## 1. Project Overview & Quickstart (godotengine/material_plugin.gd)

# material_plugin.gd

Open-source repository godotengine/material_plugin.gd

### Repository Details
- **Repository:** [godotengine/material_plugin.gd](https://github.com/godotengine/material_plugin.gd)
- **Primary Language:** Code

*Note: High-volume repository documentation is actively indexed and synchronized by YakaAI.*

## 2. Official Technical Reference & Guides (godotengine/website)

## File: README.md

# Godot Engine Website

Welcome to the source code for the Godot Engine website. This is a static website, generated offline using
[Jekyll](https://jekyllrb.com/).


### Table of Contents
  - [Contributing](#contributing)
  - [Browser Support](#browser-support)
  - [Development](#development)
    - [Building](#building)
      - [Pre-requisites](#pre-requisites)
      - [Building the website locally](#building-the-website-locally)
      - [Building the website using Docker](#building-the-website-using-docker)
      - [Local server](#local-server)
    - [Deployment](#deployment)
  - [Project structure](#project-structure)
    - [Content data and metadata](#content-data-and-metadata)
    - [Content pages and templates](#content-pages-and-templates)
    - [File storage](#file-storage)
    - [Build system](#build-system)
  - [Content update guidelines](#content-update-guidelines)
    - [Updating Godot download version](#updating-godot-download-version)
    - [Localizing the website](#localizing-the-website)
    - [Adding a mirrorlist host](#adding-a-mirrorlist-host)
  - [Resources](#resources)
***

## Contributing
Contributions[^1] are always welcome! Godot's website is open source, just like Godot Engine.

However, when contributing to the website, it is important to keep in mind that it acts as a public face of the Godot
organization and community. Thus, substantial changes must be discussed ahead of time. You don't necessarily need to
open a formal Godot improvement proposal like you do with engine features, but starting an issue on this repository
or joining the discussion on the [Godot Contributors Chat](https://chat.godotengine.org/channel/website) is a good
idea.

[^1]: https://contributing.godotengine.org/en/latest/development/other/website.html
[^2]: https://developer.mozilla.org/en-US/docs/Learn_web_development/Core/CSS_layout/Supporting_Older_Browsers
[^3]: https://developer.mozilla.org/en-US/docs/Mozilla/Add-ons/WebExtensions/Browser_support_for_JavaScript_APIs

## Browser Support

When working on new features[^2][^3], keep in mind this website only supports _evergreen browsers_:

- **Chrome** (latest version and N-1 version)
- **Edge** (latest version and N-1 version)
- **Firefox** (latest version, N-1 version, and latest ESR version)
- **Opera** (latest version and N-1 version)
- **Safari** (latest version and N-1 version)

> [!IMPORTANT]
> Internet Explorer isn't supported.

## Development

### Building

#### Pre-requisites
- On Local Machine:
  - Ruby 3.2+ with [rbenv](https://github.com/rbenv/rbenv) and [*(For windows)*](https://github.com/RubyMetric/rbenv-for-windows#readme)
  - Jekyll - [Jekyll Website](https://jekyllrb.com/)
  - Minify - [Minify GitHub](https://github.com/tdewolff/minify)
- On Docker:
  - [Docker](https://www.docker.com/) installed on your system.
  - Jekyll Docker image - [Jekyll Docker Image](https://hub.docker.com/r/jekyll/jekyll)
* For Local Server One of the following is required:
  - Jekyll - [Jekyll Website](https://jekyllrb.com/) (with `jekyll serve` command)
  - Python 3.x [Python](https://www.python.org/)
  - Docker - If you run on Docker, also you can use the Jekyll Docker image to serve the site.

> [!CAUTION]
> If you use latest versions of Ruby, you may encounter issues on building process.
> Use the specific version of Ruby that is mentioned above.

#### Building the website locally

To build the website locally, follow these steps:

1. Install Ruby 3.2 or later and Jekyll.
  - If you don't have access to Ruby 3.2 or later in your distribution's repositories,
    install a compatible version of Ruby using `rbenv` as well as Ruby's build-time dependencies:
    - Install in Ubuntu:
      - `sudo apt install rbenv build-essential libffi-dev libreadline-dev libyaml-dev zlib1g-dev`
    - Install in Fedora:
      - Install `rbenv` with dnf
  - Set up `rbenv` running the following:
    - `rbenv install 3.2.5`
    - `rbenv global 3.2.5`
    - `echo 'eval "$(rbenv init -)"' >> ~/.bashrc` to add the rbenv init to `.bashrc` (or `.bash_profile`)
2. Install [Minify](https://github.com/tdewolff/minify/tree/master/cmd/minify).
	- Make sure either `minify` or `gominify` is available from the command line.
3. Clone this repository.
4. Install the necessary dependencies: `bundle install`.
5. Build the site: `bundle exec jekyll build`.
   - Append `--config _config.yml,_config.development.yml` to use the development config with your build.

For simplicity, these two commands are also available as a `build.sh` script in this repository.

#### Building the website using Docker
Alternatively, you can also use the official Docker container for Jekyll. This container is designed to be run once
to perform the build, so you don't need to compose and permanently store it in your Docker setup. If you're on Linux,
execute the following command:

```shell
docker run --rm --volume="$PWD:/srv/jekyll" -it jekyll/jekyll:stable ./build.sh
```

On Windows (from `CMD.exe`):

```shell
docker run --rm --volume="%CD%:/srv/jekyll" -it jekyll/jekyll:stable ./build.sh
```

Building may take several minutes to finish.

#### Local server
As this is a static website, it can be served locally using any server stack you want.

- It is possible to use Jekyll and `bundle` to immediately serve the pages upon building it. To do this, replace the final build
step with `bundle exec jekyll serve`.
   - When using Docker, you need to add a new argument to the `docker run` command, `-p 4000:4000`, and change
   the shell script to `build-and-serve.sh`.

      ```shell
      docker run --rm --volume="$PWD:/srv/jekyll" -p 4000:4000 -it jekyll/jekyll:stable ./build-and-serve.sh
      ```
      or
      ```shell
      docker run --rm --volume="%CD%:/srv/jekyll" -p 4000:4000 -it jekyll/jekyll:stable ./build-and-serve.sh
      ```
- You can also use Python, which is likely pre-installed on your system. To serve the pages with its local server, run
`python -m http.server 4000 -d ./_site`.

