Correction @ 11:30: You _no longer_ need to do a custom build to get DirectX 12 support. Doing a custom build was the old way, but starting in 4.3, DirectX 12 is built in. 🎉
At least something good came of the exec team/board's greed. Seeing the increased support of Godot, both in terms of commits/committers, financial support, and more companies switching like Second Dinner is crazy to see, before Unity messed up I thought it would be a few more years at least before things blew up this much.
@@MrERJ1992 Unity's actions changed the dev landscape forever. Think of it less like "dumping" on them and more like a credit score downgrade that takes about 10 years to get off their credit score
11:29 You don't need to make your own build for DX12 anymore, as they say in the card, since Microsoft open sourced the bit that was preventing them from adding it to official builds.
Yeah, there were at least other 3 missinformations that I saw in the video. Like I get it, you gotta rush it so it doesn't become too long, but at this point, just talk about the major things and let people read for themselves the rest.
@@hipflipped Nothing wrong, but it's not the kind of thing that would make me say "this is so huge", which makes me believe there is a technical upside to it
I'm having some problems with lightmapGI, the lightprobes are not working with directionallight3D and objects with emissive material projects other color rather than the defined one, for example, blue glow projects red light. I think I'll stick with Godot 3.5 and wait for 3.6.
The file manager docker (which you can make it behave like Unity or Unreal), the render compositing, Wayland support, and the 2D interpolation stuff is pretty big to see. The parallax scrolling stuff is neat to see. Looking forward to 4.4 when interpolation is added for 3D transforms and physics update. Unity has yet to fix their FixedUpdate system, that has resulted in a load of games with unfixable stuttering (unless you mod the game or cap at 50FPS), and it's great that Godot is nipping this in the bud before Godot becomes the Blender of game engines in terms of being widely used. I'm also hoping they eventually update the engine to support FSR 3.1 with frame generation (which has better image quality than FSR 2) now that the engine supports both Vulkan and DX12.
@@asdfghjkl-jk6mu yep just gave it a test. It's not enabled by default but it's a simple checkbox and it makes stuff using the fixed update noticeably smoother.
This has to be a new standard for release notes in tech! Absolutely phenomenal the way it’s presented in detail with videos and links to further reading!
I started to make my first game ever and choose Godot for it - I had no previous experience in making games. And I am happy I did - after just a month I got amazing progress on it. With near zero coding experience. I wonder how what I did for now will convert to 4.3. But I really felt in love with that engine. I am not some sort of FOSS evangelist, I dont really care if its open source or not as long as it does what I need it to do and is affordable. Free is pretty affordable ;) But whats more important is - Godot gives me exactly what I need, it works. Couldnt be more happy. Now back to making game I guess :D
same here, I don't care if it's open-source, I actually started with Unity, but the huge size, its overall BLOAT and consequent slowness were too much for me.
As a relative new Godot user for me the fbx import is huge. I was just making my player model in Blender3D and was gonna use the default import but now will use fbx as I am more used to it and find it more comfortable. Thanks for the updates. Keep it up! :)
I hope so, in 4.2 the editor would randomly freeze for 30 second intervals when I'd move my mouse lol. made it completely unusable. I really hope they fixed that issue
Does the 2D Physics Interpolation fix the issue with the camera jitter in case of using the Position Smoothing? Edited: I reached the Pixel Art Stability section. I will say this is success!!!!!!!
I am so excited for this! Not only can I actually make usable parallax backgrounds but they have export_custom now which will definitely help with a plugin i'm making! I'm also very excited to make my own documentation for the plugin and I'm buying a Lenovo Legion Go for VR development (And to replace my steam deck because the pixel burn is getting bad) so the various improvements to VR is a great addition. Another thing I'm excited for is the tilemap layers. I don't really use this method anymore but a problem I had in the past was being unable to use seperate shaders on the different layers. I assume that since there is a button to select all layers that you can place multiple layers at once so that's amazing!
