The next big step: Godot 4.0 reaches Beta, Release candidate stage now.
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Problems with the import of animation remain. 🙁 But with textures a little better.

Rhomb answered 15/9, 2022 at 20:1 Comment(0)
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Rhomb Well, now it's in beta it'll be more likely to get fixed going forward. Alpha was mostly about adding new features. Beta will be mostly about fixes and stability, optimization later.

Deus answered 16/9, 2022 at 0:33 Comment(0)
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Yeah, don't expect too much. It's the first beta. The point is to have people report all these problems so they can be fixed. I haven't tried the beta yet, but with alpha 17 there were still tons of basic stuff semi-working or broken. So we are getting closer, but this is going to be a long road trip.

Impose answered 16/9, 2022 at 0:36 Comment(0)
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Wow! They included my first contribution in the beta. I updated the gamepad config to include newer Xbox controllers (among other things) to fix the incorrect mapping on Linux. It now works like it was supposed to.

Impose answered 16/9, 2022 at 0:42 Comment(0)
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This what I worked on today. Wood texture created from scratch in Material Maker 1.0. Background is just an HDRI I got for free. Everything else done in Godot 4.0 beta, with mostly all effects turned on.

Impose answered 16/9, 2022 at 5:29 Comment(0)
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Deus, Impose I don't expect too much. The work is going on — it can be seen — already transferred textures... not perfect yet of course… But fully work will be able to, I suppose, no earlier than version 4.1… Or even noticeably later.

There is work with animation — this is what I need. But so far no additional views have been added (division of the main window). The fact that you can not place the animation window on the side of the preview, it certainly is very uncomfortable mess, but work in this direction is moving… as far as I know.

Now I'm crawling into beta… I may have to edit the tutorial…

Rhomb answered 16/9, 2022 at 9:44 Comment(0)
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Rhomb not perfect yet of course…

Yes, I understand. The asset pipeline is still pretty rough. I see they updated some stuff with the materials, which makes editing easier (you can see what was changed). But 3D assets still have some issues. Sadly, I think I have reached the end of what I can do with purchased art. I have spent thousands of dollars on cgtrader and most of the models don't work. Not even just in Godot, not even in Blender. Even the ones that include a Blender file usually are missing the textures, or the materials don't work. For some simple models I can fix it myself, but it's too much to manually redo like 100 materials for a large scene. So I am going to make all my own art moving forward. That way I know it will be compatible.

Impose answered 16/9, 2022 at 9:58 Comment(0)
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Impose The asset pipeline is still pretty rough.

There is a workaround through export to glTF and it works. It's more a question of convenience and speed.

I have spent thousands of dollars on cgtrader and most of the models don't work.

That's why I'm not buying assets, but looking for ways to make them myself.

Rhomb answered 16/9, 2022 at 10:7 Comment(0)
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Right, but you still need a solid pipeline. Which requires Godot to work, and every other software in the chain.

Impose answered 16/9, 2022 at 10:34 Comment(0)
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Impose

Nitpicking: Light bleeding at the bottom of the ball, also the shadow there looks strange. And it seems like lighting of the ball doesn't seem to fit the environment. Still a way to go, maybe.

Light bleeding may be inherent to SDFGI I read.

Annelid answered 16/9, 2022 at 11:11 Comment(0)
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Impose Right, but you still need a solid pipeline. Which requires Godot to work, and every other software in the chain.

Yep, in the concept of my project, Blender acts as a checkpoint (the stage of standardization). I load into it all that is made in other programs, brought to a common denominator (the maximum normalization) and then put it in Godot. So yes, it is important to me that Blender interacts with Godot perfectly.

But now checked and imported into the engine via glTF from Blender 3.3, seems to be working correctly.

Rhomb answered 16/9, 2022 at 11:28 Comment(0)
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Annelid Light bleeding may be inherent to SDFGI I read.

Yes, well it is screen space. So suffers from issues with large normal delta, limited resolution, depth buffer range, etc. But it looks way better with it on. I also added SSAO, which hid some of the bleeding, but not totally. And these were on high settings, not max, so it could still look better, but I wanted it to be real time and not jack everything up to unrealistic levels.

In terms of the lighting on the ball, the HDRI is very bright (also on the side you can't see in the image). So it kind of has a flat look, but I liked the colors, since they matched the wood I made. I could have made it more realistic by reducing the environment lighting (or using a different HDRI) but I thought the render looked nice the way it was.

Impose answered 16/9, 2022 at 11:45 Comment(0)
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I downloaded the beta. so I can try it out. I'll keep Godot 4 projects separate from the Godot 3 projects I'm working on.

