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definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as
Git, to preserve your projects in case of corruption or data loss.<p><a href=#downloads>Jump to the <strong>Downloads</strong> section</a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the <a href=https://editor.godotengine.org/releases/4.4.dev5/><strong>Web editor</strong></a>, <a href=https://www.meta.com/experiences/godot-game-engine/7713660705416473/><strong>XR editor</strong></a>, or the <strong>Android editor</strong> for this release (join the <a href=https://groups.google.com/g/godot-testers>Android editor testing group</a> to get access to pre-release builds).<hr><p><em>The cover illustration is from</em> <a href=https://store.steampowered.com/app/2716400/The_Rise_of_the_Golden_Idol/><strong>The Rise of the Golden Idol</strong></a>, <em>a mystery game where you unravel the truth behind 20 cases of crime in the 1970s! It is developed by <a href=https://www.thegoldenidol.com/>Color Gray Games</a>. You can purchase the game <a href=https://store.steampowered.com/app/2716400/The_Rise_of_the_Golden_Idol/>on Steam</a> and follow the developer on <a href=https://twitter.com/colorgray7/>Twitter</a>.</em><h2 id=highlights>Highlights</h2><p>In case you missed them, see the <a href=/article/dev-snapshot-godot-4-4-dev-1/>4.4 dev 1</a>, <a href=/article/dev-snapshot-godot-4-4-dev-2/>4.4 dev 2</a>,
<a href=/article/dev-snapshot-godot-4-4-dev-3/>4.4 dev 3</a>, and <a href=/article/dev-snapshot-godot-4-4-dev-4/>4.4 dev 4</a> release notes for an overview of
some key features which were already in that snapshot, and are therefore still available for testing in dev 5.<p>Here are highlights of a few new features in dev 5 that you might find particularly exciting!<h3 id=universalize-uid-support>Universalize UID support</h3><p>Previously, the <abbr title="Universal ID">UID</abbr> format was limited to only Resource files. This proved to be a pain point for users wishing to reference their scripts and other resources in a manner that’s path-agnostic. This, along with a need to refactor their scripts anytime these kinds of files were moved, put a significant duty of care on the end-user that shouldn’t have been necessary.<p>Starting with dev 5, this will no longer be your burden to bear! Thanks to a long-term effort from <a href=https://github.com/reduz>reduz</a>, UIDs will now be applied universally in a way the engine can automatically track and account for. This is achieved via <code class="language-plaintext highlighter-rouge">.uid</code> files for the resource types that previously didn’t support them, functioning similarly to other metadata files that “track” a main file.<p>Note that, unlike metadata files, <code class="language-plaintext highlighter-rouge">.uid</code> files are strictly for the editor; the information is migrated to the uid database on export. Despite this, users using version control software <strong>should add these files</strong>, as they’re required to properly sync data. For more information, see (<a href=https://github.com/godotengine/godot/pull/97352>GH-97352</a>).<h3 id=favorite-editor-items>Favorite editor items</h3><p>A common complaint we hear regarding the viewport is the potential for it to get cluttered. Namely, while there’s generally a wide selection of options available for a given class/script, users will usually only care about a particular subsection that suits them. To account for this, <a href=https://github.com/YeldhamDev>YeldhamDev</a> brings us the long-awaited ability to pin one’s favorite properties in the inspector! Check out the implementation from PR (<a href=https://github.com/godotengine/godot/pull/97415>GH-97352</a>) below:</p><video autoplay loop muted playsinline>
some key features which were already in that snapshot, and are therefore still available for testing in dev 5.<p>Here are highlights of a few new features in dev 5 that you might find particularly exciting!<h3 id=universalize-uid-support>Universalize UID support</h3><p>Previously, the <abbr title="Universal ID">UID</abbr> format was not supported by all Resource types. This proved to be a pain point for users wishing to reference their scripts and other resources in a manner that’s path-agnostic. This, along with a need to refactor their scripts anytime these kinds of files were moved, put a significant duty of care on the end-user that shouldn’t have been necessary.<p>Starting with dev 5, this will no longer be your burden to bear! Thanks to a long-term effort from <a href=https://github.com/reduz>reduz</a>, UIDs will now be applied universally in a way the engine can automatically track and account for. This is achieved via <code class="language-plaintext highlighter-rouge">.uid</code> files for the resource types that previously didn’t support them, functioning similarly to other metadata files that “track” a main file.