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  1. <?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>Live from GodotCon Boston: Web .NET prototype</title><link>https://godotengine.org/article/live-from-godotcon-boston-web-dotnet-prototype/</link><summary>We managed to do the impossible: we created a Godot-based prototype for the Web that runs .NET! Come and try it!</summary><description>&lt;style>
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  28. &lt;p>Hi there! I’m Adam Scott (&lt;a href="https://github.com/adamscott">@adamscott on GitHub&lt;/a>), the Godot Engine Web team lead, live from the GodotCon Boston 2025!&lt;/p>
  29. &lt;p>On May 6, during my &lt;a href="https://talks.godotengine.org/godotcon-us-2025/talk/UCLFXR/">State of Godot and the Web talk&lt;/a>, &lt;a href="https://slides.com/scottmada/state-of-the-godot-and-the-web-2025/#/35/2">I revealed a world premiere&lt;/a> to the GodotCon attendees. It was something some thought impossible, and others were resigned to not seeing during their lifetime.&lt;/p>
  30. &lt;p>&lt;em>Please note that the VOD isn’t available yet. The link to the recording will be added to the article once available. Meanwhile, you can access &lt;a href="https://slides.com/scottmada/state-of-the-godot-and-the-web-2025">the slides of the presentation&lt;/a>.&lt;/em>&lt;/p>
  31. &lt;p>The .NET team lead, Raul Santos (&lt;a href="https://github.com/raulsntos">@raulsntos on GitHub&lt;/a>), managed to create a prototype running C# on the Web.&lt;/p>
  32. &lt;div>
  33. &lt;a href="https://lab.godotengine.org/godot-dotnet-web/" class="godot-dotnet-web-link" target="_blank">
  34. &lt;span>Click here to see the prototype!&lt;/span>
  35. &lt;/a>
  36. &lt;/div>
  37. &lt;h2 id="wasnt-it-impossible">Wasn’t it impossible?&lt;/h2>
  38. &lt;p>We tried &lt;code class="language-plaintext highlighter-rouge">dotnet.js&lt;/code>. &lt;a href="https://github.com/godotengine/godot/issues/70796#issuecomment-2524834258">It didn’t work.&lt;/a>&lt;/p>
  39. &lt;p>We tried NativeAOT-LLVM. &lt;a href="https://github.com/godotengine/godot/issues/70796#issuecomment-2524834258">It didn’t work.&lt;/a>&lt;/p>
  40. &lt;p>We (initially) tried statically linking Mono. &lt;a href="https://github.com/godotengine/godot/issues/70796#issuecomment-2524834258">It didn’t work.&lt;/a>&lt;/p>
  41. &lt;p>Well, Raul gave it another shot recently and managed to make it work. &lt;a href="https://github.com/godotengine/godot/issues/70796#issuecomment-2855430724">Here’s how he explains his accomplishment.&lt;/a>&lt;/p>
  42. &lt;blockquote>
  43. &lt;p>As mentioned in my last update, the option of statically linking Mono seemed the most promising so we went ahead with that.&lt;/p>
  44. &lt;p>I have opened a draft PR with the latest changes, but keep in mind it’s still a work in progress:&lt;/p>
  45. &lt;ul>
  46. &lt;li>&lt;a href="https://github.com/godotengine/godot/pull/106125">[.NET] Add web export support #106125&lt;/a>&lt;/li>
  47. &lt;/ul>
  48. &lt;p>As a reminder, this approach still seems very brittle to me and has some limitations. The C# project must match the WASM features supported by the Godot template (this includes things like the threading model, exception handling, SIMD support, etc.). The TargetFramework version of the C# project must also match the one that was used to build the template.&lt;/p>
  49. &lt;p>Additionally, since we currently don’t load any globalization data, we only support invariant mode. This is not a big problem because most users will likely rely on Godot’s localization features, so it’s not a blocker.&lt;/p>
  50. &lt;p>On the last update the issue we run into was retrieving function pointers. We were able to workaround that by declaring stub C# methods on the project we use to retrieve the Mono runtime. When building the Godot templates, this ensures these methods are included in the generated table which seems to be enough to let us retrieve the function pointer at runtime.&lt;/p>
  51. &lt;p>In a regular C# application built for the web platform you’d use dotnet.js which acts as a loader for the WASM file and other required assets. In Godot we have our own way of doing this, and as a result we’re currently missing a key part of the process.&lt;/p>
  52. &lt;p>The Mono runtime exports some JavaScript functions but at the time of building the templates these are stubs. The dotnet.js loader takes care of replacing these stubs with their real implementation in dotnet.runtime.js. We’re currently missing this step so they remain stubs.&lt;/p>
  53. &lt;p>This means some .NET APIs that rely on these exported JavaScript functions will not work, resulting in unexpected behavior. This includes things that must be implemented using browser APIs such as cryptography.&lt;/p>
  54. &lt;p>Nonetheless, I think this is significant progress and has allowed us to build a demo running on the browser.&lt;/p>
  55. &lt;/blockquote>
  56. &lt;h2 id="whats-next-for-cnet-on-the-web">What’s next for C#/.NET on the Web&lt;/h2>
  57. &lt;p>Raul has published &lt;a href="https://github.com/godotengine/godot/pull/106125">his pull request&lt;/a> as a draft so far. It means that there’s a lot of work and testing to do.&lt;/p>
  58. &lt;p>We’re working as fast as we can to enable you to export C#/.NET to the Web, but we cannot commit to a specific timeline yet. If everything works great, it should be available in the next Godot release.&lt;/p>
  59. &lt;h3 id="what-about-file-size-my-pck-size-has-exploded">What about file size? My &lt;code class="language-plaintext highlighter-rouge">.pck&lt;/code> size has exploded!&lt;/h3>
  60. &lt;p>Currently, we do have to include some &lt;code class="language-plaintext highlighter-rouge">.dll&lt;/code> files in your main &lt;code class="language-plaintext highlighter-rouge">.pck&lt;/code> file in order to be able to run a C# project. For the simple prototype, the &lt;code class="language-plaintext highlighter-rouge">.pck&lt;/code> file size is at an astounding 72 MiB. Fortunately, when Brotli-compressed, the file can be reduced to 23.8 MiB.&lt;/p>
  61. &lt;p>It’s not perfect, as we often suggest targeting the smallest size when deploying to the Web. But the following announcement should help at least somewhat concerning this issue.&lt;/p>
  62. &lt;h2 id="introducing-built-in-precompression">Introducing built-in (pre)compression&lt;/h2>
  63. &lt;p>&lt;a href="https://slides.com/scottmada/state-of-the-godot-and-the-web-2025/#/41">I also revealed&lt;/a> my upcoming built-in (pre)compression PR to the public.&lt;/p>
  64. &lt;p>It will do the following:&lt;/p>
  65. &lt;ul>
  66. &lt;li>add an option to compress template files when compiling the engine&lt;/li>
  67. &lt;li>add export options to compress exported files&lt;/li>
  68. &lt;li>if the target server doesn’t support serving pre-compiled files, the preloading script will take over as a fallback, ensuring to download compressed files instead of non-compressed ones in order to save bandwidth.&lt;/li>
  69. &lt;/ul>
  70. &lt;h2 id="the-future-is-bright">The future is bright&lt;/h2>
  71. &lt;p>C#/.NET support on the Web and file compression are two important features that will come to the platform. These features will push the limits of what can be done by Godot users on the Web. I do hope that you are as excited as we are!&lt;/p></description><category>Events</category><category>Progress Report</category><guid>https://godotengine.org/article/live-from-godotcon-boston-web-dotnet-prototype/</guid><dc:creator>Adam Scott</dc:creator><pubDate>Fri, 09 May 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/live-from-godotcon-boston-web-net-prototype.webp</image></item><item><title>Godot Showcase - Somar</title><link>https://godotengine.org/article/godot-showcase-somar/</link><summary>We interviewed Frederic Plourde from Collabora and Daniel Castellanos from Decasis about the Somar project.</summary><description>&lt;style>
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  79. &lt;p>Today we present a showcase that is a little different. We interviewed Frederic Plourde and Daniel Castellanos who used Godot to create an educational XR experience for &lt;a href="https://somarbio.pt/">SOMAR&lt;/a>, a non-profit association focusing on the conservation of marine life in the Algarve.&lt;/p>
  80. &lt;p>Frederic Plourde is the XR Lead at Collabora where he drives AR/VR strategy, business development, and open-source innovation, leading a team of talented engineers working on XR customer projects and Monado, the cross-platform open-source OpenXR runtime. He is also Vice Outreach Officer at the Khronos Group where he promotes the OpenXR standard, fosters industry collaboration, and advocates for open and interoperable XR solutions. In the SOMAR project, Frederic took on a technical leadership role, overviewing the development of an immersive XR experience and leading Collabora’s efforts toward developing a Cardboard driver for Monado.&lt;/p>
  81. &lt;p>Daniel Castellanos is the owner of Decacis Studio, and was contracted by Collabora to work mainly as a programmer/developer on the SOMAR project.&lt;/p>
  82. &lt;iframe width="512" height="512" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/JqeOwLQ4wGs" title="The Somar Project" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
  83. &lt;h3 id="can-you-tell-us-a-little-more-about-the-non-profit-organisation-behind-the-somar-project-who-they-are-and-what-their-mission-is">Can you tell us a little more about the non-profit organisation behind the SOMAR project, who they are and what their mission is?&lt;/h3>
  84. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> SOMAR is a non-profit organization that focuses on protecting dolphins, whales, and marine life in the Algarve. Their mission is to raise awareness about the impact of human activities—like underwater noise pollution—on marine ecosystems. By combining scientific research, education, and innovative technology, SOMAR promotes sustainable practices and works to preserve the region’s ocean biodiversity for future generations.&lt;/p>
  85. &lt;h3 id="can-you-tell-us-a-bit-about-the-xr-experience-you-have-created-and-what-you-set-out-to-achieve">Can you tell us a bit about the XR experience you have created, and what you set out to achieve?&lt;/h3>
  86. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> The XR experience developed for the SOMAR project was designed to provide an immersive, educational tool to raise awareness about the impact of underwater noise pollution on marine life. By immersing users in realistic coastal and offshore environments of the Algarve, the experience showcases the effects of noise from tourist boats, particularly whale and dolphin-watching activities. Users can witness firsthand how these essential marine mammals are disrupted in their communication and hunting activities, gaining a deeper understanding of the challenges they face. Through this interactive experience, we aimed to engage users emotionally and inform them about the urgent need for conservation efforts to protect these creatures and their habitats.&lt;/p>
  87. &lt;p>&lt;img alt="SOMAR selection menu" src="/storage/blog/godot-xr/somar-showcase/somar-selection-menu.webp" />&lt;/p>
  88. &lt;h3 id="i-understand-the-project-is-focused-on-being-deployed-in-museums-and-in-classrooms-in-portugal-can-you-tell-us-more-about-how-this-works">I understand the project is focused on being deployed in museums and in classrooms in Portugal. Can you tell us more about how this works?&lt;/h3>
  89. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> The SOMAR project was designed with flexibility in mind and offers content in both English and Portuguese through Godot’s built-in localization functionality. Built on OpenXR, the project benefits from a standardized framework that simplifies deployment across multiple devices, allowing us to target both museums and classrooms across Portugal. In museums and institutional venues, the Meta Quest version of the XR experience offers a high-fidelity, immersive experience with detailed visuals, allowing visitors to explore the application in a captivating, educational environment. Meanwhile, the PhoneXR version, optimized for accessibility, is intended for use in classrooms, where students can experience the same core content through low-cost &lt;a href="https://arvr.google.com/cardboard/">Google Cardboard&lt;/a>-type phone holders. By running the open-source cross-platform OpenXR runtime &lt;a href="https://monado.dev/">Monado&lt;/a> on those phones, this version is designed to be more accessible and straightforward, making it possible for kids to dive into XR for the first time, all while learning about conservation in an interactive way. This dual deployment strategy ensures that the SOMAR project can reach diverse audiences, from the general public to younger generations, fostering environmental awareness across different settings.&lt;/p>
  90. &lt;h3 id="will-the-experience-be-available-to-play-by-the-general-public-and-if-so-where-can-they-find-it">Will the experience be available to play by the general public and if so, where can they find it?&lt;/h3>
  91. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> Yes — the SOMAR experience is now available for everyone to explore! 🐬 Dive into our open-source XR project and discover the impact of underwater noise pollution on marine life. You can download and try it out for free on &lt;a href="https://somar-project.itch.io/somar-project">SOMAR’s official itch.io page&lt;/a>.&lt;/p>
  92. &lt;p>&lt;img alt="SOMAR whale" src="/storage/blog/godot-xr/somar-showcase/somar-whale.webp" />&lt;/p>
  93. &lt;h3 id="what-were-your-main-considerations-in-choosing-godot-as-the-xr-platform-to-create-this-experience">What were your main considerations in choosing Godot as the XR platform to create this experience?&lt;/h3>
  94. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> One of the main considerations for selecting Godot as the game engine for this project was finding an open-source engine that could provide flexibility, scalability, and a strong support community. Godot stood out for its robust 3D capabilities, ease of use, and ability to run on multiple platforms. Godot’s open-source nature felt like a perfect match for the Monado-driven experience and our collaboration with a non-profit as part of Collabora’s 1% for the Planet initiative, reinforcing our commitment to both innovation and social impact. Additionally, Godot’s growing reputation within the XR and gaming communities, coupled with its ongoing OpenXR development via a &lt;a href="https://www.khronos.org/rfp/godot-integration">Khronos-funded project&lt;/a>, gave us confidence in its future-proof capabilities, ensuring that the SOMAR project could evolve and expand over time.&lt;/p>
  95. &lt;h3 id="what-was-the-most-enjoyable-part-of-using-godot">What was the most enjoyable part of using Godot?&lt;/h3>
  96. &lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> I’ve been using Godot for a few years now, and the most enjoyable part of it for me is being able to iterate quickly. Throughout its development, the project experienced numerous revisions, but implementing these changes was generally straightforward and quick.&lt;/p>
  97. &lt;h3 id="what-was-the-most-difficult-issue-to-overcome">What was the most difficult issue to overcome?&lt;/h3>
  98. &lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Having a balance between creating the most realistic or immersive experience possible while having to keep the experience performant on mobile devices apart from the Quest.&lt;/p>
  99. &lt;h3 id="did-you-use-any-existing-toolkitsplugins-in-developing-this-experience-and-what-was-the-motivation-behind-choosing-these-or-building-your-own-solution">Did you use any existing toolkits/plugins in developing this experience and what was the motivation behind choosing these or building your own solution?&lt;/h3>
  100. &lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Not really! The project doesn’t feature movement, and user input is limited, so building a custom solution was not a problem. Furthermore, keeping the project as simple as possible was one of my goals, both to prevent bugs and keep the code clean and easy to understand.&lt;/p>
  101. &lt;p>&lt;img alt="SOMAR boats and dolphins" src="/storage/blog/godot-xr/somar-showcase/somar-boats-dolphins.webp" />&lt;/p>
  102. &lt;h3 id="what-would-you-like-to-see-evolve-within-godots-xr-support-that-would-have-made-building-this-project-easier">What would you like to see evolve within Godot’s XR support that would have made building this project easier?&lt;/h3>
  103. &lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> There was a single bug or unexpected behavior that I found during development, but nothing that couldn’t be worked around. For this project, I believe Godot was the right choice and made things as easy as they could be.&lt;/p>
  104. &lt;h3 id="i-understand-the-project-currently-targets-the-meta-quest-headsets-what-motivated-this-choice">I understand the project currently targets the Meta Quest headsets. What motivated this choice?&lt;/h3>
  105. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> The Meta Quest headset was chosen for the SOMAR project due to its strong popularity, excellent performance, and ease of use. As a standalone device, the Quest 3 delivers high-quality visuals and immersive experiences without needing a PC or external sensors, making it ideal for both museum venues and broader accessibility. Its widespread presence in the XR market ensures compatibility with future updates, allowing us to reach a wide audience while providing a seamless and engaging experience.&lt;/p>
  106. &lt;h3 id="how-was-the-experience-of-using-godot-with-the-meta-quest">How was the experience of using Godot with the Meta Quest?&lt;/h3>
  107. &lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Awesome! I used Meta Quest Link for most of the development to quickly test things, but every once in a while I deployed the project directly into the Meta Quest to measure performance. Fun fact: the project uses the Khronos OpenXR runtime, and it worked flawlessly first time.&lt;/p>
  108. &lt;h3 id="i-also-understand-the-project-is-also-capable-of-using-the-monado-openxr-runtime-can-you-tell-me-a-bit-more-about-the-motivation-and-goals-of-this-port">I also understand the project is also capable of using the Monado OpenXR runtime. Can you tell me a bit more about the motivation and goals of this port?&lt;/h3>
  109. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> The motivation behind also targeting the Monado OpenXR runtime was to ensure broader accessibility and compatibility across different platforms, particularly for low-cost, phone-based VR systems. Monado’s open-source nature aligns with our goal of creating a flexible, cost-effective solution that’s not reliant on proprietary ecosystems. For this project, Collabora dedicated engineering resources to develop a new Monado Cardboard driver, which enables the experience to run on Android phones with Cardboard VR headsets, making the immersive content accessible to a wider audience, including kids and students. This port reinforces our commitment to open standards, allowing for future enhancements and maintaining the project’s long-term sustainability.
