Godot 4.6 Dev 2 released

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The second development snapshot of Godot 4.6 has been officially released, showcasing over 300 significant enhancements and improvements tailored to the needs of developers. Among the standout features is the introduction of the ability to build Godot as a library, known internally as LibGodot. This addition responds to a frequent request from developers seeking to utilize Godot in isolated contexts for specific workflows. While the integration is still evolving, it lays the groundwork for more specialized use cases.

Another exciting new tool is the ObjectDB Profiler, contributed by newcomer Aleksander Litynski. This tool facilitates debugging by allowing developers to capture snapshots of the ObjectDB state during their debugging sessions, enabling them to analyze and compare different states and easily identify issues.

The mesh simplifier has also been enhanced, now supporting automatic mesh Level of Detail (LOD) through component pruning. This improvement, led by Arseny Kapoulkine, simplifies the process of achieving desired LOD targets for complex mesh sections.

Moreover, Godot has incorporated popular 3D modeling features, such as rotation visualization and snapping, to enhance user experience. Robert Yevdokimov has upgraded the 3D Transform gizmo to display the current delta angle during rotation, while passivestar has added orbit snapping functionality in the 3D Viewport.

Improvements in High Dynamic Range (HDR) support have also been made, enhancing visual quality by blending glow prior to tonemapping across various rendering methods and blend modes—except for soft light. The default blend mode has been updated from soft light to screen for all renderers, further improving visuals.

The update also includes numerous other enhancements, such as:
- The introduction of the reserve_exact function to CowData, with a growth factor adjustment to 1.5x.
- The addition of reserve functions for Array, Vector, and String.
- Implementation of unique Node IDs for better support in base and instantiated scene refactorings.
- Jolt Physics integration is now officially supported without an experimental label.
- Game speed controls have been added to the embedded game window.
- File locations are now displayed with source lines during POT generation.
- Improved navigation in the Output panel, allowing errors and warnings to be clicked for quick access to the corresponding file.

These updates reflect Godot's dedication to providing robust features and enhancements that cater to the developer community's needs. The team encourages users to explore the interactive changelog for a detailed overview of the latest additions and improvements. As is customary with major updates, early testing and feedback from the community will be essential for identifying and addressing any regressions promptly.

In summary, Godot 4.6 Dev 2 marks a significant milestone in the engine's development, promising to enhance the workflow and capabilities of developers across various projects. The community's involvement continues to play a vital role in shaping the future of the engine, and the anticipation for how these new features will be deployed in real-world applications is palpable

Godot 4.6 Dev 2 released

TThe second development snapshot for Godot 4.6 has been released, featuring over 300 improvements and enhancements that address long-awaited requests from developers. Notable additions include the ability to build Godot as a library, an ObjectDB Profiler tool for debugging, and automatic mesh Level of Detail (LOD) using component pruning. Other significant features include HDR support with blended glow before tonemapping, rotation visualization and snapping in the 3D Viewport, and various improvements to the GUI, Editor, and Physics engines.

Godot 4.6 Dev 2 released @ Linux Compatible