@@spartan5760 That's also already been in Godot for years. "Shift + F" to go into Freelook mode. Although I agree with what others have said, there really is no way of knowing this stuff unless you ask, or dig through every individual Godot shortcut in the settings. There ought to be a list of commonly useful shortcuts in the docs or something
My favourite new feature is, ironically, also a fix. Currently, when you select "VRAM Compressed" in the texture import options and bring in an image with no alpha transparency, it converts the file to the DXT1 texture format. Badly. And I mean way worse than it's meant to be. If you do the same conversion using NVidia's own texture tools it looks way better; in Godot, it looks markedly more blotchy and discoloured. In 4.4, though? Completely new texture compressor called Betsy, and the issue is fixed. Wonderful.
@@asdfghjkl-jk6mu I would also like it to add SDL2 on Android because most controllers have the right inputs on Windows, MacOS and Linux but on Android it's another story. For example my Xbox Series controller recognizes the right inputs on Windows MacOS and Linux but not on Android where the View button (button 4) does not work and is assigned to the LT trigger without forgetting the LT and RT triggers which are reversed.
About the woke culture, my game doesn't care. Godot is a tool, doesn't matter what it's managers believe, it's my choice to put that belief in a game or not.
Yes and no. History has shown that the leads do not respect the community in any sense. This is not regarding the "woke" controversy although this encloses this. There are countless cases of Juan & Co. disregarding and insulting valid feedback and criticism because they disagreed. (Just scroll through older Issues/PRs and you find them).
Godot 4.4 has a lot more. They even got indirect rendering now. Now you can truly do gpu instancing without multi instance node or having to deal with the compute shader to cpu back to gpu bottle neck!
Beautiful. Before you mentioned what changed, the words "wow" came out of my mouth as I immediately saw the camera preview. Godot's updates are something that brings joy, to see new features and quality of life updates are exciting. Wonderful, thanks for sharing, and props to the developers maintaining and updating Godot, they're doing an amazing job.
Reminds me of Blender 2.7 where the updates & features started to ramp up and snowball, until people where fumbling around if they should integrate Blender to their pipeline, and here we are, maybe around circa 2 years later?
I'm so happy I swiched to Godot after the Great Unity Runtime Fee Debacle. I was hesitant but hopeful, and that hope continues to pay out dividends. This is no longer the "Little Engine That Could" - this is a legit tool for making legit games.
The option to copy the transformations from the editor's viewport to the selected camera is now in the menu that appears in the viewport next to the clicker that activates and deactivates viewing through the camera.
The changes to curves is my favourite change in dev6; being able to use a larger domain will be incredibly useful for quick changes of anything from level xp curves, ai tweaking, and just about anything where one value should affect another. You could even do fuzzy logic with it, if you so wish. There's lots of times a curve rather than a single float, or a range between two floats, would be useful. And the best part is that you can pick in the 2d/3d view if your curve is a constant single value, a clamped linear range, a bell curve, or what-have-you. Simple example, aiming assist can be visualised as a curve of the X/Y screen coordinate (or pitch/yaw) where it flattens out around a target the player is likely to aim at. By using a curve input you can adjust the way the aim assists behaves and swap the resource out for various effects, such as making the aim more erratic if the player got dazed for instance. And it lets you adjust it visually in the editor when you can watch the effect in real time instead of tweaking it through the code editor. Yes, it was possible before as well, but because you had it normalized you had to imagine what the curve would look like in the actual input domain it would be used for.
Is the dev build useable for making games, or should we wait for the actual release? Related, would there be any difficulty starting a project in 4.3 and moving to 4.4 later?
I use the simple camera addon, along with the todo addon, I feel like those are essential. Glad to see they're improving it natively in Godot, but I still feel like the inspector window will eat up too much space if you want to make the preview bigger. I think I prefer the floating window that I can resize, but we'll see when 4.4 fully releases.