<p>Note that, unlike metadata files, <code class="language-plaintext highlighter-rouge">.uid</code> files are strictly for the editor; the information is migrated to the uid database on export. Despite this, users using version control software <strong>should add these files</strong>, as they’re required to properly sync data (similar to <code class="language-plaintext highlighter-rouge">.import</code> files). For more information, see (<a href=https://github.com/godotengine/godot/pull/97352>GH-97352</a>).<h3 id=favorite-editor-items>Favorite editor items</h3><p>A common complaint we hear regarding the inspector is the potential for it to get cluttered. Namely, while there’s generally a wide selection of options available for a given class/script, users will usually only care about a particular subsection that suits them. To account for this, <a href=https://github.com/YeldhamDev>YeldhamDev</a> brings us the long-awaited ability to pin one’s favorite properties in the inspector! Check out the implementation from PR (<a href=https://github.com/godotengine/godot/pull/97415>GH-97352</a>) below:</p><video autoplay loop muted playsinline>
<source src=/storage/blog/dev-snapshot-godot-4-4-dev-5/favorite-inspector.mp4?1 type=video/mp4></video><h3 id=and-more>And more!</h3><p>There are too many exciting changes to list them all here, but here’s a curated selection:<ul><li>2D: Add a way to know when a TileMapLayer’s cell is modified (<a href=https://github.com/godotengine/godot/pull/96188>GH-96188</a>).<li>2D: Make possible to scale multiple nodes at once in the canvas editor (<a href=https://github.com/godotengine/godot/pull/98534>GH-98534</a>).<li>3D: Fix Gridmap shortcut conflicts with 3D editor (<a href=https://github.com/godotengine/godot/pull/99170>GH-99170</a>).<li>3D: Move GridMapEditor to bottom panel (<a href=https://github.com/godotengine/godot/pull/96922>GH-96922</a>).<li>Animation: Add <code class="language-plaintext highlighter-rouge">advance_on_start</code> option to <code class="language-plaintext highlighter-rouge">NodeAnimation</code> to handle <code class="language-plaintext highlighter-rouge">advance(0)</code> for each <code class="language-plaintext highlighter-rouge">NodeAnimation</code> (<a href=https://github.com/godotengine/godot/pull/94372>GH-94372</a>).<li>Animation: Fix key is deselected by changing key time in KeyEdit in FPS mode (<a href=https://github.com/godotengine/godot/pull/99319>GH-99319</a>).<li>Animation: Implement LookAtModifier3D (<a href=https://github.com/godotengine/godot/pull/98446>GH-98446</a>).<li>Animation: Sort blend shapes in the inspector by ID instead of alphabetically (<a href=https://github.com/godotengine/godot/pull/99231>GH-99231</a>).<li>Audio: Allow waveform resize (<a href=https://github.com/godotengine/godot/pull/97551>GH-97551</a>).<li>Audio: Fix <code class="language-plaintext highlighter-rouge">AudioStreamWAV::save_to_wav</code> adding extra ‘.wav’ to file if existing ext is not lower case (<a href=https://github.com/godotengine/godot/pull/98717>GH-98717</a>).<li>Buildsystem: Bump minimum version of SCons to 4.0 & Python to 3.8 (<a href=https://github.com/godotengine/godot/pull/99134>GH-99134</a>).<li>Core: Add typed dictionary support for binary serialization (<a href=https://github.com/godotengine/godot/pull/98120>GH-98120</a>).<li>Core: Fix <code class="language-plaintext highlighter-rouge">Freed Object</code> booleanization (<a href=https://github.com/godotengine/godot/pull/93885>GH-93885</a>).<li>Core: Fix <code class="language-plaintext highlighter-rouge">MissingResource</code> properties being stripped on save (<a href=https://github.com/godotengine/godot/pull/86600>GH-86600</a>).<li>Core: Fix comparison of callables (<a href=https://github.com/godotengine/godot/pull/99078>GH-99078</a>).<li>Core: Provide a reliable way to see original resources in a directory (<a href=https://github.com/godotengine/godot/pull/96590>GH-96590</a>).<li>Dotnet: Add Codium support to C# external editors (<a href=https://github.com/godotengine/godot/pull/89051>GH-89051</a>).<li>Dotnet: Implement <code class="language-plaintext highlighter-rouge">[ExportToolButton]</code> (<a href=https://github.com/godotengine/godot/pull/97894>GH-97894</a>).<li>Editor: Add a pin toggle to prevent involuntary bottom editor switching (<a href=https://github.com/godotengine/godot/pull/98074>GH-98074</a>).<li>Editor: Add fuzzy string matching to quick open search (<a href=https://github.com/godotengine/godot/pull/98278>GH-98278</a>).