youd like to stay up to date on all my future projects! I hired Willow Wolf from &lt;a href="https://neomoon.one/">https://neomoon.one/&lt;/a> to create sound and music for my project. Check out her site if youre looking for game audio services!&lt;/p></description><category>Showcase</category><guid>https://godotengine.org/article/museum-of-all-things/</guid><dc:creator>Emi</dc:creator><pubDate>Tue, 25 Feb 2025 22:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/moat_logo_large_colorful_over_screenshot.webp</image></item><item><title>Release candidate: Godot 4.4 RC 1</title><link>https://godotengine.org/article/release-candidate-godot-4-4-rc-1/</link><summary>Godot 4.4 is now practically ready for its stable release, so it's time for the last round(s) of testing to make sure it's a smooth upgrade for all users.</summary><description>&lt;p>We are entering the final stage of development for Godot 4.4, which is the &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a>: all features are in place, the most critical regressions have been tackled, and so were confident that its now ready for production use.&lt;/p>
&lt;p>But without very extensive testing from the community, we can never be 100% sure that the release is ready to be published as a recommended stable upgrade for all users. With this candidate, Godot 4.4 is now ready for testing to upgrade existing projects (but always make a copy or version control commit before upgrading!), and were eager to hear how it fares and whether any new major issues have been left unnoticed until now.&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 &lt;a href="https://editor.godotengine.org/releases/4.4.rc1/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/3167550/Tiny_Pasture/?curator_clanid=41324400">&lt;strong>Tiny Pasture&lt;/strong>&lt;/a>, &lt;em>an endearing literal desktop pet that has cute pixel art animals grazing at the bottom of your screen while you do other things. Developed by CaveLiquid (&lt;a href="https://bsky.app/profile/caveliquid.bsky.social">Bluesky&lt;/a>, &lt;a href="https://linktr.ee/CaveLiquid">website&lt;/a>), the game was just released &lt;a href="https://store.steampowered.com/app/3167550/Tiny_Pasture/?curator_clanid=41324400">on Steam&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>We covered the most important highlights from Godot 4.4 in the previous &lt;a href="/article/dev-snapshot-godot-4-4-beta-1/">&lt;strong>4.4 beta 1 blog post&lt;/strong>&lt;/a>, so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 release.&lt;/p>
&lt;p>Especially if youre testing 4.4 for the first time, youll want to get a condensed overview of what new features you might want to make use of.&lt;/p>
&lt;p>This section covers changes made since the previous &lt;a href="/article/dev-snapshot-godot-4-4-beta-4/">beta 4 snapshot&lt;/a>, which are mostly regression fixes, or “safe” fixes to longstanding issues:&lt;/p>
&lt;ul>
&lt;li>Audio: Web: Fix issue when pausing an non-started sample (&lt;a href="https://github.com/godotengine/godot/pull/102955">GH-102955&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Windows: Configure MinGW LTO with &lt;code class="language-plaintext highlighter-rouge">-fno-use-linker-plugin -fwhole-program&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/103077">GH-103077&lt;/a>).&lt;/li>
&lt;li>Editor: Fix parsing translations in &lt;code class="language-plaintext highlighter-rouge">EditorTranslationParserPlugin&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/99297">GH-99297&lt;/a>).&lt;/li>
&lt;li>Editor: Remove non-existent IPUnix conversion (&lt;a href="https://github.com/godotengine/godot/pull/102922">GH-102922&lt;/a>).&lt;/li>
&lt;li>Editor: Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play (&lt;a href="https://github.com/godotengine/godot/pull/102978">GH-102978&lt;/a>).&lt;/li>
&lt;li>Editor: Always allow selecting any rendering driver in the settings, add “auto” option (&lt;a href="https://github.com/godotengine/godot/pull/103026">GH-103026&lt;/a>).&lt;/li>
&lt;li>Editor: Dont show &lt;code class="language-plaintext highlighter-rouge">Show in Filesystem&lt;/code> Popup for empty frames in &lt;code class="language-plaintext highlighter-rouge">SpriteFrames&lt;/code> editor (&lt;a href="https://github.com/godotengine/godot/pull/103050">GH-103050&lt;/a>).&lt;/li>