  110. You can find the code for that driver on the &lt;a href="https://gitlab.freedesktop.org/bl4ckb0ne/monado/-/tree/cardboard-sdk">freedesktop.org GitLab&lt;/a>. It will be upstreamed soon.&lt;/p>
  111. &lt;h3 id="fred-specifically-for-you-can-you-give-us-a-synopsis-of-what-monado-is-and-your-perspective-on-the-combination-of-using-godot-with-monado">Fred, specifically for you, can you give us a synopsis of what Monado is and your perspective on the combination of using Godot with Monado?&lt;/h3>
  112. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> &lt;a href="https://monado.dev/">Monado&lt;/a> is an open-source, cross-platform OpenXR runtime designed to provide the fundamental building blocks for XR device vendors and developers. By offering compatibility with major platforms like Linux, Windows, and Android, Monado serves as a versatile foundation for creating and deploying XR applications. Combining Monado with Godot, an open-source game engine, creates a powerful synergy. Godot’s flexibility, combined with Monado’s OpenXR support, enables both the simplicity of Godot’s development environment and the vast compatibility of Monado’s runtime.&lt;/p>
  113. &lt;p>&lt;img alt="SOMAR info panels" src="/storage/blog/godot-xr/somar-showcase/somar-info-panels.webp" />&lt;/p>
  114. &lt;h3 id="are-there-any-plans-to-bring-this-project-to-other-vr-headsets">Are there any plans to bring this project to other VR headsets?&lt;/h3>
  115. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> Yep, we’re currently testing the SOMAR application on other platforms and devices. Since Monado is built on OpenXR, it’s designed to be highly adaptable and should be able to run on many other platforms and devices with minimal effort. However, as an open-source project, the real strength lies in the community. While we continue to extend support for more headsets, we encourage developers and enthusiasts to contribute to the project and help expand its reach even further. The open-source nature of Monado makes it easy for anyone to pitch in and bring support to new platforms, creating a collaborative and growing ecosystem.&lt;/p>
  116. &lt;h3 id="whats-next-for-you-anything-interesting-on-the-horizon">What’s next for you, anything interesting on the horizon?&lt;/h3>
  117. &lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Sure. I’m currently working on my next game: &lt;a href="https://stellar.decacis.com/">Stellar Checkpoint&lt;/a>, which will be available in both VR and desktop/flat modes. It should come out later this year, so stay tuned!&lt;/p>
  118. &lt;h3 id="finally-is-there-any-advice-youd-like-to-share-especially-to-someone-considering-using-godot-for-their-next-xr-project">Finally, is there any advice you’d like to share especially to someone considering using Godot for their next XR project?&lt;/h3>
  119. &lt;p>&lt;strong class="fred">Fred:&lt;/strong> Absolutely! One of the most exciting things about using Godot for XR projects is the incredible community that surrounds it. Godot has such a passionate and supportive group of developers, artists, and creators, and it’s all accessible through platforms like &lt;a href="https://discord.com/invite/godotengine">the Godot Discord&lt;/a>. If you’re just getting started with XR in Godot, I highly recommend joining the Discord first.&lt;/p>
  120. &lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Just try it. Read the official documentation, place a couple of cubes as hands and experience how easy it is to get started! And if you get stuck, there is always someone from the community willing to help. Godot scales really well, and it works for both simple and complex projects, and best of all, being open-source means you can extend it to fit your needs.&lt;/p>
  121. &lt;h3 id="some-extra-information-about-the-organisations-involved">Some extra information about the organisations involved&lt;/h3>
  122. &lt;p>&lt;a href="https://www.collabora.com/">Collabora&lt;/a> is a global consultancy specializing in delivering the benefits of open-source software to the commercial world. Whether it’s the Linux kernel, graphics, multimedia, machine learning or XR, Collabora’s expertise spans across all key areas of open-source software development. By harnessing the potential of community-driven open-source projects, and re-using existing components, Collabora helps its clients reduce time to market and focus on creating product differentiation. To learn more, please visit &lt;a href="https://www.collabora.com/">collabora.com&lt;/a>.&lt;/p>
  123. &lt;p>&lt;a href="https://decacis.com/">Decasis studio&lt;/a> is an independent development studio run by Daniel Castellanos.&lt;/p>
  124. &lt;p>&lt;a href="https://somarbio.pt/">SOMAR&lt;/a> is a non-profit association founded in 2020, dedicated to the conservation of the Algarve’s dolphins, whales, and broader marine life. With a focus on protecting the oceans, SOMAR operates through a variety of initiatives aimed at safeguarding the region’s rich biodiversity. The organization is driven by its commitment to raise awareness about the negative impacts of human activities, such as underwater noise pollution, on marine fauna. By combining scientific research, environmental education, and innovative technologies, SOMAR seeks to promote sustainable practices and inspire collective action to preserve the natural marine ecosystems of the Algarve for future generations.&lt;/p>
  125. &lt;p>&lt;img alt="SOMAR orca" src="/storage/blog/godot-xr/somar-showcase/somar-orca.webp" />&lt;/p></description><category>Showcase</category><guid>https://godotengine.org/article/godot-showcase-somar/</guid><dc:creator>Bastiaan Olij</dc:creator><pubDate>Fri, 02 May 2025 15:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godot-showcase-the-somar-project.webp</image></item><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 aren’t slowing down anytime soon. And… You’d 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>
  126. &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>
  127. &lt;hr />
  128. &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>
  129. &lt;h2 id="highlights">Highlights&lt;/h2>
  130. &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>
  131. &lt;h3 id="screen-reader-support">Screen reader support&lt;/h3>
  132. &lt;p>Accessibility should be every developer’s 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>
  133. &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 there’s 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 it’s 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 it’s well worth it. After all, accessibility is our top priority!&lt;/p>
  134. &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>
  135. &lt;h3 id="script-backtracing">Script backtracing&lt;/h3>
  136. &lt;p>In any other snapshot, this would’ve 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>
  137. &lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-3/backtrace-script.webp" alt="Backtrace script" />
  138. &lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-3/backtrace-out.webp" alt="Backtrace out" />&lt;/p>
  139. &lt;h3 id="inspector-section-toggles">Inspector section toggles&lt;/h3>
  140. &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 they’re enabled.&lt;/p>
  141. &lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-3/inspector-checkboxes.webp" alt="Inspector checkboxes" />&lt;/p>
  142. &lt;h3 id="and-more">And more!&lt;/h3>
  143. &lt;p>There are too many exciting changes to list them all here, but here’s a curated selection:&lt;/p>
  144. &lt;ul>
  145. &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>
  146. &lt;li>Audio: Fix AudioStreamPlayer3D stereo panning issue (&lt;a href="https://github.com/godotengine/godot/pull/104853">GH-104853&lt;/a>).&lt;/li>
  147. &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>
  148. &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>
  149. &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>
  150. &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>
  151. &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>
  152. &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>
  153. &lt;li>Editor: Autocompletion: Don’t 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>
  154. &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>
  155. &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>
  156. &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>
  157. &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>
  158. &lt;li>GDExtension: Optimize gdvirtual function layout (&lt;a href="https://github.com/godotengine/godot/pull/104264">GH-104264&lt;/a>).&lt;/li>
  159. &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>
  160. &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>
  161. &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>
  162. &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>
  163. &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>
  164. &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>
  165. &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>
  166. &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>
  167. &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>
  168. &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>
  169. &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>
  170. &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>
  171. &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>
  172. &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>
  173. &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>
  174. &lt;/ul>
  175. &lt;h2 id="changelog">Changelog&lt;/h2>
  176. &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>
  177. &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>
  178. &lt;h2 id="downloads">Downloads&lt;/h2>
  179. &lt;div class="card card-download">
  180. &lt;a class="card-download-link" href="/download/archive/4.5-dev3">
  181. Download Godot 4.5 dev3
  182. &lt;/a>
  183. &lt;div class="card-download-details">
  184. &lt;img class="lightbox-ignore" src="/storage/blog/covers/dev-snapshot-godot-4-5-dev-3.webp" />
  185. &lt;div class="card-download-platforms">
  186. &lt;div class="download-platform platform-linux">
  187. &lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
  188. Linux
  189. &lt;/div>
  190. &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">
  191. &lt;div class="download-title">
  192. Standard
  193. &lt;/div>
  194. &lt;/a>
  195. &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">
  196. &lt;div class="download-title">
  197. .NET
  198. &lt;/div>
  199. &lt;/a>
  200. &lt;div class="download-platform platform-macos">
  201. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  202. macOS
  203. &lt;/div>
  204. &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">
  205. &lt;div class="download-title">
  206. Standard
  207. &lt;/div>
  208. &lt;/a>
  209. &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">
  210. &lt;div class="download-title">
  211. .NET
  212. &lt;/div>
  213. &lt;/a>
  214. &lt;div class="download-platform platform-windows">
  215. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  216. Windows
  217. &lt;/div>
  218. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev3/Godot_v4.5-dev3_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
  219. &lt;div class="download-title">
  220. Standard
  221. &lt;/div>
  222. &lt;/a>
  223. &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">
  224. &lt;div class="download-title">
  225. .NET
  226. &lt;/div>
  227. &lt;/a>
  228. &lt;/div>
  229. &lt;/div>
  230. &lt;div class="card-download-sublinks">
  231. &lt;a class="card-download-other" href="/download/archive/4.5-dev3">
  232. Export templates and other downloads
  233. &lt;/a>
  234. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  235. Make a Donation
  236. &lt;/a>
  237. &lt;/div>
  238. &lt;/div>
  239. &lt;style>
  240. .thankyou-wrapper {
  241. position: fixed;
  242. top: 0;
  243. left: 0;
  244. right: 0;
  245. bottom: 0;
  246. background: rgba(0, 0, 0, 0.85);
  247. display: flex;
  248. flex-direction: column;
  249. justify-content: center;
  250. align-items: center;
  251. z-index: 10;
  252. }
  253. .thankyou {
  254. background: var(--base-color);
  255. box-shadow: var(--more-shadow);
  256. padding: 30px;
  257. display: flex;
  258. flex-direction: column;
  259. align-items: center;
  260. text-align: center;
  261. position: relative;
  262. border-radius: 13px;
  263. }
  264. .thankyou-reading {
  265. font-size: 16px;
  266. }
  267. .thankyou-reading-list {
  268. font-size: 16px;
  269. margin: 0;
  270. margin-left: 48px;
  271. padding-left: 0;
  272. }
  273. .thankyou-donate {
  274. margin-bottom: 24px;
  275. text-align: center;
  276. }
  277. .btn.btn-donate {
  278. background-color: var(--primary-color);
  279. color: hsla(0, 0%, 100%, 0.9);
  280. font-size: 22px;
  281. font-weight: 600;
  282. margin-bottom: 26px;
  283. }
  284. .thankyou h2 {
  285. text-shadow: var(--base-shadow);
  286. font-size: 36px;
  287. font-weight: 800;
  288. margin-bottom: 12px;
  289. }
  290. .thankyou h2 .anchored-link {
  291. /* Hiding the anchored text automatically added on blogposts */
  292. display: none !important;
  293. }
  294. .thankyou p {
  295. max-width: 620px;
  296. font-size: 25px;
  297. }
  298. @media (max-width: 768px) {
  299. .thankyou-wrapper {
  300. display: block;
  301. }
  302. .thankyou {
  303. position: absolute;
  304. top: 0;
  305. left: 0;
  306. right: 0;
  307. bottom: 0;
  308. overflow: scroll;
  309. padding: 30px 40px 18px 40px;
  310. }
  311. .thankyou-reading-list {
  312. margin-left: 24px;
  313. }
  314. .btn-close-thankyou-popup {
  315. width: 48px;
  316. height: 48px;
  317. display: flex;
  318. justify-content: center;
  319. align-items: center;
  320. }
  321. }
  322. .btn-close-thankyou-popup {
  323. cursor: pointer;
  324. position: absolute;
  325. top: 12px;
  326. right: 12px;
  327. }
  328. .btn-close-thankyou-popup img {
  329. background: transparent !important; /* for overwriting the style in the blogposts img */
  330. }
  331. @media (prefers-color-scheme: light) {
  332. .btn-close-thankyou-popup img {
  333. filter: invert(1);
  334. opacity: 0.75;
  335. }
  336. }
  337. &lt;/style>
  338. &lt;script>
  339. document.addEventListener('DOMContentLoaded', () => {
  340. const thankYouWrapper = document.getElementById('thank-you');
  341. // Close itself, when clicked outside of the popup area.