@@vissadev Export custom probably doesn't do much different from the property list but it makes the code so much better. There were times where I had to make a whole addition to the property list just to add a simple hint to a variable. I don't have definite examples of what I could've used export_custom for because I opted for just making predefined variables instead when it didn't work, so I don't have any variables that are unnecessarily in the property list. In short terms, there was no way to add specific hints to certain variables in the past without the property list. But with export_custom, you can likely add those hints into one line as opposed to the 4-5 lines you would need to set up the variable in addition to the lines to set up the property list and sort it into the proper group. If you don't know what hints are, they're basically ways to specify a specific use for a certain variable. You can add the link/unlink button to a vector2. You can add a button next to a string to select scene paths. You can add a suffix to a range (And hopefully with the new update, integers and floats). And hint_strings are basically parameters you pass into those hints like functions. It took me a while to understand what the use of hints were for, so I just wanted to say what they were. I don't assume you have no idea what you're doing, I just know that the documentation didn't give too good of an explanation as to what the use of them was, so I like to explain it when given the opportunity
there's a BIIIIIIIG thing that wasn't mentioned here. The engine no longer hangs while exiting !!! It happenned at least on windows, the bigger your project was, the longer it would hang before finally terminating the main process. Most people wouldnt notice it since the window closes right away, it was just the process that hanged, but anyone running throug the cli would notice how long it would take to close the editor or a built game. This no longer happens in 4.3 !!!
@@saul8510 I assume you misstiped 4.4. Unfortunately I cannot recall the specific PR you're mentioning, but right before updating do 4.3-stable I was using 4.2.2-stable and the terminal always hanged after i closed the editor (I use windows and I always open the editor using the console wrapper, the godot_console.exe), but after updating to 4.3-stable the console closes at the same time as the editor window closes
I'm reading such comments for 5 years. And Godot existed more than decade, having years of commercial existence before open-sourcing in 2014. We both may die of old age, when it "grows fast".
I think the return of single treaded web exports and the audio improvements are the biggest deal for me and for everyone making web games for game jams.
Would be awesome if they added texture streaming, I've been waiting for the feature for a few years and it seems we're finally getting close to having it
A little context on the Wayland X11 part. X11 is largely being depreciated for numerous reasons. Wayland will be the future and already the standard on SteamOS with SteamDeck and other distros as well. It's a good idea to make sure it's Wayland ready now to futureproof your game when X11 goes nonstandard finally.
"acyclic" is said like "a-cycle-ick" "acyclic" means a tree where child nodes cannot refer to anything higher up in the tree. that's the opposite of "cyclic"
Interesting is that I actually prefer my filemanager on the sides since I use an ultrawide monitor, I feel better that way. But good thing people can now choose to put that in the botton if they're inclined to
You skipped over the fog part, but this is restoring Linear Fog from Godot 3. I've never understood the use of Exponential. Unity also had both and exponential seems useless.
Solid release. Have a small issue with volumetric fog not showing now unless the basic fog is also enabled in the environment config. Not sure if this is intended or a bug, but there you go.
You can contribute even by just improving the documentation - making it more readable, adding better pictures, etc. Even small changes can have great impact!
Does this version fix Scene interdependency making it difficult to use Scenes as prefab objects? Really annoying to not be able to delete a prefab and replace it with a new version all because it would corrupt every Scene that used the old prefab.
"FBX is such a key interchange format" ... yes. Unfortunately. As fas as I am concerned it can finally die in a fire. Or alternatively - Autodesk make the entire thing FOSS. But they don't. So it will remain a weird half-open inbetween thing that GPL licensed software can't use but only recreate more or less.
Hey, Rider just came up with a new update which they say it has native support for gdscript and c#. Can you cover that and maybe explain how to do it? I downloaded rider but I don't now how to set it up for my project.
They should implement pop-up windows like this new FBX Import for more features such as Tilemap config(but keep painting Tilesets at the bottom), Sprite2D and AnimatedSprite2D animations and others. Shader Editor should also be moved from bottom to the Script view, maybe with a different background color or syntax highlight. All these features sharing the bottom panel with console/output/debugger always felt really weird to me.
godot getting to look good. I've been meaning to start making my first game once I can figure out a damn not really good with codeine at all gd script what would be the first but visual scripting might be the way to go for me. I know it's a language I've never coded before seems pretty basic to get into but I'm more of a visual scripture so I have to do that instead.
