![]() Rendering: Add render buffer support to screen space effects ( GH-72838).Navigation: Fix navigation support for multilayered TileMaps ( GH-73018).Navigation: Fix missing avoidance updates when using same velocity ( GH-72947).Multiplayer: Fix MultiplayerSpawner not connecting to child_entered_tree ( GH-73161).Import: Prevent recursive importing (hack) ( GH-73214).Compressing lightmaps is recommended to optimize memory usage once you’re happy with the results, though note that RC 2 still has a known issue exporting BPTC compressed files, which will be fixed in RC 3. import files for your baked lightmaps generated with beta 17 or RC 1 if you want to apply this automatically (or change the compression option in the Import tab). This fixes a perceived regression where lightmaps starting being compressed to BPTC, which is slow.Import: Set Default compression to VRAM uncompressed for LightmapGI ( GH-73136).Import: Fix SceneImportSettings performance issues ( GH-71691).GUI: Cleanup Window callbacks before destroying in to avoid callback calls with invalid object ( GH-73239).GUI: Fix GraphEdit port hotzone snapping ( GH-73137).GUI: Fix popup_centered() not taking the window’s size into consideration ( GH-72991, GH-73040).GUI: Fix unlimited text rendering in Tree if width prevent infinite GUI re-layout) ( GH-72387). GUI: Enhance label sizing algorithm (a.k.a.GUI: Fix LineEdit not consuming events ( GH-72378).GUI: Mark dirty flags when shaped texts are invalidated ( GH-72225).GDScript: Be more lenient with identifiers ( GH-72975).GDScript: Allow strings as multiline comments ( GH-72971).GDScript: Avoid losing references to objects in the native-scripting boundary ( GH-72654).GDScript: Fix internal editor not updating when using external editor via LSP ( GH-69550).GDExtension: Expose unregister language & improve usability ( GH-67155).Editor: Fix editor progress dialog auto closing on ESC press, and on application focus loss ( GH-73269).Editor: Improve EditorHelp theming and make font size settings work ( GH-73106).Editor: Avoid cleaning up editor plugins when property list changes ( GH-73098).Editor: Fix panning via InputEventPanGesture (notably for macOS) ( GH-72884).Editor: Rework code editor’s multiline operations ( GH-72671).Editor: Support editing JSON files in code editor ( GH-72259).Editor: Fix private properties appearing in custom class doc Property Descriptions ( GH-67707).Editor: Fix code editor’s ColorPicker issue ( GH-63907).C#: Implement GodotSynchronizationContext.Send ( GH-73026).C#: Build C# csproj instead of the solution ( GH-73015).Animation: Various fixes to AnimationNodeTransition and OneShot ( GH-73024, GH-73117, GH-73120, GH-73187).Animation: Add root motion accumulator to fix broken RootMotionView ( GH-72931).2D: Fix Line2D UVs when using BOX end cap mode ( GH-73069).2D: Fix camera reparenting ( GH-73063).2D: Fix TileMap patterns creation ( GH-73034).2D: Fix random placement behavior in TileMap editor ( GH-61411).Some of the most notable feature changes in this update are: See the changelog on GitHub, or the list of merged PRs, for an overview of all changes since 4.0 RC 1 (136 commits – excluding merge commits ― from 72 contributors). If you’re interested in what major features ship with Godot 4.0, check out our blog post for beta 1. What’s newĪs usual, this blog post only details the most recent changes since the last build, 4.0 RC 1. ![]() It’s being developed with Godot 4.0, and you can follow development on Twitter and wishlist it on Steam. The illustration picture for this article is from Master of Chess, an upcoming chess player management game by BRANE. You can also try the Web editor (early testing, it’s still slow and unstable). Regardless of which milestone our contributors assign to your issues, be sure to keep reporting any major or minor problem you’re having with 4.0 RC 2! Your test reports at this stage are critical for us to assess whether we can finally stamp the current development branch as “stable” and release it to all platforms. Some will be fixed in time for 4.1, and cherry-picked for 4.0.x maintenance releases along the way. Astute watchers of the 4.0 milestone’s completion ratio will have noticed a significant increase, but that doesn’t mean that all issues are being solved. The Production team has been hard at work assessing the remaining PRs and issues in the 4.0 milestone, pushing non-critical or risky changes to the 4.1 milestone, or prioritizing what could actually still be done so close to the release. The Godot 4.0 release is mere days away! We’ve had a first release candidate last week, and since then our contributors have been fully focused on fixing regressions and critical bugs to ensure that the upcoming 4.0 release will be a great foundation to build upon.
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