I hope they got all the regressions now, this has been the longest beta period of any version yet. I really want 4.5 to release so I can upgrade my project already!
Dev snapshot: Godot 4.5 beta 5
https://godotengine.org/article/dev-snapshot-godot-4-5-beta-5/
6 Comments
4Robato@lemmy.world · 2 pts · 1y
I'm waiting too, I actually imported a smaller project I have and the text editor now shows warnings which I love. Can't wait to convert my main project! Haha
Burghler@sh.itjust.works · 2 pts · 1y
Is 4.5 that significant an upgrade over 4.4? 4.3 -> 4.4 was such a huge one for me personally
lucastucious@ludosphere.fr · 2 pts · 1y
popcar2@programming.dev · 2 pts · 1y
Yup, it has a lot of great changes and fixes that I'm anticipating. Things like tilemap collision chunking, better UI scaling, proper SVG support, big 3D improvements, etc.
insomniac_lemon@lemmy.cafe · 1 pts · 1y
How proper?
or <real-time scaling/skewing objects> without performance issues? Or only simple usage via svgtexture?
I would be fine with the mesh rendering approach too, though for full control*: polygonal SVGs made via Inkscape probably don't outweigh just creating polygons via Godot** itself (allowing in-engine animation, multi-node editing) for me.
* if curves are approximated, I'll not use those and instead go for aesthetic** and minimalism.
** or, 3D (probably via Blender) already supports that better with vertex colors (texture need not be applied) plus more flexibility in materials/shaders.
popcar2@programming.dev · 1 pts · 1y
It lets you scale SVGs in real-time with really good results, so yeah microscope-level zooming on SVGs look fantastic. I haven't tested performance yet but it seems totally fine on smaller games and GUI apps.
Unfortunately it works for everything EXCEPT tilemaps. There's a PR that fixes it but it's slated for after 4.5 (so likely 4.5.1)
That said, once that gets fixed I'll try to do a fully SVG game. See the video in the PR for how it looks.
insomniac_lemon@lemmy.cafe · 1 pts · 1y
Interesting.
Some of my thinking was also an unsplit svg atlas wouldn't work because the entire tilemap would be re-rendered (unless Godot handles the split). Though I guess even a multi-object/layer approach is probably easy with some sort of grid multi-export (to get individual tiles).
I don't know if it's just the video or texture filtering (or maybe non-integer scaling?) or what but there is a bit of pixel shimmer/wobble there. I am really particular about it so may still prefer 2D or 3D polygons.