Mike, there is an excellent action/shortcut called "Align Transform with View". This snaps any selected object to where you are currently viewing it. Use WSAD for where you want the camera to be placed and which direction to look at, then use this function and magic will happen. 3D view is already a camera that we can use to position game camera inside the world. Unity and blender already had this functionality, made me curious if Godot already had this. Maybe add this shortcut to the hamburger menu icon (three dots) as it will draw more attention to it? What do you think?
I was wondering if this was the feature that Mike was going to announce. Made the reveal of it just being a camera preview on the side a bit anticlimactic.
another change that would be nice would be the ability to bind and unbind properties at the same time in the advanced signal connection screen, really hope they add this! i think theres already an issue about it but i dont remember what the current status is.
Cant you put the cam to preview and move it by tweaking the values on the transform on the details panel? Thats what id do, and how i do it in ue. Gives me more precision. And the preview is big and detailed.
Pretty neat! Usability matters, regardless of the size of the team that's working on the game. Godot understood that. Yes, design-wise the editor UI doesn't win any prizes, but it gets the job done pretty well and it seems it's only getting better from here.
Nice to have camera previews. Having to sync an editor with the actual assets running in the game (like here, render targets used by cameras) is not easy and i don't how they do that (maybe rendering the same things in the editor? or reading data from the game memory?). I'm working on a small project with Love2D and to make life easier and have a 1:1 preview of what the game is rendering i'm creating more of an inspector inside the game itself. a library you load that open overlays on top of the game and you can change properties, see what is inside the GPU memory like textures, etc). Then i combine that with the game logic i have already in the code (ex. player,enemies data) and make custom windows to edit what i want and save the current state (level, settings for enemies, etc). In theory when you release the game you can remove that library and the user cannot open it (or make it hidden, of allow them to open it as an editor for custom stuff). I'm doing it in 2D with lua to focus more on these feature more than optimize for speed (but i plan to do some atlas packing utilities too)
@@asdfghjkl-jk6mu Thanks, I didn't know there was a priorities page. Correct me if I'm wrong, but we've gone from wanting to make C# a first-class citizen to a plugin on the side with its own API and therefore its own fragmented community. In addition, exporting to the web is still not a reality. I was reading a blog recently on “why a framework rather than an engine” in which the author compared the current options and said of this kind of big open source project: you're not safe from the fact that one day the feature you're interested in may be taken away from you. Sure, it's open, so you can imagine forking the engine and do it on your own, but I had a quick look at GDExtension and not only was it experimental, but the binding didn't look very elegant. Every time I've flown over this Godot engine, I've seen worry signals. Whether it's surface features (i.e. not sufficiently mature), or leadership with divisive views, questionable choices and more. I know what it's like to be trapped and held captive by a tool, I've been through it enough times! As far as I'm concerned, the ownership of the dev environment and its direction, is starting to outweigh the benefits of middleware solutions.
Honestly I understand your fascination but I'd rather they started fixing some serious issues that Godot's been dragging along since 3.0, instead of just adding new bells and whistles every release.
New bells and whistles? What? You mean development? Godot was focused on being a good 2D engine. And now it is, a very solid 2D engine. Which Unreal can't claim. Now they're shoring up the 3D. This is how development works...
@@ksw8514 there's a bunch of problems with godot, along what I've found , collisions in 3D cylinder shapes if you rotate them 90 degrees you will get stuck on the flat zones, enums will default to zero even if you set them in inspector, along with performance issues on older machines,.
Unity DOTS system for Godot would be a lifesaver for games that need hundreds of active units in realtime on shit hardware. It makes 10-100x perf difference depending on the case. Maybe someone knows how to code that im but I cant find any tutorials for godot.
After falling in love with Godot 3, I decided I didn't like Godot 4. Just as everyone went from Unity to Godot, I shifted from Godot to Unity. But I decided I didn't like Unity's current workflow. I'm now waiting for Godot 5 and Unity 7, but in the meanwhile I'm tinkering with Defold (again).
