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---
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type: entry
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section: editor
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rank: 0
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anchor: "3D-object-snapping"
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title: "3D object snapping"
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blockquote: "Snap you're it"
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text: |
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When placing 3D objects in the editor, they are now able to snap to other surfaces.
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This works through a collision detection ray, and makes repositioning objects in a scene easier.
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contributors:
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- name: Robert Yevdokimov
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github: ryevdokimov
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read_more: https://github.com/godotengine/godot/pull/96740
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---
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type: entry
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section: editor
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rank: 1
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anchor: "universal-uid-support"
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title: "Universal UID support"
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blockquote: "No more broken paths"
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text: |
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Partial Unique Identifier (UID) support – a way to reference resources without relying on human-readable file paths prone to change – has been present in the engine since Godot 4.0, but many file types did not benefit from it yet. Now this fully supported workflow makes Godot more resistant to changes in your filesystem organization, and therefore more suitable to larger projects.
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contributors:
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- name: Juan Linietsky
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github: reduz
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read_more: https://github.com/godotengine/godot/pull/97352
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---
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type: entry
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section: editor
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rank: 2
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anchor: "favorite-editor-items"
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title: "Favorite editor items"
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blockquote: "You get a star, and you get a star!"
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text: |
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Pin your most used properties to the top of the inspector for easy access.
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contributors:
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- name: Michael Alexsander
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github: YeldhamDev
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read_more: https://github.com/godotengine/godot/pull/97415
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---
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type: entry
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section: editor
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rank: 3
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anchor: "camera3d-preview"
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title: "Camera3D preview"
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blockquote: "Switch up your perspective"
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text: |
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Adjusting a Camera3D is now much less of a chore. Enjoy a preview of its capture directly in the inspector, without having to open another viewport or switching back and forth anymore.
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contributors:
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- name: Haoyu Qiu
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github: timothyqiu
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read_more: https://github.com/godotengine/godot/pull/90778
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---
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type: entry
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section: editor
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rank: 4
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anchor: "gdscript-tooltips"
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title: "GDScript tooltips"
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blockquote: "Did you know..."
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text: |
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Hovering over functions, variables, classes, etc. in the GDScript editor will now greet you with a tooltip pop-up containing further information from the integrated documentation.
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This includes any notes you have written yourself using the new documentation system.
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contributors:
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- name: Danil Alexeev
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github: dalexeev
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read_more: https://github.com/godotengine/godot/pull/91060
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---
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type: entry
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section: editor
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rank: 5
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anchor: "shadowmasks-for-lightmapgi"
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title: "Shadowmasks for LightmapGI"
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blockquote: "Both. Both is good."
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text: |
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From now on, you don't have to choose between fully baked or fully dynamic shadows anymore when using LightmapGI.
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By enabling shadowmasks while baking your lightmaps, it is now possible to use static shadows in the distance and dynamic shadows up close. The lower resolutions far away will save precious resources, while the level of detail close to the player is not impacted.
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Shortening the range of your dynamic shadows like so provides very important optimization, especially for mobile applications.
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contributors:
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- name: BlueCube3310
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github: BlueCube3310
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read_more: https://github.com/godotengine/godot/pull/85653
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---
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type: entry
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section: scripting
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subsection: dotnet
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rank: 0
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anchor: "dotnet-8-0"
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title: ".NET 8.0"
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blockquote: "Time for an upgrade"
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text: |
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With the release of Godot 4.0, we moved our C# packages from targeting Mono to .NET 6. This version of .NET was released on November 8, 2021 and ended support on November 12, 2024.
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Therefore, our next release will implement and raise the minimum required version to .NET 8; existing projects will automatically be upgraded when opened with Godot 4.4 while older releases will keep targeting .NET 6 to avoid breakage.
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contributors:
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- name: Paul Joannon
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github: paulloz
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- name: Raul Santos
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github: raulsntos
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read_more: https://github.com/godotengine/godot/issues?q=is%3Apr%20state%3Amerged%2092131%20100195%20
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---
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type: entry
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section: scripting
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subsection: gdscript
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rank: 0
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anchor: "export-tool-button-annotation"
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title: "@export_tool_button annotation"
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blockquote: "On the button"
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text: |
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The tool developers amongst you asked and our contributors delivered:
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You can now create buttons in the inspector from @tool scripts.
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contributors:
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- name: jordi
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github: jordi-star
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- name: Mack
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github: Macksaur
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- name: K. S. Ernest (iFire) Lee
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github: fire
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- name: Danil Alexeev
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github: dalexeev
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read_more: https://github.com/godotengine/godot/pull/96290
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---
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type: entry
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section: systems
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subsection: animation
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rank: 0
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anchor: "animation-markers"
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title: "Animation markers"
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blockquote: "Put a pin in it"
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text: |
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Markers allow you to create sub regions of an animation that can be jumped to or looped without playing the entire animation.
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These markers are also supported inside the Animation Tree, where you can easily select animation markers for looping or to begin playback.
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contributors:
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- name: ywmaa
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github: ywmaa
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read_more: https://github.com/godotengine/godot/pull/91765
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---
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type: entry
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section: systems
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subsection: rendering
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rank: 1
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anchor: "vertex-shading"
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title: "Vertex shading"
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blockquote: "Retro vibes"
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text: |
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A new shading option for materials, which can be turned on from within existing material nodes or force enabled on all materials via the project settings.
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Vertex shaders reduce GPU workload by checking whether vertices' coordinates are within clip-space (visible to the camera) before processing the data.
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This option is most commonly used to achieve PSX-style graphics or to target lower-end devices.
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contributors:
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- name: ywmaa
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github: ywmaa
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read_more: https://github.com/godotengine/godot/pull/83360
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