<li>Editor: Highlight scripts used by current scene (<a href=https://github.com/godotengine/godot/pull/97041>GH-97041</a>).<li>Editor: Optimize FileSystem Dock filtering (<a href=https://github.com/godotengine/godot/pull/95107>GH-95107</a>).<li>Export: Add ability for PCK patches to remove files (<a href=https://github.com/godotengine/godot/pull/97356>GH-97356</a>).<li>Export: Display project settings splash color on web export (<a href=https://github.com/godotengine/godot/pull/96625>GH-96625</a>)<li>GDExtension: Fix method binds not saying if they are varargs (<a href=https://github.com/godotengine/godot/pull/99403>GH-99403</a>).<li>GDExtension: Improve macOS library loading/export (<a href=https://github.com/godotengine/godot/pull/98809>GH-98809</a>).<li>GDScript: Add support for <code class="language-plaintext highlighter-rouge">print</code> command in local (command line <code class="language-plaintext highlighter-rouge">-d</code>) debugger (<a href=https://github.com/godotengine/godot/pull/97218>GH-97218</a>).<li>GUI: Fix tooltip appearing in old place, on movement (<a href=https://github.com/godotengine/godot/pull/96721>GH-96721</a>).<li>Import: Allow passing UID to importer (<a href=https://github.com/godotengine/godot/pull/97363>GH-97363</a>).<li>Import: Reload cached resources in runtime on file reimport (<a href=https://github.com/godotengine/godot/pull/98710>GH-98710</a>).<li>Input: Revert “Fix <code class="language-plaintext highlighter-rouge">InputEvent</code> device id clash” and add a compatibility function (<a href=https://github.com/godotengine/godot/pull/99449>GH-99449</a>).<li>Multiplayer: Handle scene UIDs in MultiplayerSpawner (<a href=https://github.com/godotengine/godot/pull/99137>GH-99137</a>).<li>Navigation: Improve <code class="language-plaintext highlighter-rouge">NavMeshGenerator2D::generator_bake_from_source_geometry_data</code> performance (<a href=https://github.com/godotengine/godot/pull/98957>GH-98957</a>).<li>Navigation: Reduce allocations for NavMap synchronisation (<a href=https://github.com/godotengine/godot/pull/98866>GH-98866</a>).<li>Network: Split Unix/Windows IP implementation (<a href=https://github.com/godotengine/godot/pull/99026>GH-99026</a>).<li>Network: Split Unix/Windows NetSocket implementation (<a href=https://github.com/godotengine/godot/pull/98969>GH-98969</a>).<li>Plugin: Make the method selector dialog available via <code class="language-plaintext highlighter-rouge">EditorInterface</code> (<a href=https://github.com/godotengine/godot/pull/98859>GH-98859</a>).<li>Rendering: Add <code class="language-plaintext highlighter-rouge">multimesh_get_buffer_rd_rid</code> method to <code class="language-plaintext highlighter-rouge">RenderingServer</code> (<a href=https://github.com/godotengine/godot/pull/98788>GH-98788</a>).<li>Rendering: Ensure shadow material and mesh are not used with wireframe mode (<a href=https://github.com/godotengine/godot/pull/98683>GH-98683</a>).<li>Rendering: Normalize normal, tangent, and binormal before interpolating in the mobile renderer to avoid precision errors on heavily scaled meshes (<a href=https://github.com/godotengine/godot/pull/99163>GH-99163</a>).<li>Rendering: Reduce shader permutations in the compatibility backend (<a href=https://github.com/godotengine/godot/pull/87558>GH-87558</a>).<li>Shaders: Add renderer state defines to shader preprocessor (<a href=https://github.com/godotengine/godot/pull/98549>GH-98549</a>).<li>Shaders: Add swap connection option to visual shader graph (<a href=https://github.com/godotengine/godot/pull/99177>GH-99177</a>).<li>XR: Fix pose recenter signal to be omitted properly (<a href=https://github.com/godotengine/godot/pull/99159>GH-99159</a>).</ul><h2 id=changelog>Changelog</h2><p><strong>116 contributors</strong> submitted <strong>265 improvements</strong> for this new snapshot. See our <a href=https://godotengine.github.io/godot-interactive-changelog/#4.4-dev5><strong>interactive changelog</strong></a> for the complete list of changes since the previous 4.4-dev4 snapshot.<p>This release is built from commit <a href=https://github.com/godotengine/godot/commit/9e6098432aac35bae42c9089a29ba2a80320d823><code class="language-plaintext highlighter-rouge">9e609843</code></a>.<h2 id=downloads>Downloads</h2><div class="card card-download"><a class=card-download-link href=/download/archive/4.4-dev5>Download Godot 4.4 dev5</a><div class=card-download-details><img class=lightbox-ignore src=/storage/blog/covers/dev-snapshot-godot-4-4-dev-5.webp><div class=card-download-platforms><div class="download-platform platform-linux"><img width=24 height=24 src=/assets/images/platforms/linux.svg title=Linux alt=Linux class=lightbox-ignore>
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