Release candidate: Godot 4.2.1 RC 1
We released Godot 4.2 one week ago! If you missed that lengthy but informative blog post, do check it out to get an overview of what’s new in this feature update, and join us in celebrating the accomplishment of all Godot contributors!
Since the release, we naturally got a massive influx of users upgrading to Godot 4.2, which surfaced some regressions which hadn’t been found during the beta and release candidate phase. This isn’t a surprise, as a community project with QA testing exclusively done by volunteers, it’s hard for the beta testers to cover all potential scenarios where a change might break someone’s workflow. If you’d like to help, be sure to test dev/beta snapshots and release candidates regularly while we work on the next feature release, and report any unexpected behavior in your projects.
But overall Godot 4.2 seems to be doing well, and we’ve already managed to fix a number of the most important issues that users ran into with that release. So it’s time for a release candidate for 4.2.1, which will be the first maintenance series in that branch. Please give it a try, and let us know if the fixes listed below actually solve issues you might have encountered when upgrading to 4.2.
We’ve highlighted (in bold) some of the main changes that might solve showstopping issues some users ran into.
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 4.2.1 has been made available for testing.