Before I try running Godot 4:
Does the Godot 4 beta use different paths for the settings, etc., to prevent conflicts between Godot 3 and Godot 4? Or do I need to use "Self-contained mode" to accomplish this?
https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html#editor-data-paths
https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html#editor-data-paths

Fife answered 16/9, 2022 at 20:34 Comment(0)
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I haven't noticed any conflicts. I have got 3.x and 4.0 installed for a while.

Impose answered 16/9, 2022 at 20:37 Comment(0)
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Thanks. I've had no problems using different versions concurrently within the 3.x branch, but I was afraid that wouldn't apply to mixing 3.x and 4.x.

Fife answered 16/9, 2022 at 20:50 Comment(0)
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"Web platform
Among many other improvements to the web platform, Fabio has added the necessary tooling to allow remote profiling of HTML5 exports[...]"

That mean we already have a HTML5 export working?

Or theres no HTML5 on Godot 4 yet?

Its a core feature that i need.

Statist answered 16/9, 2022 at 22:16 Comment(0)
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Statist

Yes, there seens to be a HTML5 export...

But as slow, or even more then before.

Statist answered 16/9, 2022 at 22:33 Comment(0)
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Statist Trying to load a simple textbox, still loading, almost a minute...

Its a core feature that i need, yes, but to this day it does not deliver the need i had.

Edit. I dont think it will ever load.

Statist answered 16/9, 2022 at 22:34 Comment(0)
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HTML5 support is pretty experimental. I think they added it so people could test and report bugs. I got a 3D scene to export, and it loaded, but visually it was all messed up. It will be a while before it's working 100%.

Impose answered 16/9, 2022 at 22:39 Comment(0)
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Impose I haven't noticed any conflicts. I have got 3.x and 4.0 installed for a while.

After backing up the editor data, I briefly tried 4.0-beta and saw that it changed some existing files and added a lot of stuff. That may not affect functionality, but I decided to revert the data from the backup, and use 4.0-beta in self-contained mode. I think that's safer and cleaner.

Fife answered 16/9, 2022 at 23:24 Comment(0)
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I updated the texture so it's more realistic. Still can't fix the light bleed on the bottom of the ball, but I think in a real game (with more complex assets) you wouldn't notice this.

Impose answered 17/9, 2022 at 1:47 Comment(0)
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I came across one aspect of self-contained mode that was unexpected. The app_userdata directory in the common location is still used for project data. So if you're testing a copy of a 3.x project under 4.x, you need to change the name of the copied project, unless you want the two projects to share the same app_userdata directory. This can be done by editing project.godot before accessing the project with Godot, and changing the value of config/name in the [application] section.

This is evidently working as designed, as seen in this old issue:

akien-mga commented on Oct 14, 2017
Note that app_userdata is not meant to be local in the self-contained mode, that mode is for Godot itself but does not impact Godot games. You should be able to access the same game data from a system-installed Godot and a self-contained one.

https://github.com/godotengine/godot/issues/11813#issuecomment-336622952

Fife answered 17/9, 2022 at 2:1 Comment(0)
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Okay, final render.

Impose answered 17/9, 2022 at 6:25 Comment(0)
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I submitted an issue. It's not a big one, though.
3-to-4 project converter adds extra line for move_and_slide #66054
https://github.com/godotengine/godot/issues/66054

I also encountered a couple of other small issues with the project converter, but I don't know if they qualify as bugs:

  1. An instance of "Reference" in a comment was changed to "RefCounted".
  2. The values of the settings Project >> Project Settings... >> General >> Display >> Window >> Viewport Width, Viewport Height were changed.

Do you think those should be submitted as issues?

Fife answered 18/9, 2022 at 16:21 Comment(0)
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Yeah, those definitely seem worthy of bugs.

Impose answered 18/9, 2022 at 16:39 Comment(0)
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I submitted the first one.
3-to-4 project converter changes instance of "Reference" in a comment to "RefCounted" #66061
https://github.com/godotengine/godot/issues/66061

Regarding the second one, I noticed that in 4.0-beta1, there are two sets of dimensions: Viewport and Window. The Window dimensions were preserved. It's the Viewport dimensions, which appears to be a new setting, that differs. Maybe that's not a bug? Or should the Viewport dimensions be set to the same values as the Window dimensions when converting a project?

Fife answered 18/9, 2022 at 19:55 Comment(0)
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They are two different things. So maybe it should default to the same value, but I'm not sure if that's a bug.