&lt;li>Export: Fix &lt;code class="language-plaintext highlighter-rouge">modified_time&lt;/code> on Android (&lt;a href="https://github.com/godotengine/godot/pull/103080">GH-103080&lt;/a>).&lt;/li>
&lt;li>GUI: IME: Do not redraw and move caret on IME update w/o text/position changes (&lt;a href="https://github.com/godotengine/godot/pull/103059">GH-103059&lt;/a>).&lt;/li>
&lt;li>Input: Remove temporary project conversion (&lt;a href="https://github.com/godotengine/godot/pull/99479">GH-99479&lt;/a>).&lt;/li>
&lt;li>Input: Prevent pending input event callbacks from erasing the window in the middle of a loop (&lt;a href="https://github.com/godotengine/godot/pull/102993">GH-102993&lt;/a>).&lt;/li>
&lt;li>Network: mbedtls: Dont set TLS max version on Mbed TLS &amp;lt; 3.0 (&lt;a href="https://github.com/godotengine/godot/pull/102964">GH-102964&lt;/a>).&lt;/li>
&lt;li>Particles: Fix particle not re-randomizing every emission (&lt;a href="https://github.com/godotengine/godot/pull/103068">GH-103068&lt;/a>).&lt;/li>
&lt;li>Porting: Window: Fix flashing subwindows (&lt;a href="https://github.com/godotengine/godot/pull/102983">GH-102983&lt;/a>).&lt;/li>
&lt;li>Porting: Fix Embedded Game startup location on Windows (&lt;a href="https://github.com/godotengine/godot/pull/103021">GH-103021&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix debug CanvasItem redraw rects in RD renderer (&lt;a href="https://github.com/godotengine/godot/pull/103017">GH-103017&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>As we released 4.4 beta 4 just days ago, and tightened a lot our policy on what kind of changes can be merged leading to the release candidate stage, there arent a lot of changes in this snapshot. &lt;strong>12 contributors&lt;/strong> (at this stage, release heroes!) submitted &lt;strong>18 fixes&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4-rc1">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the 4.4-beta4 snapshot. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4">all changes included in 4.4&lt;/a> compared to the previous 4.3 feature release.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/8ed125b42908d0d46d3b8967e3a3bc03f809b3af">&lt;code class="language-plaintext highlighter-rouge">8ed125b42&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.4-rc1">
Download Godot 4.4 rc1
&lt;/a>
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Linux
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc1/Godot_v4.4-rc1_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc1/Godot_v4.4-rc1_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-macos">
&lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
macOS
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc1/Godot_v4.4-rc1_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc1/Godot_v4.4-rc1_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-windows">
&lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
Windows
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc1/Godot_v4.4-rc1_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc1/Godot_v4.4-rc1_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
&lt;div class="download-title">
.NET
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&lt;div class="card-download-sublinks">
&lt;a class="card-download-other" href="/download/archive/4.4-rc1">
Export templates and other downloads
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
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Make a Donation
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&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;ul>
&lt;li>.NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.&lt;/li>
&lt;/ul>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new blocking issues after more users start testing the RC snapshots.&lt;/p>
&lt;p>&lt;em>Edit:&lt;/em> A regression was introduced in this snapshot and will be fixed in RC 2:&lt;/p>
&lt;ul>
