Release candidate: Godot 4.1.2 RC 1
We have had quite a pause since Godot 4.1.1 — two months without a new patch release (blame the summer break!). So it’s long overdue we have one, starting of course with a release candidate to validate that everything is in order and no new changes introduce regressions.
Godot 4.1.2 contains a number of stability improvements, addressing crashes related to threading, editor features, networking, GUI, and rendering. A significant bug related to allocations of plain objects has been fixed as well, which should improve performance and memory usage, especially at scale ( GH-81037). There is also a number of performance fixes in GUI nodes, such as
Tree
andRichTextLabel
, which make parts of the editor UI more responsive ( GH-79325, GH-80857). Several optimizations have been made to rendering backends as well.We have received reports of issues with saving projects on the web platform, and this release resolves these issues ( GH-79866), as well as a few other platform-specific bugs. Another important problem being fixed in 4.1.2 is doubled input events coming from gamepads when using Steam Input ( GH-76045). And as always there is a bunch of smaller, but no less crucial changes and updates!
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.
Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.
The first release candidate for Godot 4.1.2 has been released