Godot 4.5.2 RC 1 released
The first release candidate for Godot 4.5.2 is now available for testing. The developers have focused recent attention on several key areas during this update cycle.
For those working with 2D projects, tileset atlas settings have been adjusted so that tiles won't get drawn outside their designated texture boundaries anymore, which is a sensible boundary condition fix.
In the 3D space, sprites and animated sprites will skip redrawn calls if they're not part of the active scene tree. That should prevent some unnecessary processing down there.
Animation improvements bring separate ping-pong time and delta values to your projects. Audio folks can breathe easier now too; a bug with polyphonic playback respecting pitch scale settings is fixed, along with one ensuring objects exist before being processed.
C# users might find some relief; fixes include correcting .The NET class lookup behavior, which previously returned modified names, now returns proper engine identifiers, and it also provides improved support for the latest Visual Studio 2022 in the editor context. Core updates touch on load_threaded_get() potentially returning null with certain caching modes, improve UID determinism slightly, and handle references to custom node type properties more reliably.
The Godot editor itself has seen some action as well. There are fixes related to visual shader nodes' positioning shifts across different display scales, which is probably something you'd only notice in specific setups anyway! Also, editing resources inside arrays or dictionaries works better now, fixing a potential headache for complex data structures. It'll now load override.cfg even when running in embedded mode (like on Android), preserving your preferred window layout there too.
Another welcome change: the donation button is back in the project manager. It's good to know it's easy to contribute if you want to.
Export got some attention, with a sensible default added for projects using Forward+/Mobile renderer and requiring iPhone/iPad-minimum-performance-a12. Also, shader baking during export should be disabled when creating dedicated server packages (assuming that means the stripped version). Additionally, the Android builds now feature fixed support for multiple architectures and dependencies for native extensions.
Other notable tweaks: IME input now handles switching between multiple windows properly, particle settings are no longer randomized unexpectedly, and Godot XR Editor adds official support for Android XR devices. There are also platform-specific fixes, like preventing ANRs (Application Not Responding) during the engine shutdown process on Android and ensuring the RD pipeline cache gets saved properly when pausing an application.
Check out the announcement post linked below for a detailed list of all changes:
Release candidate: Godot 4.5.2 RC 1
While Godot 4.6 is just around the corner, we provide a number of important bug fixes for 4.5 users in a new 4.5.2 maintenance release, now in RC stage.
