I decided to submit the issue:
3-to-4 project converter doesn't preserve viewport width and height #66125
https://github.com/godotengine/godot/issues/66125
I decided to submit the issue:
3-to-4 project converter doesn't preserve viewport width and height #66125
https://github.com/godotengine/godot/issues/66125
[deleted] Can we fast track working HTML5 export in Godot 4 ?
You might ask about that in the Contributors' chat room to get the most accurate feedback.
https://chat.godotengine.org/
Hype!
Hype!
Link for those interested: https://github.com/godotengine/godot-proposals/issues/18
Here are some fixes I had to make to a small project, that the 3-to-4 project converter didn't (couldn't?) fix. Do you think these are things that the project converter should handle?
Or should these be added to documentation (somewhere) for reference by others when converting projects? Figuring out these fixes can be time-consuming without a conversion guide, since you may need to use both the old documentation and the new documentation. For example, I had to use the old documentation to locate the class (CanvasItem) for which update() was a method, note its description, and then find the corresponding method in the new documentation.
Update to my previous post: Calinou said in the contributor's chat that #2 and #3 would not be feasible for the converter to handle.
4.0 Beta 2 has been released.
https://godotengine.org/article/dev-snapshot-godot-4-0-beta-2
I'm not sure if that would be appropriate here… the developer channel on Godot 4. Talks about fresh changes, problems and his solutions. Learned a lot of interesting things.
https://www.youtube.com/channel/UCc25HR6YVwwA0lFkvqXBtGA/featured
https://twitter.com/devinthewater
Beta 2 is basically completely broken. Worse than the Alphas. Not sure what happened.
Too late ...
Looks like the build targets were changed. There is editor, template_release and template_debug now. Size of the editor executable is consistent with having no or very few debug symbols.
Would be cool to have a build with debug symbols, if devs want bug reports ...
I submitted a bug here for the material problem:
https://github.com/godotengine/godot/issues/66700
To be honest, I'm kind of losing some faith when the most basic feature of a 3D engine, assigning a texture to a model, doesn't even work. In beta 2 no less. I really don't like complaining, but this is amateur hour if no one tested that.
cybereality The humor is that the material can be assigned by drag and drop from the panel. You can copy the material, but there is no paste option.
Win 11.
I mean, I'm not upset. I understand it's a beta and work in progress. But someone should really be doing some testing before they label something "Beta 2".
cybereality But someone should really be doing some testing before they label something "Beta 2".
Absolutely fair. And that's really, really frustrating.
I thought the point of beta was solely the requirements freeze. I know that's not usually the case, but I gather that's the way they're doing it here.
Yeah, it's fine. I got some action on my bug report. Seems they are basically just using us as free QA, but I guess that's fair considering the engine is free. I just didn't expect major regressions from beta 1 to beta 2, but it's not the end of the world. I'm sticking with beta 1 for now, as it works a little better.
cybereality I mean, so do the big AAA studios and software vendors... You just got to pay for the privilege in that case.
What is that fuzz around alpha and beta anyway, what constitutes an alpha (apart from animal ranks of reproductive success) or a beta and even release ? Aren't they just varying states of buggyness ?
:-)
4.0 Beta 3 has been released.
https://godotengine.org/article/dev-snapshot-godot-4-0-beta-3