&lt;li>The change to the &lt;code class="language-plaintext highlighter-rouge">rendering/rendering_device/driver&lt;/code> project setting and its platform overrides to default to a new &lt;code class="language-plaintext highlighter-rouge">auto&lt;/code> mode in &lt;a href="https://github.com/godotengine/godot/issues/103026">GH-103026&lt;/a> caused a regression in the Android and iOS export process, where some necessary configuration is no longer set properly (&lt;a href="https://github.com/godotengine/godot/issues/103156">GH-103156&lt;/a>). You can work it around by explicitly setting &lt;code class="language-plaintext highlighter-rouge">rendering/rendering_device/driver.android&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">vulkan&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">rendering/rendering_device/driver.ios&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">metal&lt;/code>.&lt;/li>
&lt;/ul>
&lt;p>With every release, we are aware that there are going to be various issues which have already been reported but havent been fixed yet, due to limited resources. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-4-rc-1/</guid><dc:creator>Rémi Verschelde</dc:creator><pubDate>Fri, 21 Feb 2025 20:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-4-rc-1.webp</image></item><item><title>Dev snapshot: Godot 4.4 beta 4</title><link>https://godotengine.org/article/dev-snapshot-godot-4-4-beta-4/</link><summary>The 4.4 beta phase nears its end!</summary><description>&lt;p>We knew from the beginning that aiming for a late-February release was an ambitious timeframe, but the community has risen to the challenge and kept development right on track! As such, you can expect this to be our final beta release of the 4.4 period, with release candidates set to come out shortly after. In practice, this means that all further changes will be &lt;em>strictly&lt;/em> regression fixes, so the content available here will be largely reflective of the 4.4 release. As always, users are strongly encouraged to test this snapshot to catch the remaining few release blockers.&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 &lt;a href="https://editor.godotengine.org/releases/4.4.beta4/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/2308630/Dawnfolk/?curator_clanid=41324400">&lt;strong>Dawnfolk&lt;/strong>&lt;/a>, &lt;em>a charmingly dark and minimalist survival city-builder, developed by Darenn Keller and published by Astra Logical! You can buy the game &lt;a href="https://store.steampowered.com/app/2308630/Dawnfolk/?curator_clanid=41324400">on Steam&lt;/a>, and follow the developer on &lt;a href="https://bsky.app/profile/darenn.bsky.social">Bluesky&lt;/a> and his &lt;a href="https://darenn.github.io/linktree/">website&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>For an overview of whats new overall in Godot 4.4, have a look at the highlights for &lt;a href="/article/dev-snapshot-godot-4-4-beta-1/">4.4 beta 1&lt;/a>, which cover a lot of the changes. This blog post only covers the changes between beta 3 and beta 4. This section covers the most relevant changes made since the &lt;a href="/article/dev-snapshot-godot-4-4-beta-3/">beta 3 snapshot&lt;/a>, which are largely regression fixes.&lt;/p>
&lt;ul>
&lt;li>2D: Fix &lt;code class="language-plaintext highlighter-rouge">Camera2D&lt;/code> limits drawing (&lt;a href="https://github.com/godotengine/godot/pull/102868">GH-102868&lt;/a>).&lt;/li>
&lt;li>3D: Add changeable freelook speed in Game Window (&lt;a href="https://github.com/godotengine/godot/pull/102704">GH-102704&lt;/a>).&lt;/li>
&lt;li>3D: Fix collision reposition with &lt;code class="language-plaintext highlighter-rouge">CSGShape3D&lt;/code> (&lt;a href="https://github.com/godotengine/godot/pull/102286">GH-102286&lt;/a>).&lt;/li>
&lt;li>3D: Fix stale VoxelGI warnings (&lt;a href="https://github.com/godotengine/godot/pull/102843">GH-102843&lt;/a>).&lt;/li>
&lt;li>Audio: AudioStreamGenerator: Add mixing rate presets, update docs (&lt;a href="https://github.com/godotengine/godot/pull/102691">GH-102691&lt;/a>).&lt;/li>
&lt;li>Audio: Fix Theora video issues (&lt;a href="https://github.com/godotengine/godot/pull/101958">GH-101958&lt;/a>).&lt;/li>
&lt;li>Buildsystem: Separate Android editor artifacts (&lt;a href="https://github.com/godotengine/godot/pull/102543">GH-102543&lt;/a>).&lt;/li>
&lt;li>C#: Disallow &lt;code class="language-plaintext highlighter-rouge">ExportToolButton&lt;/code> on members that may store the Callable (&lt;a href="https://github.com/godotengine/godot/pull/102836">GH-102836&lt;/a>).&lt;/li>
