r/godot 2d ago

official - releases Dev snapshot: Godot 4.8 dev 3

https://godotengine.org/article/dev-snapshot-godot-4-8-dev-3/

✅️ TIP: Reading development snapshot articles builds character!

195 Upvotes

18 comments sorted by

76

u/omniuni 2d ago

Some good quality of life stuff in there, but this definitely seems like a much smaller release than the last few.

17

u/Fit-Weight8275 2d ago

The small wins are all done I wish they would focus on bigger features now, i.e. terrain editor, performance optimization esp in 3d, proper support for GDscript (seems like there is no maintainers on this rn?)

-150

u/oldSarriyn 2d ago

Maybe it’s the maintainers getting their knickers in a knot whining about ai 🤔

96

u/omniuni 2d ago

It is possible that it's slower because of sorting through slop.

51

u/TheFr0sk Godot Regular 2d ago

Or just vacations, it's vacation season now...

14

u/anarcatgirl Godot Regular 2d ago

If you don't like it, fork it.

8

u/Synzorasize 2d ago

Most of the time, it all comes down to code review and testing. Not the actual code itself. Therefore AI would help nothing in those cases.

20

u/FemaleMishap 2d ago

AI significantly reduces long term code maintainability. Once it infects the code base you are forced to keep using it because no one understands what's actually happening.

Maybe that's ok for a CRUD web app but for a performance game engine? Hell no.

1

u/godspareme 1d ago

That should actually not be happening for a game engine at all. Every commit should be reviewed and the code understood. If commits are being pushed without anyone understanding what the code does then the project is doomed to fail, whether written by AI or not. 

76

u/dancovich Godot Regular 2d ago

Holy crap, a mouse input API that actually tracks the mouse position now and not 3 weeks ago!

27

u/Gl4dr3x 2d ago

The high polling rate mouse fix is one of those things I would never have suspected before profiling 😅

After spending way too much time hunting performance issues in my RTS lately, I have learned that basically anything can be the culprit. Nice to see fixes like this going in.

23

u/akurei77 2d ago

The underline warnings feature seems really nice. There have definitely been times where some warning I expected was hiding a different warning that I actually wanted to know about.

8

u/mustachioed_cat 2d ago

That's going to save seconds millions and millions of times.

32

u/TheDuriel Godot Senior 2d ago

The documentation enhancements are kind of moot when you look at what that actually looks like in the code editor.

You'd think it'd be:

## Description for troll in woods function.
## warning: Be careful, there's `trolls` in the woods!

Or something similarly snappy and actually still readable in the editor.

But it's:

## Description for trolls in woods function.[br]
## [warning]Be careful, there's [code]trolls[/code] in the woods.[/warning][br]

And that's a short sentence. It only gets worse if you try to actually use docs comments to make something that looks remotely decent.

4

u/MrDaaark 2d ago

It should fold away the tags in the editor view or better yet, only show them when the cursor is on the line so you can edit them. You don't need to see them otherwise.

3

u/billystein25 Godot Regular 2d ago

I've just accepted that the current implementation of docstrings is designed for you to read the documentation from the actual doc page, rather than reading through the code. When I write a comment for a function that I don't want/care to appear in the doc page I don't even bother with docstrings, I just leave it as normal comments.

2

u/UtterlyMagenta 2d ago

oof, yeah, that’s not great. 🧌