Impose answered 18/9, 2022 at 20:41 Comment(0)
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I decided to submit the issue:

3-to-4 project converter doesn't preserve viewport width and height #66125
https://github.com/godotengine/godot/issues/66125

Fife answered 19/9, 2022 at 17:20 Comment(0)
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Loup Can we fast track working HTML5 export in Godot 4 ?

You might ask about that in the Contributors' chat room to get the most accurate feedback.
https://chat.godotengine.org/

Fife answered 20/9, 2022 at 22:12 Comment(0)
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Hype!

Supercharge answered 21/9, 2022 at 17:21 Comment(0)
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Link for those interested: https://github.com/godotengine/godot-proposals/issues/18

Deus answered 21/9, 2022 at 17:47 Comment(0)
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Here are some fixes I had to make to a small project, that the 3-to-4 project converter didn't (couldn't?) fix. Do you think these are things that the project converter should handle?

Or should these be added to documentation (somewhere) for reference by others when converting projects? Figuring out these fixes can be time-consuming without a conversion guide, since you may need to use both the old documentation and the new documentation. For example, I had to use the old documentation to locate the class (CanvasItem) for which update() was a method, note its description, and then find the corresponding method in the new documentation.

  1. CollisionObject2D._input_event() signature changed: first parameter type changed from Object to Viewport. This only required a change since I use static typing.
  2. CanvasItem.update() renamed to CanvasItem.queue_redraw().
  3. String constructor String(int) removed; use str() instead.
Fife answered 22/9, 2022 at 20:18 Comment(0)
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Monoatomic I'm just looking at maybe buying a 3d model of a location/house from an online marketplace like cgtrader to hopefully use in a Godot FPS I'm making as a learning experience.

FPS… The furnishings in the house — are they supposed to be destructible?

There's a statement here about buying assets:

Impose But 3D assets still have some issues. Sadly, I think I have reached the end of what I can do with purchased art. I have spent thousands of dollars on cgtrader and most of the models don't work. Not even just in Godot, not even in Blender. Even the ones that include a Blender file usually are missing the textures, or the materials don't work. For some simple models I can fix it myself, but it's too much to manually redo like 100 materials for a large scene. So I am going to make all my own art moving forward. That way I know it will be compatible.

I suggest paying attention to free houses or you can make your own with a little effort.

Rhomb answered 22/9, 2022 at 20:39 Comment(0)
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Update to my previous post: Calinou said in the contributor's chat that #2 and #3 would not be feasible for the converter to handle.

Fife answered 22/9, 2022 at 21:7 Comment(0)
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4.0 Beta 2 has been released.
https://godotengine.org/article/dev-snapshot-godot-4-0-beta-2

Fife answered 29/9, 2022 at 22:11 Comment(0)
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I'm not sure if that would be appropriate here… the developer channel on Godot 4. Talks about fresh changes, problems and his solutions. Learned a lot of interesting things.

https://www.youtube.com/channel/UCc25HR6YVwwA0lFkvqXBtGA/featured
https://twitter.com/devinthewater

Rhomb answered 30/9, 2022 at 5:52 Comment(0)
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Beta 2 is basically completely broken. Worse than the Alphas. Not sure what happened.

Impose answered 1/10, 2022 at 8:40 Comment(0)
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Too late ...

Looks like the build targets were changed. There is editor, template_release and template_debug now. Size of the editor executable is consistent with having no or very few debug symbols.

Would be cool to have a build with debug symbols, if devs want bug reports ...

Annelid answered 1/10, 2022 at 10:30 Comment(0)
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I submitted a bug here for the material problem:

https://github.com/godotengine/godot/issues/66700

To be honest, I'm kind of losing some faith when the most basic feature of a 3D engine, assigning a texture to a model, doesn't even work. In beta 2 no less. I really don't like complaining, but this is amateur hour if no one tested that.

Impose answered 1/10, 2022 at 11:31 Comment(0)
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Impose The humor is that the material can be assigned by drag and drop from the panel. You can copy the material, but there is no paste option.

Win 11.

Rhomb answered 1/10, 2022 at 13:28 Comment(0)
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I mean, I'm not upset. I understand it's a beta and work in progress. But someone should really be doing some testing before they label something "Beta 2".

Impose answered 1/10, 2022 at 14:24 Comment(0)
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Impose But someone should really be doing some testing before they label something "Beta 2".

Absolutely fair. And that's really, really frustrating.

Rhomb answered 1/10, 2022 at 14:37 Comment(0)
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Impose

I thought the point of beta was solely the requirements freeze. I know that's not usually the case, but I gather that's the way they're doing it here.