&lt;li>C#: Fix Android mono export with 2 or more CPU architectures fails (&lt;a href="https://github.com/godotengine/godot/pull/98066">GH-98066&lt;/a>).&lt;/li>
&lt;li>C#: Validate project TFM for Android template exports (&lt;a href="https://github.com/godotengine/godot/pull/102627">GH-102627&lt;/a>).&lt;/li>
&lt;li>Documentation: Add parentheses to method links in online class reference (&lt;a href="https://github.com/godotengine/godot/pull/102567">GH-102567&lt;/a>).&lt;/li>
&lt;li>Editor: Fix accessing UID before first scan (&lt;a href="https://github.com/godotengine/godot/pull/102513">GH-102513&lt;/a>).&lt;/li>
&lt;li>Editor: Fix lag when resizing Floating Game Window (&lt;a href="https://github.com/godotengine/godot/pull/102618">GH-102618&lt;/a>).&lt;/li>
&lt;li>Editor: Return fast for built-in class icon (&lt;a href="https://github.com/godotengine/godot/pull/101435">GH-101435&lt;/a>).&lt;/li>
&lt;li>Editor: Show enum property invalid value in inspector (&lt;a href="https://github.com/godotengine/godot/pull/102743">GH-102743&lt;/a>).&lt;/li>
&lt;li>Editor: Tweak Quick Open theming (&lt;a href="https://github.com/godotengine/godot/pull/101598">GH-101598&lt;/a>).&lt;/li>
&lt;li>GDScript: Fix Plugin Scripts load twice on startup (&lt;a href="https://github.com/godotengine/godot/pull/102535">GH-102535&lt;/a>).&lt;/li>
&lt;li>GUI: Android: Add Snackbar UI component (&lt;a href="https://github.com/godotengine/godot/pull/102590">GH-102590&lt;/a>).&lt;/li>
&lt;li>GUI: Fix Tree Mouse hover position (&lt;a href="https://github.com/godotengine/godot/pull/102842">GH-102842&lt;/a>).&lt;/li>
&lt;li>GUI: Optimize &lt;code class="language-plaintext highlighter-rouge">Font&lt;/code> calculations by avoiding unnecessary copy-on-write (&lt;a href="https://github.com/godotengine/godot/pull/102132">GH-102132&lt;/a>).&lt;/li>
&lt;li>Input: Web: Refactor &lt;code class="language-plaintext highlighter-rouge">mouse_mode&lt;/code> setters in display server (&lt;a href="https://github.com/godotengine/godot/pull/102719">GH-102719&lt;/a>).&lt;/li>
&lt;li>Physics: Jolt: Fix ghost collision issue on dense triangle meshes (&lt;a href="https://github.com/godotengine/godot/pull/102614">GH-102614&lt;/a>).&lt;/li>
&lt;li>Physics: Jolt: Improve performance of certain physics queries (&lt;a href="https://github.com/godotengine/godot/pull/101071">GH-101071&lt;/a>).&lt;/li>
&lt;li>Porting: Add support for embedding game process in the Android Editor (&lt;a href="https://github.com/godotengine/godot/pull/102492">GH-102492&lt;/a>).&lt;/li>
&lt;li>Porting: Fix game and editor freeze when clicking on the games title bar (&lt;a href="https://github.com/godotengine/godot/pull/102744">GH-102744&lt;/a>).&lt;/li>
&lt;li>Rendering: Reduce mobile pipeline compilations (&lt;a href="https://github.com/godotengine/godot/pull/102217">GH-102217&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>65 contributors&lt;/strong> submitted &lt;strong>141 improvements&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4-beta4">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the 4.4-beta3 snapshot. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4">all changes included in 4.4&lt;/a> compared to the previous 4.3 feature release.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/93d270693079ea7802c9e1334a2e0ecd8529eeed">&lt;code class="language-plaintext highlighter-rouge">93d270693&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.4-beta4">
Download Godot 4.4 beta4
&lt;/a>
&lt;div class="card-download-details">
&lt;img class="lightbox-ignore" src="/storage/blog/covers/dev-snapshot-godot-4-4-beta-4.webp" />
&lt;div class="card-download-platforms">
&lt;div class="download-platform platform-linux">
&lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
Linux
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-beta4/Godot_v4.4-beta4_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-beta4/Godot_v4.4-beta4_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;div class="download-platform platform-macos">
&lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
macOS
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&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-beta4/Godot_v4.4-beta4_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-beta4/Godot_v4.4-beta4_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
