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The release candidate for Godot 4.4 is now available for testing and marks the final stages of development, with all features implemented and the majority of critical regressions resolved. The changelog indicates that 12 contributors have provided 18 fixes for this release, and the complete list of changes since the 4.4-beta4 snapshot is available.



Release candidate: Godot 4.4 RC 1

We are entering the final stage of development for Godot 4.4, which is the  Release Candidate: all features are in place, the most critical regressions have been tackled, and so we’re confident that it’s now ready for production use.

But without very extensive testing from the community, we can never be 100% sure that the release is ready to be published as a recommended stable upgrade for all users. With this candidate, Godot 4.4 is now ready for testing to upgrade existing projects (but always make a copy or version control commit before upgrading!), and we’re eager to hear how it fares and whether any new major issues have been left unnoticed until now.

Please, consider  supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

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.

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We covered the most important highlights from Godot 4.4 in the previous  4.4 beta 1 blog post, so if you haven’t read that one, have a look to be introduced to the main new features added in the 4.4 release.

Especially if you’re testing 4.4 for the first time, you’ll want to get a condensed overview of what new features you might want to make use of.

This section covers changes made since the previous  beta 4 snapshot, which are mostly regression fixes, or “safe” fixes to longstanding issues:

  • Audio: Web: Fix issue when pausing an non-started sample ( GH-102955).
  • Buildsystem: Windows: Configure MinGW LTO with -fno-use-linker-plugin -fwhole-program ( GH-103077).
  • Editor: Fix parsing translations in EditorTranslationParserPlugin ( GH-99297).
  • Editor: Remove non-existent IPUnix conversion ( GH-102922).
  • Editor: Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play ( GH-102978).
  • Editor: Always allow selecting any rendering driver in the settings, add “auto” option ( GH-103026).
  • Editor: Don’t show Show in Filesystem Popup for empty frames in SpriteFrames editor ( GH-103050).
  • Export: Fix modified_time on Android ( GH-103080).
  • GUI: IME: Do not redraw and move caret on IME update w/o text/position changes ( GH-103059).
  • Input: Remove temporary project conversion ( GH-99479).
  • Input: Prevent pending input event callbacks from erasing the window in the middle of a loop ( GH-102993).
  • Network: mbedtls: Don’t set TLS max version on Mbed TLS < 3.0 ( GH-102964).
  • Particles: Fix particle not re-randomizing every emission ( GH-103068).
  • Porting: Window: Fix flashing subwindows ( GH-102983).
  • Porting: Fix Embedded Game startup location on Windows ( GH-103021).
  • Rendering: Fix debug CanvasItem redraw rects in RD renderer ( GH-103017).

Changelog

As we released 4.4 beta 4 just days ago, and tightened a lot our policy on what kind of changes can be merged leading to the release candidate stage, there aren’t a lot of changes in this snapshot. 12 contributors (at this stage, release heroes!) submitted 18 fixes for this release. See our  interactive changelog for the complete list of changes since the 4.4-beta4 snapshot. You can also review  all changes included in 4.4 compared to the previous 4.3 feature release.

This release is built from commit  8ed125b42.

Release candidate: Godot 4.4 RC 1