Like a cult classic movie, Godot 4 has only gotten better with age; the 4.7 Director’s Cut offers colors of never-before-reached intensity, helming a bevy of new features to eliminate any remaining friction between you and your vision!
Aaaaand Cut! That’s a wrap! Great job everyone! Been a pleasure to work with everyone on this, lots of great PRs and triage work! And the blog proofreading gets ever smoother!
Very cool! Thank you for all your hard work! I am most excited about Drawing on Textures, 3D Vertex snapping, One Way Collision Support for any direction, the Improved Tree Drag-and-Drop, the PopUp Menu search, AtlasTextures in TextureRects, Following Objects in the 3D Editor, Copying and Pasting Sections in the editor (makes copying transforms so much easier), the MeshLibrary Editor (which might be enough to get me to try GridMaps again), the 2D Scene Painter, the Show Custom dialog filter, the script reveal feature, trackball rotation in 3D, the improved built-in help readability, collapsible Animation editor nodes, the tween_await() for signals, the partial download for export templates (which has already saved me tons of time in dev/beta/RC), the built-in virtual joystick, and ignoring gamepad when the game isn’t focused. Wow that’s a lot.
It would be nice if we could link to those sections like we could in previous blog posts. I often send people to specific sections of previous blog posts when they ask a about a newer feature, or functionality that a newer feature provides, and there’s not much information on it yet.
Very nice! I’ve been holding off playing around with Godot 4.7 until the stable release version.
I of course had to play with the new area light as well.
As impractical as it is, I attempted to light a scene entirely with area lights. Not bad, though I had to set soft shadow quality to max in order to get a decent result.