  342. thankYouWrapper.addEventListener('click', (e) => {
  343. if (e.target === thankYouWrapper) {
  344. thankYouWrapper.style.display = 'none';
  345. }
  346. });
  347. // Close with a close button.
  348. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup');
  349. thankYouBackButton.addEventListener('click', () => {
  350. thankYouWrapper.style.display = 'none';
  351. });
  352. // Open from the main download buttons.
  353. const downloadButtons = document.querySelectorAll('.btn-download, .download-button');
  354. downloadButtons.forEach((it) => {
  355. if (it.dataset?.external === "yes") {
  356. return;
  357. }
  358. it.addEventListener('click', () => {
  359. thankYouWrapper.style.display = '';
  360. document.querySelector('.btn.btn-donate').focus();
  361. });
  362. });
  363. // Open from the all downloads list.
  364. const downloadLinks = document.querySelectorAll('.download-link');
  365. downloadLinks.forEach((it) => {
  366. it.addEventListener('click', () => {
  367. thankYouWrapper.style.display = '';
  368. });
  369. });
  370. // Close the dialog when the user presses the escape key.
  371. document.addEventListener('keydown', (e) => {
  372. if (e.key === 'Escape') {
  373. thankYouWrapper.style.display = 'none';
  374. }
  375. });
  376. });
  377. &lt;/script>
  378. &lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
  379. &lt;div class="thankyou">
  380. &lt;h2>Godot is downloading...&lt;/h2>
  381. &lt;p class="thankyou-donate">
  382. Godot exists thanks to donations from people like you. Help us continue our work:
  383. &lt;/p>
  384. &lt;a href="https://fund.godotengine.org" class="btn btn-donate">
  385. Make a Donation
  386. &lt;/a>
  387. &lt;div class="btn-close-thankyou-popup">
  388. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  389. &lt;/div>
  390. &lt;/div>
  391. &lt;/div>
  392. &lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
  393. &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>
  394. &lt;div class="card card-warning">
  395. &lt;p>
  396. 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.
  397. &lt;/p>
  398. &lt;/div>
  399. &lt;h2 id="known-issues">Known issues&lt;/h2>
  400. &lt;p>There are currently no known issues introduced by this release.&lt;/p>
  401. &lt;p>With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
  402. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  403. &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>
  404. &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>
  405. &lt;h2 id="support">Support&lt;/h2>
  406. &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>
  407. &lt;p>If you’d 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>
  408. &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 might’ve 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 couldn’t follow that up with another flood of anticipated changes, right?&lt;/p>
  409. &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. What’s more is that, unlike last time, we’re 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>
  410. &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>
  411. &lt;hr />
  412. &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>
  413. &lt;h2 id="highlights">Highlights&lt;/h2>
  414. &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>
  415. &lt;h3 id="dedicated-2d-navigation-server">Dedicated 2D navigation server&lt;/h3>
  416. &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>
  417. &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 could’ve 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>
  418. &lt;h3 id="reorganized-shader-editor-ui">Reorganized shader editor UI&lt;/h3>
  419. &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 you’ll find more information on what to expect when you get your hands on it this snapshot.&lt;/p>
  420. &lt;p>&lt;img src="/storage/blog/dev-snapshot-godot-4-5-dev-2/shader-editor.webp" alt="Updated shader editor UI" />&lt;/p>
  421. &lt;h3 id="changing-editor-language-without-restart">Changing editor language without restart&lt;/h3>
  422. &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 wasn’t 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>
  423. &lt;h3 id="fragment-density-map-support">Fragment density map support&lt;/h3>
  424. &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>
  425. &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 isn’t supported, or doesn’t provide as big performance improvements as the Vulkan “Fragment Density Map” extension.&lt;/p>
  426. &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>
  427. &lt;h3 id="wayland-native-sub-window-support">Wayland: Native sub-window support&lt;/h3>
  428. &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. It’s been a long road to stand as an equal to such a dominant display server protocol, but it’s 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>
  429. &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>
  430. &lt;h3 id="and-more">And more!&lt;/h3>
  431. &lt;p>There are too many exciting changes to list them all here, but here’s a curated selection:&lt;/p>
  432. &lt;ul>
  433. &lt;li>2D: Optimize usability of VisibleOnScreenNotifier2D (&lt;a href="https://github.com/godotengine/godot/pull/100874">GH-100874&lt;/a>).&lt;/li>
  434. &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>
  435. &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>
  436. &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>
  437. &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>
  438. &lt;li>Editor: Add UID to file tooltip (&lt;a href="https://github.com/godotengine/godot/pull/105069">GH-105069&lt;/a>).&lt;/li>
  439. &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>
  440. &lt;li>Editor: Remove New prefix from EditorResourcePicker (&lt;a href="https://github.com/godotengine/godot/pull/104604">GH-104604&lt;/a>).&lt;/li>
  441. &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>
  442. &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>
  443. &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>
  444. &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>
  445. &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>
  446. &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>
  447. &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>
  448. &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>
  449. &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>
  450. &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>
  451. &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>
  452. &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>
  453. &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>
  454. &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>
  455. &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>
  456. &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>
  457. &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>
  458. &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>
  459. &lt;/ul>
  460. &lt;h2 id="changelog">Changelog&lt;/h2>
  461. &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>
  462. &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>
  463. &lt;h2 id="downloads">Downloads&lt;/h2>
  464. &lt;div class="card card-download">
  465. &lt;a class="card-download-link" href="/download/archive/4.5-dev2">
  466. Download Godot 4.5 dev2
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  473. Linux
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  481. &lt;div class="download-title">
  482. .NET
  483. &lt;/div>
  484. &lt;/a>
  485. &lt;div class="download-platform platform-macos">
  486. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  487. macOS
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  490. &lt;div class="download-title">
  491. Standard
  492. &lt;/div>
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  495. &lt;div class="download-title">
  496. .NET
  497. &lt;/div>
  498. &lt;/a>
  499. &lt;div class="download-platform platform-windows">
  500. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  501. Windows
  502. &lt;/div>
  503. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev2/Godot_v4.5-dev2_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
  504. &lt;div class="download-title">
  505. Standard
  506. &lt;/div>
  507. &lt;/a>
  508. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev2/Godot_v4.5-dev2_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
  509. &lt;div class="download-title">
  510. .NET
  511. &lt;/div>
  512. &lt;/a>
  513. &lt;/div>
  514. &lt;/div>
  515. &lt;div class="card-download-sublinks">
  516. &lt;a class="card-download-other" href="/download/archive/4.5-dev2">
  517. Export templates and other downloads
  518. &lt;/a>
  519. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  520. Make a Donation
  521. &lt;/a>
  522. &lt;/div>
  523. &lt;/div>
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  670. Make a Donation
  671. &lt;/a>
  672. &lt;div class="btn-close-thankyou-popup">
  673. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  674. &lt;/div>
  675. &lt;/div>
  676. &lt;/div>
  677. &lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
  678. &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>
  679. &lt;div class="card card-warning">
  680. &lt;p>
  681. 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.
  682. &lt;/p>
  683. &lt;/div>
  684. &lt;h2 id="known-issues">Known issues&lt;/h2>
  685. &lt;p>There are currently no known issues introduced by this release.&lt;/p>
  686. &lt;p>With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
  687. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  688. &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>
  689. &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>
  690. &lt;h2 id="support">Support&lt;/h2>
  691. &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>
  692. &lt;p>If you’d 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>
  693. &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>.
  694. 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>
  695. &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>
  696. &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.
  697. Based on feedback we’ve 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. We’ve had overwhelmingly positive feedback on the experience with many new developers becoming active members in our XR community.&lt;/p>
  698. &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>
  699. &lt;h2 id="top-5">Top 5&lt;/h2>
  700. &lt;p>Let’s take a closer look at the top 5 entries!&lt;/p>
  701. &lt;h3 id="no-5-syneed">No 5. Syneed&lt;/h3>
  702. &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>
  703. &lt;p>Our fifth place entry is a puzzle game where you need to manipulate a stream of particles using attractors.
  704. By adjusting these within the world, the trajectory of the particles changes and you can guide them past a number of stars.
  705. The goal is for the particle stream to touch all stars.&lt;/p>
  706. &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>
  707. &lt;h3 id="no-4-keziahs-house">No 4. Keziah’s House&lt;/h3>
  708. &lt;p>&lt;a href="https://itch.io/jam/godot-xr-game-jam-feb-2025/rate/3331240">Keziah’s 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>
  709. &lt;p>Our fourth place goes to this great escape room game.
  710. You find yourself waking up trapped in a derelict old house.
  711. Solve puzzles while casting magic spells to find your way out.&lt;/p>
  712. &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>
  713. &lt;h3 id="no-3-the-chant-of-cthulhu">No 3. The Chant of Cthulhu&lt;/h3>
  714. &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>
  715. &lt;p>Our third place is a horror karaoke game.
  716. You need to sing out loud the chants given and as you do so, more and more “clones” are created that repeat your words.
  717. As everything reaches a crescendo, you summon the monsters of the deep.
  718. All within a church environment that fits the concept well.
  719. 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>
  720. &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>
  721. &lt;h3 id="no-2-ez-enchants">No 2. EZ Enchants&lt;/h3>
  722. &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>
  723. &lt;p>Our runner-up is a fun little crafting game.
  724. As customers walk past your little magic store, they ask you to enchant different objects.
  725. You have to perform different actions according to the customer’s wishes, all within a time limit.
  726. A very polished, good looking entry that is fun to play!&lt;/p>
  727. &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>
  728. &lt;h3 id="no-1-your-hand-is-a-dragon-xr">No 1. Your Hand Is A Dragon (XR)&lt;/h3>
  729. &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>
  730. &lt;p>Our winning entry is a very distinct game, as we’ve come to expect from Andyman404.
  731. You play as a dragon that attacks fortresses manned by knights.
  732. What makes it unique is that you control the dragon with your hand as if it is a sockpuppet,
  733. while simultaneously roaring out loud to make the dragon breathe fire.
  734. It’s especially impressive as Andyman404 only had 3 days to dedicate to this entry.&lt;/p>
  735. &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>
  736. &lt;h2 id="other-entries">Other entries&lt;/h2>
  737. &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.
  738. It is well worth a watch to get an impression of the entries that were submitted.&lt;/p>
  739. &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>
  740. &lt;h2 id="the-next-godot-xr-community-game-jam">The next Godot XR Community game jam&lt;/h2>
  741. &lt;p>The next jam will likely be in August or September of this year.
  742. 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.
