Godot 4.5 dev 2: The 250 Improvements Ready to Roll

With 4.4 Exit A little a month ago, one might expect that content updates are slowing down for our initial 4.5 development snapshots. … well, maybe not after seeing the 4.5 Dev 1 Snapshot, but Certainly They can't follow that to another flood of expected changes, right?
Fools ka. Underestimate the desire of our community again, as 250 The improvements are ready to roll for this snapshot. What else is, unlike the last time, we are not Basy In the Bugfix territory. Now the time for proper enhancements and features that are completely unique in this development came, and this blogpost aims to highlight them to the best of our ability. As usual: in new features new bugs come (probably), so the sooner we get feedback and bug reports, the better.
Jump to Downloads section, and give it a twist now, or continue reading to find out more about improvements to this release. You can also try the Web editor or the Android editor For this release. If you are interested in the latter, please ask to join our test team to gain access to pre-release buildings.
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Highlights
If you ever missed them, see the 4.5 Dev 1 Release the notes for a general meal of some basic features that already have that snapshot, and therefore still available for testing in Dev 2.
Dedicated 2D Navigation Server
For the longest time, the navigation server is a single animal. 3D and 2D, Yin and Yang, two sides of the same coin. While beautiful at a philosophical level and undoubtedly a heart-wrenching screenplay waiting to happen, it is a relatively sour deal for the 2D part of things. In the past, if you were making a 2D game and would like to use a Completely See a bump on output size.
The steps were taken during the initial 4.5 period to ensure that the logic of navigation was cleaner and fixed, led by our navigation Guru Smix8, but nothing could be possible without a clean splitting of the navigation server on Twain. The longtime contributing athusherships took the mantle into this project, and he successfully achieved this goal with the GH-101504. From now on, users can select/disable navigation modules for 2D and/or 3D, rather than forcing an all-or-no ultimatum.
Reorganized Shader Editor UI
The editor experience for shaders and visual shaders gained some TLC in the GH-100287. Yuri Rubinsky's helmed, this PR provides a lot of requested features and updates of QOL to our shading friends. Below is a preview image taken directly from the PR in question, where you will find more information on what to expect when you get your hands on this snapshot.
Editor's Language Change without being able to
Godot has built-in support for handling multiple languages, both for the games you created and the editor itself. However, in contrast to the games built using the machine, it is not possible to change the current language on-the-fly right inside the editor. Our editor expert Tomasz Chabora has responded to this issue with GH-102562, ensuring that users can change their preferred language within the same editor session! While this is a relatively niche, our stance on comfort and accession is one that we take seriously, and a seamless/stitched editor experience is exactly the kind of thing we want as many users as possible to enjoy.
Fragment Density Map Support
When rendering for VR headsets, the pixels around the outside of the viewport are insignificant, as they are a bit annoyed by the lens, and the players tend to rotate their heads instead of moving their eyes too far in the middle.
Godot has already supported the use of the extension of the Vulkan “fragment shading rate” to provide outside viewport to a lower resolution, leading to performance improvements with a slightly noticeable decrease in quality. However, in standalone VR headsets (such as meta quest), this extension is not supported, or does not provide significant improving performance as an extension of the “Vulkan fragment density.
In GH-99551, rendering expert Dariosamo has implemented support for the “fragment density map” extension, making the Vulkan Mobile Renderer more viable for VR with standalone headsets.
WAYLAND: Native sub-window support
Thanks to Riteo's tireless effort, the Wayland of X11 was given first-class treatment in Godot. It is a long road to stand as an equivalent of such a dominant display server protocol, but it is closer to each passing PR; Even some are hesitant to make a change for one reason: lack of native sub-window. Taking this obstruction for consistency is no little hope, but this is a requirement for supporting embedded Windows Windows in Wayland, so (GH-101774) this happened at all:
And more!
