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Latest Version
Godot Engine 4.2.1 (32-bit) LATEST
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Review by
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Operating System
Windows 7 / Windows 8 / Windows 10
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User Rating
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Author / Product
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Filename
Godot_v4.2.1-stable_win32.exe.zip
Features and Highlights
An extremely efficient paradigm for designing games
- Visual editor, full of mature tools.
- Uncluttered UI, with context-sensitive editors.
- Amazing scene system, supporting instancing and inheritance.
- Friendly content creation interfaces for artists, level designers, animators, …
- Visual shader editing for 2D and 3D.
- Persistent live editing (changes are not lost after stopping the game). Live to edit on mobile devices!
- Fully dedicated 2D engine, no hacks.
- Work in pixels as your units, but scale to any screen size and ratio.
- Custom 2D physics engine that works in pixel coordinates.
- Flexible kinematic controller for collision without physics.
- Blit 3D models as sprites into 2D.
- Import 3D models from 3DS Max, Maya, Blender, and more with full animation.
- Skeleton deforms and blend shapes.
- Several light types, with shadow mapping.
- Render with HDR, anti-aliasing, and linear color modes.
- Post-process fog, glow, bloom, color adjustment, …
- Support for Physically-Based Rendering planned for the end of 2016.
- Animate 2D or 3D. Visual animation editor with the timeline.
- Frame-based or cut-out animation for sprites and rigs.
- Any property of any object can be animated, even function calls.
- Use custom transition curves and tweens.
- Helpers to animate 2D rigs, with skeletons and IK.
- Efficient optimizer to pack imported 3D animations.
- Animation Tree support for fluid character animation.
- A python-like scripting language, designed to make games with zero hassle.
- Built-in editor with syntax highlighting, real-time parser, and code completion.
- Powerful integrated debugger and profilers. It can debug a game running on mobile devices.
- Integrated class documentation browser.
- Friendly C++ API to optimize parts of the game or extend any part of the engine.
- Mobile platforms: iOS, Android, BlackBerry OS
- Desktop platforms: Windows, macOS, Linux, *BSD, Haiku
- Web Platforms: HTML5 (via Emscripten)
- One-click deploy & export to most platforms. Easy to create custom builds too.
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Godot Engine 4.2.1 (32-bit) Screenshots
The images below have been resized. Click on them to view the screenshots in full size.
What's new in this version:
Changed:
- 2D: Fix UV editor not using texture transform
- 2D: Fix generating terrain icon with certain image formats
- 2D: Keep scene tiles even if the TileMap is invisible
- 2D: Fix TileMap occluders
- 3D: Only allow MeshInstance3D-inherited nodes in MultiMesh Populate Surface dialog
- Animation: Fix imported track flag on sliced animations
- Animation: Prevent a crash when calling AnimationMixer::restore with an invalid resource
- Animation: Fix AnimationPlayer seeking for Discrete keys
- Animation: Fix Tween loop initial value
- Audio: Fix importing WAV files with odd chunk sizes
- Buildsystem: Use Python venv if detected when building VS project
- Buildsystem: Fix the Web platform team’s codeowners link
- Buildsystem: Fix invalid Python escape sequences
- Buildsystem: Set what were default values for Web platform linker flags -sSTACK_SIZE and -sDEFAULT_PTHREAD_STACK_SIZE
- Core: Set language encoding flag when using ZIPPacker
- Core: Fix crash when hashing empty CharString
- Core: Prevent infinite recursion when printing errors
- Core: Fix property groups overriding real properties
- Core: Do not reload resources and send notification if locale is not changed
- Documentation: Improve and clarify texture filtering documentation
- Documentation: Fix documentation for icon_and_font_color editor setting
- Documentation: Improve documentation for CameraAttributesPhysical.exposure_shutter_speed
- Documentation: Fix missing heading in translated online class reference
- Editor: Remove exp hint of a few properties
- Editor: Fix UV editor not showing polygon correctly
- Editor: Inspector: Fix clearing array/dictionary element with <Object#null>
- Editor: Allow dragging editable children
- Editor: Fix errors on file rename or move in the Filesystem Dock
- Editor: Fix issue with 3D scene drag and drop preview node
- Editor: Fix SnapGrid is almost invisible in light theme
- Editor: Fix theme application in various editor dialogs
- Editor: Cherry-picks for the 4.2 branch (future 4.2.1) - 2nd batch
- Export: Fix order of operations for macOS template check
- Export: iOS: Use mdfind to check if Xcode is installed in one-click deploy code
- GDExtension: Fix updating cached singletons when reloading GDScripts
- GDExtension: Fix crash when using incompatible versions of Godot Jolt
- GDScript: Improve autocompletion with get_node
- GDScript: Filter groups and categories from autocompletion
- GUI: Enable scrolling of output with UI scale changes
- GUI: VideoPlayer: Fix reloading translation remapped stream
- GUI: Restored Control properties when you undo a parenting of a Control to a Container
- GUI: Make sure Window’s title is respected before we compute the size
- GUI: RTL: Fix CharFX character offset calculation
- GUI: Limit window size updates on title change
- GUI: Fix size and visuals of the InputEventConfigurationDialog
- GUI: Limit window size updates on title translation change
- Import: Fix memory leak on error paths in tinyexr loader
- Import: Fix memory corruption and assert failures in convex decomposition
- Input: X11: Send IME update notification deferred
- Input: Fix IME key event being erased in macOS
- Input: Fix SubViewport physics picking
- Navigation: Fix missing NavigationLink property updates in constructor
- Navigation: Fix missing NavigationRegion property updates in constructor
- Navigation: Fix missing NavigationAgent property updates in constructor
- Navigation: Fix missing NavigationObstacle property updates in constructor
- Navigation: Fix memory leak in ‘NavigationServer3D’ involving static obstacles
- Navigation: Fix NavigationRegion2D transform update
- Particles: Only allow MeshInstance3D-based nodes in particles emission shape node selector
- Plugin: Correctly check scripts that must inherit EditorPlugin
- Porting: Do not consume mouse messages in windows with no_focus on Windows OS
- Rendering: Fix buffer updates going to the wrong cmd buffer if barriers were 0
- Rendering: Fix bad parameter for rendering_method crashes Godot
- Rendering: Add shadows_disabled macro in Compatibility renderer
- Rendering: Vulkan: Fix incorrect access to the buffers on Android
- Rendering: Use vertex input mask for creating vertex arrays
- Rendering: Fix typo in BaseMaterial3D conversion from 3.x SpatialMaterial
- Rendering: Set ReflectionProbe frame before mapping id in mobile renderer
- Rendering: Add a descriptive error message when creating a mesh surface from the wrong array type
- Rendering: GLES3: Skip batches with zero instance count while rendering canvas
- Rendering: macOS: Switch ANGLE backend to ANGLE over OpenGL, switch default compatibility renderer back to native
- Rendering: Ensure that 2D meshes use a proper input mask
- Shaders: Automatically ensure correct normals in Compatibility renderer
- Shaders: Comment the shader template light function by default
- XR: Remove unused grip touch action from default OpenXR action map
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