Hm, does this game dev software happen to have a quick texture mixer? I mean with blending modes, filters, colorization or glow effects etc., like you can do in Filmora 13?
I hope it will fix the multithreading system because it takes 34s to generate about 1108 blocks and that is too slow when you need to load big chunks of blocks with a sum of over 4000 blocks...
Great engine and update, but... Will I ever get a code editor in a separate window? Changing between code and scenes is a nightmare rn. That is, imo, the biggest problem in godot. Second problem is autocomplition not working for some cases, cause simply not implemented.
You can detach the Script Editor and have it in a separated window; there a button on the top right corner of the Script Editor. If it's greyed out, you must disable single window mode and also make sure multi window mode is on in the Editor Settings ...
@@AetherPowered @null6482 thank both of you, I found out it was added in prev versions, mine was too old. Also do you guys know if there's a way to fix a game window so that I don't have to restretch it every time? I want to have main editor to the left, code in center and a game to the right. that's a habit from my webdev experience to have the result view in one reserved space on screen.
@@dobryden7196 You will probably have to set the viewport size in the Project Settings; then in the Editor Settings, set the `Rect` as `Custom Position` (run/window_placement/rect_custom_position), those settings are only used when you play from the editor, not for the exported project.
Am I the only one who noticed that the conversion from a ParallaxBackground to a Parallax2D actually converted it to a Node2D? That seems like an issue.
@@IronBrandon22 Please test when in beta or at least the release candidat, so you can report bug before the release and hopefolly have a fix before; or you will have to wait for .x patch, which may not even fix it if nobody report the issue
@@IronBrandon22 My point is to say that we should *test* on our project before the actual release so they can fix potential bugs before it get released. Did you read my message ?
In principle, yes, but always make sure you have a backup and triple-check if everything works as expected before proceeding. You could also check the changelogs to see if there are any changes in any area that might affect your game. Might not be necessary, but if you notice anything out of place, then I'd advise you to do that. I noticed a while ago from 4.1 to 4.2 that ui themes had something different about them that I had to fix. So if you're using themes, be wary of that.
Godot 4.3 almost ruined my GMTK submission. I couldn't download the export templates at all and I couldn't even download them from my browser I'm hoping it's fixed now, I had to roll back to a lower version
Links
gamefromscratch.com/godot-4-3-released/
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Finally Something For Compatibility!!
Direct X already in GODOT 4.3 ?
I made my first open source contribution ever on this release 🎉
Wow, good job!
Congratulations! I'm sure that was a huge learning experience.
Thanks for contributing and congrats!!
Thank you for contributing. It is people like you that makes Godot possible, and stronger.
Thank you for your service
Wow the release notes look so professional now. What a joy to read.
YEAH I was looking for this comment. They blew the highlight pages out of the frickin water, I read the whole thing so effortlessly
Incredible! now release notes are REALLY good!
yeah 🎉
godot is currently having an ux renaissance
It's looks more like Blender release note now, which i like
Correction @ 11:30: You _no longer_ need to do a custom build to get DirectX 12 support. Doing a custom build was the old way, but starting in 4.3, DirectX 12 is built in. 🎉
Well damn!
I just want to once again thank Unity for the progress godot has made
Unity dun goofed. The consequences will never be the same.
At least something good came of the exec team/board's greed. Seeing the increased support of Godot, both in terms of commits/committers, financial support, and more companies switching like Second Dinner is crazy to see, before Unity messed up I thought it would be a few more years at least before things blew up this much.
And here we go again dunking on Unity....
@@MrERJ1992 ☕🤏😙🍩🤏
@@MrERJ1992 Unity's actions changed the dev landscape forever. Think of it less like "dumping" on them and more like a credit score downgrade that takes about 10 years to get off their credit score
11:29 You don't need to make your own build for DX12 anymore, as they say in the card, since Microsoft open sourced the bit that was preventing them from adding it to official builds.
