Why GODOT 4.3 is going to be wild!

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  • čas přidán 14. 05. 2024
  • Subscribe: / @saas_godot
    Discord: / discord
    Tutorial Playlist: • GODOT TUTORIALS
    Links to Github: docs.google.com/document/d/1S...
    0:00 Intro
    0:23 # 1 Drag and Drop between SubViewports and Windows
    0:45 # 2 Export_storage annotation
    1:06 # 3 Script editor hover hints
    1:30 # 4 Tool_button annotation
    1:57 # 5 Vsync editor setting
    2:12 # 6 Motion_draw_disabled render_mode
    2:36 # 7 Search keywords in class reference
    3:14 # 8 Better search in create dialog
    3:29 # 9 Project wide node groups
    3:50 # 10 Remember window mode, screen size etc. on restart
    4:01 # 11 Patch system
    4:34 # 12 Indirect collision shapes
    4:49 # 13 Vertex shading
    5:04 # 14 Exported array property hints
    5:12 # 15 Secondary light in import settings
    5:38 # 16 Render hooks
    5:59 # 17 Direct3D 12 Rendering driver
    6:36 # 18 3D MSAA and scaling in GLES3
    6:50 # 19 Warn if variable is not set in setter function
    7:14 # 20 Icons for main menu items
    7:23 # 21 Modify global_transform when Node is not in tree
    7:38 # 22 Colored margin in inspector
    7:55 # 23 OpenXR Hand node icon
    8:04 # 24 Ensure parameter hints are generated
    8:15 # 25 Fix 3D jitter
    8:28 # 26 Bone visualization in import settings
    8:39 # 27 MeshOptimizer update for better LODs
    8:54 # 28 Material drag and drop fixed
    9:03 # 29 Revert color icon on color picker
    9:18 Outro
  • Věda a technologie

Komentáře • 247

  • @SaiponathGames
    @SaiponathGames Před 6 měsíci +304

    You forgot about Typed Dictionaries

    • @ShVanesMusic
      @ShVanesMusic Před 6 měsíci +57

      THIS THING IS REAL???????????
      LESGOOOOO
      (jeez finally)

    • @rigormortis4768
      @rigormortis4768 Před 6 měsíci +18

      what!!!! Been waiting for this! Awesome. Any ideas when 4.3 comes out? Must be quite some time still, as 4.2 isn't there yet?

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +31

      @@rigormortis4768 The Godot 4.3 milestone says " March 03, 2024 ", but given how they changed the date for 4.2 multiple times now, expect it to come out later

    • @rigormortis4768
      @rigormortis4768 Před 6 měsíci +1

      @@Saas_godot alright thanks!

    • @wasteurtime5677
      @wasteurtime5677 Před 6 měsíci +5

      Why are Typed dictionaries exciting? Is it a performance gain or something? (I'm n00b)

  • @adventuretuna
    @adventuretuna Před 6 měsíci +272

    nice we just need a feature to automatically send an apology tweet directly from the editor for the full AAA experience

    • @ultimaxkom8728
      @ultimaxkom8728 Před 6 měsíci +23

      Just make an AI with "corporate speak" prompt write it automatically.

    • @o00nemesis00o
      @o00nemesis00o Před 5 měsíci +4

      Hopefully ready in time for the release of The Lord of Ring 2: Revenge of the Killer Gollum

  • @thesynalice
    @thesynalice Před 6 měsíci +221

    Core Godot devs deserve much more praise than they currently get.
    Once you get involved you can see that the amount of work they do I genuinely insane.
    Any contribution counts, guys.

    • @thesynalice
      @thesynalice Před 4 měsíci +17

      @@rytif what are you talking about?

  • @GreenFox1505
    @GreenFox1505 Před 6 měsíci +136

    `@export_storage` is super useful if you want some @tool script to modify an object, but you DON'T want the user (developer) to also modify that data. Like you have a bunch of computed properties in some sort of custom format. But none of that should ever be edited by hand.