  743. Join the Godot XR Community in the XR channel on &lt;a href="https://discord.gg/godotengine">Godot’s official Discord server&lt;/a> if you’re 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 haven’t seen the &lt;a href="/releases/4.4/">&lt;strong>4.4 release page&lt;/strong>&lt;/a>, it’s well worth a read!&lt;/p>
  744. &lt;p>Since then, we’ve 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>
  745. &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>
  746. &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>
  747. &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>
  748. &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>
  749. &lt;div class="card card-download">
  750. &lt;a class="card-download-link" href="/download/archive/4.4.1-stable">
  751. Download Godot 4.4.1 stable
  752. &lt;/a>
  753. &lt;div class="card-download-details">
  754. &lt;img class="lightbox-ignore" src="/storage/blog/covers/maintenance-release-godot-4-4-1.webp" />
  755. &lt;div class="card-download-platforms">
  756. &lt;div class="download-platform platform-linux">
  757. &lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
  758. Linux
  759. &lt;/div>
  760. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-stable/Godot_v4.4.1-stable_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
  761. &lt;div class="download-title">
  762. Standard
  763. &lt;/div>
  764. &lt;/a>
  765. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-stable/Godot_v4.4.1-stable_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
  766. &lt;div class="download-title">
  767. .NET
  768. &lt;/div>
  769. &lt;/a>
  770. &lt;div class="download-platform platform-macos">
  771. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  772. macOS
  773. &lt;/div>
  774. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-stable/Godot_v4.4.1-stable_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
  775. &lt;div class="download-title">
  776. Standard
  777. &lt;/div>
  778. &lt;/a>
  779. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-stable/Godot_v4.4.1-stable_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
  780. &lt;div class="download-title">
  781. .NET
  782. &lt;/div>
  783. &lt;/a>
  784. &lt;div class="download-platform platform-windows">
  785. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  786. Windows
  787. &lt;/div>
  788. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-stable/Godot_v4.4.1-stable_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
  789. &lt;div class="download-title">
  790. Standard
  791. &lt;/div>
  792. &lt;/a>
  793. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-stable/Godot_v4.4.1-stable_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
  794. &lt;div class="download-title">
  795. .NET
  796. &lt;/div>
  797. &lt;/a>
  798. &lt;/div>
  799. &lt;/div>
  800. &lt;div class="card-download-sublinks">
  801. &lt;a class="card-download-other" href="/download/archive/4.4.1-stable">
  802. Export templates and other downloads
  803. &lt;/a>
  804. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  805. Make a Donation
  806. &lt;/a>
  807. &lt;/div>
  808. &lt;/div>
  809. &lt;style>
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  844. margin-bottom: 24px;
  845. text-align: center;
  846. }
  847. .btn.btn-donate {
  848. background-color: var(--primary-color);
  849. color: hsla(0, 0%, 100%, 0.9);
  850. font-size: 22px;
  851. font-weight: 600;
  852. margin-bottom: 26px;
  853. }
  854. .thankyou h2 {
  855. text-shadow: var(--base-shadow);
  856. font-size: 36px;
  857. font-weight: 800;
  858. margin-bottom: 12px;
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  860. .thankyou h2 .anchored-link {
  861. /* Hiding the anchored text automatically added on blogposts */
  862. display: none !important;
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  864. .thankyou p {
  865. max-width: 620px;
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  869. .thankyou-wrapper {
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  873. position: absolute;
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  879. padding: 30px 40px 18px 40px;
  880. }
  881. .thankyou-reading-list {
  882. margin-left: 24px;
  883. }
  884. .btn-close-thankyou-popup {
  885. width: 48px;
  886. height: 48px;
  887. display: flex;
  888. justify-content: center;
  889. align-items: center;
  890. }
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  892. .btn-close-thankyou-popup {
  893. cursor: pointer;
  894. position: absolute;
  895. top: 12px;
  896. right: 12px;
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  899. background: transparent !important; /* for overwriting the style in the blogposts img */
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  948. &lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
  949. &lt;div class="thankyou">
  950. &lt;h2>Godot is downloading...&lt;/h2>
  951. &lt;p class="thankyou-donate">
  952. Godot exists thanks to donations from people like you. Help us continue our work:
  953. &lt;/p>
  954. &lt;a href="https://fund.godotengine.org" class="btn btn-donate">
  955. Make a Donation
  956. &lt;/a>
  957. &lt;div class="btn-close-thankyou-popup">
  958. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  959. &lt;/div>
  960. &lt;/div>
  961. &lt;/div>
  962. &lt;hr />
  963. &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>
  964. &lt;h2 id="changes">Changes&lt;/h2>
  965. &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>
  966. &lt;p>Below are some of the most notable changes (with critical fixes highlighted in bold):&lt;/p>
  967. &lt;ul>
  968. &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>
  969. &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>
  970. &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>
  971. &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>
  972. &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>
  973. &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>
  974. &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>
  975. &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>
  976. &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>
  977. &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>
  978. &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>
  979. &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>
  980. &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>
  981. &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>
  982. &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>
  983. &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>
  984. &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>
  985. &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>
  986. &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>
  987. &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>
  988. &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>
  989. &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>
  990. &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>
  991. &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>
  992. &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>
  993. &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>
  994. &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>
  995. &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>
  996. &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>
  997. &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>
  998. &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>
  999. &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>
  1000. &lt;li>Import: BasisUniversal: Ensure ASTC’s HDR variant is supported when transcoding (&lt;a href="https://github.com/godotengine/godot/pull/103766">GH-103766&lt;/a>).&lt;/li>
  1001. &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>
  1002. &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>
  1003. &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>
  1004. &lt;li>Input: Fix Android mouse capture issues (&lt;a href="https://github.com/godotengine/godot/pull/103413">GH-103413&lt;/a>).&lt;/li>
  1005. &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>
  1006. &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>
  1007. &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>
  1008. &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>
  1009. &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>
  1010. &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>
  1011. &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>
  1012. &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>
  1013. &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>
  1014. &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>
  1015. &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>
  1016. &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>
  1017. &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>
  1018. &lt;li>Porting: macOS: Swap Nintendo face buttons (&lt;a href="https://github.com/godotengine/godot/pull/103661">GH-103661&lt;/a>).&lt;/li>
  1019. &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>
  1020. &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>
  1021. &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>
  1022. &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>
  1023. &lt;li>Rendering: Fix voxelizer normals (&lt;a href="https://github.com/godotengine/godot/pull/102893">GH-102893&lt;/a>).&lt;/li>
  1024. &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>
  1025. &lt;li>Rendering: Fix uninitialized value in Tonemap (&lt;a href="https://github.com/godotengine/godot/pull/103092">GH-103092&lt;/a>).&lt;/li>
  1026. &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>
  1027. &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>
  1028. &lt;li>Rendering: MetalFX: Change fallback behavior (&lt;a href="https://github.com/godotengine/godot/pull/103792">GH-103792&lt;/a>).&lt;/li>
  1029. &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>
  1030. &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>
  1031. &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>
  1032. &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>
  1033. &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>
  1034. &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>
  1035. &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>
  1036. &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>
  1037. &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>
  1038. &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>
  1039. &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>
  1040. &lt;/ul>
  1041. &lt;h2 id="known-incompatibilities">Known incompatibilities&lt;/h2>
  1042. &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>
  1043. &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>
  1044. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  1045. &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>
  1046. &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>
  1047. &lt;h2 id="support">Support&lt;/h2>
  1048. &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>
  1049. &lt;p>If you’d 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>
  1050. &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 haven’t seen the &lt;a href="/releases/4.4/">&lt;strong>4.4 release page&lt;/strong>&lt;/a>, it’s well worth a read!&lt;/p>
  1051. &lt;p>Since then, we’ve 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>
  1052. &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 don’t introduce new regressions in this hotfix release.&lt;/p>
  1053. &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>
  1054. &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>
  1055. &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>
  1056. &lt;hr />
  1057. &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>
  1058. &lt;h2 id="whats-new">What’s new&lt;/h2>
  1059. &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>
  1060. &lt;p>Below are the most notable changes in this second release candidate (with critical fixes highlighted in bold):&lt;/p>
  1061. &lt;ul>
  1062. &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>
  1063. &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>
  1064. &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>
  1065. &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>
  1066. &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>
  1067. &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>
  1068. &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>
  1069. &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>
  1070. &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>
  1071. &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>
  1072. &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>
  1073. &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>
  1074. &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>
  1075. &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>
  1076. &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>
  1077. &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>
  1078. &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>
  1079. &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>
  1080. &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>
  1081. &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>
  1082. &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>
  1083. &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>
  1084. &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>
  1085. &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>
  1086. &lt;/ul>
  1087. &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>
  1088. &lt;h2 id="downloads">Downloads&lt;/h2>
  1089. &lt;div class="card card-download">
  1090. &lt;a class="card-download-link" href="/download/archive/4.4.1-rc2">
  1091. Download Godot 4.4.1 rc2
  1092. &lt;/a>
  1093. &lt;div class="card-download-details">
  1094. &lt;img class="lightbox-ignore" src="/storage/blog/covers/release-candidate-godot-4-4-1-rc-2.webp" />
  1095. &lt;div class="card-download-platforms">
  1096. &lt;div class="download-platform platform-linux">
  1097. &lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
  1098. Linux
  1099. &lt;/div>
  1100. &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">
  1101. &lt;div class="download-title">
  1102. Standard
  1103. &lt;/div>
  1104. &lt;/a>
  1105. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc2/Godot_v4.4.1-rc2_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
  1106. &lt;div class="download-title">
  1107. .NET
  1108. &lt;/div>
  1109. &lt;/a>
  1110. &lt;div class="download-platform platform-macos">
  1111. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  1112. macOS
  1113. &lt;/div>
  1114. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc2/Godot_v4.4.1-rc2_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
  1115. &lt;div class="download-title">
  1116. Standard
  1117. &lt;/div>
  1118. &lt;/a>
  1119. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc2/Godot_v4.4.1-rc2_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
  1120. &lt;div class="download-title">
  1121. .NET
  1122. &lt;/div>
  1123. &lt;/a>
  1124. &lt;div class="download-platform platform-windows">
  1125. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  1126. Windows
  1127. &lt;/div>
  1128. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc2/Godot_v4.4.1-rc2_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
  1129. &lt;div class="download-title">
  1130. Standard
  1131. &lt;/div>
  1132. &lt;/a>
  1133. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc2/Godot_v4.4.1-rc2_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
  1134. &lt;div class="download-title">
  1135. .NET
  1136. &lt;/div>
  1137. &lt;/a>
  1138. &lt;/div>
  1139. &lt;/div>
  1140. &lt;div class="card-download-sublinks">
  1141. &lt;a class="card-download-other" href="/download/archive/4.4.1-rc2">
  1142. Export templates and other downloads
  1143. &lt;/a>
  1144. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  1145. Make a Donation
  1146. &lt;/a>
  1147. &lt;/div>
  1148. &lt;/div>
  1149. &lt;style>
  1150. .thankyou-wrapper {
  1151. position: fixed;
  1152. top: 0;
  1153. left: 0;
  1154. right: 0;
  1155. bottom: 0;
  1156. background: rgba(0, 0, 0, 0.85);
  1157. display: flex;
  1158. flex-direction: column;
  1159. justify-content: center;
  1160. align-items: center;
  1161. z-index: 10;
  1162. }
  1163. .thankyou {
  1164. background: var(--base-color);
  1165. box-shadow: var(--more-shadow);
  1166. padding: 30px;
  1167. display: flex;
  1168. flex-direction: column;
  1169. align-items: center;
  1170. text-align: center;
  1171. position: relative;
  1172. border-radius: 13px;
  1173. }
  1174. .thankyou-reading {
  1175. font-size: 16px;
  1176. }
  1177. .thankyou-reading-list {
  1178. font-size: 16px;
  1179. margin: 0;
  1180. margin-left: 48px;
  1181. padding-left: 0;
  1182. }
  1183. .thankyou-donate {
  1184. margin-bottom: 24px;
  1185. text-align: center;
  1186. }
  1187. .btn.btn-donate {
  1188. background-color: var(--primary-color);
  1189. color: hsla(0, 0%, 100%, 0.9);
  1190. font-size: 22px;
  1191. font-weight: 600;
  1192. margin-bottom: 26px;
  1193. }
  1194. .thankyou h2 {
  1195. text-shadow: var(--base-shadow);
  1196. font-size: 36px;
  1197. font-weight: 800;
  1198. margin-bottom: 12px;
  1199. }
  1200. .thankyou h2 .anchored-link {
  1201. /* Hiding the anchored text automatically added on blogposts */
  1202. display: none !important;
  1203. }
  1204. .thankyou p {
  1205. max-width: 620px;
  1206. font-size: 25px;
  1207. }
  1208. @media (max-width: 768px) {
  1209. .thankyou-wrapper {
  1210. display: block;
  1211. }
  1212. .thankyou {
  1213. position: absolute;
  1214. top: 0;
  1215. left: 0;
  1216. right: 0;
  1217. bottom: 0;
  1218. overflow: scroll;
  1219. padding: 30px 40px 18px 40px;
  1220. }
  1221. .thankyou-reading-list {
  1222. margin-left: 24px;
  1223. }
  1224. .btn-close-thankyou-popup {
  1225. width: 48px;
  1226. height: 48px;
  1227. display: flex;
  1228. justify-content: center;
  1229. align-items: center;
  1230. }
  1231. }
  1232. .btn-close-thankyou-popup {
  1233. cursor: pointer;
  1234. position: absolute;
  1235. top: 12px;
  1236. right: 12px;
  1237. }
  1238. .btn-close-thankyou-popup img {
  1239. background: transparent !important; /* for overwriting the style in the blogposts img */
  1240. }
  1241. @media (prefers-color-scheme: light) {
  1242. .btn-close-thankyou-popup img {
  1243. filter: invert(1);
  1244. opacity: 0.75;
  1245. }
  1246. }
  1247. &lt;/style>
  1248. &lt;script>
  1249. document.addEventListener('DOMContentLoaded', () => {
  1250. const thankYouWrapper = document.getElementById('thank-you');
  1251. // Close itself, when clicked outside of the popup area.
  1252. thankYouWrapper.addEventListener('click', (e) => {
  1253. if (e.target === thankYouWrapper) {
  1254. thankYouWrapper.style.display = 'none';
  1255. }
  1256. });
  1257. // Close with a close button.
  1258. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup');
  1259. thankYouBackButton.addEventListener('click', () => {
  1260. thankYouWrapper.style.display = 'none';
  1261. });
  1262. // Open from the main download buttons.
  1263. const downloadButtons = document.querySelectorAll('.btn-download, .download-button');
  1264. downloadButtons.forEach((it) => {
  1265. if (it.dataset?.external === "yes") {
  1266. return;
  1267. }
  1268. it.addEventListener('click', () => {
  1269. thankYouWrapper.style.display = '';
  1270. document.querySelector('.btn.btn-donate').focus();
  1271. });
  1272. });
  1273. // Open from the all downloads list.
  1274. const downloadLinks = document.querySelectorAll('.download-link');
  1275. downloadLinks.forEach((it) => {
  1276. it.addEventListener('click', () => {
  1277. thankYouWrapper.style.display = '';
  1278. });
  1279. });
  1280. // Close the dialog when the user presses the escape key.
  1281. document.addEventListener('keydown', (e) => {
  1282. if (e.key === 'Escape') {
  1283. thankYouWrapper.style.display = 'none';
  1284. }
  1285. });
  1286. });
  1287. &lt;/script>
  1288. &lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
  1289. &lt;div class="thankyou">
  1290. &lt;h2>Godot is downloading...&lt;/h2>
  1291. &lt;p class="thankyou-donate">
  1292. Godot exists thanks to donations from people like you. Help us continue our work:
  1293. &lt;/p>
  1294. &lt;a href="https://fund.godotengine.org" class="btn btn-donate">
  1295. Make a Donation
  1296. &lt;/a>
  1297. &lt;div class="btn-close-thankyou-popup">
  1298. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  1299. &lt;/div>
  1300. &lt;/div>
  1301. &lt;/div>
  1302. &lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
  1303. &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>
  1304. &lt;div class="card card-warning">
  1305. &lt;p>
  1306. 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.
  1307. &lt;/p>
  1308. &lt;/div>
  1309. &lt;h2 id="known-issues">Known issues&lt;/h2>
  1310. &lt;p>There are currently no known issues introduced by this release.&lt;/p>
  1311. &lt;p>With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
  1312. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  1313. &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>
  1314. &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>
  1315. &lt;h2 id="support">Support&lt;/h2>
  1316. &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>
  1317. &lt;p>If you’d 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>
  1318. &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
  1319. PRs were finally released from the collective backlog, as merging them at the time would’ve been too much of a risk.
