Why GODOT 4.3 is going to be wild!

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  • เผยแพร่เมื่อ 25 มิ.ย. 2024
  • Subscribe: / @s4aas
    Discord: / discord
    Tutorial Playlist: • GODOT TUTORIALS
    Links to Github: docs.google.com/document/d/1S...
    0:00 Intro
    0:23 # 1 Drag and Drop between SubViewports and Windows
    0:45 # 2 Export_storage annotation
    1:06 # 3 Script editor hover hints
    1:30 # 4 Tool_button annotation
    1:57 # 5 Vsync editor setting
    2:12 # 6 Motion_draw_disabled render_mode
    2:36 # 7 Search keywords in class reference
    3:14 # 8 Better search in create dialog
    3:29 # 9 Project wide node groups
    3:50 # 10 Remember window mode, screen size etc. on restart
    4:01 # 11 Patch system
    4:34 # 12 Indirect collision shapes
    4:49 # 13 Vertex shading
    5:04 # 14 Exported array property hints
    5:12 # 15 Secondary light in import settings
    5:38 # 16 Render hooks
    5:59 # 17 Direct3D 12 Rendering driver
    6:36 # 18 3D MSAA and scaling in GLES3
    6:50 # 19 Warn if variable is not set in setter function
    7:14 # 20 Icons for main menu items
    7:23 # 21 Modify global_transform when Node is not in tree
    7:38 # 22 Colored margin in inspector
    7:55 # 23 OpenXR Hand node icon
    8:04 # 24 Ensure parameter hints are generated
    8:15 # 25 Fix 3D jitter
    8:28 # 26 Bone visualization in import settings
    8:39 # 27 MeshOptimizer update for better LODs
    8:54 # 28 Material drag and drop fixed
    9:03 # 29 Revert color icon on color picker
    9:18 Outro
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ความคิดเห็น • 252

  • @SaiponathGames
    @SaiponathGames 7 หลายเดือนก่อน +315

    You forgot about Typed Dictionaries

    • @ShVanesMusic
      @ShVanesMusic 7 หลายเดือนก่อน +57

      THIS THING IS REAL???????????
      LESGOOOOO
      (jeez finally)

    • @rigormortis4768
      @rigormortis4768 7 หลายเดือนก่อน +18

      what!!!! Been waiting for this! Awesome. Any ideas when 4.3 comes out? Must be quite some time still, as 4.2 isn't there yet?

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +31

      @@rigormortis4768 The Godot 4.3 milestone says " March 03, 2024 ", but given how they changed the date for 4.2 multiple times now, expect it to come out later

    • @rigormortis4768
      @rigormortis4768 7 หลายเดือนก่อน +1

      @@S4AAS alright thanks!

    • @wasteurtime5677
      @wasteurtime5677 7 หลายเดือนก่อน +5

      Why are Typed dictionaries exciting? Is it a performance gain or something? (I'm n00b)

  • @thesynalice
    @thesynalice 7 หลายเดือนก่อน +236

    Core Godot devs deserve much more praise than they currently get.
    Once you get involved you can see that the amount of work they do I genuinely insane.
    Any contribution counts, guys.

    • @thesynalice
      @thesynalice 5 หลายเดือนก่อน +17

      @@rytif what are you talking about?

  • @adventuretuna
    @adventuretuna 7 หลายเดือนก่อน +283

    nice we just need a feature to automatically send an apology tweet directly from the editor for the full AAA experience

    • @ultimaxkom8728
      @ultimaxkom8728 7 หลายเดือนก่อน +24

      Just make an AI with "corporate speak" prompt write it automatically.

    • @o00nemesis00o
      @o00nemesis00o 6 หลายเดือนก่อน +4

      Hopefully ready in time for the release of The Lord of Ring 2: Revenge of the Killer Gollum

  • @GreenFox1505
    @GreenFox1505 7 หลายเดือนก่อน +144

    `@export_storage` is super useful if you want some @tool script to modify an object, but you DON'T want the user (developer) to also modify that data. Like you have a bunch of computed properties in some sort of custom format. But none of that should ever be edited by hand.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +51

      🍪

    • @novh4ck
      @novh4ck 7 หลายเดือนก่อน +19

      @@S4AAS @export_storage will also be perfect for Resources. If you want to save a resource to disk ResourceSaver currently only automatically saves exported variables which might look a bit messy if you then also load it into Editor.

    • @unface942
      @unface942 7 หลายเดือนก่อน +2

      so it works similar to "[Serializable]" in unity? Converting complex data structures, such as objects / structs , into a format that can be easily stored or transmitted.

    • @JanbluTheDerg
      @JanbluTheDerg 7 หลายเดือนก่อน

      @@novh4ck Yup... this caused many hours of pain and frustration until I realised that only exported variables are saved, rip me

    • @dudejoe8705
      @dudejoe8705 7 หลายเดือนก่อน +1

      Also would be very useful for me as I'm using Godot scene serialization for save games! Instead of writing serialization code by hand (you can optimize the save game size by using scene instantiation, so you can omit all of the static parts of the scene from the save file). This allows for Source-like save game state serialization and deserialization, but it does mean you have to export more properties than you usually would. export_storage would be perfect for my use case (and similar ones) since right now I just put those properties under a "Runtime Variables" export category so I know not to modify them.

  • @chimeforest
    @chimeforest 5 หลายเดือนก่อน +19

    Thanks for including the names of the people who fixed the things. It really opens up the idea that anyone can help. It's not just a faceless corp, it's real people making changes here and there.

  • @RealPigeonz
    @RealPigeonz 7 หลายเดือนก่อน +41

    Any video helping us follow Godot developement without being bored to death reading cryptic titles of PRs is amazing! Especially if it contains healthy dose of dry humor to make it even more enjoyable :) (And actually very needed type of content)

  • @thygrrr
    @thygrrr 7 หลายเดือนก่อน +62

    Tool Button is AMAZING.
    Patch system is also fire.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +5

      Ik right?

  • @BlessedDog
    @BlessedDog 7 หลายเดือนก่อน +40

    I love how the Road to Vostok dev wrote in his blog yesterday that he was having trouble with TAA being jittery, and today i found out its fixed.
    This is the power of open source.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +6

      Yup. Though the pr for the TAA jitter fix was around since 4.2 I believe

  • @erin34uio5y32
    @erin34uio5y32 7 หลายเดือนก่อน +28

    The best new feature is that you can create a texture object from a texture created directly with the rendering device. It improves the performance of advanced rendering effects so much because you can keep the data directly on the gpu rather than having to copy it from gpu to cpu to gpu in order to use the output of a compute shader or a framebuffer in a regular vert frag shader

  • @bariscanbilgin
    @bariscanbilgin 7 หลายเดือนก่อน +98

    Thank you very much to everyone who contributed to our beloved Godot Engine and the open source community ❤

  • @_zurr
    @_zurr 7 หลายเดือนก่อน +41

    There's also a bugfix that's so good it's basically a feature, which is warriormaster12's fix for node duplication. Previously, if you duplicated a node (such as an enemy) that has a child node that it references using @export (such as an item it is holding), the duplicate would reference the original's child. Meaning A duplicated enemy would reference the original's weapon instead of its own. The fix allows you to now duplicate items the way you'd expect it to, which is to create a copy that references its own children.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +9

      Omg I had some issues with duplicating nodes recently, maybe this is the fix for that

    • @keithwinget6521
      @keithwinget6521 6 หลายเดือนก่อน

      Weird that this wasn't part of the DuplicateFlags to begin with:
      enum DuplicateFlags:
      DUPLICATE_SIGNALS = 1 --- Duplicate the node's signals.
      DUPLICATE_GROUPS = 2 --- Duplicate the node's groups.
      DUPLICATE_SCRIPTS = 4 --- Duplicate the node's scripts.
      DUPLICATE_USE_INSTANCING = 8 --- Duplicate using instancing.
      That last one is an opt-in to the behavior of referencing, but it's only for the base node. For the children, it does indeed just instance and reference the original.

  • @pepinzachary
    @pepinzachary 7 หลายเดือนก่อน +7

    I'm a huge fan of this format, very organised thanks :)

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      Thankies

  • @JoeyMerryfield
    @JoeyMerryfield 7 หลายเดือนก่อน +16

    I just clicked on this video so idk if u went over this, but I really, REALLY hope they add more things to be color coded. I really liked the new feature in 4.2 where you can color code files and folders. it made Color coding one of my most favorite ways of separating things and making different things stand out / more readable.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +3

      Yup Godots file panel got at least 100 times more useful after they added that color coding thing

    • @ratrogue
      @ratrogue 7 หลายเดือนก่อน

      I'd especially like that for the scripting editor, the column of the line numbers and the column of the minimap should have a different background color than the text editor

  • @BlazertronGames
    @BlazertronGames 7 หลายเดือนก่อน +15

    Global node groups will be so much nicer. It never felt right that they were bound to specific scenes, and you had to make sure you were typing it correctly when wanting to use it in other scenes.

  • @poisonivy2677
    @poisonivy2677 7 หลายเดือนก่อน +1

    This was amazing! Thank you for recording this.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      No problem :) Glad to hear

  • @my2cents795
    @my2cents795 7 หลายเดือนก่อน +4

    16 is huuuuuuge ! Well done and I can't wait !

  • @dorkyface
    @dorkyface 7 หลายเดือนก่อน +15

    Global groups is honestly an exciting feature.... No need to recreate "enemy" for every new enemy :)

  • @mostafabalboul3966
    @mostafabalboul3966 7 หลายเดือนก่อน +1

    I was just wishing for #12; that alone is enough to get enthusiastic about all this, thank you for sharing!

  • @sean7221
    @sean7221 7 หลายเดือนก่อน

    Very good format and editing of this vid, well done!

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +1

      Thank u :)

  • @ShiloBuff
    @ShiloBuff 7 หลายเดือนก่อน +9

    I would love a brief overview of the changes per Godot pre-release updates. Although probably not beneficial to do incrementations like that for your videos. Thanks for the neat video!

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +1

      Thankies for the thankies and ur feedback :)

  • @GreatCollapsingHrung
    @GreatCollapsingHrung 7 หลายเดือนก่อน +2

    So many great features on the way! I'm excited about waiting for Godot. 4.3

  • @darknetworld
    @darknetworld 7 หลายเดือนก่อน +1

    It cool how those people work on the features for improve ease of used.

  • @ghb323
    @ghb323 7 หลายเดือนก่อน +1

    This pokemon is leveling up REALLY fast

  • @moe__dev
    @moe__dev 7 หลายเดือนก่อน +3

    Yay!! Nice!

  • @psyboyo
    @psyboyo 7 หลายเดือนก่อน +1

    Welcome back! ^^

  • @alexdarby
    @alexdarby 7 หลายเดือนก่อน +3

    #21, setting global transform when not inside the tree will be a life saver! I've had so many issues with setting transforms of objects being loaded outside of the tree in my experiments, I can't wait for that to be allowed in 5.3!

  • @UitzUitz
    @UitzUitz 7 หลายเดือนก่อน +1

    Great Video. Instant subscribe 😊

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      Thankies :)

  • @MarcusInVR
    @MarcusInVR 7 หลายเดือนก่อน +5

    #11 - Patch System - this is already implemented and works exactly as intended. You can sideload additional .pck files, and if they contain assets of any kind at the same location as the original game data, they will be overridden and the "patched" ones will be used instead. This is also useful for mods. So this is not a new feature. I tried this myself and it works in 4.1

    • @theyellowarchitect4504
      @theyellowarchitect4504 7 หลายเดือนก่อน +3

      Pretty cool to learn of this (how many users know this trick?) but now it will be easier and accessible to everyone :)

  • @TheDuckCow
    @TheDuckCow 7 หลายเดือนก่อน +6

    I'm making a plugin (the Godot Road Generator), and I'm *immediately* excited about 0:45 for export storage.
    Why it's useful in my case: I have multiple export variable arrays containing data and references that users should *never* touch, but are critical for making the road generation system work. Basically, if you want to have prefab road pieces saved to different scenes, but then "connect" to each other in third composed scene, they need to point to each other. The plugin manages updating references in these export vars in a very specific way that the user should never mess with, and this data is specific and local to the third composition scene and does not belong in the individual save scenes. hence, using export vars as storage for data on the scene instances. Hope that helps!

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +1

      🍪

  • @EricDaily
    @EricDaily 7 หลายเดือนก่อน +1

    Good stuff man, thanks

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      No problem :)

  • @dobanyi
    @dobanyi 6 หลายเดือนก่อน

    Can't wait! (BA-DUM-TSSS)

  • @kvngferg
    @kvngferg 7 หลายเดือนก่อน +1

    The shot at cyber punk mid video is funny asf !!

  • @darsparx
    @darsparx 6 หลายเดือนก่อน

    Editor hints holy shiz I've been wanting that bc yea going to the documentation is nice but yea. Thats long overdue lkke a ton of these 😅❤

  • @NexusBaum
    @NexusBaum 7 หลายเดือนก่อน +2

    Ich liebe deinen trockenen Humor ;D

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +3

      Danke :)

  • @brabes76
    @brabes76 7 หลายเดือนก่อน

    Yes i would be interested in knowing the upcoming changes and adding some visual context to what those changes mean. Thanks for the great video

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      Thanks for thankies

  • @RobVespa
    @RobVespa 6 หลายเดือนก่อน +2

    I just began working with Godot. I was as equally impressed as frustrated. Hopefully more time with Godot will tip the balance one way or the other (preferably towards impressed).

  • @piersyfy4148
    @piersyfy4148 3 หลายเดือนก่อน

    Genuinely going to need a bunch of these. Amazing!

  • @kevinfishburne
    @kevinfishburne 3 หลายเดือนก่อน

    Your commentary was super funny. Stitches at times, causing me to miss parts of subsequent comments. Also excited for IDE experience improvements. I do "2D integer pixels", but it's all the same really. Godot is insane. Love love love it.

  • @gustavols6699
    @gustavols6699 2 หลายเดือนก่อน

    the music at the end is very good 🕺🕺

  • @c3d_ultra499
    @c3d_ultra499 7 หลายเดือนก่อน

    The drag and drop material fix is a god send. Glad that got in

  • @igorthelight
    @igorthelight 4 หลายเดือนก่อน +1

    3:44 - That Dark Messiah... did he knows something about might and magic? xD

  • @maymayman0
    @maymayman0 6 หลายเดือนก่อน +2

    Wow, so many tiny little annoyances are going to get dissapeared with this update and I won't miss them even a tiny bit!!! Awesome

  • @zanagi
    @zanagi 7 หลายเดือนก่อน

    The pop up is insanely good lol

  • @Gosurfdammit
    @Gosurfdammit 7 หลายเดือนก่อน +2

    Can you all just help this guy across the 1k sub line? THANKS!

  • @CharleyDonar
    @CharleyDonar 7 หลายเดือนก่อน

    Thank you!

  • @KendawgIV
    @KendawgIV 3 หลายเดือนก่อน

    Excited for this juicy update

  • @rogerrandom3840
    @rogerrandom3840 7 หลายเดือนก่อน +4

    1:00
    TL:DR
    (if you need it to be editable and savable, it has to be exported, even if you don't want it seen in the side)
    when storing a resource file, godot only stores exported variables, so if you have a variable generated when editing that is the actual value you will be using, but shouldn't manually change, you don't want to see these clogging your side.
    (edit)
    thanks for cookie. i can finally feed my family.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      🍪

  • @Hotmustardgas20
    @Hotmustardgas20 7 หลายเดือนก่อน +1

    To answer your question at the end. Im interested in any Godot videos

  • @ekagaurangadas
    @ekagaurangadas 7 หลายเดือนก่อน +3

    not all heroes wear capes, thanks for the video

    • @marvinalberto7963
      @marvinalberto7963 7 หลายเดือนก่อน

      No hero should wear capes - Edna Mode

    • @ekagaurangadas
      @ekagaurangadas 7 หลายเดือนก่อน

      @@marvinalberto7963 it's good for fly manouvers 😂

  • @nerdydrow
    @nerdydrow 7 หลายเดือนก่อน +3

    @export_storage is for when you have a resource that you want to save to disk, only export var are saved, but if you want some variables to be saved on disk but not shown in the editor it was impossible before.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      🍪

  • @neomatrix2669
    @neomatrix2669 7 หลายเดือนก่อน +1

    It would be very interesting if you made videos about the Godot beta updates. Thanks.

  • @anteaters4455
    @anteaters4455 7 หลายเดือนก่อน +3

    New version of Godot about to be released? Time to wait for the next one!

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +3

      Waiting for Godot

  • @igorgiuseppe1862
    @igorgiuseppe1862 6 หลายเดือนก่อน

    6th is very important, i havent faced this yet, but i can predict facing this issue in the future

  • @Agp1597
    @Agp1597 4 หลายเดือนก่อน

    Nice 😏 , GODPT is getting pretty compelling

  • @wernersmidt3298
    @wernersmidt3298 5 หลายเดือนก่อน

    It's like a dry humour version of fireship :)

  • @user-dx1no8ht2c
    @user-dx1no8ht2c 7 หลายเดือนก่อน +1

    yes to godot update videos, yes please!

  • @acacklinghyena7494
    @acacklinghyena7494 7 หลายเดือนก่อน

    #9 made me jump out of my chair in excitment!

  • @oglothenerd
    @oglothenerd 7 หลายเดือนก่อน +2

    Godot! Godot is super cool, but I personally love using the Rust programming language, with the Bevy engine.

  • @ucmRich
    @ucmRich 4 หลายเดือนก่อน

    TY for this video pal!!! Godot v4.3 is gonna rule the house :-D

  • @user-rt8ih7vu5g
    @user-rt8ih7vu5g 4 หลายเดือนก่อน

    Thanks for all the information. I just have a question, doese Godot 4.3 will let me embed my game in existing native ios app (not game). Thanks

  • @Xero_Wolf
    @Xero_Wolf 7 หลายเดือนก่อน +1

    7:23 OMG YES! 21 can't come soon enough. This isn't an issue generally but some Nodes like the new AnimatableBody3D just refuse to act right when setting the transform just after adding it to the scene tree.
    Also the @Tool Button is 🔥🔥🔥

  • @keithwinget6521
    @keithwinget6521 6 หลายเดือนก่อน +1

    Export Storage is useful for @tool script using scenes, because what it lets you do is have automated things make permanent changes while still in the editor, but not exposing them to the inspector where editing them might cause all sorts of trouble (not to mention likely be overwritten by your automated stuff). Basically, it's a form of future you not being able to mess up present you's plans as easily. At least, this is what I'll be using it for...because future me is just as DUMB as present me, but in different and unpredictable ways.

    • @S4AAS
      @S4AAS  6 หลายเดือนก่อน

      🍪

  • @TheRealAfroRick
    @TheRealAfroRick 6 หลายเดือนก่อน

    Patch system... Wow. Wasnt expecting that to be built into the engine.

  • @ajinkyax
    @ajinkyax 7 หลายเดือนก่อน

    Any idea is there any Active fork of latest python with godot

  • @thatfranzferdinand
    @thatfranzferdinand 6 หลายเดือนก่อน

    4:08 absolutely savage, I hope CDPR sees this

  • @LukeGameDev
    @LukeGameDev 7 หลายเดือนก่อน +2

    Are you going to keep covering godot updates? if you do, you've earned yourself a subscriber! great vid

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +2

      Yup that's about the plan. Idk if I will make a vid on every Major.minor.x release but definitely on every minor release (On an x release as well if there is something that's worth talking bout)

  • @Nicknamegeneratorfailed
    @Nicknamegeneratorfailed 7 หลายเดือนก่อน

    Weren't render hooks pushed from 4.2 since it will be part of the larger worker now, was it confirmed for 4.3 or just waiting what is going to happen with the whole process now? :0

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      Rn it's in the 4.3 milestone, so it will prolly be merged for 4.3

  • @MisterNewYear
    @MisterNewYear 7 หลายเดือนก่อน

    fingers crossed the volumetric fog toggle comes soon where you can use set distances again

  • @jonathanfaber3291
    @jonathanfaber3291 6 หลายเดือนก่อน

    Continuing to hold out hope for gridmap improvements. One day, maybe

  • @kritik_mb2144
    @kritik_mb2144 7 หลายเดือนก่อน +4

    This video was really useful, thank you. The speed(editing) was a bit too fast for me, I had to constantly go back a few seconds to get all the information otherwise great .

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +4

      Ok I will try to cut down on my editing speed (pun not intended). The problem is that if I make it too slow, then viewers will abandon the video mid watch which hurts the video algorithm wise (thank TikTok for that).

    • @pylotlight
      @pylotlight 7 หลายเดือนก่อน +2

      meanwhile I'm going through at 2x.

    • @ultimaxkom8728
      @ultimaxkom8728 7 หลายเดือนก่อน +4

      @@pylotlight Clearly different objectives. He want to digest the information while you want to skim the information. One for depth (detail) while the other for width (speed).

    • @igorthelight
      @igorthelight 7 หลายเดือนก่อน

      It's fine for me.
      Maybe my brain clocked at higher speed or have a better IPC ;-)

  • @SirTZN
    @SirTZN 17 วันที่ผ่านมา +1

    Lol zeux (contributor #27) is a former developer on the roblox engine

  • @sheepcommander_
    @sheepcommander_ 7 หลายเดือนก่อน

    that would interest me!

  • @micmacha
    @micmacha 26 วันที่ผ่านมา

    #12 sounds like it's going to irretrievably break my entire project. I have so many cases where a physics body has children which are other physics bodies, which have colliders of their own. Is there documentation somewhere on how this is supposed to work?
    It doesn't seem to be working on its own in 4.3 Dev6, that's behaving like 4.2.2 is.

  • @frontrider3240
    @frontrider3240 7 หลายเดือนก่อน

    Cool, I used to add a hook to modify the transform after the node entered the tree.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      Wdym "a hook"?

  • @ranpergames
    @ranpergames 7 หลายเดือนก่อน

    hahahaha i used that pixabay stock footage at 1:02 in a video of mine too haha
    Really cool video from you tho!

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +1

      What did u search for lmao? (Holy shit just checked out your content, it's the definition of well edited and good content in general)

    • @ranpergames
      @ranpergames 7 หลายเดือนก่อน

      I think I searched for like something talking or idk haha
      But YOOOO THANK YOU SOOO MUCH!!!
      I really enjoyed your video too :D @@S4AAS

  • @GIRGHGH
    @GIRGHGH 7 หลายเดือนก่อน +1

    Really excited for dx, as i have no computer that supports vulcan

  • @ghostradiogames
    @ghostradiogames 7 หลายเดือนก่อน

    Number 10 is everything to me. =D

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      Thank spanzeri :)

  • @fuarrkk
    @fuarrkk 7 หลายเดือนก่อน +2

    Vertex Shading, finally!! .. and yeah, please make updates videos.

  • @Finesse0916
    @Finesse0916 7 หลายเดือนก่อน

    Is it possible to transfer a daz Studio Genesis 8 and 9 characters into Godot?

  • @zepto5945
    @zepto5945 26 วันที่ผ่านมา

    Let's go! After the unity fiasco we need Godot all the more and it's gonna grow all the more. One day we will give unreal a run for their money.

  • @Srcsqwrn
    @Srcsqwrn 6 หลายเดือนก่อน

    Everytime I see a Godot update for 4 I cry. I wish I could use all these cool new things. QoL updates alone is nice

  • @_fremdkoerper
    @_fremdkoerper 7 หลายเดือนก่อน +2

    Man I love open source. Just wish I had the knowledge to contribute code to Godot (the world isn't ready for my spaghetti), but maybe one day

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +2

      Same. But don't forget that code is not the only way you can contribute. Documentation and tutorials for example are equally important :)

  • @Rhedox1
    @Rhedox1 6 หลายเดือนก่อน

    Placing a quad in front of the camera for post processing is a pretty stupid workaround. Surely there's a way to do post processing with a fullscreen triangle or better yet, a compute shader.

  • @eduardomoura2813
    @eduardomoura2813 7 หลายเดือนก่อน

    *wild on bugs

  • @cloudwolf3972
    @cloudwolf3972 5 หลายเดือนก่อน

    I'm waiting for skeletal sprites(like Spine sprites) to be supported in 3D scenes like in Unity and Unreal :(

  • @crazy-man
    @crazy-man 7 หลายเดือนก่อน

    export will not be added for ios and android will not be available with c sharp?

