@@SteinMakesGames I just hope they don't tie it too closely to the build of the game itself, Unity has this issue and it introduces a ton of bugs. It'll work fine I'm editor and then have severe issue when exported. Godot has export bugs to some degree but Unity is way worse
@octodemy2 сағат бұрын
@GoblinArmyInYourWalls You still have the option to not embed the game. I'm curious if the 'embeded floating window' would actually freeze editor if the games freezes or not. I think the currently implementation of the embed window if very loosely attached. Apart from being embeded, the only real connection with the editor is what makes the remote tab work, but that was already there before, and you can even disable the remote syncing in the menu.
@GoblinArmyInYourWalls2 сағат бұрын
@@octodemy ah, just read from the devs that the embedding will actually still have the game be a separate process but with hooks that send back information, and it being tied to the editor visually is "window trickery". They're aware of the issues Unity has and its the exact reason this feature has taken this long to be implemented. So it shouldn't freeze the editor when the game freezes, meaning it nullifies all my worries.
@shaon1412Күн бұрын
typed dictionaries and the ability to select objects in runtime is going to save the day
@octodemy2 сағат бұрын
Gdscript upgrades are always nice to see. There is also a feature to add abstract classes to gdscript that might be merged soon.
@rubylightful7 сағат бұрын
This is definitely a useful video! I don’t manage to keep up on the news for Godot so this was a great catch up
@octodemy3 сағат бұрын
Glad to hear that. I'm thinking about making small videos about the little things and discussions that are never being talked about. Maybe once every month or so. It'll not be such huge features like this one, but it'll be at least the most useful ones. I really like to showcase those small usability updates.
@kyoaiКүн бұрын
Wow, these features are awesome! Thanks so much for keeping us up-to-date.
@Lazy2Dev16 сағат бұрын
The in editor view and runtime selectable objects sounds dope
@giggio17479 сағат бұрын
Great video!
@chaosmachines934Күн бұрын
so hyped for godot 4.4 those new features are so need it. i was playing to use redot too but they legit do nothing on their fork - if they go any slower i will die from old age and no they did not keep their promises the drama was only a cash grab for theme they don't know how to code yet they give game dev lectures.
@juanmanuelcostello95104 сағат бұрын
Nice video. You missed all the improvements to lightmaps and reflection probes that are going to be released soon
@octodemy3 сағат бұрын
Nice to hear that. I might have missed it. I just saw some blend fixes every now and then. (if you are talking about HDDAGI, I think that's still going to take quite a while to make, the dev on that is a bit paused) What I DID know about, is that shadowmaps now actually exist in Godot! It was on my list, and just got merged a day before this video.
@juanmanuelcostello9510Сағат бұрын
@@octodemy Nono, im talking about baked lightmaps. Transparency support is getting merged soon
@miachristensen5444Күн бұрын
Yesss the godot goat! (godoat some might say)
@hbibliaКүн бұрын
The Preview Game is a mess. I remember someone created a plugin for that, and everything worked directly within the viewport. I don't understand why they didn't just add that plugin instead.
@Xero_WolfКүн бұрын
While both the expose nodes and editable children have similar function I expose nodes is useful when you only need to access one or a few child nodes. Editable Children is not got for this case because it adds to clutter showing nodes you don't need.
@octodemy2 сағат бұрын
Yes, I also quite like the idea of exposing only the nodes you need. Really hoping this can get accepted. At least for now, it is still on track to get accepted on 4.4.
@gonderage19 сағат бұрын
Gosh, I want that stencil buffer so bad. I've been itching to try this one effect I've had in mind ever since I read one of Simon Schreibt's blog posts, but the lack of stencils means I'd have to look to other engines for it `(*>﹏
@jesusmora93793 сағат бұрын
you can just set the window to always on top in project settings. I don't understand people's insistence with embedded game, they just want it because that's how unity does it. having the game in a window ensures that if the game crashes or has a problem it doesn't take the editor with it, and it also keeps a predefined resolution that would be seen in the actual game instead of an arbitrary on to fit the region of the editor. the way godot works, having a window makes sense because you can edit the scenes in the editor and they WILL update in game, and keep it after the game stops, and you can also preview any node in editor and change values from the REMOTE tab. it also makes a lot more sense for people with multiple monitors. selecting objects in game IS a great feature that will make things slightly easier, and the good thing about this embedding is that the game still runs in a separate process.
@octodemy2 сағат бұрын
The next Godot release should be soon-ish(I'd guess 2-4 months), but you can already use it if you download Godot 4.4.dev6 from the site. The second update to embeded windows should solve the problems of the window being on top or not. And using the floating window 'embeded' game is nice because it allows you to easily pause and find things on the remote tab. But you can always disable it, and use Godot like before, and even disable the "Game" tab in the features manager if you don't like it. @gonderage I'm also waiting for the stencil with bated breaths. It's one of the big things Godot lacks currently. But as it is not 'essential', and few effects really need stencil access I guess i got deprioritized, until it can be properly implemented. I think at some point it was planned for 4.4, but got pushed back after they decided to refactor the rendering engine.
@BarcelonaMoveКүн бұрын
Did they implemented real C# support?
@satanasoreidoinferno5625Күн бұрын
Vai lá ver da documentação.
@BarcelonaMoveКүн бұрын
@@satanasoreidoinferno5625 aka NO
@billybollockhead5628Күн бұрын
What’s not real about c# support?
@patek2385Күн бұрын
Just download Unity 6
@billybollockhead5628Күн бұрын
@@patek2385 : why?
@werethless12Күн бұрын
No one uses Godot anymore. Its fully infected with DEI now. Switch to Redot.
@GoblinArmyInYourWallsКүн бұрын
You mean the scam fork? No thanks, they actually lost their lead dev who made his own fork. They haven't made any changes outside of logo anyways, and started taking donations for 0 work.
@GoblinArmyInYourWallsКүн бұрын
Chud
@rawspokentruthКүн бұрын
@@GoblinArmyInYourWalls Lead dev? The guy who stayed for 1 week, did "ctrl + f" to change Godot -> Redot, is someone you call a lead dev? That guy was a turd who got upset over nonsense and decided to make a new fork out of spite lmfao. Redot has made 35 changes in the last 3 days, where do you get your information?
@GoblinArmyInYourWallsКүн бұрын
@rawspokentruth and all of those changes are just merging Godot changes. You can try and misconstrue reality all you want, but it's a scam fork, start to finish. He'll, when it first launched, remember how the discord had to ban a bunch of people for speaking their mind, but has the audacity to claim free speech crap.
@GoblinArmyInYourWalls23 сағат бұрын
@@rawspokentruth yeah, all changes carried over as Godot itself improves. They haven't done anything of value outside of stealing Godot commits and acting like they did anything. It's a scam start to finish.