Emileemilee answered 2/10, 2022 at 0:55 Comment(0)
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Yeah, it's fine. I got some action on my bug report. Seems they are basically just using us as free QA, but I guess that's fair considering the engine is free. I just didn't expect major regressions from beta 1 to beta 2, but it's not the end of the world. I'm sticking with beta 1 for now, as it works a little better.

Impose answered 2/10, 2022 at 0:58 Comment(0)
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Impose I mean, so do the big AAA studios and software vendors... You just got to pay for the privilege in that case. 🤣

Deus answered 2/10, 2022 at 2:52 Comment(0)
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What is that fuzz around alpha and beta anyway, what constitutes an alpha (apart from animal ranks of reproductive success) or a beta and even release ? Aren't they just varying states of buggyness ?

:-)

Annelid answered 2/10, 2022 at 10:56 Comment(0)
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Annelid Aren't they just varying states of buggyness ?

Exactly.

And the beta should be more stable than the alpha. But this particular case does not say anything — there can always be failures. The main thing is that they do not become a system. Godot still has too much margin of confidence.

Rhomb answered 2/10, 2022 at 11:18 Comment(0)
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4.0 Beta 3 has been released.
https://godotengine.org/article/dev-snapshot-godot-4-0-beta-3

Fife answered 14/10, 2022 at 14:18 Comment(0)
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Awesome. I updated the OP.

Impose answered 14/10, 2022 at 15:11 Comment(0)
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Cool, finally multi-caret editing.
Although no arrow key version of it yet, just alt-mouse click.

Cuzco answered 14/10, 2022 at 15:35 Comment(0)
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multi-caret editing

I see that feature works in beta3, but how is it useful? I've never used that before.

Fife answered 14/10, 2022 at 15:41 Comment(0)
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Cuzco Cool, finally multi-caret editing.

That's great!

Cuzco Although no arrow key version of it yet

Aw man...well it's better than nothing tho.

Deus answered 14/10, 2022 at 15:50 Comment(0)
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Cuzco Although no arrow key version of it yet, just alt-mouse click.

I'd prefer the mouse, I never got good with those keyboard shortcuts.

Impose answered 14/10, 2022 at 17:41 Comment(0)
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I don't understand the appeal of multi-carat editing. You have to know ahead of time every place you want to change, and it's a pain if they aren't close together. Vim's repeat function is a lot more practical, though it's hard to implement in a stateless editor. The example in the blog is a bit underwhelming when you think how easy it would be to accomplish with simple cut and paste. But, more power to ya. 🙂

Emileemilee answered 15/10, 2022 at 2:40 Comment(0)
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Loup Broken HTML5 export in Beta 3 ? 🙁

If it is broken then I’d suggest making a GitHub issue reporting what is broken so it can (hopefully) be fixed.

Epaulet answered 15/10, 2022 at 13:8 Comment(0)
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Impose

Last I checked, the Godot devs. seem to be treating the concept of Alpha, Beta, ect... differently compared to many other projects. The articles they posted on the website simply states that the main targets are all there and nothing more in terms of new stuff will be added (outside of pull requests discussed ahead of time).

It also makes it ever clearer that the team is serious when they say a version is not ready for heavy production. 3.x meanwhile appears pretty darn stable at the moment, I have been busy with other things, but I have, so far, encountered no notable bugs in my project that required a major workaround.

Quantic answered 19/10, 2022 at 19:48 Comment(0)
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Any news on when (roughly speaking) 4.0 will land? January 2023? Midway next year? What's the ballpark?

Mediocre answered 27/10, 2022 at 18:21 Comment(0)
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Mediocre I don't know of any official(or unofficial) target date.

Deus answered 27/10, 2022 at 18:43 Comment(0)
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Deus
I am guessing they will hold off on the release until they feel it is stable enough.

The Godot team already does this with the 3.x releases, but it is mainly smaller stuff, so the beta/RC phase is obviously not near as long.

Quantic answered 29/10, 2022 at 16:26 Comment(0)
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Loup
Beta 4 has been uploaded.
https://downloads.tuxfamily.org/godotengine/4.0/beta4/

No news article yet though, that will come probably tomorrow.

Quantic answered 2/11, 2022 at 0:44 Comment(0)
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Loup Would it be possible to optimize further so Mozilla Firefox FPS matches the other three browsers?

You should ask that from Mozilla.