Just as long as they don't break a ton of things like 4.3 did. A minor update should not break the way things are done from the original 4.0. Add stuff, sure, but break stuff, this is unprofessional. I am trying to learn Godot. Almost every tutorial is terribly broken. I followed some of Netninja's tutorials from 6 months ago, using 4.2. It doesn't work in 4.3. Sure, someone who is familiar with Godot will be able to figure it out, but for new people, this has made me almost go to another engine.
Console porting cannot be done in godot because of licenses from Open Source and the required SDKs for porting to consoles which are obviously proprietary and closed. And that's why publishers exist
@godzilla8470 it can be done. There are several free open source engine offering consol porting, like defold, cocoa or haxe. For Godot it's simply a conflict of interest. Since the founder is also the ceo of W4 games, offering porting in Godot would be a loss of profit.
@@robinj6997 console support in Defold is not a part of the open source engine itself. Quoting, while the full engine, editor and tools source code is available on GitHub, the proprietary console specific parts of the code is not. So it _might_ be free as in burger but it's not free as in freedom either.
@@Beryesa. I think that's a great solution, which should exist within Godot. And it's freedom to be able to do it yourself. What's the freedom in the only alternative being paying someone else to do it for you?
@@robinj6997 yeah, but at the end of the day, the reason why we can't port to consoles, why publishers exist without letting us port freely and closed source SDKs. Is about M O N E Y And money makes the world go around, so you can go and only dream about godot being capable of porting to consoles for now
Apparently you can run a project unfairly and unjustly "cleanse" people all the time and Mike will still feature the project. Isn't that lovely! Of course this comment will get censored though, as per usual.
@@brahillms1374 No, I will keep mentioning that the Godot leadership is unfair (cant use other words, writing a comment on RUclips is like writing a book during the soviet union). They need to be held accountable for past actions.
I’m going to put aside that you undermine the genuine suffering during the 20th century by comparing it to having a few youtube comments flagged. Fortunately the opinions of those who manage the engine have no bearing on why/how you use said engine. If it so pleases you, you may want to use one of Godot’s many community-run forks or use an entirely different engine. There is no reason to write off an entire engine over superfluous opinions shared on the internet.
@@brahillms1374 No. those same forces that caused suffering during the 20th century are the exact same forces that are active inside the Godot community right now, and not just the Godot community, the tech scene at large. I will keep pointing that out, and you will keep disagreeing because it comes down to how well you can interpret the world around you - you know, similar to those who were dismissed as "superfluous" during the 20th century for pointing things out. And yes I have forked already.
Godot might not have all the features that other engines do but at least they don't charge you for basic things like Unity does. And Unreal is about 30 years old so of course it has things that new engines don't have yet.
@@Capewearer Not really. Unity had a ton of money thrown at it, so they had a massive team. Godot has done well for itself considering the size difference.
@@avp2501 Godot had commercial phase, but nobody used it. Guess why? Godot in modern condition is backed up by donations and multibillion investitions (W4, Ramatak, The Mirror and others).
Too bad for the social issues recently at Godot. Find it difficult to have the trust to start a project with this engine. Not only technical stability is important, but the whole package. Thanks again for sharing GFS!
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Small change, but those QoL changes are what I love most about open source
I'd love if they did the blender "camera lock" thing next where you can go in preview, move your view and the camera snaps to the moved view.
That's been in Godot for a while. The shortcut is Ctrl + Alt + M
I would like Blender’s Fly/Walk Though, because you can move and position the camera that way.
I wish they bring node wrangler to Godot 🫡🫡
There are so many things that are just a shortcut and you just don't know
@@spartan5760 That's also already been in Godot for years. "Shift + F" to go into Freelook mode. Although I agree with what others have said, there really is no way of knowing this stuff unless you ask, or dig through every individual Godot shortcut in the settings. There ought to be a list of commonly useful shortcuts in the docs or something
My favourite new feature is, ironically, also a fix. Currently, when you select "VRAM Compressed" in the texture import options and bring in an image with no alpha transparency, it converts the file to the DXT1 texture format. Badly. And I mean way worse than it's meant to be. If you do the same conversion using NVidia's own texture tools it looks way better; in Godot, it looks markedly more blotchy and discoloured. In 4.4, though? Completely new texture compressor called Betsy, and the issue is fixed. Wonderful.
