Here are a couple of slightly older related articles:
Release Management Post Godot 4.0
Godot 4.1 Rendering Priorities
Godot 4.1
What I'm most looking forward to is when they split the main window. For a few viewports and the ability to place editing animations on the side of the main scene view.
Tomcat What I'm most looking forward to is when they split the main window. For a few viewports and the ability to place editing animations on the side of the main scene view.
Or the other editors on the bottom such as visual shader editor. Yeah.
We now have a great interactive changelog you can use to review all 150 or so changes since the previous dev snapshot more extensively, with convenient links to the relevant PRs on GitHub.
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The development of Godot 4.1 is coming to the end of the feature merging phase, and we expect to enter feature freeze very soon. That means that contributors are putting finishing touches on every enhancement that is going to make it into the final release, and so once again we need you to help us test these improvements.
This looks very interesting:
This release also includes one of the most anticipated editor usability features — the ability to detach script and shader editors into their own window (GH-62378). Please give us your feedback on the look and feel of this new tool in your productivity belt!
DaveTheCoder This looks very interesting:
This release also includes one of the most anticipated editor usability features — the ability to detach script and shader editors into their own window (GH-62378). Please give us your feedback on the look and feel of this new tool in your productivity belt!
Oh god yes, finally! I've been drooling over this since they first announced multi-window support.
Yeah, the need to click on the shader to edit the code over and over was annoying as hell. Downloading 4.1 promptly!
DaveTheCoder This looks very interesting:
This release also includes one of the most anticipated editor usability features — the ability to detach script and shader editors into their own window (GH-62378). Please give us your feedback on the look and feel of this new tool in your productivity belt!
That's great… but what about the animation editor?
…I guess I'll have to download it and see.
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the ability to detach script and shader editors into their own window
I just experimented with this feature. I was able to make the script editor a floating, separate window. That allows viewing/editing a script while using the main window for the 2D/3D views.
Demo
That's useful, but I was hoping that you could have multiple script editor windows so that you could view/edit multiple scripts at the same time.
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Tomcat That's great… but what about the animation editor?
The Script and Shader editors have a Make Floating button. The Animation editor does not. Maybe you could ask for that to be added before the "feature freeze" mentioned in the dev3 article.
For that matter, maybe it wouldn't be a big step to make all the docks floatable.
DaveTheCoder Maybe you could ask for that to be added before the "feature freeze" mentioned in the dev3 article.
Yeah, that would probably be logical, reasonable, and right. Unfortunately, I'm not very good at the world's "lingua franca" and get a little lost when trying to formulate correctly. But I might give it a try.
It's strange that they didn't make all the windows undockable…
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Maybe they're waiting for testing and feedback before expanding the feature.
DaveTheCoder The Script and Shader editors have a Make Floating button. The Animation editor does not.
I expect each of them need individual modification to enable the behaviour.
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With the release of Godot 4.1 dev 4 we are closing the feature merging phase, and the project enters a “feature freeze”. This means that the next official build is going to be the first beta of 4.1, and starting with that release we are only going to be focusing on bug fixes and documentation improvements.
We’ve been very happy with how the outlined release schedule has been coming to live, and we think that after 3 months of development Godot 4.1 is turning out to be a significant improvement to 4.0. If you have a chance, please give this and the following pre-release builds a test. With your help, we hope to iron out remaining bugs and publish the stable version in early July.
The request to detach the animation editor exists, but making the viewports detachable seems to be a very big problem.
I'm just hoping for better Android support. Didn't see anything in the release notes tho.
Oh shit!!! It actually works on my cheap Samsung tablet. Not the greatest performance, but it was crashing on load before. Nice.
The beta testing stage is dedicated to fixing bugs and making sure that Godot 4.1 is ready for its formal release next month. As such, this is a great opportunity to put it to test and report any issues that you may find. Make sure to back up your projects before migrating to a new version of the engine, or use a version control system such as Git so you can easily restore if anything goes wrong.