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.NET
&lt;/div>
&lt;/a>
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&lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
Windows
&lt;/div>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-beta4/Godot_v4.4-beta4_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
&lt;div class="download-title">
Standard
&lt;/div>
&lt;/a>
&lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-beta4/Godot_v4.4-beta4_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
&lt;div class="download-title">
.NET
&lt;/div>
&lt;/a>
&lt;/div>
&lt;/div>
&lt;div class="card-download-sublinks">
&lt;a class="card-download-other" href="/download/archive/4.4-beta4">
Export templates and other downloads
&lt;/a>
&lt;a class="card-download-donate" href="https://fund.godotengine.org/">
Make a Donation
&lt;/a>
&lt;/div>
&lt;/div>
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
&lt;/p>
&lt;a href="https://fund.godotengine.org" class="btn btn-donate">
Make a Donation
&lt;/a>
&lt;div class="btn-close-thankyou-popup">
&lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
&lt;/div>
&lt;/div>
&lt;/div>
&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;ul>
&lt;li>.NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.&lt;/li>
&lt;/ul>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.&lt;/p>
&lt;p>With every release, we accept that there are going to be various issues which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
&lt;ul>
&lt;li>Changes to scenes are not reflected in APK exports after the initial export in the Android editor. The issue is tracked in &lt;a href="https://github.com/godotengine/godot/issues/101007">GH-101007&lt;/a>.&lt;/li>
&lt;/ul>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-4-beta-4/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Mon, 17 Feb 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-4-beta-4.webp</image></item><item><title>Dev snapshot: Godot 4.4 beta 3</title><link>https://godotengine.org/article/dev-snapshot-godot-4-4-beta-3/</link><summary>Picking up the pace!</summary><description>&lt;p>Woah, another beta build already? Youre not imagining things, its only been a week since our last release. The team is fully in the swing of getting release-blockers merged, so were able to expedite output. Whats more, our community has been on the ball with submitting regression reports; thanks to everyone whos involved themselves!&lt;/p>
&lt;p>While progress has been at a rate were all excited about, its not over yet! Well likely do one more beta release the following week, but after that we hope to be gearing up for release candidates. If you havent already, we encourage users who havent engaged with the beta releases to do so and help us catch the last few stragglers.&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 &lt;a href="https://editor.godotengine.org/releases/4.4.beta3/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> 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 />
&lt;p>&lt;em>The cover illustration is from&lt;/em> &lt;a href="https://store.steampowered.com/app/2667120/Ballionaire/">&lt;strong>Ballionaire&lt;/strong>&lt;/a>, &lt;em>a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! You can buy the game &lt;a href="https://store.steampowered.com/app/2667120/Ballionaire/">on Steam&lt;/a>, and follow the developer on &lt;a href="https://bsky.app/profile/newobject.bsky.social">Bluesky&lt;/a> and &lt;a href="https://newobject.itch.io/">itch.io&lt;/a>.&lt;/em>&lt;/p>
&lt;h2 id="highlights">Highlights&lt;/h2>
&lt;p>For an overview of whats new overall in Godot 4.4, have a look at the highlights for &lt;a href="/article/dev-snapshot-godot-4-4-beta-1/">4.4 beta 1&lt;/a>, which cover a lot of the changes. This blog post only covers the changes between beta 2 and beta 3. This section covers the most relevant changes made since the &lt;a href="/article/dev-snapshot-godot-4-4-beta-2/">beta 2 snapshot&lt;/a>, which are largely regression fixes.&lt;/p>
&lt;h3 id="uid-upgrade-tool">UID upgrade tool&lt;/h3>
