While Godot 4.2 is enjoying its last leg of the development cycle (check out beta 3!), we have an opportunity to compile yet another batch of changes fitting for Godot 4.1. Make sure to give this release candidate a test, so the stable version can be made available shortly.

The third maintenance release for Godot 4.1 contains a number of fixes for the rendering system, including issues in all rendering backends, in lightmap and voxel GI systems, and in particles. Various problems were addressed in the editor UI, and in the GUI system in general. The Input team improved controller support and resolved a couple of problems specific to the Android platform. And finally, several documentation mistakes have been corrected, plus there is new documentation available for RenderingDevice.

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 illustration picture for this article comes from Living for Plants, a chill management game about taking care of plants. It was made by shawcat in Godot 4.1 in just a few days, and you can watch their video documenting the process and sharing some thoughts about the engine. The game is available on itch.io and is completely free, so make sure to give it a go!

What’s new

76 contributors submitted around 126 improvements for this release. You can review the complete list of changes with our interactive changelog, which contains links to relevant commits and PRs for this and every previous release. Below are the most notable changes:

This release is built from commit f80c673cd (see README).

Downloads

Standard build includes support for GDScript and GDExtension.

.NET 6 build (marked as mono) includes support for C#, as well as GDScript and GDExtension.

While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in a case of corruption or data loss.

Known issues

There are currently no known issues introduced by this release.

With every release we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.

Bug reports

As a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.

In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.1.x releases, but no longer works in 4.1.3 RC 1).

Support

Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part or full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!

If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund platform managed by Godot Foundation. There are also several alternative ways to donate which you may find more suitable.

Source: Godot Engine Official