Go, Go, Godot!
  • 0
Godot Game Engine Logo

Godot Engine 4.1.dev4 is available

June 1, 2023

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.

godot
Posted in Godot, News.
Share
PreviousCreating games with Godot Engine using AI
NextPixabay’s New Design is a step down for UX

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • October 27, 2022

    Projectiles going through collision objects

    Ever had the problem where you’re firing a bullet or some kind of projectile at high speeds, and it just goes right through the collision object, instead of hitting it? Here’s a weapon that fires a bullet at random velocities, to demonstrate the issue: The bullets impact the character in various places, rather than at …

  • July 4, 2024

    Inventory System v1.14 available

    A new version of the Inventory System is available with more multiplayer-related features. The Multiplayer Interaction Demo can now run in multiple modes, through two separate implementations of the Character scene: The simple character scene leverages the MultiplayerSynchronizer and can either let the client have authority and move the character, or have the client send …

  • January 15, 2025

    Inventory System 2 Alpha 1 available

    The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …

  • November 27, 2024

    Toggling Visibility of Nested CanvasLayers

    I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.

    © 2026 GoGoGodot.io. All rights reserved.