Vram compression was a big issue and wouldn't even work properly on my potato. Glad that's been fixed.
@@asdfghjkl-jk6mu I would also like it to add SDL2 on Android because most controllers have the right inputs on Windows, MacOS and Linux but on Android it's another story. For example my Xbox Series controller recognizes the right inputs on Windows MacOS and Linux but not on Android where the View button (button 4) does not work and is assigned to the LT trigger without forgetting the LT and RT triggers which are reversed.
Its incredible how opensource game-development has grown, specially with bevy and godot. They really deserve our support :)
Well don't just say that as a matter of fact. Or have you already forgotten their woke nonsense?
About the woke culture, my game doesn't care. Godot is a tool, doesn't matter what it's managers believe, it's my choice to put that belief in a game or not.
Hopefully, most people have already forgotten about your reactionary culture war nonsense.
Yes and no. History has shown that the leads do not respect the community in any sense. This is not regarding the "woke" controversy although this encloses this. There are countless cases of Juan & Co. disregarding and insulting valid feedback and criticism because they disagreed. (Just scroll through older Issues/PRs and you find them).
Godot 4.4 has a lot more. They even got indirect rendering now. Now you can truly do gpu instancing without multi instance node or having to deal with the compute shader to cpu back to gpu bottle neck!
really?
Ye and they gonna add a indirect draw to multimesh, so prob expect good performance boost from that. @@nerdydrow
Beautiful. Before you mentioned what changed, the words "wow" came out of my mouth as I immediately saw the camera preview. Godot's updates are something that brings joy, to see new features and quality of life updates are exciting. Wonderful, thanks for sharing, and props to the developers maintaining and updating Godot, they're doing an amazing job.
Reminds me of Blender 2.7 where the updates & features started to ramp up and snowball, until people where fumbling around if they should integrate Blender to their pipeline, and here we are, maybe around circa 2 years later?
dude, I literally got so annoyed by this exact camera issue yesterday.. this is so much better!!
I still been using Godot 3.6 (I love it), but very slowly I'm going to start using Godot 4.4 to catch up!
I'm so happy I swiched to Godot after the Great Unity Runtime Fee Debacle. I was hesitant but hopeful, and that hope continues to pay out dividends. This is no longer the "Little Engine That Could" - this is a legit tool for making legit games.
Love these summaries. Thanks a lot.
You do know that you can just position your viewport the way you want your camera to be, and then just use "Align transform with view" on the camera
my favorite update is statically typed dictionaries in gd script
Omg, easily accessible always visible camera preview.
You can hit ctrl + alt + num0 like in blender to snap the camera to your 3d view. But yes working with camera in Godot is pain
OK but is that hinted in the UI anywhere?
@@635574 it is, yes! Under the perspective 3 dots, at the end. Its really hidden. Should be more visible but its there!
@@635574 Yes. In top-left corner of the viewport you click "perspective" and at the bottom there's "Align Transform to View"
The option to copy the transformations from the editor's viewport to the selected camera is now in the menu that appears in the viewport next to the clicker that activates and deactivates viewing through the camera.
You can drag the values in the right hand side bar under Position
Having the transform at the top is also a real godsend. I really wished for that feature so many times...
The changes to curves is my favourite change in dev6; being able to use a larger domain will be incredibly useful for quick changes of anything from level xp curves, ai tweaking, and just about anything where one value should affect another.
You could even do fuzzy logic with it, if you so wish.
There's lots of times a curve rather than a single float, or a range between two floats, would be useful. And the best part is that you can pick in the 2d/3d view if your curve is a constant single value, a clamped linear range, a bell curve, or what-have-you.
