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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

beta 1 in September, and that was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven't yet, for an overview of some of the main highlight of Godot 4.0. Since then, we've been releasing new beta snapshots every other week, and this is now the 5th beta. What's new.

Beta 91
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Cocos Creator 3.8 Community Beta is now available

Cocos

Render Graph The Render Pipeline customization based on Render Graph will be officially available to developers in version 3.8. For now, you can refer to the pipeline test project to learn how to use them. It will support the implementation of engine builtin Custom Pipeline and the default Deferred Pipeline. AGP upgraded to 8.0.2.

Beta 52
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

beta 1 in September, and that was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven’t yet, for an overview of some of the main highlight of Godot 4.0. Since then, we’ve been releasing new beta snapshots every other week, and this is now the 5th beta. What’s new.

Beta 40
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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

with 17 alpha builds distributed in 2022, and continuous development effort since 2019. Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 the sooner we can start the next feature development cycle for 4.1! beta 1 now! beta is, and some of the most important changes.

Beta 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

development branch (see our release policy for details on the various Godot versions). This beta 6 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 5 and beta 6.

Beta 52
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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

Wait, are we not in Beta? The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). Lightmapping is a very cheap operation, so it should run fine even on low end mobile. The smaller this value, the bigger the lightmaps will be.

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Dev snapshot: Godot 4.0 alpha 10

Mircosoft Game Dev

Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 There will likely be breaking changes between this release and the first beta release. 3D: Add support for saving lightmap as multiple images ( GH-61861 ). We're getting in 2-digit territory, both because 4.0 Known issues.

Alpha 52