After following either one of these steps the site will be available at `http://localhost:4000`.

### Deployment

The project is built automatically by GitHub Actions whenever the `master` branch receives a new commit. The `master` branch
itself should not be deployed, as it only contains the source files. The built version of the website is available as the
`published` branch instead.

Note that this is not relevant for local development. Locally you would build the website in place and then serve the `_site`
folder. See the detailed instructions above.

## Project structure

### Content data and metadata

The following folders contain data files, used for generating more dynamic parts of the website, such as the blog,
the showcase, and the downloads page. These pages are written in Markdown and contain a metadata header used by the
generator. Markdown files form Jekyll collections with the same name as their containing folder. To create a new
Markdown document, you can start by copying an existing one and then change its content.

- `collections/_article` contains articles for the blog. Each article is written in Markdown with a metadata header located at
the top of the file. The following metadata fields are required for the article to be correctly displayed throughout
the website: `title`, `excerpt`, `categories`, `author`, `image`, and `date`. The name of the file acts as a slug in
the generated URL.

- `collections/_download` contains the download instructions for Godot builds per platform. Each document is written in Markdown
with a metadata header located at the top of the file. Download links are generated from the `downloads` field in the
metadata. When adding a new platform, make sure to create a new tab for it in the `/_layouts/download.html` template.

- `collections/_showcase` contains entries for the showcase. Each article is written in Markdown with a metadata header located at
the top of the file. Showcase entries can be featured on the home page by setting the `featured_in_home` field to
`true`. The image used is the one from the `image` field.

Some information is also stored in YAML files, acting as a file-based database for several meta properties.

- `_data` contains various metadata files for the website:
  - `authors.yml` contains a list of authors used for the blog articles;
  - `categories.yml` contains a list of categories for the blog articles;
  - `communities.yml` contains a list of user communities for the `/community/user-groups` page.

### Content pages and templates

The following folders contain entry points for almost every website page, as well as shared templates and assets. The
templating language used in Jekyll is [liquid](https://jekyllrb.com/docs/liquid/).

- `_i18n` contains translations for the website. The default language is English. Only static information is
translated, with the blog and the showcase being displayed in English. **Currently disabled and a work in progress.**

- `_includes` contains navigation and footer elements used by most pages. If you want to create an element to reuse
in multiple pages, you can create a new include file here.

- `_layouts` contains the wrapping content for the pages. Each layout inherits from `_layouts/default.html` which
contains the main structure of the page, including the head and meta tags. Other layouts are used for specific pages,
like the blog, download, and showcase pages.

- `assets` contains static assets for the website. This includes the CSS, JS, and images used in the theme and layout.
For media content used in articles and other pages check the `storage` folder. **Some files may be obsolete and
unused.**

- `pages` contains most of the pages for the website. The final URL for each page is specified in the metadata header
using the `permalink` field. Generally, it should map to the file's path inside `pages`. Dynamic content pages are
generated using Markdown collections and layouts.

### File storage

- `storage` contains media and other files uploaded for use in dynamic content pages, such as the blog, the showcase,
the events. **Some files may be obsolete and unused.**

### Build system

This project is build with Jekyll, with the build instructions located in `Gemfile` and `_config.yml`. When building
locally, some configuration options may need to be different. To define those, `_config.development.yml` is used.

## Content update guidelines

### Updating Godot download version

All download information on the website is data-driven. This means that to change the information about the current
stable version, or on-going version previews, you don't need to modify pages directly. Instead, data files must be
updated.

The main file for keeping track of every official version is `data/_versions.yml`. It contains exactly one record
per each official release, including pre-releases. This file should be updated every time there is a new official
build available for download.

To create a new version, add the following block to the file:

```
- name: "4.0.1"
  flavor: "stable"
  release_date: "20 March 2023"
  release_notes: "/article/maintenance-release-godot-4-0-1/"
```

Make sure to order entries correctly, with the higher version number being closer to the top. Use the `flavor` field
to mark release as stable or as one of the pre-release builds. Make sure to always fill out the release date, and the release
notes link, if available.

When a new build for an existing version is published, update its corresponding block, changing the flavor and the release
information. Make sure to update this information when publishing the release notes.

Stable releases featured across the website, must be marked with the `featured` field and the corresponding major version number. Only one record must be marked as featured per version, so don't forget to remove it from the current holder of the mark.

```
- name: "4.0.3"
  flavor: "stable"
  release_date: "19 May 2023"
  release_notes: "/article/maintenance-release-godot-4-0-3/"
  featured: "4"
```

There are two additional files providing data for download pages and links: `_data/download_configs.yml` and
`_data/download_platforms.yml`. These files don't normally require changes and are used as a static reference table.
They define descriptions, tags, and filename slugs for all downloadable builds, as well as order for downloads on
some pages.

### Localizing the website

To localize the website, the `_i18n` folder contains translation files for each language. The default and fallback language is English `/_i18n/en.yml`.

If you want to add a new language, create a new file in the `_i18n` folder with the language code as the filename and add the label for that language at `/assets/js/localize.js`. For example, for French, create `/_i18n/fr.yml` and add `'fr': 'Français'` in the `languageMap` const.

The translations are handled by a jekyll plugin that contains a few tags you can use inside the templates. You can read more at `/_plugins/localize.rb`. But the tl'dr is:
- Use the '{% t useyourkeyhere %}' tag to translate text
- Use the '{% current_lang %}' tag to get the current page language
- Use the '{% tlink /your/path %}' tag to get the localized URL


### Adding a mirrorlist host

If a new host needs to be supported by the mirrorlist, it needs to be added in a few places. For the data side of
things you need to update `_data/mirrorlist_configs.yml` and add another record for the major-minor version code.

```
  - name: "4.1"
    stable: [ "github" ]
    preview: [ "github_builds" ]
```

The `stable` key refers to hosts available for the stable release of that version, while the `preview` key refers
to all pre-releases and dev snapshots, which typically share all their characteristics. If in future there is a
need for finer control, some overrides system needs to be implemented.

For the logic side of things, the new host needs to be supported by the `_plugins/make_download.rb` script. Refer
to how other hosts are handled in that file and do the necessary adjustments. We assume that the final filenames
are standard across all hosts, so `_data/download_configs.yml` is respected.

