The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch (see our release policy for details on the various Godot versions). This beta 5 build provides additional features and fixes to bugs reported against previous builds.
If you already reviewed the changelog for the previous beta, you can skip right to the differences between beta 4 and beta 5 (part 1, part 2).
Some big changes since the previous beta are the promotion of object validity checks to release builds (no more “dangling pointers” release surprises), initial support for Android Play Asset Delivery, and a new ACES Fitted high quality tonemapper.
As usual, you can try it live with the online version of the Godot editor updated for this release.
Highlights
The main changes coming in Godot 3.4 and included in this beta are:
- Android: Add partial support for Android scoped storage (GH-50359).
- This also means we’re now targeting API level 30 as required to publish new apps on Google Play.
- Android: Add initial support for Play Asset Delivery (GH-52526).
- Android: Improve input responsiveness on underpowered Android devices (GH-42220).
- Animation: Add animation “reset” track feature (GH-44558).
- Audio: Fix cubic resampling algorithm (GH-51082).
- C#: macOS: Mono builds are now universal builds with support for both
x86_64
andarm64
architectures (GH-49248). - C#: iOS: Fix
P/Invoke
symbols being stripped by the linker, resulting inEntryPointNotFoundException
crash at runtime (GH-49248). - Core: Promote object validity checks to release builds (GH-51796).
- Core: Make all file access 64-bit (
uint64_t
) (GH-47254).- This adds support for handling files bigger than 2.1 GiB, including on 32-bit OSes.
- Core: Add frame delta smoothing option (GH-48390).
- This option is enabled by default (
application/run/delta_smoothing
). Please report any issue.
- This option is enabled by default (
- Crypto: Add AESContext, HMACContext, RSA public keys, encryption, decryption, sign, and verify (GH-48144, GH-48869).
- Editor: Overhaul the theme editor and improve user experience (GH-49774).
- GridMap: Implement individual mesh transform for MeshLibrary items (GH-52298).
- HTML5: Export as Progressive Web App (PWA) (GH-48250).
- HTML5: Implement Godot <-> JavaScript interface (GH-48691).
- HTML5: Implement AudioWorklet without threads (GH-52650).
- Import: Implement lossless WebP encoding (GH-47854).
- Import: Backport improved glTF module with scene export support (GH-49120).
- macOS: Add GDNative Framework support, and minimal support for handling Unix symlinks (GH-46860).
- macOS: Add notarization support when exporting for macOS on a macOS host (GH-49276).
- Mesh: Implement octahedral map normal/tangent attribute compression (GH-46800).
- Mesh: Options to clean/simplify convex hull generated from mesh (GH-50328).
- Particles: Add ring emitter for 3D particles (GH-47801).
- Physics: Fix 2D and 3D moving platform logic (GH-50166, GH-51458).
- Physics: Various fixes to 2D and 3D KinematicBody
move_and_slide
andmove_and_collide
(GH-50495). - Rendering: Rooms and portals-based occlusion culling (GH-46130).
- Rendering: Add a new high quality tonemapper: ACES Fitted (GH-52477).
- Rendering: Fixes depth sorting of meshes with transparent textures (GH-50721).
- Rendering: Add soft shadows to the CPU lightmapper (GH-50184).
- Rendering: Import option to split vertex buffer stream in positions and attributes (GH-46574).
- RichTextLabel: Fix auto-wrapping on CJK texts (GH-49280).
- Shaders: Add support for structs and fragment-to-light varyings (GH-48075).
- VisualScript: Improve and streamline VisualScriptFuncNodes
Call
Set
Get
(GH-50709). - Windows: Fix platform file access to allow file sharing with external programs (GH-51430).
All these need to be thoroughly tested to ensure that they work as intended in the upcoming 3.4-stable.
Changes
Here’s a curated changelog with links to the relevant pull requests for details. The list is not exhaustive and will be completed in the future to include more noteworthy changes.
Note that some of the changes in 3.4 have already been backported and published in Godot 3.3.1 and 3.3.2, and therefore they were not listed here again. You can refer to the changelogs of those maintenance releases for details on what you might have missed since 3.3-stable.
- Android: Add partial support for Android scoped storage (GH-50359).
- This also means we’re now targeting API level 30 as required to publish new apps on Google Play.
- Android: Add initial support for Play Asset Delivery (GH-52526).
- Android: Improve input responsiveness on underpowered Android devices (GH-42220).
- Android: Add GDNative libraries to Android custom Gradle builds (GH-49912).
- Android: Implement per-pixel transparency (GH-51935).
- Android: Resolve issue where the Godot app remains stuck when resuming (GH-51584).