&lt;p>The introduction of &lt;code class="language-plaintext highlighter-rouge">.uid&lt;/code> files remains one of the biggest changes to the 4.4 release cycle, so much so that we gave it a &lt;a href="/article/uid-changes-coming-to-godot-4-4/">dedicated article&lt;/a>. However, it hasnt been the most straightforward system, particularly for those that are attempting to upgrade their projects from 4.3. In order to address this, &lt;a href="https://github.com/Meorge">Malcolm Anderson&lt;/a> has put together a UID upgrade tool to automate this process (&lt;a href="https://github.com/godotengine/godot/pull/102071">GH-103071&lt;/a>).&lt;/p>
&lt;h3 id="porting-fixes-to-embeddedfloating-window-mode">Porting fixes to Embedded/Floating Window mode&lt;/h3>
&lt;p>The Embedded/Floating game window option added in 4.4 is proving to be quite popular, but also exposes all kinds of quirks on various systems with how they deal with windows. &lt;a href="https://github.com/Hilderin">Hilderin&lt;/a> did impressive work to track and fix these issues, with pull requests such as &lt;a href="https://github.com/godotengine/godot/pull/102104">GH-102104&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/102238">GH-102238&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/102251">GH-102251&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/102311">GH-102311&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/102312">GH-102312&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/102470">GH-102470&lt;/a>, and more! The experience should be much better already in beta 3.&lt;/p>
&lt;h3 id="lightmap-baking-improvements">Lightmap baking improvements&lt;/h3>
&lt;p>&lt;a href="https://github.com/clayjohn">Clay John&lt;/a> changed the logic for baking direct lighting in LightmapGI to spread it over multiple frames, avoiding a spike of computation that can lead the OS to trigger &lt;abbr title="Timeout Detection and Recovery">TDR&lt;/abbr>, resulting in a crash of the GPU context (&lt;a href="https://github.com/godotengine/godot/pull/102257">GH-102257&lt;/a>). With some further fixes like &lt;a href="https://github.com/godotengine/godot/pull/102424">GH-102424&lt;/a>, &lt;a href="https://github.com/godotengine/godot/pull/102497">GH-102497&lt;/a>, and &lt;a href="https://github.com/godotengine/godot/pull/102477">GH-102477&lt;/a>, lightmap baking got a nice upgrade in this snapshot.&lt;/p>
&lt;h3 id="and-more">And more!&lt;/h3>
&lt;ul>
&lt;li>Animation: Fix incomplete FPS spinbox display in sprite frames editor (&lt;a href="https://github.com/godotengine/godot/pull/101798">GH-101798&lt;/a>).&lt;/li>
&lt;li>Audio: Web: Fix audio issues with samples and GodotPositionReportingProcessor (&lt;a href="https://github.com/godotengine/godot/pull/102163">GH-102163&lt;/a>).&lt;/li>
&lt;li>Core: Add explicit error messages to Multimesh functions (&lt;a href="https://github.com/godotengine/godot/pull/101109">GH-101109&lt;/a>).&lt;/li>
&lt;li>Core: Fix &lt;code class="language-plaintext highlighter-rouge">Basis::get_euler&lt;/code> incorrectly simplifying rotations in some cases (&lt;a href="https://github.com/godotengine/godot/pull/102144">GH-102144&lt;/a>).&lt;/li>
&lt;li>Core: Fix &lt;code class="language-plaintext highlighter-rouge">is_valid_float&lt;/code>, &lt;code class="language-plaintext highlighter-rouge">Variant&lt;/code> parser, &lt;code class="language-plaintext highlighter-rouge">Expression&lt;/code> parser, script highlighter, and &lt;code class="language-plaintext highlighter-rouge">TextServer&lt;/code> not handing capital E in scientific notation (&lt;a href="https://github.com/godotengine/godot/pull/102396">GH-102396&lt;/a>).&lt;/li>
&lt;li>Editor: Fix resource details will unexpectedly expand (&lt;a href="https://github.com/godotengine/godot/pull/101817">GH-101817&lt;/a>).&lt;/li>
&lt;li>Editor: Improve UID file creation condition (&lt;a href="https://github.com/godotengine/godot/pull/102489">GH-102489&lt;/a>).&lt;/li>
&lt;li>Editor: Optimize classnames enumeration (&lt;a href="https://github.com/godotengine/godot/pull/101489">GH-101489&lt;/a>).&lt;/li>
&lt;li>Editor: Revert “EditorResourcePicker: Replace options to load file with button for QuickOpenDialog” (&lt;a href="https://github.com/godotengine/godot/pull/102196">GH-102196&lt;/a>).&lt;/li>