## Resources

- Join the discussion on Godot Contributors Chat in the [#website](https://chat.godotengine.org/channel/website)
  channel.
- Please consider [website usage stats](https://caniuse.com/) when relying on modern
  web technologies (web standards support, file type support, etc).

---

## File: _config.development.yml

# Overrides from the main config
url: "http://localhost:4000"

# Flag used by plugins to skip/limit expensive work that isn't needed locally.
dev_mode: true

# Enables incremental builds to speed up iteration times.
incremental: true
# Switch to polling instead of I/O watching, solves Docker issues.
force_polling: true

# Cheaper to generate than the compressed style used in production.
sass:
  style: expanded

# Only generate pages for the N most recent versions (archive + mirrorlist)
# instead of the full history, to keep dev builds fast.
dev_versions_limit: 5

---

## File: _config.yml

# Settings
exclude:
  [
    ".github",
    "Gemfile",
    "Gemfile.lock",
    "build.sh",
    "build-and-serve.sh",
    "build-and-watch.sh",
    "README.md",
  ]
permalink: pretty

url: "https://godotengine.org"

collections_dir: collections
collections:
  article:
    output: true
  event:
    output: false
  showcase:
    output: true
  download:
    output: true
  download_3:
    output: true
    permalink: /download/3.x/:name/
  priorities:
    output: true
  release_4_4:
    output: true
  release_4_5:
    output: true
  release_4_6:
    output: true
  release_4_7:
    output: true

# Build collection items with a future date.
future: true

defaults:
  - scope:
      type: "article"
    values:
      layout: "article"
      og_type: "article"
  - scope:
      type: "event"
    values:
      layout: "event"
  - scope:
      type: "showcase"
    values:
      layout: "showcase-item"
  - scope:
      type: "download"
    values:
      layout: "download"
  - scope:
      type: "download_3"
    values:
      layout: "download-3"
  - scope:
      type: "download_archive"
    values:
      layout: "download-archive"
  - scope:
      type: "mirrorlist"
    values:
      layout: "mirrorlist"

# Plugins
plugins:
  - jekyll-paginate-v2
  - jekyll-redirect-from

# Internationalization
lang: "en"

# Pagination (used by the blog)
pagination:
  enabled: true
  debug: false

  collection: "article"
  per_page: 24
  sort_field: "date"
  sort_reverse: true
  # Controls how the pagination trail for the paginated pages look like.
  trail:
    before: 2
    after: 2

  title: ":title - Page :num"
  permalink: "/:num/"
  category: "posts"
  tag: ""
  locale: ""

# .scss generation
sass:
  sass_dir: _sass
  style: compressed

---

## File: LICENSE.txt

Copyright (c) 2017-present Godot Engine contributors.

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

---

## File: versions.json

---
---
[
	{% for v in site.data.versions %}
		{
			"name": "{{ v.name }}",
			"releases": [
				{
					"name": "{{ v.flavor }}",
					"release_date": "{{ v.release_date }}",
					"release_notes": "{{ v.release_notes | replace: "/article/", "https://godotengine.org/article/" }}"
				{% if v.releases %}},{% else %}}{% endif %}
				{% for r in v.releases %}
				{
					"name": "{{ r.name }}",
					"release_date": "{{ r.release_date }}",
					"release_notes": "{{ r.release_notes | replace: "/article/", "https://godotengine.org/article/" }}"
				{% if forloop.last %}}{% else %}},{% endif %}
				
				{% endfor %}
			]
		{% if forloop.last %}}{% else %}},{% endif %}
	{% endfor %}
	]

---

## File: _data/authors.yml

- name: Adam Scott
  image: /assets/images/authors/adamscott.webp
- name: Andrea Catania
  image: /assets/images/authors/default_avatar.svg
- name: Anish Kumar
  image: /assets/images/authors/anish.jpeg
- name: Ariel Manzur
  image: /assets/images/authors/punto.png
- name: Bastiaan Olij
  image: /assets/images/authors/bastiaan.jpg
- name: Camille Mohr-Daurat
  image: /assets/images/authors/default_avatar.svg
- name: Clay John
  image: /assets/images/authors/clayjohn.jpg
- name: Chad Stewart
  image: /assets/images/authors/chad_stewart.webp
- name: Darío Banini
  image: /assets/images/authors/dario.webp
- name: David Snopek
  image: /assets/images/authors/dsnopek.webp
- name: Emi
  image: /assets/images/authors/emi.webp
- name: Ernest Lee
  image: /assets/images/authors/default_avatar.svg
- name: Fabio Alessandrelli
  image: /assets/images/authors/faless.webp
- name: Fredia Huya-Kouadio
  image: /assets/images/authors/fredia.jpg
- name: George Marques
  image: /assets/images/authors/vnen.webp
- name: Gilles Roudiere
  image: /assets/images/authors/groud.png
- name: Gordon MacPherson
  image: /assets/images/authors/default_avatar.svg
- name: HP van Braam
  image: /assets/images/authors/default_avatar.svg
- name: Hugo Locurcio
  image: /assets/images/authors/calinou.webp
- name: Ignacio Roldán Etcheverry
  image: /assets/images/authors/ignacio.webp
- name: Ilaria Cislaghi
  image: /assets/images/authors/ilaria.webp
- name: Joan Fons
  image: /assets/images/authors/joan.webp
- name: Juan Linietsky
  image: /assets/images/authors/reduzio.webp
- name: Julian Murgia
  image: /assets/images/authors/julian.webp
- name: karroffel
  image: /assets/images/authors/default_avatar.svg
- name: lawnjelly
  image: /assets/images/authors/lawnjelly.webp
- name: Lyuma
  image: /assets/images/authors/lyuma.webp
- name: Nat
  image: /assets/images/authors/nat.jpg
- name: Nathan GDQuest
  image: /assets/images/authors/nathan.webp
- name: Mark DiBarry
  image: /assets/images/authors/markdibarry.webp
- name: Matias Goldberg
  image: /assets/images/authors/default_avatar.svg
- name: Max Hilbrunner
  image: /assets/images/authors/maxhilbrunner.webp
- name: Pāvels Nadtočajevs
  image: /assets/images/authors/default_avatar.svg
- name: Pedro J. Estébanez
  image: /assets/images/authors/pedro.webp
- name: Raul Santos
  image: /assets/images/authors/raulsantos.webp
- name: Rémi Verschelde
  image: /assets/images/authors/akien.webp
- name: Silc Renew
  image: /assets/images/authors/tokage.png
- name: Thaddeus Crews
  image: /assets/images/authors/repiteo.jpg
- name: Winston Yallow
  image: /assets/images/authors/winston.png
- name: Yuri Roubinsky
  image: /assets/images/authors/default_avatar.svg
- name: Yuri Sizov
  image: /assets/images/authors/yuri.jpeg
- name: "2000+ Godot contributors"
  image: /assets/images/authors/everyone.webp
- name: "Godot contributors"
  image: /assets/images/authors/everyone.webp
- name: "Godot Foundation"
  image: /assets/images/authors/foundation.webp
- name: "GodotFest Team"
  image: /assets/images/authors/godotfest.webp
- name: "Godot Security Team"
  image: /assets/images/authors/security_team.webp
- name: default
  image: /assets/images/authors/default_avatar.svg

