Godot 4.6 Dev 4 released
Godot 4.6's fourth development release has landed for testing. This brings together a collection of updates focused on bringing back old features, fixing issues, and generally improving how things work inside the editor.
Remember when they removed SkeletonModificationStack3D near the start? Its instability was a difficult call. But now, one of those missing pieces is returning: inverse kinematics (IK). For years, this feature has been an area without native support in Godot 4.x, and its absence was notable. The team's efforts to integrate IK back into SkeletonModifier3D aim to meet the engine's usual high standards.
Alongside the new IK tools, which include eight distinct subclasses: IKModifier3D, ChainIK3D, IterateIK3D, CCDIK3D, FABRIK3D, JacobianIK3D, SplineIK3D, and TwoBoneIK3D, the project manager itself got a good-looking overhaul. Many changes make it smoother to navigate, particularly for users relying on keyboard shortcuts.
Another welcome addition is the "Show in File Manager" button within the project manager. It helps you quickly find files in your system. The Godot developers initially considered cutting this feature because of potential clutter, but someone changed its form; now it's tucked away as a right-click option instead.
Speaking of efficiency, they also worked on the project manager's tabbed editor interface. You can now access and tweak engine settings directly from there, without needing to open another window specifically for it.
The build system isn't forgotten either. A key update adds built-in support for dedicated profilers like Tracy or Perfetto. This lets developers fine-tune their projects using external profiling tools more easily.
There are plenty of additional adjustments worth looking into in this release. Some of these include:
- Smarter pivot tool lines that disappear (GH-105203).
- The Bresenham Line Algorithm added to GridMap drawing (GH-105292).
- A list view for tracking Project Settings changes (similar to Editor Settings) – GH-110748.
- Visual indicators for linked resources in the editor (GH-109458).
- Signal argument binding can happen concurrently now (GH-108741).
- Autoloads with UIDs are properly supported (GH-112193).
- New scripts automatically open in external editors if you enable it (GH-108342). There's also an editor fix for array and dictionary properties in the inspector resource editing, GH-106099.
- CSV translation templates are easier to generate – GH-112149.
- The editor now uses "Auto" language setting by default – GH-112317.
- Support for configuring Joypad LED light colors has been added (GH-111681).
- Viewport oversampling will be applied to Polygon2D nodes as well – GH-112352.
- OpenXR support includes frame synthesis now – GH-109803.
For more information, visit the release announcement below:
Dev snapshot: Godot 4.6 dev 4 – Godot Engine
Powering through the post-GodotFest blues