- Android: Add basic user data backup option (GH-49070).
- Android: Add support for prompting the user to retain app data on uninstall (GH-51605).
- Android: Remove non-functional native video OS methods (GH-48537).
- Animation: Add animation “reset” track featurex (GH-44558).
- Animation: Fix Tween active state and repeat after
stop()
and thenstart()
(GH-47142). - Animation: Allow renaming bones and blend shapes (GH-42827).
- Animation: Fix issues with BlendSpace2D
BLEND_MODE_DISCRETE_CARRY
(GH-48375). - Animation: Fixed issue where bones become detached if multiple SkeletonIK nodes are used (GH-49031).
- Animation: Fix non functional 3D onion skinning (GH-52664).
- Animation: Fix Animation Playback Track not seeking properly (GH-38107).
- Animation: Fix bugs in AnimationNodeTransition’s behavior (GH-52543, GH-52555).
- AStar:
get_available_point_id()
returns 0 instead of 1 when empty (GH-48958). - Audio: Fix cubic resampling algorithm (GH-51082).
- Buildsystem: Refactor module defines into a generated header (GH-50466).
- ButtonGroup: Add a
pressed
signal (GH-48500). - C#: macOS: Mono builds are now universal builds with support for both
x86_64
andarm64
architectures (GH-49248). - C#: iOS: Fix
P/Invoke
symbols being stripped by the linker, resulting inEntryPointNotFoundException
crash at runtime (GH-49248). - C#: iOS: Cache AOT compiler output (GH-51191).
- C#: Improve C# method listing (GH-52607).
- C#: Add editor keyboard shortcut (Alt+B) for Mono Build solution button (GH-52595).
- C#: Add support to export enum strings for
Array<string>
(GH-52763). - C#: Deprecate
Xform
methods removed in 4.0, the*
operator is preferred (GH-52762). - Camera2D: Make the most recently added current Camera2D take precedence (GH-50112).
- CheckBox: Add disabled theme icons (GH-37755).
- ColorPicker: Display previous color and allow selecting it back (GH-48611, GH-48623).
- Control: Don’t change hovering during Control focus events (GH-47280).
- Core: Promote object validity checks to release builds (GH-51796).
- Core: Make all file access 64-bit (
uint64_t
) (GH-47254).- This adds support for handling files bigger than 2.1 GiB, including on 32-bit OSes.
- Core: Add frame delta smoothing option (GH-48390).
- This option is enabled by default (
application/run/delta_smoothing
). Please report any issue.
- This option is enabled by default (
- Core: Add option to sync frame delta after draw (GH-48555).
- This option is experimental and disabled by default (
application/run/delta_sync_after_draw
). Please try it out and report any issue.
- This option is experimental and disabled by default (
- Core: Complain if casting a freed object in a debug session (GH-51095).
- Core: Thread callbacks can now take optional parameters (GH-38078, GH-51093).
- Core: Add support for numeric XML entities to XMLParser (GH-47978).
- Core: Add option for BVH thread safety (GH-48892).
- Core: Fix sub-resource storing the wrong index in cache (GH-49625).
- Core: Improve the console error logging appearance: (GH-49577).
- Core: Add
Engine.print_error_messages
property to disable printing errors (GH-50640). - Core: Added Node name to
print()
of all nodes, makesObject::to_string()
virtual (GH-38819). - Core: Fix
Transform::xform(Plane)
functions to handle non-uniform scaling (GH-50637). - Core: Fix renaming directories with
Directory.rename()
(GH-51793). - Core: Harmonize output of
OS.get_locale()
between platforms (GH-40708). - Core: Implement
OS.get_locale_language()
helper method (GH-52740). - Core: Fix path with multiple slashes not being corrected on templates (GH-52513).
- Core: Allow using global classes as project
MainLoop
implementation (GH-52438). - Core: Add an
Array.pop_at()
method to pop an element at an arbitrary index (GH-52143). - Core: Fix
String.get_base_dir()
handling of Windows top-level directories (GH-52744). - Core: Expose enum related methods in ClassDB (GH-52572).
- Core: Allow for platform
Thread
implementation override (GH-52734). - Crypto: Add AESContext, RSA public keys, encryption, decryption, sign, and verify (GH-48144).
- Crypto: Add HMACContext (GH-48869).
- Debugger: Automatic remote debugger port assignment (GH-37067).
- Debugger: Fix Marshalls infinite recursion crash (GH-51068).
- Editor: Add zoom support to SpriteFrames editor plugin (GH-48977).
- Editor: Fix logic for showing tilemap debug collision shapes (GH-49075).
