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[ 2026 ]

20 entries
10|godotengine.org

GodotCon Boston - Save the date!

The official GodotCon returns to Boston for the second US edition. For this edition of the event, we teamed up with SceneTree to help us organize it and make sure that everything runs smoothly. Information 📅 Dates 21st, 22nd of July 2026 🕑 Time 09:00 - 18:00 🇳🇱 Location Boston, Massachusetts, United States 📍 Venue Microsoft NERD Center. 1 Memorial Dr, Cambridge, MA 02142, United States 🌐 Website https://conference.godotengine.org/US/2026/ Buy tickets 🎟️ Call for speakers, sponsors, and showcases If you would like to be a part of the conference by giving a talk or a workshop, please submit your proposals through the link below. We are looking for a diverse range of topics, from beginner to advanced, so don’t hesitate to submit your ideas. Of note: We have a lot more room for workshops this year on the 20th of July. ➡️ Call for submissions, Deadline: 1st of June 2026 We are also actively looking for sponsors to support GodotCon Boston. If you or your company would be interested in learning more about sponsorship opportunities, feel free to reach out to president@scenetree.org. Want to show off your Godot-related project? Whether you have some really handy toolset or an amazing game made in Godot, submit to be a part of the showcase. ➡️ Showcase submissions, Deadline: 1st of June 2026 Call for volunteers An event like this only happens thanks to passionate people like you who are willing to help behind the scenes. If you want to contribute to making GodotCon Boston 2026 a welcoming and smooth experience for everyone, we are currently looking for volunteers to help us manage different aspects of the conference, from stage managers to photographers. If you would like to participate, please fill out this form. Tickets and more Get your tickets here and stay tuned for more information by joining the GodotCon Discord or the mailing list. @media (min-width: 768px) { input[type="submit"] {border-radius: 0px var(--button-border-radius) var(--button-border-radius) 0;}} Godot Conference See you soon!

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13|godotengine.org

Release candidate: Godot 4.6.3 RC 1

While Godot 4.7 is enjoying its beta period, work continues on ensuring 4.6 is as stable as possible. So we’re continuing our streak of maintenance releases with Godot 4.6.3, whose first release candidate builds are now ready for testing! Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project. 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, the XR 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 Flock Around, a multiplayer bird-watching game, where you explore a nature sanctuary with friends to fill out your guidebook. You can buy the game on Steam, and follow the developers on YouTube, Bluesky, and Discord. What’s new 31 contributors submitted 56 improvements for this release. See our interactive changelog for the complete list of changes since the 4.6.1-stable release. This section covers the most relevant changes made since the 4.6.2 maintenance release, which are largely regression fixes: 2D: Update layer selector when modifying the TileMap in the inspector (GH-117256). 3D: Fix wrong rotation of cells while being pasted in the GridMap editor (GH-116683). Animation: Fix SplineIK crash cases (GH-117959). C#: Prevent SourceGenerators from becoming a transitive dependency (GH-114868). Core: Debugger: Rather than looping infinitely on data read errors, drop the connection (GH-113905). Core: Fix race in RefCounted::unreference() (GH-118678). Core: Improve thread-safety of Object signals (GH-117511). Editor: Don’t print UID errors when cache is not initialized (GH-118527). Editor: Fix game speed UI not resetting when game is restarted (from editor) (GH-116568). Export: iOS: Fix one-click deploy with Xcode 26 (GH-118559). GUI: RTL: Fix character click offsets after the table (GH-117011). Import: Copy scene unique ID when replacing imported instance (GH-118522). Input: Fix incorrect reading of joypad UTF8 raw_name in Input.get_joy_info() (GH-115218). Physics: Fix over-removal of area overlaps when using Jolt (GH-118285). Rendering: Fix GLES3 batching skipping rendering all items on specific buffer sizes (GH-117725). Rendering: Select relevant 3D lights per mesh on GLES3 and Mobile renderers (GH-107234). This release is built from commit 6357d9e4c. Downloads { const thankYouWrapper = document.getElementById('thank-you'); // Close itself, when clicked outside of the popup area. thankYouWrapper.addEventListener('click', (e) => { if (e.target === thankYouWrapper) { thankYouWrapper.style.display = 'none'; } }); // Close with a close button. const thankYouBackButton = document.querySelector('.btn-close-thankyou-popup'); thankYouBackButton.addEventListener('click', () => { thankYouWrapper.style.display = 'none'; }); // Open from the main download buttons. const downloadButtons = document.querySelectorAll('.btn-download, .download-button'); downloadButtons.forEach((it) => { if (it.dataset?.external === "yes") { return; } it.addEventListener('click', () => { thankYouWrapper.style.display = ''; document.querySelector('.btn.btn-donate').focus(); }); }); // Open from the all downloads list. const downloadLinks = document.querySelectorAll('.download-link'); downloadLinks.forEach((it) => { it.addEventListener('click', () => { thankYouWrapper.style.display = ''; }); }); // Close the dialog when the user presses the escape key. document.addEventListener('keydown', (e) => { if (e.key === 'Escape') { thankYouWrapper.style.display = 'none'; } }); }); Godot is downloading... Standard build includes support for GDScript and GDExtension. .NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension. 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 case of corruption or data loss. Known issues During the Release Candidate stage, we focus exclusively on solving showstopping regressions (i.e. something that worked in a previous release is now broken, without workaround). You can have a look at our current list of regressions and significant issues which we aim to address before releasing 4.6.3. This list is dynamic and will be updated if we discover new showstopping issues after more users start testing the RC snapshots. 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.x releases, but no longer works in this snapshot). Support Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part and 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. Donate now

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