Godot 4.5.1 released
Since the release of Godot 4.5 a month ago, the development team has been tirelessly addressing the issues and bugs reported by the community. The response to this version was overwhelmingly positive, and the team has been working hard to make the experience even more stable for users today with the release of Godot 4.5.1.
Before upgrading, you should back up your projects or use a version control system like Git to keep them safe in case of data loss or corruption. About 50 people worked hard to make this update happen. They sent in about 92 fixes to fix problems in different parts of Godot. These fixes include making things run better, fixing bugs, and making the whole thing easier to use.
Some of the most important things about this maintenance release are:
In the 2D department, an issue where the SceneTreeEditor node selection was calling the CanvasItemEditor::_update_lock_and_group_button function multiple times was resolved. The GridMap has been improved; the cell scale now correctly applies to the cursor mesh. In Animation, problems like Reset on Save corrupting poses when the scene has more than one Skeleton and SkeletonModifiers taking too long to get interpolated global transforms have been fixed.
There were also changes made to Audio to add one padding frame to QOA buffers for short streams. In Core, error messages that said "reserved with a capacity smaller than the current size" were changed to more detailed messages, and string parsing functions now check for NUL characters.
Other areas, like documentation, have gotten better with the addition of typed dictionaries and arrays to the class reference. Editor improvements include column boundary checks in autocompletion and fixes for selection problems when using keyboard navigation.
There were also fixes related to export, such as properly cleaning up Android fragments, checking the version of the Metal compiler, the Windows application manifest, and more.
There have been a number of fixes and improvements made to the rendering department to make it more compatible and improve overall performance. For example, the problem of backface culling being ignored when double-sided shadows are used has been fixed, and DirectX DescriptorsHeap pooling on the CPU has been added.
The open-source game engine is constantly changing, and Godot 4.5.1 has made a lot of progress toward making it more stable for developers.
Maintenance release: Godot 4.5.1 – Godot Engine
4.5's first maintenance release arrives!