Yeah, there were at least other 3 missinformations that I saw in the video. Like I get it, you gotta rush it so it doesn't become too long, but at this point, just talk about the major things and let people read for themselves the rest.
Released right before the GMTK 2024 Game Jam! Gonna have to check it out for the jam.
Time to upgrade 4.2 to 4.3. There are some improvements which I have been waiting for. That's AWESOME 🎉🎉🎉
i created so many posts on github asking for proper tilemap layers that are not just canvas layers. this is so huge
Why is this a big deal? Feels more like a QoL improvement than anything else
@@carlosmspk What's wrong with QOL improvements? Those are often the best!
What are the big advantages to these new tilemap layers though?
@@hipflipped Nothing wrong, but it's not the kind of thing that would make me say "this is so huge", which makes me believe there is a technical upside to it
As a compatibility user I feel BLESSED ❤❤❤
same, not having all the features in compatibility mode in godot 4.2 made me stop working on my game . now finally I can go back to it
I'm having some problems with lightmapGI, the lightprobes are not working with directionallight3D and objects with emissive material projects other color rather than the defined one, for example, blue glow projects red light. I think I'll stick with Godot 3.5 and wait for 3.6.
@@dotdotdot9547 bro what 3.6 you are talking about ? ._.
Cool! I must IMMIDIATELY update my game project to the newest Godot version to feed my impulse to procrastinate on actual development 😀
Yeah, I will download the 4.3 version just to open a project I don't touch for months and close it after 5 minutes 😂😢
@@siriema9238that happened to me but I'm new learning how to code
IMMIDIATELY!
The file manager docker (which you can make it behave like Unity or Unreal), the render compositing, Wayland support, and the 2D interpolation stuff is pretty big to see. The parallax scrolling stuff is neat to see.
Looking forward to 4.4 when interpolation is added for 3D transforms and physics update. Unity has yet to fix their FixedUpdate system, that has resulted in a load of games with unfixable stuttering (unless you mod the game or cap at 50FPS), and it's great that Godot is nipping this in the bud before Godot becomes the Blender of game engines in terms of being widely used.
I'm also hoping they eventually update the engine to support FSR 3.1 with frame generation (which has better image quality than FSR 2) now that the engine supports both Vulkan and DX12.
I def want frame gen, though sadmy my poop igpu does not support it.
3d physics interpolation just got added in 4.4 dev
@@asdfghjkl-jk6mu yep just gave it a test. It's not enabled by default but it's a simple checkbox and it makes stuff using the fixed update noticeably smoother.
This has to be a new standard for release notes in tech! Absolutely phenomenal the way it’s presented in detail with videos and links to further reading!
I was waiting for the tile layer nodes.
I was hoping project will auto rebuild when returning to Godot, but a note at least is an improvement.
I started to make my first game ever and choose Godot for it - I had no previous experience in making games. And I am happy I did - after just a month I got amazing progress on it. With near zero coding experience. I wonder how what I did for now will convert to 4.3. But I really felt in love with that engine. I am not some sort of FOSS evangelist, I dont really care if its open source or not as long as it does what I need it to do and is affordable. Free is pretty affordable ;) But whats more important is - Godot gives me exactly what I need, it works. Couldnt be more happy. Now back to making game I guess :D
same here, I don't care if it's open-source, I actually started with Unity, but the huge size, its overall BLOAT and consequent slowness were too much for me.
Ok I'm definitelly using godot on my next big project
It's excellent for small projects too 😀
Already see improvements to my projects when it comes to performance and pixel accuracy. Fantastic update.
THIS IS PERFECT TIMING!!!! SO EXCITED FOR THIS RELEASE!!!!
As a relative new Godot user for me the fbx import is huge. I was just making my player model in Blender3D and was gonna use the default import but now will use fbx as I am more used to it and find it more comfortable. Thanks for the updates. Keep it up! :)
You always deliver what the people need. Fast talking and game engines. Keep it up. You’re doing amazing work.
Heck yeah, brother.
I feel like 4.3 is finally that what I was hoping Godot 4.0 would be. I think it’s finally stable enough. Congratulations everyone!