Simple example, aiming assist can be visualised as a curve of the X/Y screen coordinate (or pitch/yaw) where it flattens out around a target the player is likely to aim at. By using a curve input you can adjust the way the aim assists behaves and swap the resource out for various effects, such as making the aim more erratic if the player got dazed for instance. And it lets you adjust it visually in the editor when you can watch the effect in real time instead of tweaking it through the code editor.
Yes, it was possible before as well, but because you had it normalized you had to imagine what the curve would look like in the actual input domain it would be used for.
Is the dev build useable for making games, or should we wait for the actual release?
Related, would there be any difficulty starting a project in 4.3 and moving to 4.4 later?
I use the simple camera addon, along with the todo addon, I feel like those are essential. Glad to see they're improving it natively in Godot, but I still feel like the inspector window will eat up too much space if you want to make the preview bigger. I think I prefer the floating window that I can resize, but we'll see when 4.4 fully releases.
Mike, there is an excellent action/shortcut called "Align Transform with View". This snaps any selected object to where you are currently viewing it. Use WSAD for where you want the camera to be placed and which direction to look at, then use this function and magic will happen. 3D view is already a camera that we can use to position game camera inside the world.
Unity and blender already had this functionality, made me curious if Godot already had this. Maybe add this shortcut to the hamburger menu icon (three dots) as it will draw more attention to it? What do you think?
I was wondering if this was the feature that Mike was going to announce.
Made the reveal of it just being a camera preview on the side a bit anticlimactic.
in godot 4.3 you have align transform to view in the "perspective" menu.
YES, CAMERA PREVIEWS! 😍
Wow, that's quite the QoL improvement!!
another change that would be nice would be the ability to bind and unbind properties at the same time in the advanced signal connection screen, really hope they add this! i think theres already an issue about it but i dont remember what the current status is.
It has CSG!!! Finally some step in that direction to get get on par with Unity and Unreal. About bloody time!
Godot has had CSG for years but it kinda sucked before it would leave lots of missing polygons and have unexpected results
Definitely "The Best New Features in Godot 4.4*" ... so far! This video comes out, then Jolt Physics gets merged!
Cant you put the cam to preview and move it by tweaking the values on the transform on the details panel? Thats what id do, and how i do it in ue. Gives me more precision. And the preview is big and detailed.
I do like the new feature though.
Pretty neat! Usability matters, regardless of the size of the team that's working on the game. Godot understood that. Yes, design-wise the editor UI doesn't win any prizes, but it gets the job done pretty well and it seems it's only getting better from here.
Nice to have camera previews. Having to sync an editor with the actual assets running in the game (like here, render targets used by cameras) is not easy and i don't how they do that (maybe rendering the same things in the editor? or reading data from the game memory?).
I'm working on a small project with Love2D and to make life easier and have a 1:1 preview of what the game is rendering i'm creating more of an inspector inside the game itself. a library you load that open overlays on top of the game and you can change properties, see what is inside the GPU memory like textures, etc). Then i combine that with the game logic i have already in the code (ex. player,enemies data) and make custom windows to edit what i want and save the current state (level, settings for enemies, etc).
In theory when you release the game you can remove that library and the user cannot open it (or make it hidden, of allow them to open it as an editor for custom stuff).
I'm doing it in 2D with lua to focus more on these feature more than optimize for speed (but i plan to do some atlas packing utilities too)
quick tip : ctrl + alt + m to move camera to editor camera
I have been enjoying the @tool editor button the most. I think i abused that feature at this point
I'd really like to see them do a State Of C# again, as the last one dates back to the beginning of the year and its use seemed mixed.
C# will be available as a plugin instead of a separate version. You can learn more on Godot's priorities page.
@@asdfghjkl-jk6mu
Thanks, I didn't know there was a priorities page.
Correct me if I'm wrong, but we've gone from wanting to make C# a first-class citizen to a plugin on the side with its own API and therefore its own fragmented community.
In addition, exporting to the web is still not a reality.