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +51

      🍪

    • @novh4ck
      @novh4ck Před 6 měsíci +19

      @@Saas_godot @export_storage will also be perfect for Resources. If you want to save a resource to disk ResourceSaver currently only automatically saves exported variables which might look a bit messy if you then also load it into Editor.

    • @unface942
      @unface942 Před 6 měsíci +2

      so it works similar to "[Serializable]" in unity? Converting complex data structures, such as objects / structs , into a format that can be easily stored or transmitted.

    • @JanbluTheDerg
      @JanbluTheDerg Před 5 měsíci

      @@novh4ck Yup... this caused many hours of pain and frustration until I realised that only exported variables are saved, rip me

    • @dudejoe8705
      @dudejoe8705 Před 5 měsíci +1

      Also would be very useful for me as I'm using Godot scene serialization for save games! Instead of writing serialization code by hand (you can optimize the save game size by using scene instantiation, so you can omit all of the static parts of the scene from the save file). This allows for Source-like save game state serialization and deserialization, but it does mean you have to export more properties than you usually would. export_storage would be perfect for my use case (and similar ones) since right now I just put those properties under a "Runtime Variables" export category so I know not to modify them.

  • @thygrrr
    @thygrrr Před 6 měsíci +60

    Tool Button is AMAZING.
    Patch system is also fire.

  • @RealPigeonz
    @RealPigeonz Před 6 měsíci +40

    Any video helping us follow Godot developement without being bored to death reading cryptic titles of PRs is amazing! Especially if it contains healthy dose of dry humor to make it even more enjoyable :) (And actually very needed type of content)

  • @chimeforest
    @chimeforest Před 4 měsíci +16

    Thanks for including the names of the people who fixed the things. It really opens up the idea that anyone can help. It's not just a faceless corp, it's real people making changes here and there.

  • @bariscanbilgin
    @bariscanbilgin Před 6 měsíci +98

    Thank you very much to everyone who contributed to our beloved Godot Engine and the open source community ❤

  • @erin34uio5y32
    @erin34uio5y32 Před 6 měsíci +28

    The best new feature is that you can create a texture object from a texture created directly with the rendering device. It improves the performance of advanced rendering effects so much because you can keep the data directly on the gpu rather than having to copy it from gpu to cpu to gpu in order to use the output of a compute shader or a framebuffer in a regular vert frag shader

  • @_zurr
    @_zurr Před 6 měsíci +40

    There's also a bugfix that's so good it's basically a feature, which is warriormaster12's fix for node duplication. Previously, if you duplicated a node (such as an enemy) that has a child node that it references using @export (such as an item it is holding), the duplicate would reference the original's child. Meaning A duplicated enemy would reference the original's weapon instead of its own. The fix allows you to now duplicate items the way you'd expect it to, which is to create a copy that references its own children.

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +9

      Omg I had some issues with duplicating nodes recently, maybe this is the fix for that

    • @keithwinget6521
      @keithwinget6521 Před 5 měsíci

      Weird that this wasn't part of the DuplicateFlags to begin with:
      enum DuplicateFlags:
      DUPLICATE_SIGNALS = 1 --- Duplicate the node's signals.
      DUPLICATE_GROUPS = 2 --- Duplicate the node's groups.
      DUPLICATE_SCRIPTS = 4 --- Duplicate the node's scripts.
      DUPLICATE_USE_INSTANCING = 8 --- Duplicate using instancing.
      That last one is an opt-in to the behavior of referencing, but it's only for the base node. For the children, it does indeed just instance and reference the original.

  • @BlessedDog
    @BlessedDog Před 6 měsíci +36

    I love how the Road to Vostok dev wrote in his blog yesterday that he was having trouble with TAA being jittery, and today i found out its fixed.
    This is the power of open source.

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +6

      Yup. Though the pr for the TAA jitter fix was around since 4.2 I believe

  • @JoeyMerryfield
    @JoeyMerryfield Před 6 měsíci +16

    I just clicked on this video so idk if u went over this, but I really, REALLY hope they add more things to be color coded. I really liked the new feature in 4.2 where you can color code files and folders. it made Color coding one of my most favorite ways of separating things and making different things stand out / more readable.

