Godot 4.7.1 RC 2 lands with regression fixes ahead of next maintenance release
The open-source engine’s second candidate snapshot targets crashes, rendering hiccups, and Android edge cases.
Godot 4.7.1 RC 2 dropped today, bringing 29 targeted fixes to the engine’s first maintenance cycle. Announced by core contributor Thaddeus Crews, the release candidate rounds out stabilization work from 24 developers since the 4.7 stable launch in June.
If you’re tracking the 4.x branch, you already know the engine moved fast. Godot 4.7 hit stable on June 18 with what the team dubbed the “Lights, Camera, Action! (Director’s Cut)” feature set. This RC 2 is pure housekeeping. Release candidates don’t get new features. They exist to catch showstopper regressions before a patch goes live. The 4.7.1 cycle is currently running parallel to early Godot 4.8 development, which means the core team is juggling hotfixes and next-gen groundwork at the same time.
What the fixes actually cover
The editor takes the brunt of the changes here. Core crashes tied to freed autoloads, oversized Jolt physics buffers, and collision clicks in the Game view have been patched. There’s also work around the project settings dialog freezing when nodes get orphaned, plus a fix for scene tabs that refused to update when you switched languages. Not cheap to track down, but necessary.
Rendering gets a few precision updates, including orthographic camera shadow culling and a fix for hint_default_transparent on sampler2DArray. If you’re exporting shaders in headless mode, per-instance parameters should now behave correctly. On the input side, Android users see fixes for the virtual keyboard, backspace behavior in text fields, and a crash when EditorSettings fails to instantiate during runtime. The file dialog menus also finally get proper empty icons in the default theme.
Security gets a bump with mbedtls updated to 3.6.7, alongside a fix for a CookieContextMbedTLS double destruction vulnerability. XR and VR devs should note that the Meta Quest WebXR editor build is live, and Wayland touch support on Linux has been folded into the stable branch ahead of time.
It’s a tight release window. The 4.7.1 maintenance cycle existed alongside the very first 4.8 development sprint, which puts pressure on the volunteer-heavy core team. That’s the reality of open-source engine development. Features get shipped, then the same people sprint to patch the cracks before the next wave hits. The fixes here are narrow but meaningful for anyone pushing 4.7 past the demo stage.
You can grab RC 2 right now. Standard and .NET builds cover Windows, macOS, and Linux. There’s also the web editor, a Meta Quest XR build, and a Google Play store version tagged as org.godotengine.editor.v4. Head here to download the snapshots, and use the interactive changelog to filter commits by module.
If you find something broken, report it directly on GitHub. The team specifically wants to hear about regressions. Things that worked in 4.7 stable but broke in this snapshot. Head here for the official download archive. For full credits and change log follow the main link.