I was reading a blog recently on “why a framework rather than an engine” in which the author compared the current options and said of this kind of big open source project: you're not safe from the fact that one day the feature you're interested in may be taken away from you.
Sure, it's open, so you can imagine forking the engine and do it on your own, but I had a quick look at GDExtension and not only was it experimental, but the binding didn't look very elegant.
Every time I've flown over this Godot engine, I've seen worry signals. Whether it's surface features (i.e. not sufficiently mature), or leadership with divisive views, questionable choices and more.
I know what it's like to be trapped and held captive by a tool, I've been through it enough times! As far as I'm concerned, the ownership of the dev environment and its direction, is starting to outweigh the benefits of middleware solutions.
Moving around in space while inside the preview to position the camera would be ideal
i hope at some point they will just give us ability to position cameras the same way we use to navigate. What's the problem?
Sorry, GFS, but you're wrong. The best new feature is integrating Jolt. That said, 4.4 is shaping up to add SOO much, it's hard to pick on thing.
CSG remind me my childhood when I started playing with PovRay 😅
How is the documentation tho?
"hello ladies and gentlemen it's ghsjdotn5htjaodnthriehev and today we're talking about...."
Honestly I understand your fascination but I'd rather they started fixing some serious issues that Godot's been dragging along since 3.0, instead of just adding new bells and whistles every release.
What are those issues you're talking about exactly? (I'm not doubting it, just asking as a newcomer to the engine.)
New bells and whistles? What? You mean development?
Godot was focused on being a good 2D engine. And now it is, a very solid 2D engine. Which Unreal can't claim. Now they're shoring up the 3D. This is how development works...
this *is* fixing issues though...
make a github issue and pr if theres something you think should be prioritized instead.
@@ksw8514 there's a bunch of problems with godot, along what I've found , collisions in 3D cylinder shapes if you rotate them 90 degrees you will get stuck on the flat zones, enums will default to zero even if you set them in inspector, along with performance issues on older machines,.
OMG Yes! Preview for the camera. Now add what Blender does, snap camera to viewport.
its in 4.3 in the top left menu of viewport, just select camera and click align transform to view.
4:05 That's a turlet.
Tbh the perfect feature for the camera could be controlling it with the mouse and WASD
You can do that though, you move in the editor then snap the camera to the view
I'm a simple man, I see a new video from Gamefromscratch and I click on 'Like'
Unity DOTS system for Godot would be a lifesaver for games that need hundreds of active units in realtime on shit hardware. It makes 10-100x perf difference depending on the case. Maybe someone knows how to code that im but I cant find any tutorials for godot.
You can create similar systems using c++ and add it as a module.
After falling in love with Godot 3, I decided I didn't like Godot 4. Just as everyone went from Unity to Godot, I shifted from Godot to Unity. But I decided I didn't like Unity's current workflow. I'm now waiting for Godot 5 and Unity 7, but in the meanwhile I'm tinkering with Defold (again).
4:00 made a toilet lol
Theres a huge new unreal bundle out
SIMD when?
Cool to see, but still waiting for 4.5 and it's fixing of the project ruining scene interdependency bug.
i would like upgrade, but it breaks half my game. i will wait for stable
Oh 100%, if you're in development don't even think for a second about using the Dev releases!
and if you do, use version control
it's type safe dictionaries for me.
Just waiting on traits, null coalescing operators and interfaces! 😀
Just as long as they don't break a ton of things like 4.3 did. A minor update should not break the way things are done from the original 4.0. Add stuff, sure, but break stuff, this is unprofessional.
I am trying to learn Godot. Almost every tutorial is terribly broken. I followed some of Netninja's tutorials from 6 months ago, using 4.2. It doesn't work in 4.3. Sure, someone who is familiar with Godot will be able to figure it out, but for new people, this has made me almost go to another engine.
Brackeys’ godot tutorials are up-to-date with 4.3
@@brahillms1374 when I went through them they weren't... and this was around a month ago.
Typed dictionaries
I would like for console porting to be be back on the priority list.