Deus answered 2/11, 2022 at 21:55 Comment(0)
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Loup If it runs 60 fps in all other webgl clients then the issue is on mozillas end. This is not to say that further optimization of the godot engine won't improve performance, but if it will it'll improve it for all webgl clients. The discrepancy between the clients is a mozilla problem not a godot problem.

Deus answered 2/11, 2022 at 22:34 Comment(0)
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On that machine, I'm surprised it even runs at all. That is extremely old. The GT 1030 is okay (at least for web games) but 4GB of DDR2 memory is going to be a big issue.

I guess for simple 2D games you should be okay, with the right optimization, but it will be cutting it pretty close with such old hardware. The CPU came out almost 14 years ago.

And I think 4GB of memory (at 400Mhz) doesn't even meet the requirements to run Windows 10. I mean, Microsoft says 2GB, but that is like to launch Word, not run games.

In terms of your Firefox issue, I think that is on Mozilla. I know on Linux, WebGL is pretty slow unless you run under Wayland. From my tests, Windows should be okay, but I can at least confirm that Firefox has the worst WebGL implementation in general.

Impose answered 3/11, 2022 at 1:54 Comment(0)
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Wait, and you are running Windows under Linux Mint on a virtual machine?!? I can't believe that even works.

Impose answered 3/11, 2022 at 1:55 Comment(0)
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Firefox is not great for WebGL. I'm not sure it's something Godot can fix.

Impose answered 3/11, 2022 at 2:40 Comment(0)
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Well, there is still a long way to a stable release. Last time I checked the HTML5 on Godot 4.0 was badly broken.

So it's possible they can get the performance to a much better place. But Mozilla needs to do something as well, because the performance is poor even on good machines.

Impose answered 3/11, 2022 at 2:55 Comment(0)
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Firefox is running the game at 58fps for me. Chrome is 59-60.

Cuzco answered 3/11, 2022 at 3:0 Comment(0)
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Emileemilee multi-caret allowed me to develop into Godot this feature from VS Code and Jet Brains: https://github.com/godotengine/godot/pull/67644 (add selection and caret for next occurrence). See the PR for many example videos.

I don't know how anyone can live without this. I use it all the time. I never use ALT+Click to add caret, but I use CTRL+D to select next occurrence all the damn time.

It's now merged into beta 4.

Tweeny answered 7/11, 2022 at 15:3 Comment(0)
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Oh, that looks pretty cool. Thanks.

Impose answered 7/11, 2022 at 15:24 Comment(0)
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Tweeny

It's a bit different than search, repeat -- less linear -- but fewer key strokes. Nice. If the search/replace in 4.0 gets pattern matching, I might prefer it to an external editor. 🙂

Emileemilee answered 9/11, 2022 at 1:3 Comment(0)
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Loup

You should probably put in a feature request on github.

Emileemilee answered 9/11, 2022 at 1:4 Comment(0)
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Loup Godot v4 Beta 4 HTML5 builds do not run on popular Itch.io website?

Did you check the export options? You might also be able to customize the HTML or Javascript, but I haven't looked into it. In any case, probably best to create an issue on Github so the developers can fix it.

Also, Godot 4.0 is probably 1 year, or maybe even 2 years, from being production ready. You shouldn't expect to release a serious game using it until it is stable. I just tried the latest beta and it just crashed when trying to convert a project.

It's barely ready for even simple tech demos, forget a real game. Just make sure to test and report bugs, but don't expect it to work 100% for a long time.

Impose answered 9/11, 2022 at 1:48 Comment(0)
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Okay cool. Hope it can be fixed soon.

Impose answered 9/11, 2022 at 4:54 Comment(0)
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The bug they linked to is still open. Sorry, I didn't mention to search first.

In any case, it's what I thought. Godot 4.0 is beta (if that) so lots of stuff is broken.

Impose answered 9/11, 2022 at 8:3 Comment(0)
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Loup Well, not quite. They closed it as a duplicate. One should always try to search to see if an issue has already been reported before reporting another. Go ahead and upvote( 👍️ reaction on the opening comment) the shared issue(68180) and perhaps add a comment if you think you have some useful insight to offer to the discussion there.

Do note that a reference to your closed report is already automatically added to the other issue since it was referenced in yours.