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +3

      Yup Godots file panel got at least 100 times more useful after they added that color coding thing

    • @ratrogue
      @ratrogue Před 5 měsíci

      I'd especially like that for the scripting editor, the column of the line numbers and the column of the minimap should have a different background color than the text editor

  • @BlazertronGames
    @BlazertronGames Před 6 měsíci +15

    Global node groups will be so much nicer. It never felt right that they were bound to specific scenes, and you had to make sure you were typing it correctly when wanting to use it in other scenes.

  • @dorkyface
    @dorkyface Před 6 měsíci +15

    Global groups is honestly an exciting feature.... No need to recreate "enemy" for every new enemy :)

  • @mostafabalboul3966
    @mostafabalboul3966 Před 6 měsíci +1

    I was just wishing for #12; that alone is enough to get enthusiastic about all this, thank you for sharing!

  • @pepinzachary
    @pepinzachary Před 6 měsíci +7

    I'm a huge fan of this format, very organised thanks :)

  • @poisonivy2677
    @poisonivy2677 Před 6 měsíci +1

    This was amazing! Thank you for recording this.

  • @my2cents795
    @my2cents795 Před 6 měsíci +4

    16 is huuuuuuge ! Well done and I can't wait !

  • @GreatCollapsingHrung
    @GreatCollapsingHrung Před 6 měsíci +2

    So many great features on the way! I'm excited about waiting for Godot. 4.3

  • @ShiloBuff
    @ShiloBuff Před 6 měsíci +9

    I would love a brief overview of the changes per Godot pre-release updates. Although probably not beneficial to do incrementations like that for your videos. Thanks for the neat video!

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +1

      Thankies for the thankies and ur feedback :)

  • @sean7221
    @sean7221 Před 6 měsíci

    Very good format and editing of this vid, well done!

  • @TheDuckCow
    @TheDuckCow Před 5 měsíci +6

    I'm making a plugin (the Godot Road Generator), and I'm *immediately* excited about 0:45 for export storage.
    Why it's useful in my case: I have multiple export variable arrays containing data and references that users should *never* touch, but are critical for making the road generation system work. Basically, if you want to have prefab road pieces saved to different scenes, but then "connect" to each other in third composed scene, they need to point to each other. The plugin manages updating references in these export vars in a very specific way that the user should never mess with, and this data is specific and local to the third composition scene and does not belong in the individual save scenes. hence, using export vars as storage for data on the scene instances. Hope that helps!

  • @alexdarby
    @alexdarby Před 6 měsíci +3

    #21, setting global transform when not inside the tree will be a life saver! I've had so many issues with setting transforms of objects being loaded outside of the tree in my experiments, I can't wait for that to be allowed in 5.3!

  • @MarcusInVR
    @MarcusInVR Před 5 měsíci +5

    #11 - Patch System - this is already implemented and works exactly as intended. You can sideload additional .pck files, and if they contain assets of any kind at the same location as the original game data, they will be overridden and the "patched" ones will be used instead. This is also useful for mods. So this is not a new feature. I tried this myself and it works in 4.1

    • @theyellowarchitect4504
      @theyellowarchitect4504 Před 5 měsíci +3

      Pretty cool to learn of this (how many users know this trick?) but now it will be easier and accessible to everyone :)

  • @darknetworld
    @darknetworld Před 6 měsíci +1

    It cool how those people work on the features for improve ease of used.

  • @nerdydrow
    @nerdydrow Před 6 měsíci +3

    @export_storage is for when you have a resource that you want to save to disk, only export var are saved, but if you want some variables to be saved on disk but not shown in the editor it was impossible before.

