It’s been three weeks since the release of Godot 4.6, and we’re blown away by everything the community has already showcased in such a short time. And while Godot 4.7 is already well underway, a maintenance release for 4.6 was always set to release soon after. This release, Godot 4.6.1, addresses all the known show-stopping regressions and issues new to the Godot 4.6 release. We’d like...
The first development snapshot for 4.7 has arrived! With it, several quality PRs are free from the backlog at last, be it because they were locked out from the 4.6 feature freeze or were simply deemed too risky for the stable release. The majority of the latter cases were already highlighted earlier this week in our 4.6.1 RC 1 snapshot, so this article will be focused on the former: new features and quality-of-life goodies.
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Not even two weeks after the release of Godot 4.6, and the reception to the release has been nothing short of delightful to take in. Thank you to everyone who took to social media and shared their favorite changes! Similarly, as development of 4.7 is already well underway, we’re excited to show off some of our favorite changes as well!
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With the stability gained over the past five releases, the engine has matured enough to enter a new phase. Godot 4.6 kicks off a period of polish, quality-of-life improvements, and doubled-down effort on performance optimization.
Our next feature release, Godot 4.6, is just around the corner, but we also wanted to take the time to publish a maintenance update for Godot 4.5. There have been a lot of fixes made during 4.6 development that could be backported to the previous branch, and should help solve a number of issues that users have been running into in production.
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Last Wednesday saw the release of our first Release Candidate build of Godot 4.6. As a reminder, we release RC builds once we think the engine has stabilized and is ready for release. It is your last chance to report critical regressions before we release the stable version.
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