I hope so, in 4.2 the editor would randomly freeze for 30 second intervals when I'd move my mouse lol. made it completely unusable. I really hope they fixed that issue
Thanks Mike! And thanks Godot devs!
Does the 2D Physics Interpolation fix the issue with the camera jitter in case of using the Position Smoothing?
Edited:
I reached the Pixel Art Stability section.
I will say this is success!!!!!!!
Thank you for the overview! It helps a lot to keep up to date.
This is incredible! Love seeing how fast things are improving from such a good starting point
I am so excited for this! Not only can I actually make usable parallax backgrounds but they have export_custom now which will definitely help with a plugin i'm making! I'm also very excited to make my own documentation for the plugin and I'm buying a Lenovo Legion Go for VR development (And to replace my steam deck because the pixel burn is getting bad) so the various improvements to VR is a great addition. Another thing I'm excited for is the tilemap layers. I don't really use this method anymore but a problem I had in the past was being unable to use seperate shaders on the different layers. I assume that since there is a button to select all layers that you can place multiple layers at once so that's amazing!
What's your use for export_custom? It intrigued me but there werent many examples of its application.
@@vissadev Export custom probably doesn't do much different from the property list but it makes the code so much better. There were times where I had to make a whole addition to the property list just to add a simple hint to a variable. I don't have definite examples of what I could've used export_custom for because I opted for just making predefined variables instead when it didn't work, so I don't have any variables that are unnecessarily in the property list.
In short terms, there was no way to add specific hints to certain variables in the past without the property list. But with export_custom, you can likely add those hints into one line as opposed to the 4-5 lines you would need to set up the variable in addition to the lines to set up the property list and sort it into the proper group.
If you don't know what hints are, they're basically ways to specify a specific use for a certain variable. You can add the link/unlink button to a vector2. You can add a button next to a string to select scene paths. You can add a suffix to a range (And hopefully with the new update, integers and floats). And hint_strings are basically parameters you pass into those hints like functions. It took me a while to understand what the use of hints were for, so I just wanted to say what they were. I don't assume you have no idea what you're doing, I just know that the documentation didn't give too good of an explanation as to what the use of them was, so I like to explain it when given the opportunity
@@LegowynStudios24 thank you for your response! yeah, i didn't know about property_list, but now i get it.
i will definitely wait for 4.4 before i start making my game
Better to wait for 4.5, it would be way better.
Why? If you're just starting the project, majority of your code will be the same between minor versions.
@@AnnCatsanndra \s ;-)
Waiting for Godot
May wait for 4.6 just to be safe
there's a BIIIIIIIG thing that wasn't mentioned here. The engine no longer hangs while exiting !!! It happenned at least on windows, the bigger your project was, the longer it would hang before finally terminating the main process. Most people wouldnt notice it since the window closes right away, it was just the process that hanged, but anyone running throug the cli would notice how long it would take to close the editor or a built game. This no longer happens in 4.3 !!!
Wait wasnt that fixed for 4.4 with the tree performance pr and the gizmo stuff causing that on closing?
@@saul8510 I assume you misstiped 4.4. Unfortunately I cannot recall the specific PR you're mentioning, but right before updating do 4.3-stable I was using 4.2.2-stable and the terminal always hanged after i closed the editor (I use windows and I always open the editor using the console wrapper, the godot_console.exe), but after updating to 4.3-stable the console closes at the same time as the editor window closes
PERFECT timing
something that is not talked a lot is the new audio streams. now dynamic sounds and music are easier to implement!
amazing to see the growth of the engine
I'm reading such comments for 5 years.
And Godot existed more than decade, having years of commercial existence before open-sourcing in 2014.
We both may die of old age, when it "grows fast".
I love the new acidic rendering graph!
The word is acylic dummy, as he says! You know just like riding your bicyle.
Only improvements and no new major features??? Yeeees!!!
It's actually a ton of new features ;0.
Unlike Unity's meaningless-for-the-average-user flashy features only there to please shareholders
I didn't wanted to update soon but the Wayland implementation and the UFBX importer seal the deal
Yaay! Now it's time to wait for 4.4! :)))
Congrats, Godot team. It's a wonderful, lovely engine that kicks many butts.