---

## File: _data/categories.yml

news:
  - name: News
    slug: news
progress-report:
  - name: Progress Report
    slug: progress-report
events:
  - name: Events
    slug: events
release:
  - name: Release
    slug: release
pre-release:
  - name: Pre-release
    slug: pre-release
showcase:
  - name: Showcase
    slug: showcase

---

## File: _data/communities.yml

Algeria:
  - name: Arab Gamedev
    links:
      - title: Facebook
        url: https://facebook.com/groups/arabgamedev
Argentina:
  - name: Godot en Español
    links:
      - title: Discord
        url: https://discord.gg/2BtycSPdkk
  - name: Godot Meetup Argentina
    coordinates:
      - -34.59339
      - -58.4229045
    links:
      - title: WhatsApp
        url: https://chat.whatsapp.com/C0LzScYdKBP0zjsPYcAgOs
      - title: Instagram
        url: https://www.instagram.com/godotmeetuparg/
Australia:
  - name: Godot Devs Australia
    coordinates:
      - -25.525138002030047
      - 135.16370974683196
    links:
      - title: Discord
        url: https://discord.gg/wBZUEZrGRp
Austria:
  - name: Godot User Group Austria
    coordinates:
      - 48.20835
      - 16.37250
    links:
      - title: Meetup
        url: https://www.meetup.com/godot-usergroup-austria
      - title: Discord
        url: https://discord.gg/cVGY3mhAnV
      - title: Wiki
        url: https://metalab.at/wiki/Godot_Usergroup
Brazil:
  - name: Godot Brazil
    links:
      - title: Discord
        url: https://discord.gg/gWmQKBv
  - name: Godot Brasil
    links:
      - title: Facebook
        url: https://www.facebook.com/groups/godotBrasil
  - name: São Paulo
    coordinates:
      - -23.5505
      - -46.6333
    links:
      - title: MeetUp
        url: https://www.meetup.com/GodotSP/
  - name: Campinas
    coordinates:
      - -22.8136
      - -47.0641
    links:
      - title: Gamux
        url: https://gamuxunicamp.github.io/website/
Belgium:
  - name: Godot Club
    coordinates:
      - 50.848916943044415
      - 4.349575282209013
    links:
      - title: Website
        url: https://polymorph.cool/godot-club/
Bulgaria:
  - name: BGodot
    links:
      - title: Discord
        url: https://discord.gg/j3KRdV3b4P
United Kingdom:
  - name: Godot UK
    coordinates:
      - 53.79648 
      - -1.54785
    links:
      - title: Discord
        url: https://discord.gg/rr6Ac648nC
      - title: Website
        url: https://godot.org.uk
  - name: Godot Scotland
    coordinates:
      - 55.94416
      - -3.16197
    links:
      - title: Discord
        url: https://discord.gg/3HgTZG3TBN
Canada:
  - name: Godot Toronto
    coordinates:
      - 43.65348
      - -79.38394
    links:
      - title: Discord
        url: https://discord.gg/sfsMXfqpZu
  - name: Godot Québec
    coordinates:
      - 45.50318
      - -73.56981
    links:
      - title: Discord
        url: https://discord.gg/AemZhPjqyM
China:
  - name: Godot Hub
    links:
      - title: Forum/论坛
        url: https://godothub.com/forum
      - title: Groups/群聊
        url: https://godothub.com/intro/community
      - title: Festival/大赛
        url: https://godothub.com/festival
      - title: Discord
        url: https://discord.gg/a5kwptZJXP
  - name: Godot China
    links:
      - title: Discord
        url: https://discord.gg/R23VUTXwvz
      - title: QQ Group
        url: https://qm.qq.com/cgi-bin/qm/qr?k=EneMKrKt96ttI4ZFmQ8omTtpF0Sd0iL_&jump_from=webapi
  - name: Godoter Planet (Godoter 星球)
    links:
      - title: QQ Group
        url: https://qm.qq.com/cgi-bin/qm/qr?k=jKCCDvS6uTXHLrVBRuGk67iCvA5bshPY&jump_from=webapi
  - name: Godot Tieba
    links:
      - title: Forum
        url: https://tieba.baidu.com/f?kw=godot
  - name: GodotCN (Godot中文社区)
    links:
      - title: QQ Group
        url: https://qm.qq.com/cgi-bin/qm/qr?k=hEscGFbQTiOX0bhsTT2myxM3PifsAmIp&jump_from=webapi
Croatia:
  - name: Game Developers Croatia
    links:
      - title: Discord
        url: https://discord.gg/CbZKkqR
      - title: Facebook
        url: https://www.facebook.com/groups/gamedevcro
Czech Republic and Slovakia:
  - name: Godot CZ/SK
    links:
      - title: Discord
        url: https://discord.com/invite/g4XVFjXwfu
      - title: Facebook
        url: https://www.facebook.com/groups/godotczsk
Denmark:
  - name: Godot Denmark
    coordinates:
      - 55.6798
      - 12.5771
    links:
      - title: Discord
        url: https://discord.gg/pPeWjkBJFX
Ecuador:
  - name: Godot Ecuador
    coordinates:
      - -1.8312
      - -78.1834
    links:
      - title: Reddit
        url: https://www.reddit.com/r/GodotEcuador/
      - title: Discord
        url: https://discord.gg/nZecyhN
      - title: Facebook
        url: https://www.facebook.com/groups/godotengineecuador/
Egypt:
  - name: Godot Egypt (Ain Shams University)
    coordinates:
      - 30.077605
      - 31.2858
    links:
      - title: Discord
        url: https://discord.gg/QCxAgAAtYg
Finland:
  - name: Godot Suomi
    coordinates:
      - 60.16952
      - 24.93545
    links:
      - title: Discord
        url: https://discord.gg/5QF5du3
