Godot 4.2
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We are entering the final stretch of the feature development for this dev cycle. There is probably one more Godot 4.2 dev snapshot left before the project enters the feature freeze and all efforts turn towards fixing remaining bugs and stabilizing the release. In the past 2 months contributors have been shaping what Godot 4.2 is going to be, and we will soon pass the mark of 1000 changes.

Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by 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 a case of corruption or data loss.

Dev snapshot: Godot 4.2 dev 5

Truly answered 19/9, 2023 at 15:49 Comment(0)
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multiple problems with renamed and moved files causing crashes and scene corruption have been fixed

Neat!

Sheehan answered 19/9, 2023 at 16:8 Comment(0)
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Hi, as I'm a new user but interested in seeing the progression of mobile exports with dev rc versions, how do I get the proper export templates that let me test exporting to iOS and android with RC builds?

Cort answered 19/9, 2023 at 19:52 Comment(0)
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You can download and install the export templates from the Godot Editor: Editor >> Manage Export Templates...

Truly answered 19/9, 2023 at 20:20 Comment(0)
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Truly Or follow build instructions in docs while making sure to build against the correct revision.

Also, the release notes state:

  • A new version of the Godot Android plugin framework is introduced in this release (GH-80740, GH-81368). Please make sure to test these changes and provide feedback to our Android platform maintainers who want to ensure a smooth migration process. You can refer to this draft documentation PR for more information about the changes and new requirements.
Weaponry answered 19/9, 2023 at 21:52 Comment(0)
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Truly we will soon pass the mark of 1000 changes

If they're not careful, they'll soon pass the mark of 10,000 open issues. 😉

Informative answered 20/9, 2023 at 0:7 Comment(0)
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Informative

Carbonaceous answered 20/9, 2023 at 7:46 Comment(0)
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This is the final dev snapshot for 4.2, signaling the end of the feature development cycle, and the start of the beta phase. We spent the past couple of weeks wrapping up many of the big feature PRs which had been in development for the past few weeks and months. We still have a handful that the production team is keeping tabs on, but we’ll soon declare the full feature freeze for 4.2 and get ready for the first beta snapshot. But don’t wait for the beta to try what’s new in 4.2 – there are tons of amazing new features in this dev snapshot which require testing and user feedback, so we can iron out the main issues before the stable release.

Keep in mind that while we try to make sure each dev snapshot is stable enough for general testing, this is by 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 a case of corruption or data loss.

Dev snapshot: Godot 4.2 dev 6

Truly answered 4/10, 2023 at 1:38 Comment(0)
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This means, it’s beta testing time, and you are invited to offer your hand in squashing bugs and identifying usability issues. Help us make sure that in Godot 4.2 there are no crashes or unexpected regressions, and that performance is no worse (but preferably better) than before. Godot is developed by its community, and it’s thanks to people like you we can be sure in the quality of our collective work!

Dev snapshot: Godot 4.2 beta 1

Truly answered 12/10, 2023 at 16:5 Comment(0)
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When I upgraded a project from 4.2-dev6 to 4.2-beta1, I got many warning messages about mesh formats being changed. I restarted the editor after deleting the .godot subfolder, and got messages about the godot-git-plugin, and restarted the editor again. It looks okay now, but I suggest making sure you have backups.

Truly answered 12/10, 2023 at 16:23 Comment(0)
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I had no issues so far with 4.2 but on the other hand everything I do is 2D and still fairly simple while I am learning the engine.

Sheehan answered 12/10, 2023 at 16:33 Comment(0)
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Dev snapshot: Godot 4.2 beta 2

Truly answered 19/10, 2023 at 16:38 Comment(0)
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Dev snapshot: Godot 4.2 beta 3

Truly answered 24/10, 2023 at 22:24 Comment(0)
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For C# users, the .NET 8.0 release is set to be launched this November. Make sure to try the current preview release (8.0.0-rc.2) with Godot to make sure everything works as expected. This Godot beta release includes a fix to support preview releases so give it a try and report any bugs that you find.

Some good news for people looking forward to exporting C# for iOS. Obviously it won't be working right away, but this was the big hurdle.

Carbonaceous answered 25/10, 2023 at 5:38 Comment(0)
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Truly When I upgraded a project from 4.2-dev6 to 4.2-beta1, I got many warning messages about mesh formats being changed.

Same. I just updated to beta3 which prompts you to update and resave everything. It's a little glitchy but I got everything converted after a few tries and manually saving a few scenes that had broken dependency warnings (which fixed themselves somehow).

