We are back roughly a month after the release of dev3 to bring you a host of new improvements. Many of our developers traveled to Germany in October for GodotCon and the yearly Godot contributor meeting. There they spent two days discussing some of the biggest technical challenges and puzzling out solutions.
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We are back with another big dev update with over 330 commits merged in the last few weeks! Contributors continue to work on amazing new things while we continue to merge our backlog of important features that missed the 4.3 cutoff. The combined result is a lot of great stuff compressed into a short amount of time.
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It’s barely been a month since the 4.3 release, but we had so many goodies queued up in the PR backlog that it’s been an early Christmas (or other gift-heavy holiday season) for contributors and testers.
We merged more than 200 hundred PRs for the first dev snapshot, and just two weeks later, here we are with another batch of 350+ improvements for you to test and provide feedback on!
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After 2 years of development, Godot 3.6 is finally out and it comes fully packed with features and quality of life improvements! This includes 2D physics interpolation and hierarchical culling, and 3D mesh merging, level of detail, tighter shadow culling, ORM materials, and more.
While most of the development focus today is on 4.x releases, enthusiasts have been busy improving the 3.x branch: fixing bugs, optimizing and increasing reliability, providing quality of life improvements, and adding new...
This is the first dev snapshot for 4.4! During the beta and release candidate stages of 4.3, we accumulated a lot of PRs that were of great quality, but deemed too risky to include in 4.3. We have begun merging those PRs now and have quickly gathered a lot of changes that warrant a dev release!
Many of the changes in this release are bug fixes that will be backported to Godot 4.3 and released in 4.3.1! So please test this release well so we can be confident with the changes and release 4.3.1 with...