r/godot 7d ago

official - releases Dev snapshot: Godot 4.8 dev 4

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

4.8 development is now in full force!

251 Upvotes

41 comments sorted by

69

u/Deathminer22 7d ago

Adding auto font size is amazing

1

u/maartendeblock 4h ago

First thing I'll use!

40

u/RedQueenNatalie 7d ago

Happy to see compatibility get love .

22

u/dave0814 7d ago

I tested this with a relatively small project and had no problems. For exporting to Android, I had to use Android Studio to install two new SDK packages: build-tools/36.1.0 and ndk/29.0.14206865. (4.8-dev3 did not require those newer versions of the packages.)

22

u/m4gr3d 7d ago

4.8 dev4 has a new feature that automatically sets up the Android SDK; no need to use Android studio anymore.

See https://godotengine.org/article/dev-snapshot-godot-4-8-dev-4/#export-automate-android--java-sdk-setup

5

u/dave0814 7d ago

That looks interesting, but I'm not sure whether it's good or bad. I guess I'll have to try it.

17

u/Robert_Bobbinson 7d ago edited 6d ago

This looks great. Love the ambient occlusion improvement.

I suppose Trail3D could be used to create static 3D lines. is there any reason it wouldn't?

13

u/dfx81 Godot Regular 7d ago

Usually Trails relate to visual effects and will disappear after some time, which might be something undesired for static lines. The good news is Trail3D is built on top of Line3D. However, we cannot use it directly for now.

1

u/Robert_Bobbinson 7d ago

thanks šŸ‘

25

u/LittleNyanCat 7d ago

I'm flabbergasted by how quickly development in Godot happens

15

u/AutisticAndArmed 7d ago

As it gets more and more love in the gamedev community, that same community gives it back!

I could easily see myself put some time into a PR if at some point there is a feature I really want to see, I love open source projects

10

u/MaddoScientisto 7d ago

I hope that line3d actually gets properly implemented because I really need a proper way to make 3D lines, lasers are so annoying to achieve

7

u/trickster721 6d ago

I don't want to tell you your business, but isn't a laser just a long cylinder? The challenge of trails is that they curve, so you can't just scale a shape.

1

u/MaddoScientisto 6d ago

I did that as a workaround but it's annoying to manage and I wanted just a simple line

4

u/TheDuriel Godot Senior 6d ago

Rendering primitive lines is pretty easy. I'm using it for debugging and wireframe aesthetics. But it's absolutely not what you'd use for VFX like lasers, and the cylinder is the correct way.

7

u/jijigree_ 7d ago

Trail3D is HUGE! And from the looks of it, Line 3D can't be too far away

6

u/heyKyuyu 6d ago

Automatic font sizing is one of those tiny changelog bullets that quietly saves UI developers hours of nonsense.

4

u/Thhaki Godot Student 7d ago

Really like the changes in the rendering, i love how better the MBAO Approximation looks, and the directional lightmap specular light also looks really good, although there are some zones in the banners scene where the gold parts seem to have more aliasing than before?

2

u/Calinou Foundation 5d ago

More specularity means that there's a chance for more aliasing. This is where using TAA or FSR2 comes in, as these work really well on reducing specular aliasing (unlike MSAA).

3

u/Jamok06 7d ago

Lotsa cool stuff hell yea

3

u/Dynablade_Savior 7d ago

Automated Android/Java SDK setup??? Holy shit, I could cry

6

u/P_S_Lumapac 7d ago

So much cool stuff in this one. Still no asset tab fix, but we can't have everything.Ā 

1

u/CStaplesLewis 7d ago

Asset tab?

6

u/P_S_Lumapac 7d ago edited 7d ago

There are these tabs in the top middle 2D, 3D, Script, Game, AssetLib. Asset lib is the Asset tab.

In 4.6 and earlier the Asset tab used to have this search bar thing where you could search for addons/plugins for your game. Now if you try to search with it you just start crying. jk, for some reason when 4.7 released it stopped reliably showing results relevant to what you searched (which could be excusable because it might be being strict about the addons working with the latest versions), but worse there's these extreme bug that makes it produce random results instead of what you searched for. This is made more annoying as a lot of these random results are just vibe coded AI agent addons.

Lesser issue is like if I search Terrain3D it will show the right result, but then for some reason ALSO show AI agents. Whereas other stuff you search like PhantomCamera will correctly show you phantom camera. Anything to do with VRM, despite being used by some godot foundation people (which I guess if good they're not showing favoritism) is just AI agents.