There are many Kapana -exciting changes to list everything here, but here's a curated choice:
- 2D: Optimize the availability of ViewononsCreennotifier2D (GH-100874).
- 3D: Allow Path3D Debug color customization (GH-82321) color.
- Animation: Add
delta
argument to_process_modification()
number_process_modification_with_delta(delta)
and exposeadvance()
InSkeleton3D
(GH-103639). - Animation: Add movement of the Selection/Scale box to the Bezier animation editor (GH-100470).
- CORE: I -Optimize
Object::cast_to
By assuming no virtual and many inheritance, getting 7x throughput overdynamic_cast
(GH-103708). - Editor: Add UID to file tooltip (GH-105069).
- Editor: Improve Default/No Query Fast Open Dialog Behavior (GH-104061).
- Editor: Remove the new prefix from the editorresourcepicker (GH-104604).
- Export: Updates and repairs to Android Prebuilt Export Logic (GH-103173).
- GDScript: Return in advance when parsing an invalid Super Call (GH-104509).
- GUI: Improve the popup
content_scale_factor
(GH-104399). - GUI: I -Optimize start -up times by using
ubrk_clone
instead ofubrk_open
(GH-104455). - GUI: Scroll
EditorInspector
While dragging and drop hovering near the edges (GH-103943). - Import: Load a decompressable texture format if no one is supported one is found (GH-104590).
- Navigation: Allow compiling templates without navigation features (GH-104811).
- Physics: Allow compiling templates without physics servers (GH-103373).
- Physics: Jolt: Update to 5.3.0 (GH-104449).
- Porting: Android: Add a Editor Setting to Enable/Disable
TouchActionsPanel
(GH-105015). - Porting: Android: Add Support for
Mute Game
Toggle (GH-104409). - Porting: Android: Auto Create
nomedia
File to hide project files in media apps (GH-104970). - Porting: Linux: Detective KDE/LXQT and change OK/Cancel the Windows style buttons (GH-104959).
- Porting: Macos: Replace custom main loop with
[NSApp run]
andCFRunLoop
Observer (GH-104397). - Porting: Macos: Support more controllers in Macos 11+ (GH-104619).
- Rendering: Avoid using a global variable to store an index example on canvas shader items in RD Renderer (GH-105037).
- XR: i -Deactivate the
CameraServer
By default (GH-104232). - XR: OpenXR: Cleaning
OpenXRExtensionWrapper
By removing a lot of inheritance and withdrawingOpenXRExtensionWrapperExtension
(GH-104087).
Changelog
90 contributors submitted 250 repair For this release. See our Interactive Changelog For the complete list of changes since the past 4.5-DEV1 snapshot.
This release was built from the promise af2c71397
.
Downloads
Exporting templates and other downloads Make a donation
Common build Includes support for GDScript and Gdextension.
.Net build (marked as mono
) includes support for C#, as well as GDScript and Gdextension.
While engine caregivers try their best to ensure each preview snapshot and release the candidate is stable, it is by definition A pre-release piece of software. Be sure to make frequent backups, or use a control system such as git, to keep your projects in case corruption or data loss.
Known issues
There are currently no known issues introduced by this release.
With each release we admit that there will be different issues, which have already been reported but have not been fixed. See the GitHub issue tracker for a complete list of known bugs.
Bugs reports
As a tester, we encourage you to open bug reports if you are experiencing issues with this release. Please check the existing GitHub issues first, using the search function with related keywords, to ensure that the bug you have experienced is unknown.
In particular, any change that will cause a regression to your projects is very important to report (e.g. if something has worked well in the previous 4.x release, but no longer works with this snapshot).
Support
Godot is a non-profit, open engine source developed by hundreds of contributors to their free time, as well as a small and full-time developers who hire thanks to generous donations from the Godot community. A great gratitude to all who have contributed their time or their financial support to the project!
If you want to support the financial project and help us secure our hires in the future, you can do this with the Godot Development Fund.
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