  • @darsparx
    @darsparx Před 4 měsíci

    Editor hints holy shiz I've been wanting that bc yea going to the documentation is nice but yea. Thats long overdue lkke a ton of these 😅❤

  • @RobVespa
    @RobVespa Před 5 měsíci +2

    I just began working with Godot. I was as equally impressed as frustrated. Hopefully more time with Godot will tip the balance one way or the other (preferably towards impressed).

  • @brabes76
    @brabes76 Před 6 měsíci

    Yes i would be interested in knowing the upcoming changes and adding some visual context to what those changes mean. Thanks for the great video

  • @piersyfy4148
    @piersyfy4148 Před měsícem

    Genuinely going to need a bunch of these. Amazing!

  • @kvngferg
    @kvngferg Před 6 měsíci +1

    The shot at cyber punk mid video is funny asf !!

  • @user-rt8ih7vu5g
    @user-rt8ih7vu5g Před 2 měsíci

    Thanks for all the information. I just have a question, doese Godot 4.3 will let me embed my game in existing native ios app (not game). Thanks

  • @EricDaily
    @EricDaily Před 6 měsíci +1

    Good stuff man, thanks

  • @zanagi
    @zanagi Před 6 měsíci

    The pop up is insanely good lol

  • @rogerrandom3840
    @rogerrandom3840 Před 6 měsíci +4

    1:00
    TL:DR
    (if you need it to be editable and savable, it has to be exported, even if you don't want it seen in the side)
    when storing a resource file, godot only stores exported variables, so if you have a variable generated when editing that is the actual value you will be using, but shouldn't manually change, you don't want to see these clogging your side.
    (edit)
    thanks for cookie. i can finally feed my family.

  • @ghb323
    @ghb323 Před 5 měsíci +1

    This pokemon is leveling up REALLY fast

  • @neomatrix2669
    @neomatrix2669 Před 6 měsíci +1

    It would be very interesting if you made videos about the Godot beta updates. Thanks.

  • @dobanyi
    @dobanyi Před 5 měsíci

    Can't wait! (BA-DUM-TSSS)

  • @c3d_ultra499
    @c3d_ultra499 Před 5 měsíci

    The drag and drop material fix is a god send. Glad that got in

  • @anteaters4455
    @anteaters4455 Před 6 měsíci +3

    New version of Godot about to be released? Time to wait for the next one!

  • @Gosurfdammit
    @Gosurfdammit Před 6 měsíci +2

    Can you all just help this guy across the 1k sub line? THANKS!

  • @CharleyDonar
    @CharleyDonar Před 6 měsíci

    Thank you!

  • @NexusBaum
    @NexusBaum Před 6 měsíci +2

    Ich liebe deinen trockenen Humor ;D

  • @UitzUitz
    @UitzUitz Před 6 měsíci +1

    Great Video. Instant subscribe 😊

  • @psyboyo
    @psyboyo Před 6 měsíci +1

    Welcome back! ^^

  • @igorthelight
    @igorthelight Před 2 měsíci +1

    3:44 - That Dark Messiah... did he knows something about might and magic? xD

  • @moe__dev
    @moe__dev Před 6 měsíci +3

    Yay!! Nice!

  • @maymayman0
    @maymayman0 Před 5 měsíci +2

    Wow, so many tiny little annoyances are going to get dissapeared with this update and I won't miss them even a tiny bit!!! Awesome

  • @keithwinget6521
    @keithwinget6521 Před 5 měsíci +1

    Export Storage is useful for @tool script using scenes, because what it lets you do is have automated things make permanent changes while still in the editor, but not exposing them to the inspector where editing them might cause all sorts of trouble (not to mention likely be overwritten by your automated stuff). Basically, it's a form of future you not being able to mess up present you's plans as easily. At least, this is what I'll be using it for...because future me is just as DUMB as present me, but in different and unpredictable ways.

  • @kevinfishburne
    @kevinfishburne Před 2 měsíci

    Your commentary was super funny. Stitches at times, causing me to miss parts of subsequent comments. Also excited for IDE experience improvements. I do "2D integer pixels", but it's all the same really. Godot is insane. Love love love it.