- Editor: Add
EditorResourcePicker
andEditorScriptPicker
classes for plugins (and internal editor use) (GH-49491). - Editor: Refactor
Theme
item management in the theme editor (GH-49512). - Editor: Overhaul the theme editor and improve user experience (GH-49774).
- Editor: Allow to create a node at specific position (GH-50242).
- Editor: Implement a
%command%
placeholder in the Main Run Args setting (GH-35992). - Editor: Add keyboard shortcuts to the project manager (GH-47894).
- Editor: Handle portrait mode monitors in the automatic editor scale detection (GH-48597).
- Editor: Add custom debug shape thickness and color options to RayCast (GH-49726).
- Editor: Properly update NodePaths in the editor in more cases when nodes are moved or renamed (GH-49812).
- Editor: Improve 2D editor zoom logic (GH-50490, GH-50499).
- Editor: Make several actions in the Inspector dock more obvious (GH-50528).
- Editor: Improve the editor feature profiles UX (GH-49643).
- Editor: Improve the UI/UX of the Export Template Manager dialog (GH-50531).
- Editor: Improve FileSystem dock sorting (GH-50565).
- Editor: Add the ability to reorder array elements from the inspector (GH-50651).
- Editor: Assign value to property by dropping to scene tree (GH-50700).
- Editor: Improve the 3D editor manipulation gizmo (GH-50597).
- Editor: Refactor layer property editor grid (GH-51040).
- Editor: Rationalize property reversion (GH-51166).
- Editor: Allow dropping property path into script editor (GH-51629).
- Editor: Auto-reload scripts with external editor (GH-51828).
- Editor: Improve the animation bezier editor (GH-48572).
- Editor: Save branch as scene by dropping to filesystem (GH-52503).
- Editor: Fix scale sensitivity for 3D objects (GH-52665).
- Editor: Load assets before enabling editor plugins (GH-52344).
- Editor: Use QuickOpen to load resources in the inspector (GH-37228).
- Editor: Fix preview grid in SpriteFrames editor’s “Select Frames” dialog (GH-52461).
- Font: Re-add support for kerning in DynamicFont (GH-49377).
- Font: Allow using WOFF fonts in DynamicFont (GH-52052).
- GLES2: Add basic support for CPU blendshapes (GH-48480).
- GLES2: Performance improvements for CPU blendshapes (GH-51363).
- GLES2: Allow using clearcoat, anisotropy and refraction in SpatialMaterial (GH-51967).
- GLES2: Implement
Viewport.keep_3d_linear
for VR applications to convert output to linear color space (GH-51780). - GLES3: Allow repeat flag in viewport textures (GH-34008).
- GLES3: Fix draw order of transparent materials with multiple directional lights (GH-47129).
- GLES3: Fix multimesh being colored by other nodes GLES3 (GH-47582).
- GLES3: Add support for contrast-adaptive sharpening in 3D (GH-47416).
- GraphEdit: Enable zooming with Ctrl + Scroll wheel and related fixes to zoom handling (GH-47173).
- GraphEdit: Make zoom limits and step adjustable (GH-50526).
- GraphNode: Properly handle children with “Expand” flag (GH-39810).
- GridMap: Implement individual mesh transform for MeshLibrary items (GH-52298).
- HTML5: Export as Progressive Web App (PWA) (GH-48250).
- HTML5: Implement Godot <-> JavaScript interface (GH-48691).
- HTML5: Implement AudioWorklet without threads (GH-52650).
- HTML5: Debug HTTP server refactor with SSL support (GH-48250).
- HTML5: Add easy to use download API (GH-48929).
- HTML5: Fix bug in AudioWorklet when reading output buffer (GH-52696).
- HTML5: Use browser mix rate by default on the Web (GH-52723).
- Import: Implement lossless WebP encoding (GH-47854).
- Import: Add anisotropic filter option for TextureArrays (GH-51402).
- Import: Add “Normal Map Invert Y” import option for normal maps (GH-48693).
- Import: Backport improved glTF module with scene export support (GH-49120).
- Import: Optimize image channel detection (GH-47396).
- Import: Fix loading RLE compressed TGA files (GH-49603).
- Import: Fixed issue in TextureAtlas import of images with wrong size (GH-42103).
- Input: Add support for physical scancodes, fixes non-latin layout scancodes on Linux (GH-46764).
- Input: Fix game controllers ignoring the last listed button (GH-48934).
- Breaks compat slightly by changing the value of some of the
JoystickList
enum constants.
- Breaks compat slightly by changing the value of some of the
- Input: Allow getting axis/vector values from multiple actions (GH-50788).