  1320. In truth, the quantity has been &lt;em>so&lt;/em> great that we could’ve gotten away with releasing a snapshot a week ago! However,
  1321. we found it worth our time to hold out and get as many contributions integrated as possible, as a way of thanking those
  1322. who’ve been so patient in waiting for their contributions to see the light of day.&lt;/p>
  1323. &lt;p>A significant chunk of the changes in this release are bugfixes, the majority of which you will be see backported to
  1324. 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
  1325. versions. Granted, as this &lt;em>is&lt;/em> a pre-release, the bugfixes aren’t the only additions; the usual safety precautions
  1326. that come with such an environment should be taken. Even though we prepare these snapshots such that they’re suitable
  1327. for general testing, backups and/or version control are recommended to prevent the loss of data.&lt;/p>
  1328. &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>
  1329. &lt;hr />
  1330. &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>That’s 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>
  1331. &lt;h2 id="highlights">Highlights&lt;/h2>
  1332. &lt;h3 id="mute-game-toggle">“Mute Game” toggle&lt;/h3>
  1333. &lt;p>Previously, if a developer wished to mute the audio while testing in the editor, they had to either use the operating
  1334. system’s builtin tools for sound or outright pause/close their work. &lt;a href="https://github.com/Meorge">Malcolm Anderson&lt;/a> sought
  1335. 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
  1336. output entirely, it’s just one click away!&lt;/p>
  1337. &lt;video autoplay="" loop="" muted="" playsinline="">
  1338. &lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-1/mute-toggle.webm?1" type="video/webm" />
  1339. &lt;/video>
  1340. &lt;h3 id="drop-preload-resources-as-uid">Drop preload Resources as &lt;code class="language-plaintext highlighter-rouge">UID&lt;/code>&lt;/h3>
  1341. &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>—we’ve enabled further optimizations via their integration with core components. However, as this is a new change, there’s still a few areas that have been lagging behind on support. In particular: preloaded resources lacked the ability to be loaded as &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 you’ll find plenty more like this in our curated selection below.&lt;/p>
  1342. &lt;video autoplay="" loop="" muted="" playsinline="">
  1343. &lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-1/preload-uid.webm?1" type="video/webm" />
  1344. &lt;/video>
  1345. &lt;h3 id="allow-selecting-multiple-remote-nodes-at-runtime">Allow selecting multiple remote nodes at runtime&lt;/h3>
  1346. &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>
  1347. &lt;video autoplay="" loop="" muted="" playsinline="">
  1348. &lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-1/multiple-nodes.webm?1" type="video/webm" />
  1349. &lt;/video>
  1350. &lt;h3 id="chunk-tilemap-physics">Chunk tilemap physics&lt;/h3>
  1351. &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>
  1352. &lt;video autoplay="" loop="" muted="" playsinline="">
  1353. &lt;source src="/storage/blog/dev-snapshot-godot-4-5-dev-1/chunk-tilemap.webm?1" type="video/webm" />
  1354. &lt;/video>
  1355. &lt;h3 id="and-more">And more!&lt;/h3>
  1356. &lt;p>There are too many exciting changes to list them all here, but here’s a curated selection:&lt;/p>
  1357. &lt;ul>
  1358. &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>
  1359. &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>
  1360. &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>
  1361. &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>
  1362. &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>
  1363. &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>
  1364. &lt;li>Core: Don’t duplicate internal nodes (&lt;a href="https://github.com/godotengine/godot/pull/89442">GH-89442&lt;/a>).&lt;/li>
  1365. &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>
  1366. &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>
  1367. &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>
  1368. &lt;li>Editor: Add option to copy a file’s name in the FileSystem dock (&lt;a href="https://github.com/godotengine/godot/pull/96536">GH-96536&lt;/a>).&lt;/li>
  1369. &lt;li>Editor: Allow ignoring debugger error breaks (&lt;a href="https://github.com/godotengine/godot/pull/77015">GH-77015&lt;/a>).&lt;/li>
  1370. &lt;li>Editor: Don’t 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>
  1371. &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>
  1372. &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>
  1373. &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>
  1374. &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>
  1375. &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>
  1376. &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>
  1377. &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>
  1378. &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>
  1379. &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>
  1380. &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>
  1381. &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>
  1382. &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>
  1383. &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>
  1384. &lt;li>Porting: Linux: Implement native color picker (&lt;a href="https://github.com/godotengine/godot/pull/101546">GH-101546&lt;/a>).&lt;/li>
  1385. &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>
  1386. &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>
  1387. &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>
  1388. &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>
  1389. &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>
  1390. &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>
  1391. &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>
  1392. &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>
  1393. &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>
  1394. &lt;/ul>
  1395. &lt;h2 id="changelog">Changelog&lt;/h2>
  1396. &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>
  1397. &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>
  1398. &lt;h2 id="downloads">Downloads&lt;/h2>
  1399. &lt;div class="card card-download">
  1400. &lt;a class="card-download-link" href="/download/archive/4.5-dev1">
  1401. Download Godot 4.5 dev1
  1402. &lt;/a>
  1403. &lt;div class="card-download-details">
  1404. &lt;img class="lightbox-ignore" src="/storage/blog/covers/dev-snapshot-godot-4-5-dev-1.webp" />
  1405. &lt;div class="card-download-platforms">
  1406. &lt;div class="download-platform platform-linux">
  1407. &lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
  1408. Linux
  1409. &lt;/div>
  1410. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev1/Godot_v4.5-dev1_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
  1411. &lt;div class="download-title">
  1412. Standard
  1413. &lt;/div>
  1414. &lt;/a>
  1415. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev1/Godot_v4.5-dev1_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
  1416. &lt;div class="download-title">
  1417. .NET
  1418. &lt;/div>
  1419. &lt;/a>
  1420. &lt;div class="download-platform platform-macos">
  1421. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  1422. macOS
  1423. &lt;/div>
  1424. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev1/Godot_v4.5-dev1_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
  1425. &lt;div class="download-title">
  1426. Standard
  1427. &lt;/div>
  1428. &lt;/a>
  1429. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev1/Godot_v4.5-dev1_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
  1430. &lt;div class="download-title">
  1431. .NET
  1432. &lt;/div>
  1433. &lt;/a>
  1434. &lt;div class="download-platform platform-windows">
  1435. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  1436. Windows
  1437. &lt;/div>
  1438. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev1/Godot_v4.5-dev1_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
  1439. &lt;div class="download-title">
  1440. Standard
  1441. &lt;/div>
  1442. &lt;/a>
  1443. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.5-dev1/Godot_v4.5-dev1_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
  1444. &lt;div class="download-title">
  1445. .NET
  1446. &lt;/div>
  1447. &lt;/a>
  1448. &lt;/div>
  1449. &lt;/div>
  1450. &lt;div class="card-download-sublinks">
  1451. &lt;a class="card-download-other" href="/download/archive/4.5-dev1">
  1452. Export templates and other downloads
  1453. &lt;/a>
  1454. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  1455. Make a Donation
  1456. &lt;/a>
  1457. &lt;/div>
  1458. &lt;/div>
  1459. &lt;style>
  1460. .thankyou-wrapper {
  1461. position: fixed;
  1462. top: 0;
  1463. left: 0;
  1464. right: 0;
  1465. bottom: 0;
  1466. background: rgba(0, 0, 0, 0.85);
  1467. display: flex;
  1468. flex-direction: column;
  1469. justify-content: center;
  1470. align-items: center;
  1471. z-index: 10;
  1472. }
  1473. .thankyou {
  1474. background: var(--base-color);
  1475. box-shadow: var(--more-shadow);
  1476. padding: 30px;
  1477. display: flex;
  1478. flex-direction: column;
  1479. align-items: center;
  1480. text-align: center;
  1481. position: relative;
  1482. border-radius: 13px;
  1483. }
  1484. .thankyou-reading {
  1485. font-size: 16px;
  1486. }
  1487. .thankyou-reading-list {
  1488. font-size: 16px;
  1489. margin: 0;
  1490. margin-left: 48px;
  1491. padding-left: 0;
  1492. }
  1493. .thankyou-donate {
  1494. margin-bottom: 24px;
  1495. text-align: center;
  1496. }
  1497. .btn.btn-donate {
  1498. background-color: var(--primary-color);
  1499. color: hsla(0, 0%, 100%, 0.9);
  1500. font-size: 22px;
  1501. font-weight: 600;
  1502. margin-bottom: 26px;
  1503. }
  1504. .thankyou h2 {
  1505. text-shadow: var(--base-shadow);
  1506. font-size: 36px;
  1507. font-weight: 800;
  1508. margin-bottom: 12px;
  1509. }
  1510. .thankyou h2 .anchored-link {
  1511. /* Hiding the anchored text automatically added on blogposts */
  1512. display: none !important;
  1513. }
  1514. .thankyou p {
  1515. max-width: 620px;
  1516. font-size: 25px;
  1517. }
  1518. @media (max-width: 768px) {
  1519. .thankyou-wrapper {
  1520. display: block;
  1521. }
  1522. .thankyou {
  1523. position: absolute;
  1524. top: 0;
  1525. left: 0;
  1526. right: 0;
  1527. bottom: 0;
  1528. overflow: scroll;
  1529. padding: 30px 40px 18px 40px;
  1530. }
  1531. .thankyou-reading-list {
  1532. margin-left: 24px;
  1533. }
  1534. .btn-close-thankyou-popup {
  1535. width: 48px;
  1536. height: 48px;
  1537. display: flex;
  1538. justify-content: center;
  1539. align-items: center;
  1540. }
  1541. }
  1542. .btn-close-thankyou-popup {
  1543. cursor: pointer;
  1544. position: absolute;
  1545. top: 12px;
  1546. right: 12px;
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  1548. .btn-close-thankyou-popup img {
  1549. background: transparent !important; /* for overwriting the style in the blogposts img */
  1550. }
  1551. @media (prefers-color-scheme: light) {
  1552. .btn-close-thankyou-popup img {
  1553. filter: invert(1);
  1554. opacity: 0.75;
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  1556. }
  1557. &lt;/style>
  1558. &lt;script>
  1559. document.addEventListener('DOMContentLoaded', () => {
  1560. const thankYouWrapper = document.getElementById('thank-you');
  1561. // Close itself, when clicked outside of the popup area.
  1562. thankYouWrapper.addEventListener('click', (e) => {
  1563. if (e.target === thankYouWrapper) {
  1564. thankYouWrapper.style.display = 'none';
  1565. }
  1566. });
  1567. // Close with a close button.
  1568. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup');
  1569. thankYouBackButton.addEventListener('click', () => {
  1570. thankYouWrapper.style.display = 'none';
  1571. });
  1572. // Open from the main download buttons.
  1573. const downloadButtons = document.querySelectorAll('.btn-download, .download-button');
  1574. downloadButtons.forEach((it) => {
  1575. if (it.dataset?.external === "yes") {
  1576. return;
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  1578. it.addEventListener('click', () => {
  1579. thankYouWrapper.style.display = '';
  1580. document.querySelector('.btn.btn-donate').focus();
  1581. });
  1582. });
  1583. // Open from the all downloads list.
  1584. const downloadLinks = document.querySelectorAll('.download-link');
  1585. downloadLinks.forEach((it) => {
  1586. it.addEventListener('click', () => {
  1587. thankYouWrapper.style.display = '';
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  1589. });
  1590. // Close the dialog when the user presses the escape key.
  1591. document.addEventListener('keydown', (e) => {
  1592. if (e.key === 'Escape') {
  1593. thankYouWrapper.style.display = 'none';
  1594. }
  1595. });
  1596. });
  1597. &lt;/script>
  1598. &lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
  1599. &lt;div class="thankyou">
  1600. &lt;h2>Godot is downloading...&lt;/h2>
  1601. &lt;p class="thankyou-donate">
  1602. Godot exists thanks to donations from people like you. Help us continue our work:
  1603. &lt;/p>
  1604. &lt;a href="https://fund.godotengine.org" class="btn btn-donate">
  1605. Make a Donation
  1606. &lt;/a>
  1607. &lt;div class="btn-close-thankyou-popup">
  1608. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  1609. &lt;/div>
  1610. &lt;/div>
  1611. &lt;/div>
  1612. &lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
  1613. &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>
  1614. &lt;div class="card card-warning">
  1615. &lt;p>
  1616. 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.
  1617. &lt;/p>
  1618. &lt;/div>
  1619. &lt;h2 id="known-issues">Known issues&lt;/h2>
  1620. &lt;p>There are currently no known issues introduced by this release.&lt;/p>
  1621. &lt;p>With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug">known bugs&lt;/a>.&lt;/p>
  1622. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  1623. &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>
  1624. &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>
  1625. &lt;h2 id="support">Support&lt;/h2>
  1626. &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>
  1627. &lt;p>If you’d 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>
  1628. &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 haven’t seen the &lt;a href="/releases/4.4/">&lt;strong>4.4 release page&lt;/strong>&lt;/a>, it’s well worth a read!&lt;/p>
  1629. &lt;p>Since then, we’ve 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>
  1630. &lt;p>So here’s 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 don’t introduce new regressions in this hotfix release.&lt;/p>
  1631. &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>
  1632. &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>
  1633. &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>
  1634. &lt;hr />
  1635. &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>
  1636. &lt;h2 id="whats-new">What’s new&lt;/h2>
  1637. &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>
  1638. &lt;ul>
  1639. &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>
  1640. &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>
  1641. &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>
  1642. &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>
  1643. &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>
  1644. &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>
  1645. &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>
  1646. &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>
  1647. &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>
  1648. &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>
  1649. &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>
  1650. &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>
  1651. &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>
  1652. &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>
  1653. &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>
  1654. &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>
  1655. &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>
  1656. &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>
  1657. &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>
  1658. &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>
  1659. &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>
  1660. &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>
  1661. &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>
  1662. &lt;li>Import: BasisUniversal: Ensure ASTC’s HDR variant is supported when transcoding (&lt;a href="https://github.com/godotengine/godot/pull/103766">GH-103766&lt;/a>).&lt;/li>
  1663. &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>
  1664. &lt;li>Input: Fix Android mouse capture issues (&lt;a href="https://github.com/godotengine/godot/pull/103413">GH-103413&lt;/a>).&lt;/li>
  1665. &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>
  1666. &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>
  1667. &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>
  1668. &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>
  1669. &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>
  1670. &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>
  1671. &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>
  1672. &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>
  1673. &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>
  1674. &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>
  1675. &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>
  1676. &lt;li>Porting: macOS: Swap Nintendo face buttons (&lt;a href="https://github.com/godotengine/godot/pull/103661">GH-103661&lt;/a>).&lt;/li>
  1677. &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>
  1678. &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>
  1679. &lt;li>Rendering: Fix voxelizer normals (&lt;a href="https://github.com/godotengine/godot/pull/102893">GH-102893&lt;/a>).&lt;/li>
  1680. &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>
  1681. &lt;li>Rendering: Fix uninitialized value in Tonemap (&lt;a href="https://github.com/godotengine/godot/pull/103092">GH-103092&lt;/a>).&lt;/li>
  1682. &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>
  1683. &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>
  1684. &lt;li>Rendering: MetalFX: Change fallback behavior (&lt;a href="https://github.com/godotengine/godot/pull/103792">GH-103792&lt;/a>).&lt;/li>
  1685. &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>
  1686. &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>
  1687. &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>
  1688. &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>
  1689. &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>
  1690. &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>
  1691. &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>
  1692. &lt;/ul>
  1693. &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>
  1694. &lt;h2 id="downloads">Downloads&lt;/h2>
  1695. &lt;div class="card card-download">
  1696. &lt;a class="card-download-link" href="/download/archive/4.4.1-rc1">
  1697. Download Godot 4.4.1 rc1
  1698. &lt;/a>
  1699. &lt;div class="card-download-details">
  1700. &lt;img class="lightbox-ignore" src="/storage/blog/covers/release-candidate-godot-4-4-1-rc-1.webp" />
  1701. &lt;div class="card-download-platforms">
  1702. &lt;div class="download-platform platform-linux">
  1703. &lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
  1704. Linux
  1705. &lt;/div>
  1706. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc1/Godot_v4.4.1-rc1_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
  1707. &lt;div class="download-title">
  1708. Standard
  1709. &lt;/div>
  1710. &lt;/a>
  1711. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc1/Godot_v4.4.1-rc1_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
  1712. &lt;div class="download-title">
  1713. .NET
  1714. &lt;/div>
  1715. &lt;/a>
  1716. &lt;div class="download-platform platform-macos">
  1717. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  1718. macOS
  1719. &lt;/div>
  1720. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc1/Godot_v4.4.1-rc1_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
  1721. &lt;div class="download-title">
  1722. Standard
  1723. &lt;/div>
  1724. &lt;/a>
  1725. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc1/Godot_v4.4.1-rc1_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
  1726. &lt;div class="download-title">
  1727. .NET
  1728. &lt;/div>
  1729. &lt;/a>
  1730. &lt;div class="download-platform platform-windows">
  1731. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  1732. Windows
  1733. &lt;/div>
  1734. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc1/Godot_v4.4.1-rc1_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
  1735. &lt;div class="download-title">
  1736. Standard
  1737. &lt;/div>
  1738. &lt;/a>
  1739. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4.1-rc1/Godot_v4.4.1-rc1_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
  1740. &lt;div class="download-title">
  1741. .NET
  1742. &lt;/div>
  1743. &lt;/a>
  1744. &lt;/div>
  1745. &lt;/div>
  1746. &lt;div class="card-download-sublinks">
  1747. &lt;a class="card-download-other" href="/download/archive/4.4.1-rc1">
  1748. Export templates and other downloads
  1749. &lt;/a>
  1750. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  1751. Make a Donation
  1752. &lt;/a>
  1753. &lt;/div>
  1754. &lt;/div>
  1755. &lt;style>
  1756. .thankyou-wrapper {
  1757. position: fixed;
  1758. top: 0;
  1759. left: 0;
  1760. right: 0;
  1761. bottom: 0;
  1762. background: rgba(0, 0, 0, 0.85);
  1763. display: flex;
  1764. flex-direction: column;
  1765. justify-content: center;
  1766. align-items: center;
  1767. z-index: 10;
  1768. }
  1769. .thankyou {
  1770. background: var(--base-color);
  1771. box-shadow: var(--more-shadow);
  1772. padding: 30px;
  1773. display: flex;
  1774. flex-direction: column;
  1775. align-items: center;
  1776. text-align: center;
  1777. position: relative;
  1778. border-radius: 13px;
  1779. }
  1780. .thankyou-reading {
  1781. font-size: 16px;
  1782. }
  1783. .thankyou-reading-list {
  1784. font-size: 16px;
  1785. margin: 0;
  1786. margin-left: 48px;
  1787. padding-left: 0;
  1788. }
  1789. .thankyou-donate {
  1790. margin-bottom: 24px;
  1791. text-align: center;
  1792. }
  1793. .btn.btn-donate {
  1794. background-color: var(--primary-color);
  1795. color: hsla(0, 0%, 100%, 0.9);
  1796. font-size: 22px;
  1797. font-weight: 600;
  1798. margin-bottom: 26px;
  1799. }
  1800. .thankyou h2 {
  1801. text-shadow: var(--base-shadow);
  1802. font-size: 36px;
  1803. font-weight: 800;
  1804. margin-bottom: 12px;
  1805. }
  1806. .thankyou h2 .anchored-link {
  1807. /* Hiding the anchored text automatically added on blogposts */
  1808. display: none !important;
  1809. }
  1810. .thankyou p {
  1811. max-width: 620px;
  1812. font-size: 25px;
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  1815. .thankyou-wrapper {
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  1818. .thankyou {
  1819. position: absolute;
  1820. top: 0;
  1821. left: 0;
  1822. right: 0;
  1823. bottom: 0;
  1824. overflow: scroll;
  1825. padding: 30px 40px 18px 40px;
  1826. }
  1827. .thankyou-reading-list {
  1828. margin-left: 24px;
  1829. }
  1830. .btn-close-thankyou-popup {
  1831. width: 48px;
  1832. height: 48px;
  1833. display: flex;
  1834. justify-content: center;
  1835. align-items: center;
  1836. }
  1837. }
  1838. .btn-close-thankyou-popup {
  1839. cursor: pointer;
  1840. position: absolute;
  1841. top: 12px;
  1842. right: 12px;
  1843. }
  1844. .btn-close-thankyou-popup img {
  1845. background: transparent !important; /* for overwriting the style in the blogposts img */
  1846. }
  1847. @media (prefers-color-scheme: light) {
  1848. .btn-close-thankyou-popup img {
  1849. filter: invert(1);
  1850. opacity: 0.75;
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  1852. }
  1853. &lt;/style>
  1854. &lt;script>
  1855. document.addEventListener('DOMContentLoaded', () => {
  1856. const thankYouWrapper = document.getElementById('thank-you');
  1857. // Close itself, when clicked outside of the popup area.