France or French-speaking:
  - name: Godot Francophone
    links:
      - title: Website
        url: https://www.godot-francophone.org/
      - title: Discord
        url: https://discordapp.com/invite/NQVd34V
      - title: GitHub
        url: https://github.com/Godot-Engine-Francophone
  - name: Godot est arrivé!
    links:
      - title: Discord
        url: https://discord.gg/9FJAZaC
  - name: SoloCode France
    links:
      - title: Discord
        url: https://discord.gg/gZ3QJ5T
  - name: Godot Lyon
    coordinates:
      - 45.76741461629292
      - 4.879337314640945
    links:
      - title: Discord
        url: https://discord.gg/mH27RzGxqK
      - title: Mobilizon
        url: https://mobilizon.fr/@godot_lyon
Germany:
  - name: Godot Germany
    links:
      - title: Website
        url: https://godot-community.de/
      - title: Discord
        url: https://discord.gg/Tr7Ma6E
      - title: Reddit
        url: https://www.reddit.com/r/GodotCommunityDE/
  - name: Godot Engine German Developers
    links:
      - title: Facebook
        url: https://www.facebook.com/groups/359812631518879
  - name: Godot User Group Berlin
    coordinates:
      - 52.51279
      - 13.44978
    links:
      - title: Website
        url: https://godot.berlin
      - title: Mastodon
        url: https://mastodon.gamedev.place/@GodotUserGroupBerlin
      - title: Discord
        url: https://discord.gg/Sm3CgrqqQa
      - title: Meetup
        url: https://www.meetup.com/godot-user-group-berlin/
  - name: Godot Stammtisch Karlsruhe
    coordinates:
      - 49.00688
      - 8.40365
    links:
      - title: Website
        url: https://godot-karlsruhe.de
      - title: Meetup
        url: https://www.meetup.com/de-DE/godot-stammtisch-karlsruhe/
      - title: Discord
        url: https://discord.gg/JFzUhpEt6Q
      - title: Bluesky
        url: https://bsky.app/profile/godot-karlsruhe.de
      - title: Mastodon
        url: https://mastodon.gamedev.place/@godot_karlsruhe
  - name: Godot Köln/Bonn
    coordinates:
      - 50.937531
      - 6.960279
    links:
      - title: Discord
        url: https://discord.gg/XGd4Xp6rNz
  - name: Godot Community FFM/Rhein-Main
    coordinates:
      - 50.110924
      - 8.682127
    links:
      - title: Discord
        url: https://discord.gg/WWwbDY2ubC
India:
  - name: Godot India
    links:
      - title: Discord
        url: https://discord.gg/cRvFbRg
      - title: Telegram
        url: https://t.me/godotindia
Indonesia:
  - name: Godot Indonesia
    links:
      - title: Website
        url: https://godot.id
      - title: Telegram
        url: https://t.me/godot_indonesia
Italy:
  - name: Godot Engine Italia
    links:
      - title: Website
        url: https://godotengineitalia.com/
      - title: Telegram
        url: https://t.me/joinchat/Ga4KigwWn53t2RRfoaPSKg
      - title: Discord
        url: https://discord.gg/7YuUqJB
      - title: Facebook
        url: https://www.facebook.com/groups/1926189904375792/
Iran:
  - name: Godot Iran (گودو ایران)
    links:
      - title: Website
        url: https://TahsinRafiey.org/godot-iran
      - title: Telegram
        url: https://t.me/GodotIran
      - title: Matrix
        url: https://matrix.to/#/#godotiran:matrix.org
Iraq:
  - name: Baghdad Game Lab
    links:
      - title: Website
        url: https://www.baghdadgamelab.com/
      - title: Discord
        url: https://discord.gg/8DJh4Uxcyv
      - title: Instagram
        url: https://www.instagram.com/bgl.iq/
      - title: Linkedin
        url: https://www.linkedin.com/company/bgh-iq
Israel:
  - name: Godot Israel
    links:
      - title: Discord
        url: https://discord.gg/k5HN6SQqnv
Japan:
  - name: Godot Japan
    links:
      - title: Discord
        url: https://discord.gg/DyFvSJZ
Latvia:
  - name: Godot Engine Latvia
    coordinates:
      - 56.9496
      - 24.1052
    links:
      - title: Facebook
        url: https://www.facebook.com/groups/844651272628474/
      - title: Discord
        url: https://discord.gg/r6ewZGv
      - title: Twitter
        url: https://twitter.com/GodotLatvia
Norway:
  - name: Godot Norway
    coordinates:
      - 59.916188976445916
      - 10.75072953254959
    links:
      - title: Discord
        url: https://discord.gg/5afEcSgYNt
Pakistan:
  - name: Godot Engine Pakistan
    links:
      - title: Discord
        url: https://discord.gg/YYjxgdn47P
Philippines:
  - name: Godot Engine Philippines
    links:
      - title: Facebook
        url: https://www.facebook.com/groups/godotph
Poland:
  - name: Godocik
    links:
      - title: Discord
        url: https://discord.gg/HBuuuPa
      - title: YouTube
        url: https://www.youtube.com/channel/UCLYdPKE5eviBMZV5WLG43rA
Portugal:
  - name: Godot Portugal
    links:
      - title: Discord
        url: https://discord.gg/Xr6bjmaGEY
Russia:
  - name: Godot Engine Russia
    links:
      - title: Discord
        url: https://discord.gg/MK9aWFX
  - name: Godot Russia
    links:
      - title: VKontakte
        url: https://vk.com/godot_engine
      - title: Telegram