Riplex answered 25/10, 2023 at 17:27 Comment(0)
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This fourth beta snapshot fixes a number of regressions around rendering and the handling of mesh compression upgrades, compatibility issues with the refactored particles system, and exporting projects to Android.

For C# users, the .NET 8.0 release is set to be launched this November. Make sure to try the current preview release (8.0.0-rc.2) with Godot to make sure everything works as expected. Note that you need to set the DOTNET_ROLL_FORWARD_TO_PRERELEASE environment variable to 1 to be able to use the release candidate version of .NET 8.0.

Dev snapshot: Godot 4.2 beta 4

Truly answered 31/10, 2023 at 15:1 Comment(0)
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They have quite a nice release cadence.

Sheehan answered 31/10, 2023 at 15:28 Comment(0)
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This release also includes two compatibility breaking changes. While they are unlikely to affect any existing projects, it’s still worth a mention. A previously unutilized notification, NOTIFICATION_NODE_RECACHE_REQUESTED, was completely removed from the engine (besides being unutilized it also conflicted with some other notifications, causing problems for some GDExtensions). Additionally, AnimationLibrary erroneously had its internal data property exposed, which was corrected.

Dev snapshot: Godot 4.2 beta 5

Truly answered 7/11, 2023 at 18:18 Comment(0)
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When I upgraded a project containing .glb and .blend assets from 4.2-beta4 to 4.2-beta5, I got multiple occurrences of this warning message:

drivers/gles3/rasterizer_scene_gles3.cpp:265 - Attempting to use a shader that requires tangents with a mesh that doesn't contain tangents. Ensure that meshes are imported with the 'ensure_tangents' option. If creating your own meshes, add an ARRAY_TANGENT array (when using ArrayMesh) or call generate_tangents() (when using SurfaceTool). (User)

I tried deleting the .godot folder and all the .import files, and re-importing all the meshes, but I still get the messages. The 'ensure_tangents' option is checked.

There are also warning messages like this:

W 0:00:00:0435 load: res://section_indicator.tscn:3 - ext_resource, invalid UID: uid://d4d3q5ox452ut - using text path instead: res://section_indicator.glb <C++ Source> scene/resources/resource_format_text.cpp:448 @ load()

The project runs correctly, without any errors.

Truly answered 7/11, 2023 at 20:24 Comment(0)
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Truly When I upgraded a project containing .glb and .blend assets from 4.2-beta4 to 4.2-beta5, I got multiple occurrences of this warning message:

There is such a problem

--- Debug adapter server started ---
  Invalid node name for submenu, the following characters are not allowed:
  . : @ / " %
--- GDScript language server started on port 6005 ---
  drivers/gles3/rasterizer_scene_gles3.cpp:265 - Attempting to use a shader that requires tangents with a mesh that doesn't contain tangents. Ensure that meshes are imported with the 'ensure_tangents' option. If creating your own meshes, add an `ARRAY_TANGENT` array (when using ArrayMesh) or call `generate_tangents()` (when using SurfaceTool). (User)

In Godot_v4.2-beta4 everything opened fine.

Zonda answered 7/11, 2023 at 20:37 Comment(0)
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Truly When I upgraded a project containing .glb and .blend assets from 4.2-beta4 to 4.2-beta5, I got multiple occurrences of this warning message:

I get the same warnings with the Compatibility renderer and I don't even have any 3D models. Just a simple 2D test project. The Forward renderer seems to be fine.

Sheehan answered 7/11, 2023 at 21:36 Comment(0)
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Truly When I upgraded a project

I found that if I change the renderer from Compatibility to Mobile or Forward+, the first set of warnings (drivers/gles3/rasterizer_scene_gles3.cpp:265) do not occur.

I removed the second set of warnings by manually editing the referenced .tscn files and deleting the referenced uid parameters. The project still runs correctly, and now has no warnings.

Truly answered 9/11, 2023 at 22:35 Comment(0)
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Truly I found that if I change the renderer from Compatibility to Mobile or Forward+, the first set of warnings (drivers/gles3/rasterizer_scene_gles3.cpp:265) do not occur.

I originally had Forward+ and the warnings came up.

Zonda answered 9/11, 2023 at 22:38 Comment(0)
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The bug concerning the first set of warnings was reported, and a PR is pending:

Warning spam in Compatibility renderer: Attempting to use a shader that requires tangents with a mesh that doesn't contain tangents. #84418

Truly answered 11/11, 2023 at 15:6 Comment(0)
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Truly Ah, very nice!

