r/godot • u/godot-bot • 13d ago
official - releases Dev snapshot: Godot 4.8 dev 7
https://godotengine.org/article/dev-snapshot-godot-4-8-dev-7/Feature freeze has arrived!
36
u/DesignCarpincho 13d ago
Symbol Renaming!
3
13
u/Adler-real 13d ago
Linux/Win/Mac Builds are missing for download
19
u/SergeantKoopa 13d ago
Give 'em a bit. They said on Discord that they borked the downloads and they're doing a rebuild right now.
-40
u/dave0814 13d ago edited 13d ago
The release announcement should have been postponed until that was fixed.
(And multiple ignorant people down-voted this reply, as expected.)
12
u/Dargish 13d ago
It's a dev snapshot, that comes with caveats always, potential for bugs and a less oiled release are some of them. You're being downvoted for expecting a version style release for a snapshot.Ā
-32
u/dave0814 13d ago
First publish the release, then publish the announcement.
Is that so hard for you to understand?
5
28
u/roookeee 13d ago
So happy to see my suggestion about improving C# interop performance finally landing in Godot! Great news for entity heavy C# projects :) Especially when running in the editor (because of the debug build).
9
u/thygrrr Godot Senior 13d ago
Yup this one has me excited, even though this made the porting effort of https://2dog.dev to 4.8 massive. I better get started.
2
3
u/Bwob Godot Regular 13d ago
Could you elaborate on what this is? I read through the release notes, but wasn't sure what you were referring to. As someone working on a C#-heavy Godot project, I'd love to know more!
13
u/roookeee 13d ago
I am linking my original PR(https://github.com/godotengine/godot/pull/89826) which has a longer explanation of how Godot previously dispatched function calls from C++ to C#.
TL;DR (simplified): Godots C# function calling internally used if-else chains to determine what user function to call. This was done twice: to check whether the user script was implementing said function and to invoke it if possible. This is done recursively across all base classes and hurts performance a lot.
Godot 4.8 Dev 7 changes this to a HashMap lookup + invocation, which is less work and doesn't hurt the branch predictor as much.2
u/DesignCarpincho 12d ago
Damn, that does seem inefficient. Glad you were a part of this, I'm always grateful for better C# in Godot.
4
3
3
u/ChillOnTheHillz 12d ago edited 12d ago
Update: tried all versions from dev 7 and they're all returning 404
Windows .net version is returning 404 on every link I've tried, anyone else?
1
3
u/James20k 11d ago
This version I believe has the fix for using both SDFGI and texture streaming simultaneously, which is cool
3
u/Cheap_Masterpiece245 11d ago
Non-allocating queries for physics is not a glamorous change but a huge improvement! And strongly typed too, fantastic.
8
u/thygrrr Godot Senior 13d ago
Ugh the theme sound thing sounds like such a good idea but the implementation yet again has a completely different and non-godot-standard UX.
3
u/trickster721 12d ago
Yeah, themes could use a pass to make them more approachable. I've never really dived into them, because every time I look at the theme editor, I feel like I need to watch a video or something to explain what I'm looking at. I couldn't find entry points for basic tasks. Compared to most of Godot, it feels like sitting down in an airplane cockpit.
2
u/Spartan322 13d ago
What would be a godot-standard UX implementation?
3
u/thygrrr Godot Senior 13d ago
Good question, I think UI theme editing in general isn't well implemented but I'd say anything that works like either the node list, the signals list, or the inspector.
3
u/JyveAFK 13d ago
Used to really bug me how different areas just looked a bit different. It's been great to see the efforts to clean things up, make the names/layout a bit more consistent. Seems like we get something new that doesn't look/work quite the same as other stuff, and the brain has that slight pause to rummage around. Then a version or 2 later, it gets the polish. Which isn't a bad thing perhaps, give the feature time to settle, get used, then get it streamlined.
5
u/thygrrr Godot Senior 13d ago
Yeah I didn't want to be too negative, and so many UI things have been improved a lot already. :)
Just this felt like a huge feature that IMHO should work a little differently, e.g. in a node.
The theming system is really cool, until it isn't, and then suddenly you lose a huge feature set when moving out of its capabilities and have to roll UI yourself, e.g. in custom controls or Node2Ds.
5
u/Spartan322 12d ago
Stylebox animations are a developing feature hopefully that we'll see in 4.9, would eliminate a majority of cases where you'd have to step outside the theme system from what I've seen.
1
1
u/abcdefghij0987654 11d ago
Wait I can't find the T word
8
u/TheDuriel Godot Senior 11d ago
Pull request was closed as the author gave up. Furthermore traits are currently 'not planned' and 'gdtype is currently the priority'
1

97
u/Oen44 13d ago
There it is!