Godot 4.7 Release

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Godot 4.7 Release

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Godot 4.7 Release<br>Lights, Camera, Action!

Download Godot 4.7

Like a cult classic movie, Godot 4 has only gotten better with age. The first few releases focused on stability, granting the engine a rock-solid foundation that could be safely and easily iterated upon. Gradually, this has shifted more towards polish and quality-of-life, peaking in Godot 4.6 giving developers the tools to put them and their workflow first.<br>This brings us to Godot 4.7. With 3 years under its belt, the 4.7 Director’s Cut offers colors of never-before-reached intensity. HDR output radiates bold and brilliant new hues, allowing your projects to shine like never before. Inject some juice to your UI without breaking a sweat using the new Control offset transforms. Find the plugin that will help push your game even further with the new Asset Store, bask in the ease of creation with standalone Android exporting and publishing, and helm a bevy of new features to eliminate any remaining friction between you and your vision.

Migrating to a new version<br>Before transitioning your existing projects to Godot 4.7, carefully read through our migration guide to learn about breaking changes.

Godot is made possible by your donations<br>Join the Development Fund<br>Highlights

VIDEO<br>@passivestar<br>AreaLight3D, a new node for rectangular light sources

Do you think light can bloom even on a battlefield?

Soft radiating glows from humming TV screens, illuminated billboards in vibrant cityscapes, and ominous light through frosted windows are now achievable with rectangular area lights.<br>You no longer need to use an emissive material combined with Global Illumination to simulate a glowing area. By leveraging the new AreaLight3D, it is now possible to render real-time light from a rectangle in 3D space. Rectangular area lights can create softer shadows and more realistic reflections for your scenes.

Read more on this PR

Contributed by<br>Emil Dobetsberger

Enter the Asset Store

Got a selection of good things, stranger!

The Asset Library did its job and it was really useful. But it’s now time for it to make way for the new Asset Store.<br>The new update adds some changes to make browsing assets easier and more enjoyable! We’ve polished how asset items are displayed and you can now zoom asset preview images. But, maybe that doesn’t catch your eye; what if we told you that you can now see the asset ratings? Were you lost in a field of endless plugins? Unsure how to navigate among the field of tall assets? Well, look no further, now from right within the store.<br>Behind the scenes, we have also introduced threading. This means the Asset Store can perform certain tasks in the background without blocking the editor’s main user interface. Now while you’re exploring your organized assets, you’ll also know there’s someone paving a path and clearing brush quietly in the background, making it that much easier for you to get the lay of the land.

Check out the Asset Store

PR contributed by<br>Michael Alexsander

@Yuri Rubinsky<br>Inline previews of text-based shader operations

I don’t even see the code. All I see is fresnel, albedo, occlusion.

We’ll keep going with this field imagery. Imagine you’re in a field. In the far distance, you see a lone developer, hunched over their laptop. You intuitively yell through the tall grass, “VEC2 V4 = UV;”!! The developer victoriously pumps their hand in the air, but in your heart you know you’ll need to see the results for yourself. You tread through the field, and at last, gasping for air, you look over the lone developer’s shoulder to witness your creation.<br>With inline text shader previews, the treacherous journey is over.<br>Right as you type vec2 v4 = UV;, you can now preview Godot text shaders within the editor in real-time. Back in the day, you would have needed to compile a shader and view it separately in the workspace. But thanks to the long-awaited quality-of-life addition to the text shader editor, you will actually be able to preview the shader and what it will do, in the moment, as you’re working on the shader from within the editor!

Read more on this PR

Contributed by<br>Yuri Rubinsky<br>Cashew OldDew<br>vaner

VIDEO<br>@Adam Scott<br>Offset transform of Control nodes

Transform the way you design GUIs

One of the most long-awaited features in Godot’s GUI system has been to be able to translate, rotate, or scale a Control node without it affecting the rest of the container. This is most notably used for animation purposes, so that buttons can smoothly slide into view or fade away with a scale change.<br>However, Godot’s various Container nodes apply their position, rotation, and scale to their children, which means any changes made to the children’s transform is lost when the container is sorted again (which occurs when children are added, removed, or moved in the scene tree). Control’s new offset_transform_* properties aim to address this limitation in a...

godot asset store shader field control

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