  1858. thankYouWrapper.addEventListener('click', (e) => {
  1859. if (e.target === thankYouWrapper) {
  1860. thankYouWrapper.style.display = 'none';
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  1863. // Close with a close button.
  1864. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup');
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  1870. downloadButtons.forEach((it) => {
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  1874. it.addEventListener('click', () => {
  1875. thankYouWrapper.style.display = '';
  1876. document.querySelector('.btn.btn-donate').focus();
  1877. });
  1878. });
  1879. // Open from the all downloads list.
  1880. const downloadLinks = document.querySelectorAll('.download-link');
  1881. downloadLinks.forEach((it) => {
  1882. it.addEventListener('click', () => {
  1883. thankYouWrapper.style.display = '';
  1884. });
  1885. });
  1886. // Close the dialog when the user presses the escape key.
  1887. document.addEventListener('keydown', (e) => {
  1888. if (e.key === 'Escape') {
  1889. thankYouWrapper.style.display = 'none';
  1890. }
  1891. });
  1892. });
  1893. &lt;/script>
  1894. &lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
  1895. &lt;div class="thankyou">
  1896. &lt;h2>Godot is downloading...&lt;/h2>
  1897. &lt;p class="thankyou-donate">
  1898. Godot exists thanks to donations from people like you. Help us continue our work:
  1899. &lt;/p>
  1900. &lt;a href="https://fund.godotengine.org" class="btn btn-donate">
  1901. Make a Donation
  1902. &lt;/a>
  1903. &lt;div class="btn-close-thankyou-popup">
  1904. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  1905. &lt;/div>
  1906. &lt;/div>
  1907. &lt;/div>
  1908. &lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
  1909. &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>
  1910. &lt;div class="card card-warning">
  1911. &lt;p>
  1912. 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.
  1913. &lt;/p>
  1914. &lt;/div>
  1915. &lt;h2 id="known-issues">Known issues&lt;/h2>
  1916. &lt;p>There are currently no known issues introduced by this release.&lt;/p>
  1917. &lt;p>With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Abug+">known bugs&lt;/a>.&lt;/p>
  1918. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  1919. &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>
  1920. &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>
  1921. &lt;h2 id="support">Support&lt;/h2>
  1922. &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>
  1923. &lt;p>If you’d 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>
  1924. &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>
  1925. &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 Meta’s &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 Meta’s platform.&lt;/p>
  1926. &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>
  1927. &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>
  1928. &lt;p>Let’s take a look at the features available in this release!&lt;/p>
  1929. &lt;h3 id="platform-sdk">Platform SDK&lt;/h3>
  1930. &lt;p>The Platform SDK allows developers to access features of Meta’s store and online services, including:&lt;/p>
  1931. &lt;ul>
  1932. &lt;li>User profiles (including authentication and checking entitlement)&lt;/li>
  1933. &lt;li>In-App Purchases (IAP)&lt;/li>
  1934. &lt;li>Downloadable Content (DLC)&lt;/li>
  1935. &lt;li>Friends, Parties, and Group Presence&lt;/li>
  1936. &lt;li>Achievements&lt;/li>
  1937. &lt;li>Leaderboards&lt;/li>
  1938. &lt;li>… and much more!&lt;/li>
  1939. &lt;/ul>
  1940. &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 SDK’s 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 SDK’s C, Unity, and Unreal APIs.&lt;/p>
  1941. &lt;p>As of version 1.0.2, the Godot Meta Toolkit supports v72 of the Platform SDK.&lt;/p>
  1942. &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>
  1943. &lt;h3 id="setup-tool-for-xr-simulator">Setup Tool for XR Simulator&lt;/h3>
  1944. &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>
  1945. &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>
  1946. &lt;p>&lt;img alt="Configure XR simulator" src="/storage/blog/godot-xr/xr_simulator_tool.webp" />&lt;/p>
  1947. &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>
  1948. &lt;h3 id="easily-configure-exports-for-meta-quest-headsets">Easily configure exports for Meta Quest headsets&lt;/h3>
  1949. &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>
  1950. &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>
  1951. &lt;p>&lt;img alt="Enable toolkit" src="/storage/blog/godot-xr/enable_toolkit.webp" />&lt;/p>
  1952. &lt;h2 id="openxr-vendors-plugin-312-release">OpenXR Vendors plugin 3.1.2 release&lt;/h2>
  1953. &lt;p>Here comes another release of the Godot OpenXR Vendors plugin with plenty of features and bug fixes!
  1954. This release of the OpenXR vendors plugin is for Godot 4.3 and later only.&lt;/p>
  1955. &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>
  1956. &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>
  1957. &lt;h3 id="features">Features&lt;/h3>
  1958. &lt;ul>
  1959. &lt;li>Update OpenXR to Khronos 1.1.41 release&lt;/li>
  1960. &lt;li>Add the option to enable hand tracking on Pico devices
  1961. &lt;ul>
  1962. &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>
  1963. &lt;/ul>
  1964. &lt;/li>
  1965. &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
  1966. &lt;ul>
  1967. &lt;li>The project setting is enabled by default, which causes all runtime permissions to be requested at app launch&lt;/li>
  1968. &lt;li>Developers can disable that behavior so that application logic can request the permissions in a context-specific manner&lt;/li>
  1969. &lt;/ul>
  1970. &lt;/li>
  1971. &lt;li>Add export profile for Magic Leap 2 devices&lt;/li>
  1972. &lt;/ul>
  1973. &lt;h3 id="bug-fixes">Bug fixes&lt;/h3>
  1974. &lt;ul>
  1975. &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>
  1976. &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>
  1977. &lt;li>Fix wall, floor, and ceiling collision shapes with Jolt physics&lt;/li>
  1978. &lt;li>Add export option to enable or disable sharing of Meta’s spatial anchors
  1979. &lt;ul>
  1980. &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>
  1981. &lt;/ul>
  1982. &lt;/li>
  1983. &lt;li>Fix a crash that happens when a spatial anchor is created before the OpenXR session has begun&lt;/li>
  1984. &lt;li>Reworked geometric algebra used by Meta body tracking extension to address root and shoulder tracking bugs&lt;/li>
  1985. &lt;li>Remove deprecated “Contextual” boundary mode on Meta Quest&lt;/li>
  1986. &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>
  1987. &lt;li>Fix passthrough sample color map display bug&lt;/li>
  1988. &lt;li>Fix the issue preventing vendor options in the export preset from being updated&lt;/li>
  1989. &lt;/ul>
  1990. &lt;h2 id="godot-xr-tools-440-release">Godot XR Tools 4.4.0 release&lt;/h2>
  1991. &lt;iframe width="560" height="315" src="https://www.youtube.com/embed/xJKQ2ca5zVw" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen="">&lt;/iframe>
  1992. &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>
  1993. &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>.
  1994. 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>
  1995. &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>
  1996. &lt;h3 id="features-1">Features&lt;/h3>
  1997. &lt;ul>
  1998. &lt;li>The StartXR startup script has had a cleanup pass, it now:
  1999. &lt;ul>
  2000. &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>
  2001. &lt;li>Add proper support for the immersive-ar and immersive-vr webXR modes&lt;/li>
  2002. &lt;li>Provides signals to notify when the user enters or exits XR&lt;/li>
  2003. &lt;/ul>
  2004. &lt;/li>
  2005. &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>
  2006. &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>
  2007. &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>
  2008. &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>
  2009. &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>
  2010. &lt;/ul>
  2011. &lt;h3 id="bug-fixes-1">Bug fixes&lt;/h3>
  2012. &lt;ul>
  2013. &lt;li>Fix custom hand poses calling legacy &lt;code class="language-plaintext highlighter-rouge">remove_animation&lt;/code>&lt;/li>
  2014. &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>
  2015. &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>
  2016. &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>
  2017. &lt;p>We managed to get a few more regressions identified and fixed since our RC2 snapshot 2 days ago, so we’re 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>
  2018. &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>
  2019. &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>
  2020. &lt;hr />
  2021. &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>
  2022. &lt;h2 id="highlights">Highlights&lt;/h2>
  2023. &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 haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.&lt;/p>
  2024. &lt;p>Especially if you’re testing 4.4 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.&lt;/p>
  2025. &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>
  2026. &lt;ul>
  2027. &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>
  2028. &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>
  2029. &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>
  2030. &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>
  2031. &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>
  2032. &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>
  2033. &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>
  2034. &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>
  2035. &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>
  2036. &lt;/ul>
  2037. &lt;h2 id="changelog">Changelog&lt;/h2>
  2038. &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>
  2039. &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>
  2040. &lt;h2 id="downloads">Downloads&lt;/h2>
  2041. &lt;div class="card card-download">
  2042. &lt;a class="card-download-link" href="/download/archive/4.4-rc3">
  2043. Download Godot 4.4 rc3
  2044. &lt;/a>
  2045. &lt;div class="card-download-details">
  2046. &lt;img class="lightbox-ignore" src="/storage/blog/covers/release-candidate-godot-4-4-rc-3.webp" />
  2047. &lt;div class="card-download-platforms">
  2048. &lt;div class="download-platform platform-linux">
  2049. &lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
  2050. Linux
  2051. &lt;/div>
  2052. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc3/Godot_v4.4-rc3_linux.x86_64.zip" class="btn btn-download btn-download-primary platform-linux">
  2053. &lt;div class="download-title">
  2054. Standard
  2055. &lt;/div>
  2056. &lt;/a>
  2057. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc3/Godot_v4.4-rc3_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
  2058. &lt;div class="download-title">
  2059. .NET
  2060. &lt;/div>
  2061. &lt;/a>
  2062. &lt;div class="download-platform platform-macos">
  2063. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  2064. macOS
  2065. &lt;/div>
  2066. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc3/Godot_v4.4-rc3_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
  2067. &lt;div class="download-title">
  2068. Standard
  2069. &lt;/div>
  2070. &lt;/a>
  2071. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc3/Godot_v4.4-rc3_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
  2072. &lt;div class="download-title">
  2073. .NET
  2074. &lt;/div>
  2075. &lt;/a>
  2076. &lt;div class="download-platform platform-windows">
  2077. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  2078. Windows
  2079. &lt;/div>
  2080. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc3/Godot_v4.4-rc3_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
  2081. &lt;div class="download-title">
  2082. Standard
  2083. &lt;/div>
  2084. &lt;/a>
  2085. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc3/Godot_v4.4-rc3_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
  2086. &lt;div class="download-title">
  2087. .NET
  2088. &lt;/div>
  2089. &lt;/a>
  2090. &lt;/div>
  2091. &lt;/div>
  2092. &lt;div class="card-download-sublinks">
  2093. &lt;a class="card-download-other" href="/download/archive/4.4-rc3">
  2094. Export templates and other downloads
  2095. &lt;/a>
  2096. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  2097. Make a Donation
  2098. &lt;/a>
  2099. &lt;/div>
  2100. &lt;/div>
  2101. &lt;style>
  2102. .thankyou-wrapper {
  2103. position: fixed;
  2104. top: 0;
  2105. left: 0;
  2106. right: 0;
  2107. bottom: 0;
  2108. background: rgba(0, 0, 0, 0.85);
  2109. display: flex;
  2110. flex-direction: column;
  2111. justify-content: center;
  2112. align-items: center;
  2113. z-index: 10;
  2114. }
  2115. .thankyou {
  2116. background: var(--base-color);
  2117. box-shadow: var(--more-shadow);
  2118. padding: 30px;
  2119. display: flex;
  2120. flex-direction: column;
  2121. align-items: center;
  2122. text-align: center;
  2123. position: relative;
  2124. border-radius: 13px;
  2125. }
  2126. .thankyou-reading {
  2127. font-size: 16px;
  2128. }
  2129. .thankyou-reading-list {
  2130. font-size: 16px;
  2131. margin: 0;
  2132. margin-left: 48px;
  2133. padding-left: 0;
  2134. }
  2135. .thankyou-donate {
  2136. margin-bottom: 24px;
  2137. text-align: center;
  2138. }
  2139. .btn.btn-donate {
  2140. background-color: var(--primary-color);
  2141. color: hsla(0, 0%, 100%, 0.9);
  2142. font-size: 22px;
  2143. font-weight: 600;
  2144. margin-bottom: 26px;
  2145. }
  2146. .thankyou h2 {
  2147. text-shadow: var(--base-shadow);
  2148. font-size: 36px;
  2149. font-weight: 800;
  2150. margin-bottom: 12px;
  2151. }
  2152. .thankyou h2 .anchored-link {
  2153. /* Hiding the anchored text automatically added on blogposts */
  2154. display: none !important;
  2155. }
  2156. .thankyou p {
  2157. max-width: 620px;
  2158. font-size: 25px;
  2159. }
  2160. @media (max-width: 768px) {
  2161. .thankyou-wrapper {
  2162. display: block;
  2163. }
  2164. .thankyou {
  2165. position: absolute;
  2166. top: 0;
  2167. left: 0;
  2168. right: 0;
  2169. bottom: 0;
  2170. overflow: scroll;
  2171. padding: 30px 40px 18px 40px;
  2172. }
  2173. .thankyou-reading-list {
  2174. margin-left: 24px;
  2175. }
  2176. .btn-close-thankyou-popup {
  2177. width: 48px;
  2178. height: 48px;
  2179. display: flex;
  2180. justify-content: center;
  2181. align-items: center;
  2182. }
  2183. }
  2184. .btn-close-thankyou-popup {
  2185. cursor: pointer;
  2186. position: absolute;
  2187. top: 12px;
  2188. right: 12px;
  2189. }
  2190. .btn-close-thankyou-popup img {
  2191. background: transparent !important; /* for overwriting the style in the blogposts img */
  2192. }
  2193. @media (prefers-color-scheme: light) {
  2194. .btn-close-thankyou-popup img {
  2195. filter: invert(1);
  2196. opacity: 0.75;
  2197. }
  2198. }
  2199. &lt;/style>
  2200. &lt;script>
  2201. document.addEventListener('DOMContentLoaded', () => {
  2202. const thankYouWrapper = document.getElementById('thank-you');
  2203. // Close itself, when clicked outside of the popup area.