  • @acacklinghyena7494
    @acacklinghyena7494 Před 6 měsíci

    #9 made me jump out of my chair in excitment!

  • @Hotmustardgas20
    @Hotmustardgas20 Před 5 měsíci +1

    To answer your question at the end. Im interested in any Godot videos

  • @gustavols6699
    @gustavols6699 Před 27 dny

    the music at the end is very good 🕺🕺

  • @ekagaurangadas
    @ekagaurangadas Před 6 měsíci +3

    not all heroes wear capes, thanks for the video

  • @Xero_Wolf
    @Xero_Wolf Před 6 měsíci +1

    7:23 OMG YES! 21 can't come soon enough. This isn't an issue generally but some Nodes like the new AnimatableBody3D just refuse to act right when setting the transform just after adding it to the scene tree.
    Also the @Tool Button is 🔥🔥🔥

  • @igorgiuseppe1862
    @igorgiuseppe1862 Před 4 měsíci

    6th is very important, i havent faced this yet, but i can predict facing this issue in the future

  • @KendawgIV
    @KendawgIV Před 2 měsíci

    Excited for this juicy update

  • @ajinkyax
    @ajinkyax Před 6 měsíci

    Any idea is there any Active fork of latest python with godot

  • @wernersmidt3298
    @wernersmidt3298 Před 3 měsíci

    It's like a dry humour version of fireship :)

  • @Finesse0916
    @Finesse0916 Před 5 měsíci

    Is it possible to transfer a daz Studio Genesis 8 and 9 characters into Godot?

  • @chadsteadman2604
    @chadsteadman2604 Před 6 dny

    The jitter fix (physics interpolation?) is extremely good news and long overdue for Godot 4.
    I've been using the Smoothing addon by lawnjelly as it's a MUST if your monitor refresh rate isn't a multiple of the physics frame rate.

  • @TheRealAfroRick
    @TheRealAfroRick Před 5 měsíci

    Patch system... Wow. Wasnt expecting that to be built into the engine.

  • @kritik_mb2144
    @kritik_mb2144 Před 6 měsíci +4

    This video was really useful, thank you. The speed(editing) was a bit too fast for me, I had to constantly go back a few seconds to get all the information otherwise great .

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +4

      Ok I will try to cut down on my editing speed (pun not intended). The problem is that if I make it too slow, then viewers will abandon the video mid watch which hurts the video algorithm wise (thank TikTok for that).

    • @pylotlight
      @pylotlight Před 6 měsíci +2

      meanwhile I'm going through at 2x.

    • @ultimaxkom8728
      @ultimaxkom8728 Před 6 měsíci +4

      @@pylotlight Clearly different objectives. He want to digest the information while you want to skim the information. One for depth (detail) while the other for width (speed).

    • @igorthelight
      @igorthelight Před 6 měsíci

      It's fine for me.
      Maybe my brain clocked at higher speed or have a better IPC ;-)

  • @oglothenerd
    @oglothenerd Před 5 měsíci +2

    Godot! Godot is super cool, but I personally love using the Rust programming language, with the Bevy engine.

  • @MisterNewYear
    @MisterNewYear Před 5 měsíci

    fingers crossed the volumetric fog toggle comes soon where you can use set distances again

  • @jonathanfaber3291
    @jonathanfaber3291 Před 5 měsíci

    Continuing to hold out hope for gridmap improvements. One day, maybe

  • @frontrider3240
    @frontrider3240 Před 5 měsíci

    Cool, I used to add a hook to modify the transform after the node entered the tree.

  • @Nicknamegeneratorfailed
    @Nicknamegeneratorfailed Před 5 měsíci

    Weren't render hooks pushed from 4.2 since it will be part of the larger worker now, was it confirmed for 4.3 or just waiting what is going to happen with the whole process now? :0

    • @Saas_godot
      @Saas_godot  Před 5 měsíci

      Rn it's in the 4.3 milestone, so it will prolly be merged for 4.3

  • @sheepcommander_
    @sheepcommander_ Před 6 měsíci

    that would interest me!