        url: https://t.me/godot_engine
  - name: Game Constructors
    links:
      - title: VKontakte
        url: https://vk.com/game_constructors
      - title: Discord
        url: https://discord.gg/VjZ2ZZH93c
      - title: ZEN
        url: https://zen.me/1WHp7X
Saudi Arabia:
  - name: Godot Engine Arabic
    links:
      - title: Discord
        url: https://discord.gg/sGukE2UDJ6
  - name: Godot Engine Arabic 2
    links:
      - title: Discord
        url: https://discord.gg/fvNyxDQAJy
South Korea:
  - name: Godot Engine Korea
    links:
      - title: Discord
        url: https://discord.gg/XK8Emsf
  - name: Go•
    links:
      - title: KakaoTalk
        url: https://open.kakao.com/o/gkuqw3qc
Spain:
  - name: Godot Engine in Spanish
    links:
      - title: Website
        url: http://godotengineenespanol.surge.sh
      - title: Discord
        url: https://discord.com/invite/fp4Z7QmZGu
      - title: Facebook
        url: https://www.facebook.com/GodotEngineEnEspanol
  - name: Zenvoid
    coordinates:
      - 40.4085505
      - -3.6171139
    links:
      - title: Website
        url: https://zenvoid-studio.com/
  - name: Todogodot
    links:
      - title: Telegram
        url: https://t.me/todogodot
      - title: Discord
        url: https://discord.gg/gpRkxySQ8A
  - name: Godoteires
    coordinates:
      - 42.8827376
      - -8.5381682
    links:
      - title: Website
        url: https://blogs.amarinha.gal/godoteires
      - title: Mastodon
        url: https://mastodon.gal/@godoteires@amarinha.gal
Sweden:
  - name: Godot Sweden
    links:
      - title: Discord
        url: https://discord.gg/6ZsgWmH
Taiwan:
  - name: Godot Engine Taiwan
    links:
      - title: Discord
        url: https://discord.gg/fuTtQMaxZ2
  - name: Godot Taiwan (Godot 台灣使用者小聚)
    links:
      - title: Facebook
        url: https://www.facebook.com/groups/godot.taiwan
  - name: Godot Adventurers (Godot 開拓者交流互助公會)
    links:
      - title: Discord
        url: https://discord.gg/kpZ5G9HeYT
Turkey:
  - name: Godot Engine Türkiye
    links:
      - title: Discord
        url: https://discord.gg/3zuaj9EsYv
      - title: Telegram
        url: https://t.me/joinchat/GsAFJn7i-1fk0YUW
  - name: Godot in Turkey
    links:
      - title: Discord
        url: https://discord.gg/AtHr842H7b
  - name: Godot Türk Topluluğu
    links:
      - title: Discord
        url: https://discord.gg/B48HBJM
Ukraine:
  - name: Godot Ukraine
    links:
      - title: Discord
        url: https://discord.gg/92uEustR9H
      - title: Telegram
        url: https://t.me/GodotUkraine
United States:
  - name: Boston Godot Developers Group
    coordinates:
      - 42.3616283
      - -71.081069
    links:
      - title: Meetup
        url: https://www.meetup.com/bostongamedev/events/298734856/
  - name: California Godot Users
    coordinates:    
      - 37.254669
      - -119.617271
    links:
      - title: Discord
        url: https://discord.gg/VZGjwrhgRM        
  - name: Godot Southwest US
    links:
      - title: Discord
        url: https://discord.gg/qx7Ec49yDg
  - name: Godot Wisconsin
    links:
      - title: Meetup
        url: https://www.meetup.com/wi-godot-game-app-developer-meetup/
  - name: Chickensoft
    links:
      - title: Discord
        url: https://discord.gg/MjA6HUzzAE
  - name: Godot Seattle
    coordinates:
      - 47.620422
      - -122.349358
    links:
      - title: Discord
        url: https://discord.gg/G7WNW6GYrf
  - name: Godot East Coast Guild
    coordinates:
      - 38.89867917282319
      - -77.02480110061525
    links:
      - title: Discord
        url: https://discord.gg/62nkHTnndg
  - name: Bay Area Godot Meetup
    coordinates:
      - 37.7623675
      - -122.4186149
    links:
      - title: Noisebridge Wiki
        url: https://www.noisebridge.net/wiki/Godot_Meetup
      - title: Discord
        url: https://discord.gg/wGkvgR5MXY
  - name: Tucson Game Developers
    coordinates:
      - 32.235938
      - -110.984241
    links:
      - title: Discord
        url: https://discord.gg/CPye5BfMy7
      - title: Website
        url: https://tucsongamedev.com
  - name: Godot NYC User Group
    coordinates:
      - 40.7128
      - -74.0060
    links:
      - title: Discord
        url: https://discord.gg/u5MbpZkZu7
Colombia:
  - name: La Familia Godotera - Colombia
    coordinates:
      - 4.6482784
      - -74.2726212
    links:
      - title: Website
        url: https://www.lafamiliagodotera.org/
      - title: WhatsApp
        url: https://chat.whatsapp.com/2983IPhd7zg8ecg7I1NT63
      - title: Telegram
        url: https://t.me/+_hMmOtt8owg3OWEx
      - title: Discord
        url: https://discord.gg/hNUVksjsA
Uruguay:
  - name: La Familia Godotera - Uruguay
    coordinates:
      - -34.834338
      - -56.3622822
    links:
      - title: Website
        url: https://www.lafamiliagodotera.org/
      - title: WhatsApp
        url: https://chat.whatsapp.com/2983IPhd7zg8ecg7I1NT63
      - title: Telegram
        url: https://t.me/+_hMmOtt8owg3OWEx
      - title: Discord
        url: https://discord.gg/hNUVksjsA