Deus answered 9/11, 2022 at 8:9 Comment(0)
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Also, to give some context (if you haven't read all the github threads) this is a Firefox issue, or rather an issue of Itch only partially supporting the feature. It appears the storage permission is in beta (on Itch) and only really supported on Chrome (or compatible browsers). So it's likely Itch will need to update it on their end, so it might be a good idea to contact their developer support and alert them of the issue specifically with Firefox. It's likely they know (since they do state it's "experimental" aka not really working) but it can't hurt to open a dialog. It's also possible Firefox might change something to be more compatible with Chrome, I haven't looked into that much. Or Godot 4.0 could either modify the defaults or find some work around that is cross-browser compatible. Lots of unknowns here, which is why I am not doing any serious projects in Godot 4.0 for now. I plan on doing a new demo soon, as I have to test some things I've been working on. However, I think Godot 4.0 is fine for that, like small demos and feature tests, so you can learn and report bugs. All my attempts to port my projects from 3.x to 4.0 have failed (badly). It's just not stable or a good idea right now. I played your game, and it looks like something that would work fine in Godot 3.x. You just have to use OpenGL ES2 (WebGL1) because the WebGL2 export was never really finished (this is what you get when you select GLES3). It's missing some special effects and stuff, but the basics work in GLES2/WebGL1, even on Apple.

Impose answered 9/11, 2022 at 9:20 Comment(0)
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Dev snapshot: Godot 4.0 beta 5

Fife answered 16/11, 2022 at 20:22 Comment(0)
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Loup Can you add a way to disable:

Just to remind you (and I know we've talked about it before, might have been in a pm) this is just a user forum. Some engine developers might occasionally visit this forum at a whim but you aren't really addressing any of the core developers in here. Just so there's no confusion.

Deus answered 22/11, 2022 at 17:27 Comment(0)
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Loup I guess so.

Deus answered 23/11, 2022 at 0:42 Comment(0)
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I can try to contact itch as well, a few of my demos got some downloads so maybe more people requesting well help.

Impose answered 23/11, 2022 at 9:43 Comment(0)
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beta 6.
The schedule is now once a week.

Supercharge answered 23/11, 2022 at 22:42 Comment(0)
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Dev snapshot: Godot 4.0 beta 7

Fife answered 1/12, 2022 at 17:24 Comment(0)
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Dev snapshot: Godot 4.0 beta 8

Fife answered 9/12, 2022 at 18:26 Comment(0)
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Dev snapshot: Godot 4.0 beta 9

Fife answered 19/12, 2022 at 18:8 Comment(0)
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Hi,

with beta7 on windows, import settings doesn't include a predefined variable to set importer path (FBX2gtlf)

The first time I set the variable myself, Godot crash, on next launch, value is saved.

Finally, despite setting the path, it doesn't work and I cannot import FBX file.

I just follow what the popup window shows about the path variable, set one using the ability to create settings.

Mirna answered 19/12, 2022 at 18:50 Comment(0)
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Does the problem exist in Beta 9? If so, you may want to report it:
https://github.com/godotengine/godot/issues

Fife answered 19/12, 2022 at 19:12 Comment(0)
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Fife

it works better with beta9, still there are some little concerns:

I get this windows when opening the project

and after (big window cut, no file displayed):

filter is too strict and doesn't include executable extension, but the name is ok, using no filter ("all files"), display the program and I can use it.
FBX file is imported more or less well, it is just a simple mesh with UV but nothing fancy (skinned mesh, anim, etc).

I guess filter need to be a little adjusted for all OSes Godot is available on.

Mirna answered 19/12, 2022 at 20:28 Comment(0)
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Mirna …still there are some little concerns:

That's weird. I have everything works fine, and beta 9 has picked up the settings from the previous version.

Win 11.

Rhomb answered 19/12, 2022 at 22:14 Comment(0)
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I encounter also an annoying issue which I don't know if it's on the beta only, the completion + syntax checker is sometimes a bit tight and doesn't want to work as expected, see below for instance:

I expect the editor to offer a list of choice including one of current_* variables defined above, instead, the line is highlighted in red and I need to type myself. Is this syntax checker launched too early while typing ?

(the code comes from Mr Taft Creates Match3 tutorial on youtube)

Mirna answered 20/12, 2022 at 19:32 Comment(0)
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For specific issues like this, it's better to create new topics. That makes the topic easier to follow.

Fife answered 20/12, 2022 at 20:32 Comment(0)
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Dev snapshot: Godot 4.0 beta 10

Fife answered 23/12, 2022 at 16:43 Comment(0)
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Judging by the latest news, after 11 or 12 beta, will start coming out RC versions. Something tells me that there will also be 20 of them))

Fugal answered 6/1, 2023 at 13:4 Comment(0)
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Dev snapshot: Godot 4.0 beta 11

Fife answered 10/1, 2023 at 18:4 Comment(0)
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Godot 4.0 Documentation Sprint

With the release candidate for Godot Engine 4.0 being just around the corner, we want to make sure that the community is fully prepared and can dive right into it as soon as the new version is available. To that end, this is a call to action — to help in completing the documentation for Godot 4.