I had another issue where all of a sudden when opening the editor it would tell me that a scene file of mine would be corrupt but I was not able to find any issues with it other than maybe some form of circular reference. The only thing that helps is closing the editor and deleting the whole .godot directory. After that the editor and scene file open just fine. Weird.

Sheehan answered 11/11, 2023 at 15:27 Comment(0)
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4.2-beta6 is out but I still get these warnings.

Sheehan answered 13/11, 2023 at 14:41 Comment(0)
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This 6th beta fixes a number of showstopper regressions via some relatively core changes. Those will need thorough testing to ensure that we’re not introducing other issues that would prevent users from moving from Godot 4.1 to 4.2. Please pay specific attention to those changes and ensure that they do not cause issues in your projects.

Dev snapshot: Godot 4.2 beta 6

Truly answered 13/11, 2023 at 17:10 Comment(0)
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Sheehan 4.2-beta6 is out but I still get these warnings.

Does beta6 include the PR I mentioned above? I'm not sure how to determine that.

This is the PR merge commit: https://github.com/godotengine/godot/commit/787e98e955492a8808e71aeac80aa3b4bf7a411a
This is the beta6 commit: https://github.com/godotengine/godot/commit/64150060f89677eaf11229813ae6c5cf8a873802

I just tested beta6, and the warnings in Compatibility mode are gone.

Truly answered 13/11, 2023 at 17:17 Comment(0)
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Truly I am not exactly sure. I looked at a PR and I thought that would be the one to fix these warnings and it looked like it was merged but I didn't look too close into it.

Sheehan answered 13/11, 2023 at 19:6 Comment(0)
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Sheehan 4.2-beta6 is out but I still get these warnings.

Apparently the bug is not completely resolved in beta6, although it seems to have been fixed in my testing.
https://github.com/godotengine/godot/issues/84418#issuecomment-1813194173

Truly answered 15/11, 2023 at 20:38 Comment(0)
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It looks like RC 1 is very close:

Bump version to 4.2-rc

https://github.com/godotengine/godot/commit/ad72de508363ca8d10c6b148be44a02cdf12be13

Truly answered 17/11, 2023 at 1:44 Comment(0)
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👀

Carbonaceous answered 17/11, 2023 at 6:29 Comment(0)
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And there it is, 4.2-rc1: https://github.com/godotengine/godot-builds/releases/tag/4.2-rc1

And this fixed the tangent warnings spam when starting the editor.

Sheehan answered 17/11, 2023 at 12:36 Comment(0)
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As always, please, remember that this is still pre-production software. We don’t expect any new blockers to appear at this stage, but we still need to verify, with your help, that Godot 4.2 is ready. You are encouraged to give it a try, and if all goes according to plan the final release should reach the shelves of your local store before the end of next week.

Release candidate: Godot 4.2 RC 1

Truly answered 17/11, 2023 at 15:23 Comment(0)
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Wait, whaat!? That 3D scene is amazing!! How did they do that? And what is the performance? 🤨

Paragraph answered 18/11, 2023 at 11:8 Comment(0)
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Paragraph How did they do that? And what is the performance?

That work is still in progress. So it's too early to talk about performance.

Zonda answered 18/11, 2023 at 16:13 Comment(0)
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4.2-rc2 just released: https://godotengine.org/article/release-candidate-godot-4-2-rc-2/

Sheehan answered 25/11, 2023 at 13:4 Comment(0)
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Still amazing. I try to find reasons to come back to godot.

Paragraph answered 26/11, 2023 at 10:16 Comment(0)
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Godot is now at version parity with Genshin Impact

Carbonaceous answered 30/11, 2023 at 17:34 Comment(0)
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Just downloaded 4.2 today and and it kinda broke my 4.1 project in few places (node not found, overall materials need update, function can't be used, shader missing..etc). I am now feel cautious about working on a long/large project with Godot. Maybe it's better off making a smaller/simpler game each for 4.2, 4.3, 4.4,... then repeat for Godot 5 LOL

*edit: My main player.tscn is now corrupt with 4.2 😥

**edit: Fixes below 😃

Flameout answered 2/12, 2023 at 5:1 Comment(0)
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Flameout Did you make a backup or use version control like Git? If not then, well, I am sorry to say that this is on you. 😉

Also did you delete your .godot directory before the upgrade? It will get recreated automatically and this can eliminate problems.

