Godot 4.6 Beta 3 released
Godot Engine just dropped beta 3 for version 4.6, building directly on top of the quite stable beta 2 release. Seriously though, if this pace keeps up, it won't be long until we're looking at that release candidate transition.
So what changed? Well, while nothing groundbreaking like in beta 1 is expected here (and honestly, the highlights post usually covers those big steps), they've focused on getting things just right since the last build. Think of this release as refining the tools for everyday use.
Key examples: They improved how UIDs work consistently across scenes and fixed a bug related to discarding redo operations that might have occurred if you loaded a saved state. It's these kinds of subtle editor tweaks that make a real difference down the line. Also, they've added specific validation checks when pasting properties in the editor.
For folks working on the user interface side, especially targeting web platforms, LineEdit and TextEdit got new non-public _set_text() functions to properly fix how text is submitted, avoiding some signal emission glitches there. And yes, those little inner tabs within the modern theme look better now, too.
Graphics enthusiasts: VoxelGI glossy reflections are looking smoother following changes related to pool fragmentation on Vulkan (good news for performance). They even implemented a workaround specifically for older Adreno 5XX GPUs, which can cause driver crashes; it's always good to have that covered. Plus, they've corrected how CameraFeed handles YUV_420_888 stride parameters on Android XR setups.
Dev snapshot: Godot 4.6 beta 3 – Godot Engine
New year, new build!