Rhomb answered 11/1, 2023 at 22:36 Comment(0)
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Dev snapshot: Godot 4.0 beta 12

Fife answered 13/1, 2023 at 16:31 Comment(0)
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Fix Tab key usage in the inspector (GH-71271)

the one feature to rule them all

Supercharge answered 13/1, 2023 at 16:40 Comment(0)
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Supercharge

Fix Tab key usage in the inspector (GH-71271)

the one feature to rule them all

Shift, Tab, Arrows, Enter and Escape are all the keys you should need to navigate any graphical user interface. No mouse needed.

Deus answered 13/1, 2023 at 23:56 Comment(0)
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Fife
Releases are made so fast I haven't have time to test beta11 ! Congratulations and thanks to all the people involved in Godot for all your work and commitment.

Mirna answered 14/1, 2023 at 9:28 Comment(0)
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Dev snapshot: Godot 4.0 beta 13

Rhomb answered 17/1, 2023 at 22:32 Comment(0)
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Dev snapshot: Godot 4.0 beta 14

Fife answered 20/1, 2023 at 17:34 Comment(0)
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Dev snapshot: Godot 4.0 beta 15

Fife answered 25/1, 2023 at 15:9 Comment(0)
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We’re now just days away from the Release Candidate...

Dev snapshot: Godot 4.0 beta 16

Fife answered 27/1, 2023 at 16:19 Comment(0)
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Fife At this rate, Godot 5 will be released before Godot 4 ! 🙂
Thanks again to all people involved in the project.

Mirna answered 27/1, 2023 at 16:36 Comment(0)
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Dev snapshot: Godot 4.0 beta 17

Fife answered 1/2, 2023 at 22:9 Comment(0)
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Release candidate: Godot 4.0 RC 1

Fife answered 8/2, 2023 at 16:29 Comment(0)
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Oh snap!!!

Impose answered 8/2, 2023 at 18:23 Comment(0)
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Fife oh I think it's still too early for RC. But any release is a good release. So, good news!

Tweeny answered 9/2, 2023 at 10:25 Comment(0)
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Tweeny oh I think it's still too early for RC. But any release is a good release. So, good news!

Do expect follow up RC's. They probably want the testing momentum to increase. In other words those that wouldn't bother testing a 'beta' version to help test the RC then, cause if no issues are found, it'll go live as is.

Deus answered 9/2, 2023 at 11:33 Comment(0)
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Deus yes, it's fine and normal to have dozens of RCs. The thing is, in some regards I still think it's in Alpha 😛 Like the physics engine - it's not about fixes, it's about needing rewrites, new features, etc.

Tweeny answered 9/2, 2023 at 13:29 Comment(0)
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Yeah, I agree. I haven't got a chance to try the RC, but I tried Beta 17 and it's still kind of rough. I do understand they need people testing it but it still seems kind of rushed and/or forced. But whatever, it will probably end up leading to a faster stable release.

Impose answered 9/2, 2023 at 14:6 Comment(0)
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Impose it will probably end up leading to a faster stable release.

this!

Tweeny answered 9/2, 2023 at 14:34 Comment(0)
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Updated my largest 3D project to Godot 4 rc1, except for some minor API changes I had to do very little (and the last beta I used was beta3). Runs and looks <3

Honestly I can't wait for the actual stable release (even if some features I've been waiting for are not making it in, e.g. mesh merging and animation retargeting)

Mediocre answered 9/2, 2023 at 15:2 Comment(0)
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Tweeny I think it's still too early for RC

According to this article, 4.0-stable won't really be "stable". That will come with later point releases:
https://godotengine.org/article/release-management-4-0-and-beyond/

We will release 4.0 when we believe it is ready to be used in production, not when it is perfect. It will not be perfect, and it doesn’t have to be. But it will lay down the foundation for all our future work, and with your help it might get a little bit closer to what we envision as the Godot 4.

Maybe that's necessary for making progress in a community-driven open source project, unlike a product made by a commercial organization where the management can force employees to meet desired goals.

Fife answered 9/2, 2023 at 16:12 Comment(0)
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Mediocre Nice to hear! Unfortunately my project broke in every possible aspect (worked fine until beta17).

Still upgrading it and also helped me find more Godot bugs 🙂

Tweeny answered 10/2, 2023 at 7:21 Comment(0)
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Fife Maybe that's necessary for making progress in a community-driven open source project,

Good point, I think that was also the motivation to move from alpha to beta, while clearly the "beta" was still treated like alpha, with many new features added during the beta cycle. But the community needed this push.

