The 4.7 release cycle reaches an ever-important milestone with its very first beta snapshot: Godot 4.7-beta1 has arrived!
As is tradition: we’ve got a feature-packed blog post showcasing the main highlights for this new version:
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So many great features! My favorites so far are the way it’s easier to move nodes and only downloading the new templates you need. I can’t wait to move more of my projects to 4.7!
Really love the Picture in Picture one!
Sorry for bumping a five day old thread, but, to whomever fixed the Wayland problem where mouse input is ignored completely: you’re the best .
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wchc
April 29, 2026, 8:42pm
5
Make sure to leave a like then
master ← deralmas:wl-touch
opened 10:35AM - 11 Dec 25 UTC
Fixes #95256.
Supersedes #113705.
~~Needs some testing with input cancellati… on (system gesture), as I can't seem trigger it on sway.~~ Tested on Fedora 43.
This went really smoothly but, as we need to implement embedded game focus and popup menu tracking (along other things), it's already quite chunky.
Because of this I won't be looking _yet_ to add simple gesture recognition, but it looks ~~surprisingly simple~~ doable in our case (we'll see in another PR). We also need to implement generic alternatives to the `input_devices/pointing/android/enable_pan_and_scale_gestures` and `input_devices/pointing/android/enable_long_press_as_right_click` project settings (the editor is already covered).
That said, unlike other desktop DSes, I implemented the `is_touchscreen_available` method, which tells supported controls to turn on touch awareness (like touch drag scrolling on `Tree`), and various touch aids (like the 3d navigation gizmos at startup).
This offsets a lot the fact that we don't implement gesture support yet and should make the experience on mobile touch devices a lot better, akin to the android editor in some ways.
Lastly, it looks like this exacerbated the "this should not happen" DS warning issue, and I finally figured out why: we need to track when we send window mouse enter/leave events in a single place, instead of sending them out from each individual pointing device handling logic. Since this issue is deeper rooted, I'll look into this in another PR.
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