Development snapshot #4 of Godot Engine 4.1 is here.
Among many other changes, it fixes a lighting issue related to using Light-only mode in CanvasItemMaterial (#44559). Unfortunately, it also introduced a UX issue with gradient color pickers (#77745), which makes it quite difficult to work with gradients at all. If you use gradients, I recommend sticking to dev3 for now.
The Terrain3D addon for Godot lets you create and manage 3D terrains within Godot. It looks quite promising for making landscapes, hills, valleys, and other natural environments. The addon provides tools for sculpting the terrain, and you can paint different textures like grass, dirt, or rock, and blend them smoothly. It also supports features like …
Need optimized export templates with PCK encryption support but don’t want to have to set up a build pipeline or download the entire compilation toolchain on your computer? Well, now it is. Fill out the form, checkout, and we’ll email you the download link after the compilation completes. Compilation may take 30 minutes to 3 …
One of the benefits of working with Godot Engine is that GDScript allows one to operate high level. GDScript is dynamically typed, so not even variable types have to be specified, but I would strongly recommend using static typing wherever possible. It can help with performance but primarily adds clarity when trying to follow the …
Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …
Godot Engine 4.1.dev4 is available
Development snapshot #4 of Godot Engine 4.1 is here.
Among many other changes, it fixes a lighting issue related to using Light-only mode in CanvasItemMaterial (#44559). Unfortunately, it also introduced a UX issue with gradient color pickers (#77745), which makes it quite difficult to work with gradients at all. If you use gradients, I recommend sticking to dev3 for now.
Related Posts
Terrain3D for Godot has been released
The Terrain3D addon for Godot lets you create and manage 3D terrains within Godot. It looks quite promising for making landscapes, hills, valleys, and other natural environments. The addon provides tools for sculpting the terrain, and you can paint different textures like grass, dirt, or rock, and blend them smoothly. It also supports features like …
Introducing GodotBuilder: Custom Export Templates built on demand
Need optimized export templates with PCK encryption support but don’t want to have to set up a build pipeline or download the entire compilation toolchain on your computer? Well, now it is. Fill out the form, checkout, and we’ll email you the download link after the compilation completes. Compilation may take 30 minutes to 3 …
When not all strings are Strings. Detect bugs in your GDscript more easily with static typing
One of the benefits of working with Godot Engine is that GDScript allows one to operate high level. GDScript is dynamically typed, so not even variable types have to be specified, but I would strongly recommend using static typing wherever possible. It can help with performance but primarily adds clarity when trying to follow the …
Ditch @onready, use @export instead
Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …