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The third release candidate for Godot 4.4 is now available for testing and is approaching its official release, emphasizing essential regression fixes. The communication team is in the process of finalizing the release page, and a final release candidate has been established to ensure that Godot 4.4 is prepared for launch.

The release features multiple regression fixes, including the direct addition of (void *) casts to GetProcAddress calls, the substitution of error messages with informational messages for embedded games, the implementation of checks to avert crashes when accessing the GameMenu API, and the incorporation of boundary checks for Array/Packed*Array variant call get and set methods. The release also covers modifications to the rendering system, metal, XR, and Android sensors. A total of seven contributors have provided 10 fixes for this release.





Release candidate: Godot 4.4 RC 3

We are almost ready to release Godot 4.4 officially! As we are in the  Release Candidate stage and focus only on critical regression fixes, the pace of merging pull requests has nearly stopped… but a lot of good stuff is already being queued for the next release cycle. In the meantime, the communication team is doing an amazing work to finalize the contents of the release page, so that you can all (re)discover the highlights of Godot 4.4 with an exciting format!

We managed to get a few more regressions identified and fixed since our RC2 snapshot 2 days ago, so we’re making a final final release candidate to round this all up and ensure Godot 4.4 is ready for prime time!

Please, consider  supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also  try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join  our testing group to get access to pre-release builds.

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Highlights

We covered the most important highlights from Godot 4.4 in the previous  4.4 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.

Especially if you’re testing 4.4 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.

This section covers changes made since the previous  RC 2 snapshot, which are strictly regression fixes:

  • Buildsystem: Add (void *) cast directly to GetProcAddress calls ( GH-103354).
  • Editor: Replace error to info messages for embedded game ( GH-103339).
  • Editor: Add checks to prevent crashes when accessing the GameMenu api ( GH-103371).
  • GDScript: Add bound checks to Array/Packed*Array variant call get and set methods ( GH-103362).
  • Input: Change default deadzone back to 0.5 for ui_* actions and axis pressed state ( GH-103364).
  • Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201).
  • Rendering: Metal: Fix SPIR-V → MSL compilation on iOS targets ( GH-103337).
  • XR: OpenXR: Emulated alpha blend mode should override the real blend mode ( GH-103338).
  • XR: Inform that Android sensors must be enabled for MobileVR support ( GH-103370).

Changelog

7 contributors submitted 10 fixes for this release. See our  interactive changelog for the complete list of changes since the 4.4-rc2 snapshot. You can also review  all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit  15ff45068.

Release candidate: Godot 4.4 RC 3