Our first development snapshot for Godot 4.7 has arrived!
Virtual joysticks, drawable textures, Windows HDR support, Vulkan raytracing groundwork, and more are ripe for testing:
Our first development snapshot for Godot 4.7 has arrived!
Virtual joysticks, drawable textures, Windows HDR support, Vulkan raytracing groundwork, and more are ripe for testing:
Congras!
But why does it show this was edited on 16th? Is my timeline glitching? ![]()
I am super excited about a built-in Virtual Joystick!
Is there a place where current release cycles are explained? Honestly, I’m a bit thrown off by working with 4.5.1, waiting for 4.5.2.
But 4.6 is already out, which has 4.6.1 pending.
And now there’s 4.7 dev 1.
My personal opinion: productive software like Godot could be a bit less slippery with less frequent big releases.
Traits will be added in 4.7
Traits will be added in 4.7
Traits will be added in 4.7
Please please, I pray to you god, being, energy, universe…
![]()
I could have used DrawableTexture years ago. I’ve done it manually for years, but it’s very nice to have it be a standard part of the engine now. My implementation is probably not nearly as good.
4.5.2 is applying bug fixed from 4.6 and 4.6.1. They don’t often do a .2 patch release.
4.6.1 is the .1 patch release and is a product of Godot releases. While they release multiple dev and RC versions of a new minor version, few people test it until the actual release. So they always have to do a 4.6.1 patch release.
4.7.dev1 is out because there were a number of features that were in code freeze until the 4.6 release.
The number and frequency of releases should not matter to you TBH. If you don’t like it, don’t upgrade. How often they release new versions shouldn’t matter if you don’t want new features.
This is an open source project, and they do a great job with it. Slowing down the release cycle would not improve anything. This is not a commercial piece of software, so motivation is much more important. There are only about a dozen people getting a paycheck for this. This only works because of the hundreds of contributors making each release happen.
Your tone implies, that my comment might be read offensive - which I did not intend. I highly value the foundation’s work, even more the combined work of all external contributors to the engine.
I was just curious about the concept of fast release cycles with Godot. Might as well just cropped up organically through how feature-freezes are structured - or as you suggest, to keep motivation for contributions up.
The comment came from a moment of irritation, that’s all.