&lt;li>Editor: Use &lt;code class="language-plaintext highlighter-rouge">FlowContainer&lt;/code> for &lt;code class="language-plaintext highlighter-rouge">Profiler&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">Visual Profiler&lt;/code> bars (&lt;a href="https://github.com/godotengine/godot/pull/102024">GH-102024&lt;/a>).&lt;/li>
&lt;li>Export: Disable Metal and Vulkan renderers in simulator builds. Remove simulator support from editor/exporter (&lt;a href="https://github.com/godotengine/godot/pull/102179">GH-102179&lt;/a>).&lt;/li>
&lt;li>GDExtension: Fix memory leak when &lt;code class="language-plaintext highlighter-rouge">ClassDB::bind_method_custom()&lt;/code> fails (&lt;a href="https://github.com/godotengine/godot/pull/102131">GH-102131&lt;/a>).&lt;/li>
&lt;li>GDScript: Fix uppercase B and X parsing in the integer literals (&lt;a href="https://github.com/godotengine/godot/pull/102400">GH-102400&lt;/a>).&lt;/li>
&lt;li>GUI: Fix TextEdit mouse selection and scroll cancel (&lt;a href="https://github.com/godotengine/godot/pull/91778">GH-91778&lt;/a>).&lt;/li>
&lt;li>GUI: Fix TextEdit visible line count when setting text (&lt;a href="https://github.com/godotengine/godot/pull/102296">GH-102296&lt;/a>).&lt;/li>
&lt;li>GUI: Introduce &lt;code class="language-plaintext highlighter-rouge">Viewport&lt;/code> functions for keeping the mouse over state consistent (&lt;a href="https://github.com/godotengine/godot/pull/99890">GH-99890&lt;/a>).&lt;/li>
&lt;li>GUI: Prevent tooltip from showing when hovering past the end of script line (&lt;a href="https://github.com/godotengine/godot/pull/100913">GH-100913&lt;/a>).&lt;/li>
&lt;li>Network: Fix WebSocket wslay multi-frame message parsing (again) (&lt;a href="https://github.com/godotengine/godot/pull/102128">GH-102128&lt;/a>).&lt;/li>
&lt;li>Porting: FreeDesktop portal: Check for &lt;code class="language-plaintext highlighter-rouge">FileChooser&lt;/code> and &lt;code class="language-plaintext highlighter-rouge">Settings&lt;/code> interface availability instead of assuming its always available (&lt;a href="https://github.com/godotengine/godot/pull/101812">GH-101812&lt;/a>).&lt;/li>
&lt;li>Porting: Implement &lt;code class="language-plaintext highlighter-rouge">get_length()&lt;/code> for pipes (&lt;a href="https://github.com/godotengine/godot/pull/102365">GH-102365&lt;/a>).&lt;/li>
&lt;li>Rendering: 2D: Fix clip children and rendering artefacts (&lt;a href="https://github.com/godotengine/godot/pull/102161">GH-102161&lt;/a>).&lt;/li>
&lt;li>Rendering: Add loop annotations to ubershaders to prevent loop unrolling (&lt;a href="https://github.com/godotengine/godot/pull/102480">GH-102480&lt;/a>).&lt;/li>
&lt;li>Rendering: Fix shadow peter-panning with default spotlight (&lt;a href="https://github.com/godotengine/godot/pull/101952">GH-101952&lt;/a>).&lt;/li>
&lt;li>Rendering: Fully enable HDR2D when the setting is changed (&lt;a href="https://github.com/godotengine/godot/pull/102177">GH-102177&lt;/a>).&lt;/li>
&lt;li>Rendering: Mark pipeline compilation of ubershaders as high priority (&lt;a href="https://github.com/godotengine/godot/pull/102125">GH-102125&lt;/a>).&lt;/li>
&lt;li>Rendering: Metal: Enable GPU buffer address support (&lt;a href="https://github.com/godotengine/godot/pull/101602">GH-101602&lt;/a>).&lt;/li>
&lt;li>Rendering: Use a smaller epsilon for omni and spot attenuation cutoff (&lt;a href="https://github.com/godotengine/godot/pull/102272">GH-102272&lt;/a>).&lt;/li>
&lt;li>Shaders: Fix &lt;code class="language-plaintext highlighter-rouge">source_color&lt;/code> default value (&lt;a href="https://github.com/godotengine/godot/pull/101642">GH-101642&lt;/a>).&lt;/li>
&lt;li>Thirdparty: Harmonize patches to document downstream changes (&lt;a href="https://github.com/godotengine/godot/pull/102242">GH-102242&lt;/a>).&lt;/li>
&lt;/ul>
&lt;h2 id="changelog">Changelog&lt;/h2>
&lt;p>&lt;strong>51 contributors&lt;/strong> submitted &lt;strong>116 improvements&lt;/strong> for this release. See our &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4-beta3">&lt;strong>interactive changelog&lt;/strong>&lt;/a> for the complete list of changes since the 4.4-beta2 snapshot. You can also review &lt;a href="https://godotengine.github.io/godot-interactive-changelog/#4.4">all changes included in 4.4&lt;/a> compared to the previous 4.3 feature release.&lt;/p>