- Input: Allow checking for exact matches with Action events (GH-50874).
- iOS: Add pen pressure support for Apple Pencil (GH-47469).
- iOS: Add option to automatically generate icons and launch screens (GH-49464).
- iOS: Support multiple
plist
types in plugin (GH-49802). - iOS: Remove duplicate orientation setting in the export preset (GH-48943).
- iOS: Implement missing OS
set
/get_clipboard()
methods (GH-52540). - Label: Fix valign with stylebox borders (GH-50478).
- LineEdit: Double click selects words, triple click selects all the content (GH-46527).
- Linux: Fix implementation of
move_to_trash
(GH-44021). - Linux: Fix
Directory::get_space_left()
result (GH-49222). - LSP: Implement
didSave
notify and rename request (GH-48616). - LSP: Fix
SymbolKind
reporting wrong types andget_node()
parsing (GH-50914, GH-51283). - LSP: Add support for custom host setting (GH-52330).
- macOS: Add GDNative Framework support, and minimal support for handling Unix symlinks (GH-46860).
- macOS: Allow “on top” windows to enter fullscreen mode (GH-49017).
- macOS: Add notarization support when exporting for macOS on a macOS host (GH-49276).
- macOS: Fix
Directory::get_space_left()
result (GH-49222). - macOS: Fix Xbox controllers in Bluetooth mode on macOS (GH-51117).
- macOS: Fix incorrect mouse position in fullscreen (GH-52374).
- Mesh: Implement octahedral map normal/tangent attribute compression (GH-46800).
- Mesh: Add a
center_offset
property to both plane primitive and quad primitive (GH-48763). - Mesh: Fix UV mapping on CSGSphere (GH-49195).
- Mesh: Options to clean/simplify convex hull generated from mesh (GH-50328).
- Mesh: Fix multiple issues with CSGPolygon (GH-49314).
- Mesh: Fix the normals of SphereMesh when the sphere/hemisphere is oblong (GH-51995).
- Networking: Add support for gzip compression in HTTPRequest (GH-48651).
- Networking: Add support for multiple address resolution in DNS requests (GH-49020).
- Networking: Implement
String::parse_url()
for parsing URLs (GH-48205). - Networking: Add
get_buffered_amount()
to WebRTCDataChannel (GH-50659). - Networking: WebsocketPeer outbound buffer fixes and buffer size query (GH-51037).
- Networking: Fix IP address resolution incorrectly locking the main thread (GH-51199).
- Networking: Add
dtls_hostname
property to ENet (GH-51434). - Networking: Enable range coder compression by default in NetworkedMultiplayerENet (GH-51525).
- OpenSimplexNoise: Fix swapped axes in
get_image()
(GH-30424).- Breaks compat. If you need to preserve the 3.2 behavior, swap your first and second arguments in
get_image()
.
- Breaks compat. If you need to preserve the 3.2 behavior, swap your first and second arguments in
- OpenSimplexNoise: Add support for generating noise images with an offset (GH-48805).
- OS: Expose OS data directory getter methods (GH-49732).
- Particles: Add ring emitter for 3D particles (GH-47801).
- Particles: Fixed
rotate_y
property of particle shaders (GH-46687). - Particles: Fixed behavior of velocity spread (GH-47310).
- Physics: Fix 2D and 3D moving platform logic (GH-50166, GH-51458).
- Physics: Various fixes to 2D and 3D KinematicBody
move_and_slide
andmove_and_collide
(GH-50495). - Physics: Enable setting the number of physics solver iterations (GH-38387, GH-50257).
- Physics: Apply infinite inertia checks to Godot Physics 3D (GH-42637).
- Physics: Return RID instead of Object ID in area-body_shape_entered-exited signals (GH-42743).
- Physics: Heightmap collision shape support in Godot Physics 3D (GH-47349).
- Physics: Add support for Dynamic BVH as 2D physics broadphase (GH-48314).
- Physics: Port Bullet’s convex hull computer to replace QuickHull (GH-48533).
- Physics: Expose
body_test_motion
in 3D physics server (GH-50103). - Physics: Add option to sync motion to physics in 3D KinematicBody (GH-49446).
- Physics: Expose collider RID in 2D/3D kinematic collision (GH-49476).
- Physics: Support for disabling physics on SoftBody (GH-49835).
- Physics: Fix and clean disabled shapes handling in Godot physics servers (GH-49845).
- Physics: Optimize area detection and
intersect_shape
queries with concave shapes (GH-48551). - Physics: Optimize raycast with large Heightmap shape data (GH-48709).