    • @Unknown-ix1bb
      @Unknown-ix1bb 7 หลายเดือนก่อน +1

      Exporting (C#) to Android is happening for 4.2. For iOS export, .NET 8.0 is required

  • @binchamers
    @binchamers 7 หลายเดือนก่อน +2

    Hey man tip here for pronouncing dutch names like “Stijn”, IJ/ij in Dutch is pronounced like kindof like the sound in “may” if you have a strong australian accent. Hard to describe, try saying i but moving your mouth like you’re saying e

  • @frogmatt33
    @frogmatt33 2 วันที่ผ่านมา

    Nice work. Thanks.

  • @Matshiro
    @Matshiro 7 หลายเดือนก่อน

    5:13 - burger king foot lettuce

  • @shotybumbati
    @shotybumbati 2 หลายเดือนก่อน

    OMG HOVER HINTS, FINALLY, WHY DID THIS TAKE SO LONG

  • @Roleplay78
    @Roleplay78 29 วันที่ผ่านมา

    Feel more like 4.3 will be like the Frankenstain of features.

  • @Taehc
    @Taehc 7 หลายเดือนก่อน

    Please tell me there aren't any syntax changes for GD script since 4.0.2.

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน

      No mayor ones I believe

    • @Taehc
      @Taehc 7 หลายเดือนก่อน

      @@S4AAS So there are minor ones?! Flip, my scripts gonna be messed up if I upgrade 😫

    • @sent4444
      @sent4444 7 หลายเดือนก่อน +1

      ​@Taehc minor change is usually just adding new syntax or fixing internal problem in language so minor change or no change need

    • @Taehc
      @Taehc 7 หลายเดือนก่อน

      @@sent4444 Thanks. I like spent hours trying to figure out how to do things, looking for help people posted, tried their code, didn't work... "Oh we use new word for that in 4.0 script." Doh.

  • @cookieBadger
    @cookieBadger 3 หลายเดือนก่อน

    I think you should make another video, since the last few months a loooot of stuff has been merged for 4.3 ^^

  • @bexplosion
    @bexplosion 7 หลายเดือนก่อน +1

    Wonder if we ever get an official terrain editor

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +1

      There is a proposal (by Juan I think) but that's about it :(

    • @adhdGameDev
      @adhdGameDev 7 หลายเดือนก่อน

      Would be amazing.

  • @paulblart5358
    @paulblart5358 7 หลายเดือนก่อน

    Add dynamic blendshapes for 3d models.

    • @saulsantos4132
      @saulsantos4132 7 หลายเดือนก่อน

      Wgat do you mean? You can have blendshapes in godot.

  • @vast634
    @vast634 7 หลายเดือนก่อน

    That wrong behavior in material drag&drop was a weird oversight that should have been fixed long ago. Its one of those standard editing steps everyone uses.

  • @alexanderhuliakov6012
    @alexanderhuliakov6012 7 หลายเดือนก่อน

    Hmm, patch thing can work like DLC?

    • @igorthelight
      @igorthelight 7 หลายเดือนก่อน

      You could use it as DLC's but after EVERY update to the main game you should rebuild all the DLC's ;-)

    • @alexanderhuliakov6012
      @alexanderhuliakov6012 7 หลายเดือนก่อน

      @@igorthelight also the executable build should be updated too probably. So yeah, not much sense from the "dlc" perspective

    • @igorthelight
      @igorthelight 7 หลายเดือนก่อน +1

      @@alexanderhuliakov6012 Nah. EXE rebuilding is not needed unless you updated your game to the next version of Godot ;-)

  • @__Rizzler__
    @__Rizzler__ 7 หลายเดือนก่อน +3

    When will godot 5 release??

    • @S4AAS
      @S4AAS  7 หลายเดือนก่อน +3

      Yesterday

    • @ultimaxkom8728
      @ultimaxkom8728 7 หลายเดือนก่อน +3

      Waiting for Godot 4...
      2.0

    • @igorthelight
      @igorthelight 7 หลายเดือนก่อน

      Godot 5 would be in 5 years ;-)

  • @gearsgamer7115
    @gearsgamer7115 7 หลายเดือนก่อน

    We need proper portal styles portals in godot

  • @cernos7230
    @cernos7230 6 หลายเดือนก่อน

    Lacks the Remaster Button