  2204. thankYouWrapper.addEventListener('click', (e) => {
  2205. if (e.target === thankYouWrapper) {
  2206. thankYouWrapper.style.display = 'none';
  2207. }
  2208. });
  2209. // Close with a close button.
  2210. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup');
  2211. thankYouBackButton.addEventListener('click', () => {
  2212. thankYouWrapper.style.display = 'none';
  2213. });
  2214. // Open from the main download buttons.
  2215. const downloadButtons = document.querySelectorAll('.btn-download, .download-button');
  2216. downloadButtons.forEach((it) => {
  2217. if (it.dataset?.external === "yes") {
  2218. return;
  2219. }
  2220. it.addEventListener('click', () => {
  2221. thankYouWrapper.style.display = '';
  2222. document.querySelector('.btn.btn-donate').focus();
  2223. });
  2224. });
  2225. // Open from the all downloads list.
  2226. const downloadLinks = document.querySelectorAll('.download-link');
  2227. downloadLinks.forEach((it) => {
  2228. it.addEventListener('click', () => {
  2229. thankYouWrapper.style.display = '';
  2230. });
  2231. });
  2232. // Close the dialog when the user presses the escape key.
  2233. document.addEventListener('keydown', (e) => {
  2234. if (e.key === 'Escape') {
  2235. thankYouWrapper.style.display = 'none';
  2236. }
  2237. });
  2238. });
  2239. &lt;/script>
  2240. &lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
  2241. &lt;div class="thankyou">
  2242. &lt;h2>Godot is downloading...&lt;/h2>
  2243. &lt;p class="thankyou-donate">
  2244. Godot exists thanks to donations from people like you. Help us continue our work:
  2245. &lt;/p>
  2246. &lt;a href="https://fund.godotengine.org" class="btn btn-donate">
  2247. Make a Donation
  2248. &lt;/a>
  2249. &lt;div class="btn-close-thankyou-popup">
  2250. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  2251. &lt;/div>
  2252. &lt;/div>
  2253. &lt;/div>
  2254. &lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
  2255. &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>
  2256. &lt;ul>
  2257. &lt;li>.NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.&lt;/li>
  2258. &lt;/ul>
  2259. &lt;div class="card card-warning">
  2260. &lt;p>
  2261. 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.
  2262. &lt;/p>
  2263. &lt;/div>
  2264. &lt;h2 id="known-issues">Known issues&lt;/h2>
  2265. &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>
  2266. &lt;p>With every release, we are aware that there are going to be various issues which have already been reported but haven’t 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>
  2267. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  2268. &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>
  2269. &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>
  2270. &lt;h2 id="support">Support&lt;/h2>
  2271. &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>
  2272. &lt;p>If you’d 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>
  2273. &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 week’s time from now—let’s enjoy one last roundup of changes.&lt;/p>
  2274. &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>
  2275. &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>
  2276. &lt;hr />
  2277. &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>
  2278. &lt;h2 id="highlights">Highlights&lt;/h2>
  2279. &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 haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.&lt;/p>
  2280. &lt;p>Especially if you’re testing 4.4 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.&lt;/p>
  2281. &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>
  2282. &lt;ul>
  2283. &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>
  2284. &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>
  2285. &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>
  2286. &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>
  2287. &lt;li>Editor: Fix plugin icons not displayed (&lt;a href="https://github.com/godotengine/godot/pull/103143">GH-103143&lt;/a>).&lt;/li>
  2288. &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>
  2289. &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>
  2290. &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>
  2291. &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>
  2292. &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>
  2293. &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>
  2294. &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>
  2295. &lt;li>Import: bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isn’t divisible by 4 (&lt;a href="https://github.com/godotengine/godot/pull/103259">GH-103259&lt;/a>).&lt;/li>
  2296. &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>
  2297. &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>
  2298. &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>
  2299. &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>
  2300. &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>
  2301. &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>
  2302. &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>
  2303. &lt;/ul>
  2304. &lt;h2 id="changelog">Changelog&lt;/h2>
  2305. &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>
  2306. &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>
  2307. &lt;h2 id="downloads">Downloads&lt;/h2>
  2308. &lt;div class="card card-download">
  2309. &lt;a class="card-download-link" href="/download/archive/4.4-rc2">
  2310. Download Godot 4.4 rc2
  2311. &lt;/a>
  2312. &lt;div class="card-download-details">
  2313. &lt;img class="lightbox-ignore" src="/storage/blog/covers/release-candidate-godot-4-4-rc-2.webp" />
  2314. &lt;div class="card-download-platforms">
  2315. &lt;div class="download-platform platform-linux">
  2316. &lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
  2317. Linux
  2318. &lt;/div>
  2319. &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">
  2320. &lt;div class="download-title">
  2321. Standard
  2322. &lt;/div>
  2323. &lt;/a>
  2324. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc2/Godot_v4.4-rc2_mono_linux_x86_64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-linux">
  2325. &lt;div class="download-title">
  2326. .NET
  2327. &lt;/div>
  2328. &lt;/a>
  2329. &lt;div class="download-platform platform-macos">
  2330. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  2331. macOS
  2332. &lt;/div>
  2333. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc2/Godot_v4.4-rc2_macos.universal.zip" class="btn btn-download btn-download-primary platform-macos">
  2334. &lt;div class="download-title">
  2335. Standard
  2336. &lt;/div>
  2337. &lt;/a>
  2338. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc2/Godot_v4.4-rc2_mono_macos.universal.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-macos">
  2339. &lt;div class="download-title">
  2340. .NET
  2341. &lt;/div>
  2342. &lt;/a>
  2343. &lt;div class="download-platform platform-windows">
  2344. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  2345. Windows
  2346. &lt;/div>
  2347. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc2/Godot_v4.4-rc2_win64.exe.zip" class="btn btn-download btn-download-primary platform-windows">
  2348. &lt;div class="download-title">
  2349. Standard
  2350. &lt;/div>
  2351. &lt;/a>
  2352. &lt;a href="https://github.com/godotengine/godot-builds/releases/download/4.4-rc2/Godot_v4.4-rc2_mono_win64.zip" class="btn btn-download btn-download-primary btn-download-primary--mono platform-windows">
  2353. &lt;div class="download-title">
  2354. .NET
  2355. &lt;/div>
  2356. &lt;/a>
  2357. &lt;/div>
  2358. &lt;/div>
  2359. &lt;div class="card-download-sublinks">
  2360. &lt;a class="card-download-other" href="/download/archive/4.4-rc2">
  2361. Export templates and other downloads
  2362. &lt;/a>
  2363. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  2364. Make a Donation
  2365. &lt;/a>
  2366. &lt;/div>
  2367. &lt;/div>
  2368. &lt;style>
  2369. .thankyou-wrapper {
  2370. position: fixed;
  2371. top: 0;
  2372. left: 0;
  2373. right: 0;
  2374. bottom: 0;
  2375. background: rgba(0, 0, 0, 0.85);
  2376. display: flex;
  2377. flex-direction: column;
  2378. justify-content: center;
  2379. align-items: center;
  2380. z-index: 10;
  2381. }
  2382. .thankyou {
  2383. background: var(--base-color);
  2384. box-shadow: var(--more-shadow);
  2385. padding: 30px;
  2386. display: flex;
  2387. flex-direction: column;
  2388. align-items: center;
  2389. text-align: center;
  2390. position: relative;
  2391. border-radius: 13px;
  2392. }
  2393. .thankyou-reading {
  2394. font-size: 16px;
  2395. }
  2396. .thankyou-reading-list {
  2397. font-size: 16px;
  2398. margin: 0;
  2399. margin-left: 48px;
  2400. padding-left: 0;
  2401. }
  2402. .thankyou-donate {
  2403. margin-bottom: 24px;
  2404. text-align: center;
  2405. }
  2406. .btn.btn-donate {
  2407. background-color: var(--primary-color);
  2408. color: hsla(0, 0%, 100%, 0.9);
  2409. font-size: 22px;
  2410. font-weight: 600;
  2411. margin-bottom: 26px;
  2412. }
  2413. .thankyou h2 {
  2414. text-shadow: var(--base-shadow);
  2415. font-size: 36px;
  2416. font-weight: 800;
  2417. margin-bottom: 12px;
  2418. }
  2419. .thankyou h2 .anchored-link {
  2420. /* Hiding the anchored text automatically added on blogposts */
  2421. display: none !important;
  2422. }
  2423. .thankyou p {
  2424. max-width: 620px;
  2425. font-size: 25px;
  2426. }
  2427. @media (max-width: 768px) {
  2428. .thankyou-wrapper {
  2429. display: block;
  2430. }
  2431. .thankyou {
  2432. position: absolute;
  2433. top: 0;
  2434. left: 0;
  2435. right: 0;
  2436. bottom: 0;
  2437. overflow: scroll;
  2438. padding: 30px 40px 18px 40px;
  2439. }
  2440. .thankyou-reading-list {
  2441. margin-left: 24px;
  2442. }
  2443. .btn-close-thankyou-popup {
  2444. width: 48px;
  2445. height: 48px;
  2446. display: flex;
  2447. justify-content: center;
  2448. align-items: center;
  2449. }
  2450. }
  2451. .btn-close-thankyou-popup {
  2452. cursor: pointer;
  2453. position: absolute;
  2454. top: 12px;
  2455. right: 12px;
  2456. }
  2457. .btn-close-thankyou-popup img {
  2458. background: transparent !important; /* for overwriting the style in the blogposts img */
  2459. }
  2460. @media (prefers-color-scheme: light) {
  2461. .btn-close-thankyou-popup img {
  2462. filter: invert(1);
  2463. opacity: 0.75;
  2464. }
  2465. }
  2466. &lt;/style>
  2467. &lt;script>
  2468. document.addEventListener('DOMContentLoaded', () => {
  2469. const thankYouWrapper = document.getElementById('thank-you');
  2470. // Close itself, when clicked outside of the popup area.
  2471. thankYouWrapper.addEventListener('click', (e) => {
  2472. if (e.target === thankYouWrapper) {
  2473. thankYouWrapper.style.display = 'none';
  2474. }
  2475. });
  2476. // Close with a close button.
  2477. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup');
  2478. thankYouBackButton.addEventListener('click', () => {
  2479. thankYouWrapper.style.display = 'none';
  2480. });
  2481. // Open from the main download buttons.
  2482. const downloadButtons = document.querySelectorAll('.btn-download, .download-button');
  2483. downloadButtons.forEach((it) => {
  2484. if (it.dataset?.external === "yes") {
  2485. return;
  2486. }
  2487. it.addEventListener('click', () => {
  2488. thankYouWrapper.style.display = '';
  2489. document.querySelector('.btn.btn-donate').focus();
  2490. });
  2491. });
  2492. // Open from the all downloads list.
  2493. const downloadLinks = document.querySelectorAll('.download-link');
  2494. downloadLinks.forEach((it) => {
  2495. it.addEventListener('click', () => {
  2496. thankYouWrapper.style.display = '';
  2497. });
  2498. });
  2499. // Close the dialog when the user presses the escape key.
  2500. document.addEventListener('keydown', (e) => {
  2501. if (e.key === 'Escape') {
  2502. thankYouWrapper.style.display = 'none';
  2503. }
  2504. });
  2505. });
  2506. &lt;/script>
  2507. &lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
  2508. &lt;div class="thankyou">
  2509. &lt;h2>Godot is downloading...&lt;/h2>
  2510. &lt;p class="thankyou-donate">
  2511. Godot exists thanks to donations from people like you. Help us continue our work:
  2512. &lt;/p>
  2513. &lt;a href="https://fund.godotengine.org" class="btn btn-donate">
  2514. Make a Donation
  2515. &lt;/a>
  2516. &lt;div class="btn-close-thankyou-popup">
  2517. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  2518. &lt;/div>
  2519. &lt;/div>
  2520. &lt;/div>
  2521. &lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
  2522. &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>
  2523. &lt;ul>
  2524. &lt;li>.NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.&lt;/li>
  2525. &lt;/ul>
  2526. &lt;div class="card card-warning">
  2527. &lt;p>
  2528. 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.