Tweeny answered 10/2, 2023 at 7:21 Comment(0)
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Release candidate: Godot 4.0 RC 2

The Godot 4.0 release is mere days away!

Fife answered 14/2, 2023 at 21:44 Comment(0)
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Release candidate: Godot 4.0 RC 3

Fife answered 21/2, 2023 at 18:20 Comment(0)
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Release candidate: Godot 4.0 RC 4

Fife answered 23/2, 2023 at 19:40 Comment(0)
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Should get a new thread going about the RCs

Tenacious answered 24/2, 2023 at 18:34 Comment(0)
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I made an earlier suggestion of having an RC tag, but the decision was that an RC is basically a Beta.

Fife answered 24/2, 2023 at 18:46 Comment(0)
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Release candidate: Godot 4.0 RC 5

I wonder if I should I stop posting these updates.

Fife answered 24/2, 2023 at 19:2 Comment(0)
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Fife I wonder if I should I stop posting these updates.

OOOhh nnnnooo please, it's great to be informed on releases here, keep continue, so you know at least one forum member here appreciate what you're doing 😉.

Mirna answered 24/2, 2023 at 21:19 Comment(0)
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Fife I wonder if I should I stop posting these updates.

Well when the positive marks go away, then maybe. But not before…

Rhomb answered 24/2, 2023 at 22:8 Comment(0)
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Tenacious Should get a new thread going about the RCs

I don't particularly mind the idea, but I'm not sure that a new thread is strictly needed either. At the very least we can probably change the topic title to reflect that the beta is in RC stage now tho.

Fife I made an earlier suggestion of having an RC tag, but the decision was that an RC is basically a Beta.

That shouldn't stop us from creating a new topic for RC's though, if we decide to go that way.

I'll just edit and update the topic title for now though. edit: I should add I think a new topic will be more meaningful if the 'stable' release comes about, IMO.

Deus answered 24/2, 2023 at 22:32 Comment(0)
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Is the RC really a beta?

Well, I waited to do any serious migration from v3 until the first RC dropped. With betas constantly changing things it was too crazy to port a big project over. At least with RC I won't have to redo too much (In theory). So to me the RC is a big milestone

Tenacious answered 25/2, 2023 at 13:14 Comment(0)
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Well the name is release candidate, so officially it is not a beta. However, it's still a little rough. That said, the API should be mostly locked, so it's safe to port now (just make sure to have backups and source control).

Impose answered 25/2, 2023 at 13:46 Comment(0)
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Release candidate: Godot 4.0 RC 6

One more time! We’ve now fixed all critical regressions we are aware of, so things are looking great for the stable 4.0 release!

Please test this sixth release candidate thoroughly and let us know of any showstopper issue you encounter. You’re also very welcome to report non-showstopper issues, you’ll probably see us put them in the 4.1 or 4.x milestones, but it helps to have them tracked as early as they’re noticed.

Fife answered 27/2, 2023 at 14:48 Comment(0)
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Nice! rc6 is working great for me

Tenacious answered 27/2, 2023 at 16:21 Comment(0)
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Supercharge answered 27/2, 2023 at 22:10 Comment(0)
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The builds of Godot 4 have come a long way in the last couple of years. The pre-alpha builds for instance were prone to crashing and had a tendency to corrupt whatever you were working on. The RC builds meanwhile appear quite stable with the usability being more like Godot 3.x. The late rush to fix as many regressions as possible shows just how invested many in the community are in improving the engine for their own projects, which in turn is a result of Godot's onboarding and patch review being fairly good for an open-source project (as even Blender has historically struggled with making sure patch contributors become regulars in the dev. community).

Quantic answered 28/2, 2023 at 17:48 Comment(0)
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4.0-stable is in the download repository and on the front page, but I'm waiting for the "official" announcement before I download it or post a link.

Fife answered 1/3, 2023 at 16:28 Comment(0)
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Just downloaded 4.0 stable

Tenacious answered 1/3, 2023 at 16:29 Comment(0)
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And here's the official announcement for the release of Godot 4.0:
Godot 4.0 sets sail: All aboard for new horizons

Fife answered 1/3, 2023 at 16:46 Comment(0)
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I made a new thread. We can move discussion there.
https://mcmap.net/q/2036/godot-godot-4-0-sets-sail-all-aboard-for-new-horizons

Impose answered 1/3, 2023 at 19:54 Comment(0)

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