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@Relintai Relintai released this 20 Sep 15:36
· 14 commits to master since this release

Highlights:

  • New Procedural Tree 3D Module. Adds a new 'ProceduralTreeMesh' Mesh class that can generate trees procedurally. It uses https://github.com/jarikomppa/proctree .
  • Backported text-to-speech support.
  • Now the releases include a gdnative headers zip.

Breaking changes:

  • None.

Added

Engine

  • Backport text-to-speech support.

Modules

Procedural Tree 3D

Release

  • Now the releases include a gdnative headers zip.
  • Reworked the copy_repos script to use git locally to make a copy from the local engine tree.
  • Copy gdnative headers helper script.

Fixed

  • Make sure the thumbnail view is the default in the FileSystemDock as intended.
  • Only keep one of the doc links in the editor's help menu.
  • Updated the engine license in the EditorAbout window.
  • Merge pull request from halotroop2288: Separate statements about Godot and Pandemonium in README

Removed

  • Removed feature profile dir creation from the editor.
  • Removed the support development option from the help menu.
  • Removed the donors tab from the EditorAbout window, as I'm not even trying to take donations anymore.

Backports

Godot 3.x

  • Object::call() prevent debug lock accessing dangling pointer
    Self deleting an object within a call was leading to crashes due to referencing freed memory, due to a raw pointer stored in the debug lock.
  • Fix parsing of 4. in Expression
  • Backported: Doctool: Remove version attribute from XML header. We don't use that info for anything,
    and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget
    to sync some files from opt-in modules (mono, text_server_fb).
  • Safe Camera::unproject_position()
    unproject_position() can fail in some circumstances, and this needs to be conveyed to calling code.
  • PopupMenu: Update margins on visibility change Fixes #96149.
  • Verify GLTF indices to prevent crash with corrupt files
    Also verify prior to vertex optimization.
  • GLTF: Fixed external images getting embedded on import
    Added a map to keep track of external images during import, and used
    that map to instance the textures using the resource loader instead of
    creating a new texture from scratch