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
You forgot about Typed Dictionaries
THIS THING IS REAL???????????
LESGOOOOO
(jeez finally)
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?
@@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
@@Saas_godot alright thanks!
Why are Typed dictionaries exciting? Is it a performance gain or something? (I'm n00b)
nice we just need a feature to automatically send an apology tweet directly from the editor for the full AAA experience
Just make an AI with "corporate speak" prompt write it automatically.
Hopefully ready in time for the release of The Lord of Ring 2: Revenge of the Killer Gollum
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.
@@rytif what are you talking about?
`@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.
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@@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.
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.
@@novh4ck Yup... this caused many hours of pain and frustration until I realised that only exported variables are saved, rip me
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.
Tool Button is AMAZING.
Patch system is also fire.
Ik right?
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)
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.
Thank you very much to everyone who contributed to our beloved Godot Engine and the open source community ❤
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
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.
Omg I had some issues with duplicating nodes recently, maybe this is the fix for that
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.
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.
Yup. Though the pr for the TAA jitter fix was around since 4.2 I believe
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.
Yup Godots file panel got at least 100 times more useful after they added that color coding thing
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
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.
Global groups is honestly an exciting feature.... No need to recreate "enemy" for every new enemy :)
I was just wishing for #12; that alone is enough to get enthusiastic about all this, thank you for sharing!
I'm a huge fan of this format, very organised thanks :)
Thankies
This was amazing! Thank you for recording this.
No problem :) Glad to hear
16 is huuuuuuge ! Well done and I can't wait !
So many great features on the way! I'm excited about waiting for Godot. 4.3
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!
Thankies for the thankies and ur feedback :)
Very good format and editing of this vid, well done!
Thank u :)
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!
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#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!
#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
Pretty cool to learn of this (how many users know this trick?) but now it will be easier and accessible to everyone :)
It cool how those people work on the features for improve ease of used.
@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.
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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 😅❤
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).
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
Thanks for thankies
Genuinely going to need a bunch of these. Amazing!
The shot at cyber punk mid video is funny asf !!
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
Good stuff man, thanks
No problem :)
The pop up is insanely good lol
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.
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This pokemon is leveling up REALLY fast
It would be very interesting if you made videos about the Godot beta updates. Thanks.
Can't wait! (BA-DUM-TSSS)
The drag and drop material fix is a god send. Glad that got in
New version of Godot about to be released? Time to wait for the next one!
Waiting for Godot
Can you all just help this guy across the 1k sub line? THANKS!
Thank you!
Ich liebe deinen trockenen Humor ;D
Danke :)
Great Video. Instant subscribe 😊
Thankies :)
Welcome back! ^^
3:44 - That Dark Messiah... did he knows something about might and magic? xD
Yay!! Nice!
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
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.
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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.
#9 made me jump out of my chair in excitment!
To answer your question at the end. Im interested in any Godot videos
the music at the end is very good 🕺🕺
not all heroes wear capes, thanks for the video
No hero should wear capes - Edna Mode
@@marvinalberto7963 it's good for fly manouvers 😂
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 🔥🔥🔥
6th is very important, i havent faced this yet, but i can predict facing this issue in the future
Excited for this juicy update
Any idea is there any Active fork of latest python with godot
It's like a dry humour version of fireship :)
Is it possible to transfer a daz Studio Genesis 8 and 9 characters into Godot?
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.
Patch system... Wow. Wasnt expecting that to be built into the engine.
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 .
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).
meanwhile I'm going through at 2x.
@@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).
It's fine for me.
Maybe my brain clocked at higher speed or have a better IPC ;-)
Godot! Godot is super cool, but I personally love using the Rust programming language, with the Bevy engine.
fingers crossed the volumetric fog toggle comes soon where you can use set distances again
Continuing to hold out hope for gridmap improvements. One day, maybe
Cool, I used to add a hook to modify the transform after the node entered the tree.
Wdym "a hook"?
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
Rn it's in the 4.3 milestone, so it will prolly be merged for 4.3
that would interest me!
yes to godot update videos, yes please!
hahahaha i used that pixabay stock footage at 1:02 in a video of mine too haha
Really cool video from you tho!
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)
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
Are you going to keep covering godot updates? if you do, you've earned yourself a subscriber! great vid
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)
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.
Really excited for dx, as i have no computer that supports vulcan
I'm waiting for skeletal sprites(like Spine sprites) to be supported in 3D scenes like in Unity and Unreal :(
Vertex Shading, finally!! .. and yeah, please make updates videos.
4:08 absolutely savage, I hope CDPR sees this
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.....
IG latest version still won't run on Win7 SP1
Add dynamic blendshapes for 3d models.
Wgat do you mean? You can have blendshapes in godot.
export will not be added for ios and android will not be available with c sharp?
Exporting (C#) to Android is happening for 4.2. For iOS export, .NET 8.0 is required
Nice 😏 , GODPT is getting pretty compelling
I think you should make another video, since the last few months a loooot of stuff has been merged for 4.3 ^^
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
Same. But don't forget that code is not the only way you can contribute. Documentation and tutorials for example are equally important :)
Still no glow with opengl :(
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
Wonder if we ever get an official terrain editor
There is a proposal (by Juan I think) but that's about it :(
Would be amazing.
Number 10 is everything to me. =D
Thank spanzeri :)
TY for this video pal!!! Godot v4.3 is gonna rule the house :-D
5:13 - burger king foot lettuce
Please tell me there aren't any syntax changes for GD script since 4.0.2.
No mayor ones I believe
@@Saas_godot So there are minor ones?! Flip, my scripts gonna be messed up if I upgrade 😫
@Taehc minor change is usually just adding new syntax or fixing internal problem in language so minor change or no change need
@@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.
Hmm, patch thing can work like DLC?
You could use it as DLC's but after EVERY update to the main game you should rebuild all the DLC's ;-)
@@igorthelight also the executable build should be updated too probably. So yeah, not much sense from the "dlc" perspective
@@alexanderhuliakov6012 Nah. EXE rebuilding is not needed unless you updated your game to the next version of Godot ;-)
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!
Take a look at some Godot beginner tutorials, your idea is pretty simple to do :)
Still hoping for traits or interfaces for GDScript.
Still hoping for structs
There are proposals for traits and structs :)
@@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.
*wild on bugs
Stijn is a dutch name (I think - ij is generally pronounced like Stain)
"Physics jitter has been fixed because...look just trust me bro"
lmao, sure buddy...sure...
When will godot 5 release??
Yesterday
Waiting for Godot 4...
2.0
Godot 5 would be in 5 years ;-)
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
We need proper portal styles portals in godot