Console porting cannot be done in godot because of licenses from Open Source and the required SDKs for porting to consoles which are obviously proprietary and closed. And that's why publishers exist
@godzilla8470 it can be done. There are several free open source engine offering consol porting, like defold, cocoa or haxe. For Godot it's simply a conflict of interest. Since the founder is also the ceo of W4 games, offering porting in Godot would be a loss of profit.
@@robinj6997 console support in Defold is not a part of the open source engine itself.
Quoting, while the full engine, editor and tools source code is available on GitHub, the proprietary console specific parts of the code is not.
So it _might_ be free as in burger but it's not free as in freedom either.
@@Beryesa. I think that's a great solution, which should exist within Godot. And it's freedom to be able to do it yourself.
What's the freedom in the only alternative being paying someone else to do it for you?
@@robinj6997 yeah, but at the end of the day, the reason why we can't port to consoles, why publishers exist without letting us port freely and closed source SDKs. Is about M O N E Y
And money makes the world go around, so you can go and only dream about godot being capable of porting to consoles for now
Good
I want to develop a video game but too bad I don't know how
There are a plethora of resources, and there’s no one correct path of learning. Learn in a way you’re most comfortable with.
thank u mike this episode was very skibidi :)
Apparently you can run a project unfairly and unjustly "cleanse" people all the time and Mike will still feature the project. Isn't that lovely! Of course this comment will get censored though, as per usual.
Conservative culture warriors love to think they are oppressed.
Listen, just let it go and move on
@@brahillms1374 No, I will keep mentioning that the Godot leadership is unfair (cant use other words, writing a comment on RUclips is like writing a book during the soviet union). They need to be held accountable for past actions.
I’m going to put aside that you undermine the genuine suffering during the 20th century by comparing it to having a few youtube comments flagged.
Fortunately the opinions of those who manage the engine have no bearing on why/how you use said engine. If it so pleases you, you may want to use one of Godot’s many community-run forks or use an entirely different engine.
There is no reason to write off an entire engine over superfluous opinions shared on the internet.
@@brahillms1374 No. those same forces that caused suffering during the 20th century are the exact same forces that are active inside the Godot community right now, and not just the Godot community, the tech scene at large. I will keep pointing that out, and you will keep disagreeing because it comes down to how well you can interpret the world around you - you know, similar to those who were dismissed as "superfluous" during the 20th century for pointing things out. And yes I have forked already.
The best thing about Godot 4.4 is a feature most 3d program already have
Haha, I was wondering what was so groundbreaking about shit that has been in editors since forever, that it required a new video.
Godot might not have all the features that other engines do but at least they don't charge you for basic things like Unity does. And Unreal is about 30 years old so of course it has things that new engines don't have yet.
@@avp2501 Godot is as old as Unity. That tells much.
@@Capewearer Not really. Unity had a ton of money thrown at it, so they had a massive team. Godot has done well for itself considering the size difference.
@@avp2501 Godot had commercial phase, but nobody used it. Guess why?
Godot in modern condition is backed up by donations and multibillion investitions (W4, Ramatak, The Mirror and others).
3rd
4:02 skibidi
I can only hear gaydot
we don't care about that stupid community manager, we care about the engine
are yall still mad about this? that's kinda cringe tbh
Yeah, it is a happy little engine
This is not Twitter troll
Bait used to be believable
I can't wait for the new IdentityManager with plug and play gender templates
Too bad for the social issues recently at Godot. Find it difficult to have the trust to start a project with this engine. Not only technical stability is important, but the whole package. Thanks again for sharing GFS!
What are the social issues going on? From my experience there's nothing to be worried about.
Social issues have absolutely nothing to do with the quality of an engine.
The only "social issues" belong to morons and the truly ignorant.
are people seriously still mad about that situation?
How does social issues effect your ability to use the engine, make games, or sell your game?
I doubt you have ever touched game dev before.
I thought you have to be woke to use Godot
let it go, it could not matter less
Cheff's kiss 🤌🤌