  • @user-dx1no8ht2c
    @user-dx1no8ht2c Před 5 měsíci +1

    yes to godot update videos, yes please!

  • @ranpergames
    @ranpergames Před 6 měsíci

    hahahaha i used that pixabay stock footage at 1:02 in a video of mine too haha
    Really cool video from you tho!

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +1

      What did u search for lmao? (Holy shit just checked out your content, it's the definition of well edited and good content in general)

    • @ranpergames
      @ranpergames Před 6 měsíci

      I think I searched for like something talking or idk haha
      But YOOOO THANK YOU SOOO MUCH!!!
      I really enjoyed your video too :D @@Saas_godot

  • @LukeGameDev
    @LukeGameDev Před 6 měsíci +2

    Are you going to keep covering godot updates? if you do, you've earned yourself a subscriber! great vid

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +2

      Yup that's about the plan. Idk if I will make a vid on every Major.minor.x release but definitely on every minor release (On an x release as well if there is something that's worth talking bout)

  • @Rhedox1
    @Rhedox1 Před 5 měsíci

    Placing a quad in front of the camera for post processing is a pretty stupid workaround. Surely there's a way to do post processing with a fullscreen triangle or better yet, a compute shader.

  • @GIRGHGH
    @GIRGHGH Před 6 měsíci +1

    Really excited for dx, as i have no computer that supports vulcan

  • @cloudwolf3972
    @cloudwolf3972 Před 4 měsíci

    I'm waiting for skeletal sprites(like Spine sprites) to be supported in 3D scenes like in Unity and Unreal :(

  • @fuarrkk
    @fuarrkk Před 6 měsíci +2

    Vertex Shading, finally!! .. and yeah, please make updates videos.

  • @thatfranzferdinand
    @thatfranzferdinand Před 5 měsíci

    4:08 absolutely savage, I hope CDPR sees this

  • @johnq.public3302
    @johnq.public3302 Před 3 měsíci

    Please include the ability to change the camera projection matrix. Switching from Unity and I'm mildly shocked that such a basic 3d graphics 101 ability isn't in the engine. I know that someone has the feature ready.....so please.....

  • @fourlionnn
    @fourlionnn Před 2 měsíci

    IG latest version still won't run on Win7 SP1

  • @paulblart5358
    @paulblart5358 Před 6 měsíci

    Add dynamic blendshapes for 3d models.

    • @saulsantos4132
      @saulsantos4132 Před 6 měsíci

      Wgat do you mean? You can have blendshapes in godot.

  • @crazy-man
    @crazy-man Před 6 měsíci

    export will not be added for ios and android will not be available with c sharp?

    • @Unknown-ix1bb
      @Unknown-ix1bb Před 6 měsíci +1

      Exporting (C#) to Android is happening for 4.2. For iOS export, .NET 8.0 is required

  • @Agp1597
    @Agp1597 Před 2 měsíci

    Nice 😏 , GODPT is getting pretty compelling

  • @cookieBadger
    @cookieBadger Před měsícem

    I think you should make another video, since the last few months a loooot of stuff has been merged for 4.3 ^^

  • @_creepingdeath
    @_creepingdeath Před 5 měsíci +2

    Man I love open source. Just wish I had the knowledge to contribute code to Godot (the world isn't ready for my spaghetti), but maybe one day

    • @Saas_godot
      @Saas_godot  Před 5 měsíci +2

      Same. But don't forget that code is not the only way you can contribute. Documentation and tutorials for example are equally important :)

  • @AliKandirr
    @AliKandirr Před 5 měsíci

    Still no glow with opengl :(

  • @Srcsqwrn
    @Srcsqwrn Před 5 měsíci

    Everytime I see a Godot update for 4 I cry. I wish I could use all these cool new things. QoL updates alone is nice

  • @bexplosion
    @bexplosion Před 6 měsíci +1

    Wonder if we ever get an official terrain editor

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +1

      There is a proposal (by Juan I think) but that's about it :(

    • @adhdGameDev
      @adhdGameDev Před 6 měsíci

      Would be amazing.

