Tags: hmans/godot
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Bump version to 4.6-stable \o/ Almost 3 years after the 4.0 release, Godot 4 is starting to be a mature engine, including a wide array of features that enable countless developers to publish games in all genres. For example, Steam got over [1,200 new Godot games](https://steamdb.info/stats/releases/?tech=Engine.Godot) in 2025, while itch.io consistently gets around [500 new Godot games per week](https://itch.io/game-development/engines/most-projects) (game jams, prototypes, etc.). While every Godot user still has their own favorite missing feature which they're eagerly awaiting, for the most part the engine is fully capable. But there are still so many minor roadblocks, papercuts, workflow issues or outright bugs which can make the experience of developing and publishing games more painful than we'd like. So for this release, there was a significant focus on polish and usability, aiming to firmly establish Godot as an engine that you can rely upon, while keeping the iteration speed, lightweightness, and flexibility which make users love it. Close to 400 contributors were involved in this new feature release, authoring 2,001 (!) commits, and we want to thank them all for their amazing contributions, as well as all users who sponsor the Development Fund, reported bugs, opened proposals, or supported each other on our community platforms. See the release page for details: https://godotengine.org/releases/4.6/
Bump version to 4.5-stable \o/ See the release page for details: https://godotengine.org/releases/4.5/
Bump version to 4.4-stable \o/ Another massive release with close to 3000 commits (excluding merge commits), with a big focus on improvements to the overall workflow and usability of the editor. Engine features didn't want to be left out amidst this usability focus though, and this release is absolutely feature-packed in all areas. See the release page for details: https://godotengine.org/releases/4.4/ More than 500 contributors were involved in this new feature release, and we want to thank them all for their amazing contributors, as well as all users who sponsor the Development Fund, reported bugs, opened proposals, or supported each other on our community platforms.
Bump version to 4.3-stable \o/ This release turned out to be a massive one, exceeding our original plans for the development cycle, but for good reasons to address many critical issues that users identified since the 4.0 release. The user experience should be much stabler and more polished than in previous releases, with less obscure and game or workflow-breaking bugs. And of course the feature set kept increasing with a number of highly awaited improvements to all engine areas. We have close to 3500 commits in this release, twice as many as 4.2! More than 500 contributors were involved in this new feature release, and we want to thank them all for their amazing contributors, as well as all users who sponsor the Development Fund, reported bugs, opened proposals, or supported each other on our community platforms.
Bump version to 4.2-stable \o/ This has been another successful short release cycle for Godot 4, with more than 1850 commits authored by over 350 contributors in 5 months! We managed to publish 3 feature releases (4.0, 4.1, and 4.2) in a year, for the first time ever. Despite the short development cycle, both 4.1 and 4.2 have been absolutely feature packed! We're happy with that development pace overall, and ready to start planning our 2024 releases with a similar workflow. Thanks to all the contributors for your amazing work, and to the Godot community at large for your incredible support <3
Bump version to 4.1-stable \o/ Around 1500 commits from 300+ contributors merged over 4 months. The new 4.x release cycle with 3 months of development and 1 month of bugfixing proved to work fairly well for this 4.1 release, and we will keep refining it for future releases. The faster-paced release cycle means that each minor 4.x release will have a small scope and won't be as impressive as the massive 4.0 was, but it means that users get access to the new features and bug fixes faster, and the stabilization phase is also significantly shortened (only one month of feature freeze, so contributors don't need to wait long to see their approved feature PRs merged for the next milestone). Onwards to 4.2!
Bump version to 4.0-stable \o/ 4 years of development. 12,000 merged pull requests. 7,000 fixed issues. 1,500 individual contributors across engine and docs. The Godot 4.0 release is by all metrics our biggest release so far. No stone has been left unturned, all parts of the engine have been modernized, refactored, overhauled, rewritten, redesigned. Our work is far from done. Many areas still have significant known issues, and will require focused work from all willing contributors to fix blocking bugs, implement missing features, optimize for performance or compatibility, and improve the user experience. But Godot 4.0 marks the start of the new, modern Godot Engine, and a solid foundation for us all to build upon. Future 4.x releases will come with a much faster cadence, enabling us to iterate quickly on new features and improvements to what we already provide. To all of you who were involved in making Godot 4.0 what it is today, however big or small your contributions were: THANK YOU! This was a massive undertaking, and you all participated in unique and wonderful ways to build a free and open source game engine for everyone to use and enjoy. You are breathtaking! <3
Bump version to 3.2.1-stable Many bugfixes have been cherry-picked since the 3.2-stable release of late January 2020, including some regressions. Thanks to all contributors! <3
Bump version to 3.2-stable \o/ Congratulations to everyone in the Godot community for this awesome new release, culmination of more than 10 months of development from close to 450 contributors! Thanks to all involved, whether you contributed code, documentation, bug reports, translations, community support or donations. You all played a role in bringing better free and open source game development tools to the world! Godot 3.2 includes more than 6000 commits made since the 3.1 release in March 2019, 3000 Pull Requests have been merged, and over 2000 issues have been fixed! This release builds upon the feature set and usability of Godot 3.1, making it even more stable and powerful, and thus a very mature game development tool for both 2D and 3D. Now onwards to the 4.0 with Vulkan and a lot of modernization of the codebase!
Fixed running the export templates with newer emscripten versions. (cherry picked from commit 6f1d6cf)
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