• CommunityGodot 4.X
  • The next big step: Godot 4.0 reaches Beta, Release candidate stage now.

Megalomaniak, cybereality I don't expect too much. The work is going on — it can be seen — already transferred textures... not perfect yet of course… But fully work will be able to, I suppose, no earlier than version 4.1… Or even noticeably later.

There is work with animation — this is what I need. But so far no additional views have been added (division of the main window). The fact that you can not place the animation window on the side of the preview, it certainly is very uncomfortable mess, but work in this direction is moving… as far as I know.

Now I'm crawling into beta… I may have to edit the tutorial…

    Tomcat not perfect yet of course…

    Yes, I understand. The asset pipeline is still pretty rough. I see they updated some stuff with the materials, which makes editing easier (you can see what was changed). But 3D assets still have some issues. Sadly, I think I have reached the end of what I can do with purchased art. I have spent thousands of dollars on cgtrader and most of the models don't work. Not even just in Godot, not even in Blender. Even the ones that include a Blender file usually are missing the textures, or the materials don't work. For some simple models I can fix it myself, but it's too much to manually redo like 100 materials for a large scene. So I am going to make all my own art moving forward. That way I know it will be compatible.

      cybereality The asset pipeline is still pretty rough.

      There is a workaround through export to glTF and it works. It's more a question of convenience and speed.

      I have spent thousands of dollars on cgtrader and most of the models don't work.

      That's why I'm not buying assets, but looking for ways to make them myself.

      Right, but you still need a solid pipeline. Which requires Godot to work, and every other software in the chain.

        cybereality

        Nitpicking: Light bleeding at the bottom of the ball, also the shadow there looks strange. And it seems like lighting of the ball doesn't seem to fit the environment. Still a way to go, maybe.

        Light bleeding may be inherent to SDFGI I read.

          cybereality Right, but you still need a solid pipeline. Which requires Godot to work, and every other software in the chain.

          Yep, in the concept of my project, Blender acts as a checkpoint (the stage of standardization). I load into it all that is made in other programs, brought to a common denominator (the maximum normalization) and then put it in Godot. So yes, it is important to me that Blender interacts with Godot perfectly.

          But now checked and imported into the engine via glTF from Blender 3.3, seems to be working correctly.

          Pixophir Light bleeding may be inherent to SDFGI I read.

          Yes, well it is screen space. So suffers from issues with large normal delta, limited resolution, depth buffer range, etc. But it looks way better with it on. I also added SSAO, which hid some of the bleeding, but not totally. And these were on high settings, not max, so it could still look better, but I wanted it to be real time and not jack everything up to unrealistic levels.

          In terms of the lighting on the ball, the HDRI is very bright (also on the side you can't see in the image). So it kind of has a flat look, but I liked the colors, since they matched the wood I made. I could have made it more realistic by reducing the environment lighting (or using a different HDRI) but I thought the render looked nice the way it was.

          I downloaded the beta. so I can try it out. I'll keep Godot 4 projects separate from the Godot 3 projects I'm working on.

          Before I try running Godot 4:
          Does the Godot 4 beta use different paths for the settings, etc., to prevent conflicts between Godot 3 and Godot 4? Or do I need to use "Self-contained mode" to accomplish this?
          https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html#editor-data-paths
          https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html#editor-data-paths

          I haven't noticed any conflicts. I have got 3.x and 4.0 installed for a while.

            Thanks. I've had no problems using different versions concurrently within the 3.x branch, but I was afraid that wouldn't apply to mixing 3.x and 4.x.

            "Web platform
            Among many other improvements to the web platform, Fabio has added the necessary tooling to allow remote profiling of HTML5 exports[...]"

            That mean we already have a HTML5 export working?

            Or theres no HTML5 on Godot 4 yet?

            Its a core feature that i need.

              PeterPM

              Yes, there seens to be a HTML5 export...

              But as slow, or even more then before.

                PeterPM Trying to load a simple textbox, still loading, almost a minute...

                Its a core feature that i need, yes, but to this day it does not deliver the need i had.

                Edit. I dont think it will ever load.

                HTML5 support is pretty experimental. I think they added it so people could test and report bugs. I got a 3D scene to export, and it loaded, but visually it was all messed up. It will be a while before it's working 100%.

                cybereality I haven't noticed any conflicts. I have got 3.x and 4.0 installed for a while.

                After backing up the editor data, I briefly tried 4.0-beta and saw that it changed some existing files and added a lot of stuff. That may not affect functionality, but I decided to revert the data from the backup, and use 4.0-beta in self-contained mode. I think that's safer and cleaner.

                I updated the texture so it's more realistic. Still can't fix the light bleed on the bottom of the ball, but I think in a real game (with more complex assets) you wouldn't notice this.

                I came across one aspect of self-contained mode that was unexpected. The app_userdata directory in the common location is still used for project data. So if you're testing a copy of a 3.x project under 4.x, you need to change the name of the copied project, unless you want the two projects to share the same app_userdata directory. This can be done by editing project.godot before accessing the project with Godot, and changing the value of config/name in the [application] section.

                This is evidently working as designed, as seen in this old issue:

                akien-mga commented on Oct 14, 2017
                Note that app_userdata is not meant to be local in the self-contained mode, that mode is for Godot itself but does not impact Godot games. You should be able to access the same game data from a system-installed Godot and a self-contained one.

                https://github.com/godotengine/godot/issues/11813#issuecomment-336622952

                I submitted an issue. It's not a big one, though.
                3-to-4 project converter adds extra line for move_and_slide #66054
                https://github.com/godotengine/godot/issues/66054

                I also encountered a couple of other small issues with the project converter, but I don't know if they qualify as bugs:

                1. An instance of "Reference" in a comment was changed to "RefCounted".
                2. The values of the settings Project >> Project Settings... >> General >> Display >> Window >> Viewport Width, Viewport Height were changed.

                Do you think those should be submitted as issues?

                Yeah, those definitely seem worthy of bugs.