  • @ghostradiogames
    @ghostradiogames Před 6 měsíci

    Number 10 is everything to me. =D

  • @ucmRich
    @ucmRich Před 3 měsíci

    TY for this video pal!!! Godot v4.3 is gonna rule the house :-D

  • @Matshiro
    @Matshiro Před 6 měsíci

    5:13 - burger king foot lettuce

  • @Taehc
    @Taehc Před 6 měsíci

    Please tell me there aren't any syntax changes for GD script since 4.0.2.

    • @Saas_godot
      @Saas_godot  Před 6 měsíci

      No mayor ones I believe

    • @Taehc
      @Taehc Před 6 měsíci

      @@Saas_godot So there are minor ones?! Flip, my scripts gonna be messed up if I upgrade 😫

    • @sent4444
      @sent4444 Před 6 měsíci +1

      ​@Taehc minor change is usually just adding new syntax or fixing internal problem in language so minor change or no change need

    • @Taehc
      @Taehc Před 6 měsíci

      @@sent4444 Thanks. I like spent hours trying to figure out how to do things, looking for help people posted, tried their code, didn't work... "Oh we use new word for that in 4.0 script." Doh.

  • @alexanderhuliakov6012
    @alexanderhuliakov6012 Před 6 měsíci

    Hmm, patch thing can work like DLC?

    • @igorthelight
      @igorthelight Před 6 měsíci

      You could use it as DLC's but after EVERY update to the main game you should rebuild all the DLC's ;-)

    • @alexanderhuliakov6012
      @alexanderhuliakov6012 Před 6 měsíci

      @@igorthelight also the executable build should be updated too probably. So yeah, not much sense from the "dlc" perspective

    • @igorthelight
      @igorthelight Před 6 měsíci +1

      @@alexanderhuliakov6012 Nah. EXE rebuilding is not needed unless you updated your game to the next version of Godot ;-)

  • @WiseSays167
    @WiseSays167 Před 6 měsíci

    helllo pls help me make a game i am very confused pls help so the game is about a robot that has to touch a gear using the arrow keys and when it touches the gear the gear disapears and spawns some where diifferent in 2d mode pls help!

    • @Saas_godot
      @Saas_godot  Před 5 měsíci

      Take a look at some Godot beginner tutorials, your idea is pretty simple to do :)

  • @LupusGr3y
    @LupusGr3y Před 6 měsíci +1

    Still hoping for traits or interfaces for GDScript.

    • @Saas_godot
      @Saas_godot  Před 6 měsíci +2

      Still hoping for structs

    • @DarkMessiah4321
      @DarkMessiah4321 Před 6 měsíci +1

      There are proposals for traits and structs :)

    • @LupusGr3y
      @LupusGr3y Před 6 měsíci +3

      @@DarkMessiah4321 Yeah, I saw the one for traits and was hoping it would be ready for 4.3, but I guess I'll have to hope for 4.4.

  • @eduardomoura2813
    @eduardomoura2813 Před 5 měsíci

    *wild on bugs

  • @pepsakdoek1029
    @pepsakdoek1029 Před 5 měsíci

    Stijn is a dutch name (I think - ij is generally pronounced like Stain)

  • @user-og6hl6lv7p
    @user-og6hl6lv7p Před 6 měsíci

    "Physics jitter has been fixed because...look just trust me bro"
    lmao, sure buddy...sure...

  • @__Rizzler__
    @__Rizzler__ Před 6 měsíci +3

    When will godot 5 release??

  • @binchamers
    @binchamers Před 6 měsíci +2

    Hey man tip here for pronouncing dutch names like “Stijn”, IJ/ij in Dutch is pronounced like kindof like the sound in “may” if you have a strong australian accent. Hard to describe, try saying i but moving your mouth like you’re saying e

  • @gearsgamer7115
    @gearsgamer7115 Před 5 měsíci

    We need proper portal styles portals in godot