Also take a look at https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.2.html

Sheehan answered 2/12, 2023 at 10:38 Comment(0)
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Sheehan

I opened it with a copied project, my origin project is safe (but can't be used in 4.2 anyway it seems). And yea first I tried their Project > update mesh (something like that) but didn't work out. Then on a new copied project I delete .godot first, still same result. Then I tried open my player.tscn and it said corrupt.

I know I should have follow their 4.2 development but I did not anticipate this to be quite a major update within 4.x versions. I mean, it's only been weeks between 4.1 and 4.2 and the project is no longer compatible with each other. What if it happen again with 4.3, 4.4,..etc. I'd just be chasing update bugs or re-create a new project every time. 😆

Well, end of rant. I think I'll just change my outlook and stick with creating simple / short games for Godot instead 😉

Flameout answered 2/12, 2023 at 11:45 Comment(0)
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Flameout If you open the console version does it show some error messages? Also can you zip your project and upload it here (without the .godot folder)?

Sheehan answered 2/12, 2023 at 11:52 Comment(0)
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Sheehan

Thanks for trying to help but it contain errors in various places that you'd just be chasing a fix for each of them. (for example, my save/load no longer works properly, some functions somewhere can't be used, every model/material need to be re-import, one of my model is missing somehow). It would be better off salvage the project and start anew.

You can see here it took quite some times learning different mechanics and putting them all to a working project, and now it crawling with bugs.

https://mcmap.net/q/2039/godot-project-regina-3d-3rd-person-demo-godot-4

I planned to use this working test project as a base for my actual game, but I might just have to scrap that idea. I feel some what lucky actually it is not actual game project otherwise I'd just rage-quit Godot forever lol.

Flameout answered 2/12, 2023 at 12:22 Comment(0)
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Sheehan Looks like 4.2 is out.

I've scrutinized the changes in G4.2. My conclusion is that this version is largely transitional. Too many changes are hanging around "in the middle of the road". It is highly likely that G4.3 will also contain many critical changes. And possibly the next one as well. Starting a large project in G4.2 is strongly discouraged. It is possible that I will start in G4.2, in violation of this recommendation. For the good reason that too many useful changes for my project have already been made in the current version and the engine is expected to develop in the right direction for me. But I'm keeping all the sources and thinking about how to ease the process of rebuilding the project in the new version initially.

Zonda answered 2/12, 2023 at 12:46 Comment(0)
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Zonda Personally I see no reason why anyone should not start a new project with the newest engine version. If anything picking an older version makes it possibly harder to upgrade in the future. Also I would always make a quick check if my project runs with a new version of the engine that just released, even if it is just a beta.

Sheehan answered 2/12, 2023 at 12:50 Comment(0)
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Sheehan Personally I see no reason why anyone should not start a new project with the newest engine version.

It is possible, of course, to start in a new version… but it is advisable to keep in mind at once the high probability that you will have to significantly redo the project. Like in the situation above.

Zonda answered 2/12, 2023 at 13:1 Comment(0)
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Zonda Personally I would say that it is the reverse and that the possibility is higher to run into issues when starting with and sticking to an older version for a longer time.

Sheehan answered 2/12, 2023 at 13:35 Comment(0)
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Sheehan Personally I would say that it is the reverse and that the possibility is higher to run into issues when starting with and sticking to an older version for a longer time.

In general, yeah. But, specifically in this version, there are too many unfinished changes.

Zonda answered 2/12, 2023 at 14:59 Comment(0)
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In 4.2 they apparently changed how high level scene swapping is timed (no longer deferred). Since beginners like to use change_scene_*() and autoloads combo instead of direct node management, we'll see a lot of confusion and complaints about "broken" projects in this department when switching to 4.2.

Indiscernible answered 2/12, 2023 at 16:56 Comment(0)
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Flameout You're not required to update to every new Godot version, and in fact that's usually a bad idea even if there aren't any immediate breaking changes. Standard practice in the industry is that you stick to the version you started with; this applies to all engines. If you wait for the "perfect" engine version you will wait forever.

Cacka answered 2/12, 2023 at 18:24 Comment(0)
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I had a look into it a bit more and this are what I find for my project.

Scene change / Save load error-
xyz is right. Those errors are caused by my scene change script. I need to read more into how to update it.