  2529. &lt;/p>
  2530. &lt;/div>
  2531. &lt;h2 id="known-issues">Known issues&lt;/h2>
  2532. &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>
  2533. &lt;p>With every release, we are aware that there are going to be various issues which have already been reported but haven’t 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>
  2534. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  2535. &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>
  2536. &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>
  2537. &lt;h2 id="support">Support&lt;/h2>
  2538. &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>
  2539. &lt;p>If you’d 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>
  2540. &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? That’s the idea behind The Museum of All Things, a free and open-source procedurally-generated museum built on Wikipedia’s vast knowledge base.</summary><description>&lt;p>What if Wikipedia was a place you could visit? That’s 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 Wikipedia’s vast knowledge base.&lt;/p>
  2541. &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>
  2542. &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>
  2543. &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>
  2544. &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 exhibit’s Wikipedia article.&lt;/p>
  2545. &lt;p>&lt;img src="/storage/blog/moat/peach.webp" alt="A screenshot of the museum (article: Peach)" />&lt;/p>
  2546. &lt;p>I’ve been making video games for most of my life, but The Museum of All Things is the biggest game I’ve made so far. It’s 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>
  2547. &lt;p>Ever since I was a kid I’ve 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 it’s outside the traditional genres of video games.&lt;/p>
  2548. &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>
  2549. &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>
  2550. &lt;p>The Museum of All Things has about the same square footage as Philadelphia based on my rough calculation. It’s different from most procedurally-generated worlds because all the text and images displayed in that whole area are actually unique. But it’s still really hard to make all of that area interesting to the player.&lt;/p>
  2551. &lt;p>I’ve worked hard on adding interest to the museum, and on making the museum feel more like a physical space. I’m using &lt;a href="https://docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html">Godot’s 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
  2552. more interesting to explore.&lt;/p>
  2553. &lt;p>&lt;img src="/storage/blog/moat/chongqing.webp" alt="A screenshot of the museum (article: Chongqing)" />&lt;/p>
  2554. &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>
  2555. &lt;p>This project would have been totally impossible without the wealth of knowledge compiled by Wikipedia’s 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 there’s no space to rent or building to upkeep, so I can afford to make it free!&lt;/p>
  2556. &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>
  2557. &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 don’t 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>
  2558. &lt;p>I’ve 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). I’ve 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>
  2559. &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>
  2560. &lt;p>I was really intimidated by VR, but I actually found it to be straightforward! I didn’t 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>
  2561. &lt;p>I’m 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 that’s kinda the coolest feeling ever for me.&lt;/p>
  2562. &lt;p>&lt;img src="/storage/blog/moat/vr-lobby.webp" alt="A screenshot of the museum (The lobby in VR)" />&lt;/p>
  2563. &lt;h2 id="how-can-people-visit-the-museum">How can people visit the museum?&lt;/h2>
  2564. &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>
  2565. &lt;p>You can visit the project’s 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>
  2566. &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>
  2567. &lt;p>I’m waiting for another idea to come along that captures my attention. I’m working on my art and writing skills, so I think my next game may be something that includes more of a story. I’ll probably be participating in game jams too!&lt;/p>
  2568. &lt;p>I’m 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 I’d still like to add – for example the ability to visit the museum with others in multiplayer is something many people have requested. I’d also like to add more variety to the museum’s layout, and maybe the ability to pull in more types of content from Wikimedia where available, such as audio and 3D models. It’s one of these projects where every time I touch it there’s more things I want to add.&lt;/p>
  2569. &lt;p>&lt;img src="/storage/blog/moat/geometry.webp" alt="A screenshot of the museum (article: Geometry)" />&lt;/p>
  2570. &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>
  2571. &lt;p>You can find me and my socials at &lt;a href="https://may.as/">https://may.as/&lt;/a> if you’d 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 you’re 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 we’re confident that it’s now ready for production use.&lt;/p>
  2572. &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 we’re eager to hear how it fares and whether any new major issues have been left unnoticed until now.&lt;/p>
  2573. &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>
  2574. &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>
  2575. &lt;hr />
  2576. &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>
  2577. &lt;h2 id="highlights">Highlights&lt;/h2>
  2578. &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 haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.&lt;/p>
  2579. &lt;p>Especially if you’re testing 4.4 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.&lt;/p>
  2580. &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>
  2581. &lt;ul>
  2582. &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>
  2583. &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>
  2584. &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>
  2585. &lt;li>Editor: Remove non-existent IPUnix conversion (&lt;a href="https://github.com/godotengine/godot/pull/102922">GH-102922&lt;/a>).&lt;/li>
  2586. &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>
  2587. &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>
  2588. &lt;li>Editor: Don’t 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>
  2589. &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>
  2590. &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>
  2591. &lt;li>Input: Remove temporary project conversion (&lt;a href="https://github.com/godotengine/godot/pull/99479">GH-99479&lt;/a>).&lt;/li>
  2592. &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>
  2593. &lt;li>Network: mbedtls: Don’t 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>
  2594. &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>
  2595. &lt;li>Porting: Window: Fix flashing subwindows (&lt;a href="https://github.com/godotengine/godot/pull/102983">GH-102983&lt;/a>).&lt;/li>
  2596. &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>
  2597. &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>
  2598. &lt;/ul>
  2599. &lt;h2 id="changelog">Changelog&lt;/h2>
  2600. &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 aren’t 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>
  2601. &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>
  2602. &lt;h2 id="downloads">Downloads&lt;/h2>
  2603. &lt;div class="card card-download">
  2604. &lt;a class="card-download-link" href="/download/archive/4.4-rc1">
  2605. Download Godot 4.4 rc1
  2606. &lt;/a>
  2607. &lt;div class="card-download-details">
  2608. &lt;img class="lightbox-ignore" src="/storage/blog/covers/release-candidate-godot-4-4-rc-1.webp" />
  2609. &lt;div class="card-download-platforms">
  2610. &lt;div class="download-platform platform-linux">
  2611. &lt;img width="24" height="24" src="/assets/images/platforms/linux.svg" title="Linux" alt="Linux" class="lightbox-ignore" />
  2612. Linux
  2613. &lt;/div>
  2614. &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">
  2615. &lt;div class="download-title">
  2616. Standard
  2617. &lt;/div>
  2618. &lt;/a>
  2619. &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">
  2620. &lt;div class="download-title">
  2621. .NET
  2622. &lt;/div>
  2623. &lt;/a>
  2624. &lt;div class="download-platform platform-macos">
  2625. &lt;img width="24" height="24" src="/assets/images/platforms/macos.svg" title="macOS" alt="macOS" class="lightbox-ignore" />
  2626. macOS
  2627. &lt;/div>
  2628. &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">
  2629. &lt;div class="download-title">
  2630. Standard
  2631. &lt;/div>
  2632. &lt;/a>
  2633. &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">
  2634. &lt;div class="download-title">
  2635. .NET
  2636. &lt;/div>
  2637. &lt;/a>
  2638. &lt;div class="download-platform platform-windows">
  2639. &lt;img width="24" height="24" src="/assets/images/platforms/windows.svg" title="Windows" alt="Windows" class="lightbox-ignore" />
  2640. Windows
  2641. &lt;/div>
  2642. &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">
  2643. &lt;div class="download-title">
  2644. Standard
  2645. &lt;/div>
  2646. &lt;/a>
  2647. &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">
  2648. &lt;div class="download-title">
  2649. .NET
  2650. &lt;/div>
  2651. &lt;/a>
  2652. &lt;/div>
  2653. &lt;/div>
  2654. &lt;div class="card-download-sublinks">
  2655. &lt;a class="card-download-other" href="/download/archive/4.4-rc1">
  2656. Export templates and other downloads
  2657. &lt;/a>
  2658. &lt;a class="card-download-donate" href="https://fund.godotengine.org/">
  2659. Make a Donation
  2660. &lt;/a>
  2661. &lt;/div>
  2662. &lt;/div>
  2663. &lt;style>
  2664. .thankyou-wrapper {
  2665. position: fixed;
  2666. top: 0;
  2667. left: 0;
  2668. right: 0;
  2669. bottom: 0;
  2670. background: rgba(0, 0, 0, 0.85);
  2671. display: flex;
  2672. flex-direction: column;
  2673. justify-content: center;
  2674. align-items: center;
  2675. z-index: 10;
  2676. }
  2677. .thankyou {
  2678. background: var(--base-color);
  2679. box-shadow: var(--more-shadow);
  2680. padding: 30px;
  2681. display: flex;
  2682. flex-direction: column;
  2683. align-items: center;
  2684. text-align: center;
  2685. position: relative;
  2686. border-radius: 13px;
  2687. }
  2688. .thankyou-reading {
  2689. font-size: 16px;
  2690. }
  2691. .thankyou-reading-list {
  2692. font-size: 16px;
  2693. margin: 0;
  2694. margin-left: 48px;
  2695. padding-left: 0;
  2696. }
  2697. .thankyou-donate {
  2698. margin-bottom: 24px;
  2699. text-align: center;
  2700. }
  2701. .btn.btn-donate {
  2702. background-color: var(--primary-color);
  2703. color: hsla(0, 0%, 100%, 0.9);
  2704. font-size: 22px;
  2705. font-weight: 600;
  2706. margin-bottom: 26px;
  2707. }
  2708. .thankyou h2 {
  2709. text-shadow: var(--base-shadow);
  2710. font-size: 36px;
  2711. font-weight: 800;
  2712. margin-bottom: 12px;
  2713. }
  2714. .thankyou h2 .anchored-link {
  2715. /* Hiding the anchored text automatically added on blogposts */
  2716. display: none !important;
  2717. }
  2718. .thankyou p {
  2719. max-width: 620px;
  2720. font-size: 25px;
  2721. }
  2722. @media (max-width: 768px) {
  2723. .thankyou-wrapper {
  2724. display: block;
  2725. }
  2726. .thankyou {
  2727. position: absolute;
  2728. top: 0;
  2729. left: 0;
  2730. right: 0;
  2731. bottom: 0;
  2732. overflow: scroll;
  2733. padding: 30px 40px 18px 40px;
  2734. }
  2735. .thankyou-reading-list {
  2736. margin-left: 24px;
  2737. }
  2738. .btn-close-thankyou-popup {
  2739. width: 48px;
  2740. height: 48px;
  2741. display: flex;
  2742. justify-content: center;
  2743. align-items: center;
  2744. }
  2745. }
  2746. .btn-close-thankyou-popup {
  2747. cursor: pointer;
  2748. position: absolute;
  2749. top: 12px;
  2750. right: 12px;
  2751. }
  2752. .btn-close-thankyou-popup img {
  2753. background: transparent !important; /* for overwriting the style in the blogposts img */
  2754. }
  2755. @media (prefers-color-scheme: light) {
  2756. .btn-close-thankyou-popup img {
  2757. filter: invert(1);
  2758. opacity: 0.75;
  2759. }
  2760. }
  2761. &lt;/style>
  2762. &lt;script>
  2763. document.addEventListener('DOMContentLoaded', () => {
  2764. const thankYouWrapper = document.getElementById('thank-you');
  2765. // Close itself, when clicked outside of the popup area.
  2766. thankYouWrapper.addEventListener('click', (e) => {
  2767. if (e.target === thankYouWrapper) {
  2768. thankYouWrapper.style.display = 'none';
  2769. }
  2770. });
  2771. // Close with a close button.
  2772. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup');
  2773. thankYouBackButton.addEventListener('click', () => {
  2774. thankYouWrapper.style.display = 'none';
  2775. });
  2776. // Open from the main download buttons.
  2777. const downloadButtons = document.querySelectorAll('.btn-download, .download-button');
  2778. downloadButtons.forEach((it) => {
  2779. if (it.dataset?.external === "yes") {
  2780. return;
  2781. }
  2782. it.addEventListener('click', () => {
  2783. thankYouWrapper.style.display = '';
  2784. document.querySelector('.btn.btn-donate').focus();
  2785. });
  2786. });
  2787. // Open from the all downloads list.
  2788. const downloadLinks = document.querySelectorAll('.download-link');
  2789. downloadLinks.forEach((it) => {
  2790. it.addEventListener('click', () => {
  2791. thankYouWrapper.style.display = '';
  2792. });
  2793. });
  2794. // Close the dialog when the user presses the escape key.
  2795. document.addEventListener('keydown', (e) => {
  2796. if (e.key === 'Escape') {
  2797. thankYouWrapper.style.display = 'none';
  2798. }
  2799. });
  2800. });
  2801. &lt;/script>
  2802. &lt;div class="thankyou-wrapper" id="thank-you" style="display: none;">
  2803. &lt;div class="thankyou">
  2804. &lt;h2>Godot is downloading...&lt;/h2>
  2805. &lt;p class="thankyou-donate">
  2806. Godot exists thanks to donations from people like you. Help us continue our work:
  2807. &lt;/p>
  2808. &lt;a href="https://fund.godotengine.org" class="btn btn-donate">
  2809. Make a Donation
  2810. &lt;/a>
  2811. &lt;div class="btn-close-thankyou-popup">
  2812. &lt;img src="/assets/icons/cross.svg" width="24" height="24" alt="Close this popup" class="lightbox-ignore" />
  2813. &lt;/div>
  2814. &lt;/div>
  2815. &lt;/div>
  2816. &lt;p>&lt;strong>Standard build&lt;/strong> includes support for GDScript and GDExtension.&lt;/p>
  2817. &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>
  2818. &lt;ul>
  2819. &lt;li>.NET 8.0 or newer is required for this build, changing the minimal supported version from .NET 6 to 8.&lt;/li>
  2820. &lt;/ul>
  2821. &lt;div class="card card-warning">
  2822. &lt;p>
  2823. 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.
  2824. &lt;/p>
  2825. &lt;/div>
  2826. &lt;h2 id="known-issues">Known issues&lt;/h2>
  2827. &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>
  2828. &lt;p>&lt;em>Edit:&lt;/em> A regression was introduced in this snapshot and will be fixed in RC 2:&lt;/p>
  2829. &lt;ul>
  2830. &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>
  2831. &lt;/ul>
  2832. &lt;p>With every release, we are aware that there are going to be various issues which have already been reported but haven’t 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>
  2833. &lt;h2 id="bug-reports">Bug reports&lt;/h2>
  2834. &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>
  2835. &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>
  2836. &lt;h2 id="support">Support&lt;/h2>
  2837. &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>
  2838. &lt;p>If you’d 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>
  2839. &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></channel></rss>
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