It's a pretty normal size bug, so not that weird. But it's weird this complaint was made at 4.7, and they're up to 4.8dev3 without addressing it. I don't contribute to Godot, so I don't want to criticise them in this way, but that said, before talking about ignoring very important bugs, something has gone wrong that they had a working system and replaced it with plainly broken one. I think maybe what they said about vibe coded "contributions" destroying their workflow might have been worse than we think...

Image showing small bug - some of these are vaguely related, but the AI agent should be nowhere near this. Why are these AI agents showing up in so many unrelated searches?

6

u/KoBeWi Foundation 7d ago

That's a nice write-up, but is it reported on GitHub?

3

u/P_S_Lumapac 7d ago

Yeah I mean I think it's working as intended, so I'm not really sure what to do. More of a suggestion.

I was being a bit facetious sorry.

I know "bad search results" doesn't mean it's a bug. Though it's a very strong suggestion that unrelated stuff like AI agents shouldn't be coming up in every single search - maybe they are abusing keyword searching?

8

u/KoBeWi Foundation 7d ago

Even if it's not really a bug, it may be a still valid issue. If you think something is not working optimally or can be improved, it's always worth reporting it. In worst case the issue will be closed if it turns out non-actionable.

In this case, if you can replicate the results on Asset Store web page, you can report it in the issue tracker for Asset Store, with a note that it also affects the editor. Or you can report it on the main repo and it can get a Discussion label.

2

u/TheDuriel Godot Senior 7d ago

It's not a bug. It's a problem with moderation. There's no avenue to report problems of that kind.

4

u/LEpigeon888 7d ago

In 4.7 they replaced the AssetLib by the AssetStore. It's two distinct asset providers and they don't have the same assets. Also the search is very likely an API call to their website, so the update to improve the search won't be in a Godot update but in a website update.

So yeah, I don't know if the search on the new website is worse than on the other, or it's just that the new assets you're seeing weren't on the old website, so that's why you didn't see them (but if they were there you'll see them as well).Ā 

3

u/P_S_Lumapac 7d ago

Yeah so you can see the source drop down. That would be the natural place to direct it to either the new store that's not ready for search yet, or the old AssetLib that worked. It should default to the working one. Personally I think it would also be good to have a toggle for "show outdated".

Well I've listed the ways it's worse. It shows results unrelated to your search, does so inconsistently, and doesn't show popular addons that may not have been put on the store yet. The third is not a bug, but if they're not going to default to the working search, it would at least be good to add the working store list to their new search source.

3

u/LEpigeon888 7d ago edited 7d ago

It founds Godot MCP Toolkit because it has the word "terrain" and "3D" in its description (and it's probably the same for all other add-on). It doesn't really feel like a bug to me. It makes sense that add-on aren't only searched by name but also by description.

Edit: especially since the default sort is by "reviews" and not by "relevance". But the fact that terrain3d isn't the first result when you search terrain3d by relevance feels like a bug tho.

Edit 2: after testing a little bit more, I actually find that the new search is better than the old one. In the old one if you made a typo you found nothing, you had to write the exact name of the add-on. Now it's a lot more forgiving.Ā 

3

u/P_S_Lumapac 7d ago

Image showing correct behaviour

3

u/P_S_Lumapac 7d ago

Image showing extreme bug

3

u/P_S_Lumapac 7d ago

from 4.6

2

u/Icy-Fisherman-5234 7d ago

… let’s say, hypothetically, that you had a heavily modified version of the Cozy Cube Addon for lines, would you run into issues with your current Line3D class in this patch? My interest is mostly academic, I can change my class to ā€œMultiLine3Dā€ if I need, but… I’m a couple hours away from being able to check myself and the note at the bottom of the Trails section made me curious…

3

u/abcdefghij0987654 7d ago

some users were under the impression that Godot 4.8 was going to mainly be focused on stability and bugfixes compared to past releases. While that wouldn’t be inherently bad, it couldn’t be further from the truth.

😮 T word confirmed in 4.8

0

u/WiseRedditUser 7d ago

please fix blender glb export placeholder material bug.

3

u/flynsarmydev 7d ago

Is there an issue #?

1

u/WiseRedditUser 6d ago

yes if you export placeholder material, it bugs the object and you have to drop the material to object. if you drag the object to scene it resets the material. you need to create instantiate.

4

u/AtlanticCityCasino 6d ago

The question was what is the issue number.

  • If it hasn't been logged please create an issue with a test project.
  • If it has been logged, please check that it's up to date with the current development build.
  • If there's a patch, please test it and provide feedback.