&lt;p>This release is built from commit &lt;a href="https://github.com/godotengine/godot/commit/06acfccf89ad6b900ae694a4d58ceade1967a85f">&lt;code class="language-plaintext highlighter-rouge">06acfccf8&lt;/code>&lt;/a>.&lt;/p>
&lt;h2 id="downloads">Downloads&lt;/h2>
&lt;div class="card card-download">
&lt;a class="card-download-link" href="/download/archive/4.4-beta3">
Download Godot 4.4 beta3
&lt;/a>
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&lt;div class="download-title">
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&lt;/div>
&lt;/a>
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&lt;div class="download-title">
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&lt;/div>
&lt;/a>
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&lt;/div>
&lt;div class="card-download-sublinks">
&lt;a class="card-download-other" href="/download/archive/4.4-beta3">
Export templates and other downloads
&lt;/a>
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&lt;/div>
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background: transparent !important; /* for overwriting the style in the blogposts img */
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.btn-close-thankyou-popup img {
filter: invert(1);
opacity: 0.75;
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&lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
&lt;div class="thankyou">
&lt;h2>Godot is downloading...&lt;/h2>
&lt;p class="thankyou-donate">
Godot exists thanks to donations from people like you. Help us continue our work:
&lt;/p>
&lt;a href="https://fund.godotengine.org" class="btn btn-donate">
Make a Donation
&lt;/a>
&lt;div class="btn-close-thankyou-popup">
&lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
&lt;/div>
&lt;/div>
&lt;/div>
&lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
&lt;p>&lt;strong>.NET build&lt;/strong> (marked as &lt;code class="language-plaintext highlighter-rouge">mono&lt;/code>) includes support for C#, as well as GDScript and GDExtension.&lt;/p>
&lt;ul>
&lt;li>.NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.&lt;/li>
&lt;/ul>
&lt;div class="card card-warning">
&lt;p>
While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition &lt;strong>a pre-release piece of software&lt;/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.
&lt;/p>
&lt;/div>
&lt;h2 id="known-issues">Known issues&lt;/h2>
&lt;p>During the beta stage, we focus on solving both regressions (i.e. something that worked in a previous release is now broken) and significant new bugs introduced by new features. You can have a look at our current &lt;a href="https://github.com/orgs/godotengine/projects/61">list of regressions and significant issues&lt;/a> which we aim to address before releasing 4.4. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the beta snapshots.&lt;/p>
&lt;p>With every release, we accept that there are going to be various issues which have already been reported but havent been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
&lt;ul>
&lt;li>
&lt;p>Baking a Lightmap3D is more prone to crash after we added support for transparency. The issue is tracked in &lt;a href="https://github.com/godotengine/godot/issues/101391">GH-101391&lt;/a>.&lt;/p>
&lt;/li>
&lt;li>
&lt;p>Changes to scenes are not reflected in APK exports after the initial export in the Android editor. The issue is tracked in &lt;a href="https://github.com/godotengine/godot/issues/101007">GH-101007&lt;/a>.&lt;/p>
&lt;/li>
&lt;/ul>
&lt;h2 id="bug-reports">Bug reports&lt;/h2>
&lt;p>As a tester, we encourage you to &lt;a href="https://github.com/godotengine/godot/issues">open bug reports&lt;/a> if you experience issues with this release. Please check the &lt;a href="https://github.com/godotengine/godot/issues">existing issues on GitHub&lt;/a> first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.&lt;/p>
&lt;p>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, but no longer works in this snapshot).&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>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 and full-time developers hired thanks to &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-4-beta-3/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Fri, 07 Feb 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-4-beta-3.webp</image></item></channel></rss>