- Physics: Fix KinematicBody axis lock (GH-45176).
- Physics: Backport new methods for KinematicBody and KinematicCollision (GH-52116).
- Physics: Expose SoftBody pin methods for scripting (GH-52369).
- Rendering: Rooms and portals-based occlusion culling (GH-46130).
- Rendering: Add a new high quality tonemapper: ACES Fitted (GH-52477).
- Rendering: VisualServer now sorts based on AABB position (GH-43506).
- Rendering: Fixes depth sorting of meshes with transparent textures (GH-50721).
- Rendering: Add soft shadows to the CPU lightmapper (GH-50184).
- Rendering: Import option to split vertex buffer stream in positions and attributes (GH-46574).
- Rendering: Fix flipped binormal in SpatialMaterial triplanar mapping (GH-49950).
- Rendering: Fix CanvasItem bounding rect calculation in some cases (GH-49160).
- Rendering: Make Blinn and Phong specular consider albedo and specular amount (GH-51410).
- Rendering: Add horizon specular occlusion (GH-51416).
- Rendering: Clamp negative colors regardless of the tonemapper to avoid artifacts (GH-51439).
- Rendering: Fix Y billboard shear when rotating camera (GH-52151).
- RichTextLabel: Fix auto-wrapping on CJK texts (GH-49280).
- Scene: Fix loading packed scene with editable children at runtime (GH-49664).
- Scene: Write node groups on a single line when saving a
.tscn
file (GH-52284). - Scene: Compare connections by object ID, making
.tscn
order deterministic (GH-52493). - ScrollBar: Add
increment_pressed
anddecrement_pressed
icons (GH-51805). - Shaders: Add support for structs and fragment-to-light varyings (GH-48075).
- Shaders: Add support for global const arrays (GH-50889).
- Shaders: Makes
TIME
available in custom functions by default (GH-49509). - Shaders: Default shader specular render mode to
SCHLICK_GGX
(GH-51401). - Shaders: Prevent shaders from generating code before the constructor finishes (GH-52475).
- Sprite3D: Allow unclamped colors in Sprite3D (GH-51462).
- TabContainer: Fix moving dropped tab to incorrect child index (GH-51177).
- TextureButton: Add
flip_h
andflip_v
properties (GH-30424). - TextureProgress: Improve behavior with nine patch (GH-45815).
- TextureProgress: Add offset for progress texture (GH-38722).
- Theme: Various improvements to the Theme API (GH-49487).
- Theme: StyleBox fake anti-aliasing improvements (GH-51589).
- Theme: Add support for partial custom editor themes (GH-51648).
- TileSet: Fix selection of spaced atlas tile when using priority (GH-50886).
- Viewport: Allow input echo when changing UI focus (GH-44456).
- VisualScript: Allow dropping custom node scripts in VisualScript editor (GH-50696).
- VisualScript: Expose visual script custom node type hints (GH-50705).
- VisualScript: Improve and streamline VisualScriptFuncNodes
Call
Set
Get
(GH-50709). - Windows: Fix platform file access to allow file sharing with external programs (GH-51430).
- Windows: Send error logs to
stderr
instead ofstdout
, like done on other OSes (GH-39139). - Windows: Fix
OS.shell_open()
not returning errors (GH-52842). - XR: Add
VIEW_INDEX
variable in shader to know which eye/view we’re rendering for (GH-48011). - Thirdparty library updates: embree 3.13.0, mbedtls 2.16.11, CA root certificates.
- API documentation updates.
- Editor translation updates.
- And many more bug fixes and usability enhancements all around the engine!
See the full changelog since 3.3-stable (chronological, or for each contributor).
You can also browse the changes between 3.4 beta 4 and beta 5 (part 1, part 2).
This release is built from commit dd0ee487280d1a6dc4941235cc85bf211cebc444.
Downloads
The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Instead, browse our download repository and fetch the editor binary that matches your platform:
- Standard build (GDScript, GDNative, VisualScript).
- Mono build (C# support + all the above). You need to have dotnet CLI or MSBuild installed to use the Mono build. Relevant parts of Mono 6.12.0.147 are included in this build.
Bug reports
As a tester, you are encouraged to open bug reports if you experience issues with 3.4 beta 5. Please check first the existing issues on GitHub, using the search function with relevant keywords, to ensure that the bug you experience is not known already.
In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in 3.3.3 or earlier no longer works in 3.4 beta 5).
Support
Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community. A big thankyou to everyone who has contributed their time or financial support to the project!
If you’d like to support the project financially and help us secure our future hires, you can do so on Patreon or PayPal.