Model mesh and textures not found-
Majority of errors are from this but the solution turns out very simple (apart from project > tool > update mesh). Somehow it requires update the naming of import mesh eg, "playermodel"(4.1) to "player_model"(4.2). That was why the textures and model were missing and probably caused the corruption of my player.tscn. The fix is to get your original .gltf and copy over to your project again and it should update the name for you. (Then you need update your model path in your script too)

Shader missing-
I could still see the shader on the model but not while running the game. Probably same solution with updating the path, but haven't look it so not confirm yet.

I guess I was a bit over reacting (tbf though with all those red errors popping up everywhere 😆). So yea with 4.2 you need to pay attention to your model update and scene change, as document suggests.

Apery
That's why I jumped to work on 4 only and not 3. Though, I anticipate there will be major upgrade later on physics and IK so I don't bother doing anything on that just yet.

Flameout answered 3/12, 2023 at 0:24 Comment(0)
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4.2.1-rc1

Sheehan answered 7/12, 2023 at 19:42 Comment(0)
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Cacka Standard practice in the industry is that you stick to the [major] version you started with;

FTFY.

Weaponry answered 7/12, 2023 at 20:51 Comment(0)
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Even that isn't always standard practice. Any version is subject to reaching end-of-life, and before that it may become less supported.

Truly answered 7/12, 2023 at 20:58 Comment(0)
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Weaponry Unless there's something you REALLY need from a new version, minor versions included, it's typically not worth the risk to upgrade if what you have is already working, especially for large projects. Upgrading for the sake of upgrading has a potentially large technical cost for minimal benefit...if you started with a particular version, you presumably did your due diligence and determined that it was suitable for your project, so there usually wouldn't be a compelling reason to upgrade anyway. The exception is patch upgrades which contain no new or altered features, just bugfixes.

If you do decide to upgrade the engine for whatever reason, you would do so with the expectation that some things may break and you will need to allocate development time for it (and of course you'd do that with a separate branch of your project in case you need to revert). If there's some sudden new requirement that requires an engine upgrade to continue publishing new updates of your game (e.g. Apple changing stuff), it would usually be better to fix that one specific thing in the engine source code yourself instead of doing an entire upgrade.

Remember, I'm pushing back on the idea that "maybe you should only make small short-term projects with Godot because updates break stuff". Long-term projects are fine; there's no mandate to update the engine mid-project and in the industry it's generally discouraged. Upgrade to the latest when starting a new project, sure.

Cacka answered 7/12, 2023 at 22:23 Comment(0)
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Cacka The exception is patch upgrades which contain no new or altered features, just bugfixes.

That's particularly what I meant, yes.

Weaponry answered 8/12, 2023 at 1:4 Comment(0)
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Sheehan 4.2.1-rc1

It's odd that the release notes / blog article haven't been published yet. I prefer to wait for that before using the new version.

That's been done: https://godotengine.org/article/release-candidate-godot-4-2-1-rc-1/

Truly answered 8/12, 2023 at 1:58 Comment(0)
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4.2.1 just released

https://godotengine.org/article/maintenance-release-godot-4-2-1/

Sheehan answered 12/12, 2023 at 10:41 Comment(0)
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Zonda I've scrutinized the changes in G4.2. My conclusion is that this version is largely transitional. Too many changes are hanging around "in the middle of the road". It is highly likely that G4.3 will also contain many critical changes.

4.2 is way better than 4.1 though. I say use 4.2 or 3.6.

Major reasons to stay on 3.6 are 3.x addons and html5 issues in 4.x. If neither apply and you're making a fairly simple game on a short timeframe (days, weeks, months) you can just do it all on 4.2. If you're starting a big multi-year project, you might as well bite the bullet and struggle with 4.x growing pains because you're going to want the newer features and 3.x will probably be obsolete by the time you're done anyway. But you could start on 3.6 and plan on porting to 4.x when it feels more compelling.

And ALWAYS back up everything before every single upgrade. Git isn't enough, you need to back up your .godot folder in order to /easily/ roll back if there are problems.

Riplex answered 13/12, 2023 at 17:14 Comment(0)
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Riplex I say use 4.2 or 3.6

Is 3.6-beta3 as stable as 3.5.3-stable?

Truly answered 13/12, 2023 at 17:59 Comment(0)
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Truly
I should've said 3.x lol. I'm only using 4.x. I was just assuming 3.6 was released and it's more stable than 4.x. I mean, it has to be, right?

Riplex answered 14/12, 2023 at 4:41 Comment(0)

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