Thank you very much guys! Amazing work!
Thanks for doing the vid!
Ok good, I will still wait a few months for bugfixes to happen before switching over.
Smart choice though overall it feels less buggy than 4.2.2.
Godot is the best thing to happen to game development maybe ever.
I think the return of single treaded web exports and the audio improvements are the biggest deal for me and for everyone making web games for game jams.
Usability on Wayland has significantly improved for me. Excited for compositing as well.
!!!!!!!!!! DEFAULT FBX SUPPORT !!!!!!!!!!
I've been waiting for this
YES! This is the one I've been waiting for. Good to have web exports working again.
I been waiting for this look of GODOT for a long time. and now it's here. really it's make me smile😊
Would be awesome if they added texture streaming, I've been waiting for the feature for a few years and it seems we're finally getting close to having it
Ogre3D has resource streaming. Yet this is only a rendering engine.
Wicked engine has it too.
great content, cheers! favourite new feature: XR device simulator.
A little context on the Wayland X11 part. X11 is largely being depreciated for numerous reasons. Wayland will be the future and already the standard on SteamOS with SteamDeck and other distros as well. It's a good idea to make sure it's Wayland ready now to futureproof your game when X11 goes nonstandard finally.
But clouds should be behind the trees 😭
Wayland support! Hell yeah!
"acyclic" is said like "a-cycle-ick"
"acyclic" means a tree where child nodes cannot refer to anything higher up in the tree. that's the opposite of "cyclic"
acilic 8)
That's f*ing awesome. So many changes for 3D apps!
The C# improvements are the biggest thing for me. That is what I use. I can't stand GDScript.
I like GDScript, but I use C# bc I use C# libraries with godot and am used to C#.
I'm mostly waiting for their support for C# and other languages to be improved but this is all really awesome.
Interesting is that I actually prefer my filemanager on the sides since I use an ultrawide monitor, I feel better that way. But good thing people can now choose to put that in the botton if they're inclined to
waiting for godot 4.4
FBX importers built in baby let's gooooooo!!!!!!
You skipped over the fog part, but this is restoring Linear Fog from Godot 3.
I've never understood the use of Exponential. Unity also had both and exponential seems useless.
Solid release. Have a small issue with volumetric fog not showing now unless the basic fog is also enabled in the environment config. Not sure if this is intended or a bug, but there you go.
4.3 is here!
Meanwhile in the video: *using Godot 4.3 rc3*
I wish I was experienced enough to contribute to the engine
You can contribute even by just improving the documentation - making it more readable, adding better pictures, etc. Even small changes can have great impact!
Neat! I've only just begun anyway.
i have just installed godot 4.2 for the git plugin and right now they release exactly what i needed 🤣
Does this version fix Scene interdependency making it difficult to use Scenes as prefab objects? Really annoying to not be able to delete a prefab and replace it with a new version all because it would corrupt every Scene that used the old prefab.
This looks amazing
I see gamefromscratch I click
same here :D
What about the USD format? (no no the dollar thing, Universal Scene Description).
Right before the GMTK game jam 🤔Wonder how many games will be made with Godot this year.
Pixel Perfect Camera looks delicious
"FBX is such a key interchange format" ... yes. Unfortunately. As fas as I am concerned it can finally die in a fire. Or alternatively - Autodesk make the entire thing FOSS. But they don't. So it will remain a weird half-open inbetween thing that GPL licensed software can't use but only recreate more or less.
This and also GMTK Game Jam in 1 day. Yippers 🎉
Hey, Rider just came up with a new update which they say it has native support for gdscript and c#. Can you cover that and maybe explain how to do it? I downloaded rider but I don't now how to set it up for my project.
I'm using Godot for all my projects
amazing video godot4.3
They should implement pop-up windows like this new FBX Import for more features such as Tilemap config(but keep painting Tilesets at the bottom), Sprite2D and AnimatedSprite2D animations and others. Shader Editor should also be moved from bottom to the Script view, maybe with a different background color or syntax highlight.
