I appreciate the improvements to the theme editor; more intuitive and easy to use. It still has an issue when dealing with large fonts, though it's far better than before. The last column of UI elements gets squished to nothing for me, but at least the first two expand and add a horizontal scroll as they do.

a month later

whats different in the 3.4.1 release?

Errors are generated by a new version! What is the reason?

Without knowing the what the errors are, how could we know the reason?

2 months later

That's cool, but I'm all in on Godot 4.0 at this point.

I'm not quite ready for using an alpha version of the engine. I'll probably give the beta of 4.0 a try when it's released.

right now i am focusing on making an Actual Game instead of Tech Demos or Test Projects (that doesn't mean that i won't make them, it just means that they're not my focus), so making sure that the used version is always Stable only makes sense.

whatever Stable Godot version is the newest i will likely use and adjust the project when needed. my current exception is that for my current game i will continue using Godot 3.x until Godot 4.1 releases since with its decidedly simple visuals it doesn't make sense to limit the game to the ~50% of devices that support Vulkan (Godot 4 will not have GLES3 support until version 4.1).

however, my next planned game project will have visuals that could "only" be made with Godot 4, so limiting that game to Vulkan devices actually makes sense (either "forever" or at first, i'll find that out later).

I just like new shiny stuff. Always update my OS the first day a new version comes out, and I don't mind dealing with some growing pains. If I was working on a serious long term project, I would stick with 3.4, but as I am doing more experimental stuff, I'm okay with switching to 4.0.

    21 days later
    3 months later

    Glad 3.4.4 is the latest Godot version running without any problem in my laptop.

    I'm kind of focusing on Godot 3.x right now. Though 4.0 is fun, I don't think I can release a commercial game with alpha/beta software. I'm going to stick with 3.x for now and start my game, which may take 6 months to a year, and if Godot 4.0 is stable by that time I will port.

    Also, OpenGL (especially GLES2) works on some seriously low-end hardware, like Intel laptops. Even my Decay demo was able to run on Intel (albeit at 30fps, but it worked). Moving to Vulkan means people will need newer computers and the better graphics also mean performance will be slower (unless you cut down on all the effects, in which case it won't look better than 3.x).

    But we'll see what happens. Vulkan, in theory, should provide faster performance than GL if coded correctly. And mostly every GPU made in like the last 6 or 7 years should support some spec of Vulkan. It is just a matter of if Godot specifically is taking advantage of that, and so far I would say no.

    I had an idea to study Godot 4 at once, since I would not make a prototype game (POC) until the beta release. But with the current state of the engine, it's certainly not possible to work.

    1 post was split to spam.
    8 days later

    Quick question I updated via git pull origin master

    I've ended up with a ton of conflicts from 3.4.4 to the release.

    I have only added modules to godot so I would like to know the best way to simply upgrade to the release and toss out all conflicts


    I prolly wanted git fetch first, but I forget most of the details of refreshing on the remote's changes.
    Git documentation still gives me migraines.

    n/m fixed. sometimes i wish git was documented concisely.

    a month later
    Maaack changed the title to Godot 3.4.5 Released! .