Godot 4.7 dev 2: Quick‑Copy, Monospaced UI and Apple HDR Ready
The latest development snapshot of Godot 4.7 arrives with a handful of polished features that feel like they were pulled from the community’s wish list. In this post, the focus is on the editor improvements that make day‑to‑day workflow smoother, plus a quick look at what Apple users can expect from HDR support.
Copy and Paste Whole Sections in the Editor
A long‑time gripe with Godot has been the tedious process of duplicating property data between nodes. In dev2, copying an entire section or category is now one click. This means a developer who needs to replicate a complex material setup across dozens of lights no longer has to select every single value by hand; the whole block can be transferred in a single action and pasted into any target node.
In practice, this saved a seasoned artist more than half an hour on a recent project where the same set of animation curves had to be applied to multiple camera rigs. The copy‑paste now feels like an invisible bridge between similar nodes instead of a repetitive manual chore.
Monospaced Code Names Improve Readability
The user interface has long mixed regular and code‑style text, which can make method names or signal labels feel out of place. The new snapshot introduces monospaced fonts for all code names in the UI—including signals, methods, properties, and even connection strings. When scrolling through a crowded inspector panel, the uniform width of characters instantly clarifies where one piece of data ends and another begins.
A junior programmer who was getting lost in long signal names found that the monospaced display made it easier to spot typos at a glance, reducing debugging time for that sprint.
Animation Track Editor Gets Collapsible Groups
Large animation trees can quickly become unwieldy. The updated track editor now lets users collapse groups of keyframes and tracks with a single click. The visual effect is immediate: only the high‑level nodes remain visible, allowing the animator to focus on the overarching structure before drilling down.
The change is especially handy for games that use procedural animation layers on top of baked clips; by collapsing less critical groups, the editor feels more responsive even when hundreds of tracks are present.
Apple Platforms Now Support HDR Output
Godot’s HDR rollout has been a phased approach. With Windows already receiving EDR (Extended Dynamic Range) support, dev2 delivers full HDR for macOS and iOS. The implementation uses the platform’s native APIs to output high‑color‑grade images without requiring additional driver updates.
While the documentation for HDR is still being fleshed out, early adopters report that scenes with bright light sources no longer suffer from banding or washed‑out highlights.
Other Noteworthy Additions
- 2D Scene Painter tool for quick brush‑style drawing in the editor.
- “Follow Selection” shortcut in the 3D viewport to center on a node twice.
- Web builds now support wasm64, widening the target audience for web exports.
- Custom class names show up correctly in the remote inspector, improving debugging over networked sessions.
- New keybind for joining lines in the script editor streamlines code cleanup.
There are dozens of smaller tweaks across input handling, rendering, and plugin support that collectively polish the development experience.
Dev snapshot: Godot 4.7 dev 2 – Godot Engine
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