All these features sharing the bottom panel with console/output/debugger always felt really weird to me.
Shader editor can me popped out into its own window btw.
yay!
godot getting to look good. I've been meaning to start making my first game once I can figure out a damn not really good with codeine at all gd script what would be the first but visual scripting might be the way to go for me. I know it's a language I've never coded before seems pretty basic to get into but I'm more of a visual scripture so I have to do that instead.
Hm, does this game dev software happen to have a quick texture mixer? I mean with blending modes, filters, colorization or glow effects etc., like you can do in Filmora 13?
letsgooooo🗣🔥🔥🔥🔥
Damn, the GodotBot got an upgrade.
The engine keeps progressing...
I hope it will fix the multithreading system because it takes 34s to generate about 1108 blocks and that is too slow when you need to load big chunks of blocks with a sum of over 4000 blocks...
You're doing it in gdscript? It might be better to do that with c++ on gdextension.
Godot's getting hot!
This is HUGE
I just spent 3 weeks making my own obfuscator, about halfway done, and now it seems there is no point. Happy and sad at the same time.
still waiting for the capacity to export RefCounteds and custom classes tha do not extend from resource or node
Can't wait for godot 6.9
Great engine and update, but... Will I ever get a code editor in a separate window? Changing between code and scenes is a nightmare rn. That is, imo, the biggest problem in godot. Second problem is autocomplition not working for some cases, cause simply not implemented.
You can detach the Script Editor and have it in a separated window; there a button on the top right corner of the Script Editor. If it's greyed out, you must disable single window mode and also make sure multi window mode is on in the Editor Settings ...
Also for the auto completion it is fixed here now but you have to statically define the types of the variables for it to work
Just like c++ or c#
@@AetherPowered @null6482 thank both of you, I found out it was added in prev versions, mine was too old. Also do you guys know if there's a way to fix a game window so that I don't have to restretch it every time? I want to have main editor to the left, code in center and a game to the right. that's a habit from my webdev experience to have the result view in one reserved space on screen.
@@dobryden7196 You will probably have to set the viewport size in the Project Settings; then in the Editor Settings, set the `Rect` as `Custom Position` (run/window_placement/rect_custom_position), those settings are only used when you play from the editor, not for the exported project.
@@AetherPowered thank you so much!
NYYYYYYEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES time to refactor tilemaps 🤩
Am I the only one who noticed that the conversion from a ParallaxBackground to a Parallax2D actually converted it to a Node2D? That seems like an issue.
i just noticed it too - looks like a bug. this is why i wait until after the first patch release to adopt a new version of software :P
@@comradecid Exactly. I was about to excitedly download the update to use for a game I've been working on for a while, but decided to wait.
@@IronBrandon22 Please test when in beta or at least the release candidat, so you can report bug before the release and hopefolly have a fix before; or you will have to wait for .x patch, which may not even fix it if nobody report the issue
@@AetherPowered I’m not gonna start working on my huge project on a new release when I already spotted a bug.
@@IronBrandon22 My point is to say that we should *test* on our project before the actual release so they can fix potential bugs before it get released. Did you read my message ?
Godot can't stop catching W's.
Nice
I'm using Godot only
I just tried to open my latest 4.2 project and the editor always closes scanning the files. :(
can I continue my 4.1 project with 4.3?
Yes
Make a copy andof you project then from the copy version try to use godot 4.3 and see if it is any good or you are good with Godot 4.1
In principle, yes, but always make sure you have a backup and triple-check if everything works as expected before proceeding. You could also check the changelogs to see if there are any changes in any area that might affect your game. Might not be necessary, but if you notice anything out of place, then I'd advise you to do that.
I noticed a while ago from 4.1 to 4.2 that ui themes had something different about them that I had to fix. So if you're using themes, be wary of that.
Still waiting for blender level 3d bone IK, maybe in godot 5
Godot 4.3 almost ruined my GMTK submission. I couldn't download the export templates at all and I couldn't even download them from my browser
I'm hoping it's fixed now, I had to roll back to a lower version
we had bonemaps in 4.2