---

## File: _data/download_configs.yml

defaults:
  4:
    templates: export_templates.tpz
    editor:
      android.apk: android_editor.apk
      android.horizonos: android_editor_horizonos.apk
      android.picoos: android_editor_picoos.apk
      linux.64: linux.x86_64.zip
      linux.32: linux.x86_32.zip
      linux.arm64: linux.arm64.zip
      linux.arm32: linux.arm32.zip
      macos.arm64: macos.arm64.zip
      macos.x86_64: macos.x86_64.zip
      windows.64: win64.exe.zip
      windows.32: win32.exe.zip
      windows.arm64: windows_arm64.exe.zip
      web: web_editor.zip
    extras:
      aar_library: template_release.aar

    mono:
      templates: mono_export_templates.tpz
      editor:
        linux.64: mono_linux_x86_64.zip
        linux.32: mono_linux_x86_32.zip
        linux.arm64: mono_linux_arm64.zip
        linux.arm32: mono_linux_arm32.zip
        macos.arm64: mono_macos.arm64.zip
        macos.x86_64: mono_macos.x86_64.zip
        windows.64: mono_win64.zip
        windows.32: mono_win32.zip
        windows.arm64: mono_windows_arm64.zip
      extras:
        aar_library: mono.template_release.aar

  3:
    templates: export_templates.tpz
    editor:
      android.apk: android_editor.apk
      linux.64: x11.64.zip
      linux.32: x11.32.zip
      macos.universal: osx.universal.zip
      windows.64: win64.exe.zip
      windows.32: win32.exe.zip
      linux_server.headless.64: linux_headless.64.zip
      linux_server.64: linux_server.64.zip
      web: web_editor.zip
    extras:
      aar_library: release.aar

    mono:
      templates: mono_export_templates.tpz
      editor:
        linux.64: mono_x11_64.zip
        linux.32: mono_x11_32.zip
        macos.universal: mono_osx.universal.zip
        windows.64: mono_win64.zip
        windows.32: mono_win32.zip
        linux_server.headless.64: mono_linux_headless_64.zip
        linux_server.64: mono_linux_server_64.zip
      extras:
        aar_library: mono.release.aar

  2:
    templates: export_templates.tpz
    editor:
      linux.64: x11.64.zip
      linux.32: x11.32.zip
      macos.32: osx.32.zip
      macos.64: osx.64.zip
      windows.64: win64.exe.zip
      windows.32: win32.exe.zip
      linux_server.64: linux_server.64.zip

  1:
    templates: export_templates.tpz
    editor:
      linux.64: x11.64.zip
      linux.32: x11.32.zip
      macos.32: osx32.zip
      windows.64: win64.exe.zip
      windows.32: win32.exe.zip
      linux_server.64: linux_server.64.zip

overrides:
  # macOS support is only x86_32.
  - version: 2
    range:
      - "2.0-stable"
      - "2.0.2-stable"
    config:
      templates: export_templates.tpz
      editor:
        linux.64: x11.64.zip
        linux.32: x11.32.zip
        macos.32: osx32.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        linux_server.64: linux_server.64.zip

  # macOS support offers two binaries: x86_32 and x86_64.
  - version: 2
    range:
      - "2.0.3-stable"
      - "2.0.3-stable"
    config:
      templates: export_templates.tpz
      editor:
        linux.64: x11.64.zip
        linux.32: x11.32.zip
        macos.32: osx32.zip
        macos.64: osx64.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        linux_server.64: linux_server.64.zip

  # Downloads are not available.
  - version: 3
    range:
      - "3.0-alpha1"
      - "3.0-rc3"
    config:

  # macOS universal is called "fat".
  - version: 3
    range:
      - "3.0-stable"
      - "3.0.6-stable"
    config:
      templates: export_templates.tpz
      editor:
        linux.64: x11.64.zip
        linux.32: x11.32.zip
        macos.universal: osx.fat.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        linux_server.headless.64: linux_headless.64.zip
        linux_server.64: linux_server.64.zip
        web: web_editor.zip
      extras:
        aar_library: release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_x11_64.zip
          linux.32: mono_x11_32.zip
          macos.universal: mono_osx.fat.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip
          linux_server.headless.64: mono_linux_headless_64.zip
          linux_server.64: mono_linux_server_64.zip
        extras:
          aar_library: mono.release.aar

  # We stopped shipping 32-bit versions of Godot for macOS.
  - version: 3
    range:
      - "3.1-alpha1"
      - "3.3-beta1"
    config:
      templates: export_templates.tpz
      editor:
        linux.64: x11.64.zip
        linux.32: x11.32.zip
        macos.universal: osx.64.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        linux_server.headless.64: linux_headless.64.zip
        linux_server.64: linux_server.64.zip
        web: web_editor.zip
      extras:
        aar_library: release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_x11_64.zip
          linux.32: mono_x11_32.zip
          macos.universal: mono_osx.universal.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip
          linux_server.headless.64: mono_linux_headless_64.zip
          linux_server.64: mono_linux_server_64.zip
        extras:
          aar_library: mono.release.aar

  # Android support of Godot 3 was only introduced in 3.5 beta 3.
  - version: 3
    range:
      - "3.3-beta2"
      - "3.5-beta2"
    config:
      templates: export_templates.tpz
      editor:
        linux.64: x11.64.zip
        linux.32: x11.32.zip
        macos.universal: osx.universal.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        linux_server.headless.64: linux_headless.64.zip
        linux_server.64: linux_server.64.zip
        web: web_editor.zip
      extras:
        aar_library: release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_x11_64.zip
          linux.32: mono_x11_32.zip
          macos.universal: mono_osx.universal.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip
          linux_server.headless.64: mono_linux_headless_64.zip
          linux_server.64: mono_linux_server_64.zip
        extras:
          aar_library: mono.release.aar

  # Mono version of Godot 4 was only introduced in 4.0 alpha 17.
  - version: 4
    range:
      - "4.0-alpha1"
      - "4.0-alpha16"
    config:
      templates: export_templates.tpz
      editor:
        android.apk: android_editor.apk
        linux.64: linux.x86_64.zip
        linux.32: linux.x86_32.zip
        macos.universal: macos.universal.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        web: web_editor.zip
      extras:
        aar_library: template_release.aar

  # Godot 4.2 dev 3 re-added mono AAR libraries.
  - version: 4
    range:
      - "4.0-alpha17"
      - "4.2-dev2"
    config:
      templates: export_templates.tpz
      editor:
        android.apk: android_editor.apk
        linux.64: linux.x86_64.zip
        linux.32: linux.x86_32.zip
        macos.universal: macos.universal.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        web: web_editor.zip
      extras:
        aar_library: template_release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_linux_x86_64.zip
          linux.32: mono_linux_x86_32.zip
          macos.universal: mono_macos.universal.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip

  # Godot 4.2 beta 5 introduced Linux ARM builds.
  - version: 4
    range:
      - "4.2-dev3"
      - "4.2-beta4"
    config:
      templates: export_templates.tpz
      editor:
        android.apk: android_editor.apk
        linux.64: linux.x86_64.zip
        linux.32: linux.x86_32.zip
        macos.universal: macos.universal.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        web: web_editor.zip
      extras:
        aar_library: template_release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_linux_x86_64.zip
          linux.32: mono_linux_x86_32.zip
          macos.universal: mono_macos.universal.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip
        extras:
          aar_library: mono.template_release.aar

  # Godot 4.3 RC 1 introduced Windows ARM builds.
  - version: 4
    range:
      - "4.2-beta5"
      - "4.3-beta3"
    config:
      templates: export_templates.tpz
      editor:
        android.apk: android_editor.apk
        linux.64: linux.x86_64.zip
        linux.32: linux.x86_32.zip
        linux.arm64: linux.arm64.zip
        linux.arm32: linux.arm32.zip
        macos.universal: macos.universal.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        web: web_editor.zip
      extras:
        aar_library: template_release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_linux_x86_64.zip
          linux.32: mono_linux_x86_32.zip
          linux.arm64: mono_linux_arm64.zip
          linux.arm32: mono_linux_arm32.zip
          macos.universal: mono_macos.universal.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip
        extras:
          aar_library: mono.template_release.aar

  # Godot 4.4 dev 2 introduced Android Horizon OS builds.
  - version: 4
    range:
      - "4.3-rc1"
      - "4.4-dev1"
    config:
      templates: export_templates.tpz
      editor:
        android.apk: android_editor.apk
        linux.64: linux.x86_64.zip
        linux.32: linux.x86_32.zip
        linux.arm64: linux.arm64.zip
        linux.arm32: linux.arm32.zip
        macos.universal: macos.universal.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        windows.arm64: windows_arm64.exe.zip
        web: web_editor.zip
      extras:
        aar_library: template_release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_linux_x86_64.zip
          linux.32: mono_linux_x86_32.zip
          linux.arm64: mono_linux_arm64.zip
          linux.arm32: mono_linux_arm32.zip
          macos.universal: mono_macos.universal.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip
          windows.arm64: mono_windows_arm64.zip
        extras:
          aar_library: mono.template_release.aar

  # Godot 4.4 beta 3 introduced Android Pico OS builds.
  - version: 4
    range:
      - 4.4-dev2
      - 4.5-beta2
    config:
      templates: export_templates.tpz
      editor:
        android.apk: android_editor.apk
        android.horizonos: android_editor_horizonos.apk
        linux.64: linux.x86_64.zip
        linux.32: linux.x86_32.zip
        linux.arm64: linux.arm64.zip
        linux.arm32: linux.arm32.zip
        macos.universal: macos.universal.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        windows.arm64: windows_arm64.exe.zip
        web: web_editor.zip
      extras:
        aar_library: template_release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_linux_x86_64.zip
          linux.32: mono_linux_x86_32.zip
          linux.arm64: mono_linux_arm64.zip
          linux.arm32: mono_linux_arm32.zip
          macos.universal: mono_macos.universal.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip
          windows.arm64: mono_windows_arm64.zip
        extras:
          aar_library: mono.template_release.aar

  # Godot 4.8 beta 1 split universal macOS editor into separate architectures.
  - version: 4
    range:
      - 4.5-beta3
      - 4.8-dev7
    config:
      templates: export_templates.tpz
      editor:
        android.apk: android_editor.apk
        android.horizonos: android_editor_horizonos.apk
        linux.64: linux.x86_64.zip
        linux.32: linux.x86_32.zip
        linux.arm64: linux.arm64.zip
        linux.arm32: linux.arm32.zip
        macos.universal: macos.universal.zip
        windows.64: win64.exe.zip
        windows.32: win32.exe.zip
        windows.arm64: windows_arm64.exe.zip
        web: web_editor.zip
      extras:
        aar_library: template_release.aar
      mono:
        templates: mono_export_templates.tpz
        editor:
          linux.64: mono_linux_x86_64.zip
          linux.32: mono_linux_x86_32.zip
          linux.arm64: mono_linux_arm64.zip
          linux.arm32: mono_linux_arm32.zip
          macos.universal: mono_macos.universal.zip
          windows.64: mono_win64.zip
          windows.32: mono_win32.zip
          windows.arm64: mono_windows_arm64.zip
        extras:
          aar_library: mono.template_release.aar

---

## File: _data/download_platforms.yml

- name: "templates"
  title: "Export templates"
  caption: ""
  tags:
    - "Used to export your games to all supported platforms"

- name: "aar_library"
  title: "AAR library"
  caption: ""
  tags:
    - Android plugins
    - Java
    - Kotlin

- name: "android.apk"
  title: "Android"
  caption: "APK - Universal"
  tags:
    - APK download
    - arm64
    - arm32
    - x86_64
    - x86_32

- name: "android.playstore"
  title: "Android"
  caption: "Play Store"
  tags:
    - Play Store
    - arm64
    - arm32
    - x86_64
    - x86_32

- name: "android.horizonos"
  title: "Horizon OS"
  caption: "APK - arm64"
  tags:
    - APK download
    - Meta Quest 3 & Pro
    - arm64

- name: "android.horizonstore"
  title: "Horizon OS"
  caption: "Horizon Store"
  tags:
    - Horizon Store
    - Meta Quest 3 & Pro
    - arm64

- name: android.picoos
  title: Pico OS
  caption: APK - arm64
  tags:
    - APK download
    - PICO 4
    - arm64

- name: "linux.32"
  title: "Linux"
  caption: "x86_32"
  tags:
    - x86_32

- name: "linux.64"
  title: "Linux"
  caption: "x86_64"
  tags:
    - x86_64

- name: "linux.arm32"
  title: "Linux"
  caption: "arm32"
  tags:
    - arm32

- name: "linux.arm64"
  title: "Linux"
  caption: "arm64"
  tags:
    - arm64

- name: "linux_server.64"
  title: "Linux Server"
  caption: "Export Template - x86_64"
  tags:
    - x86_64
    - Headless

- name: "linux_server.headless.64"
  title: "Linux Server"
  caption: "Editor - x86_64"
  tags:
    - x86_64
    - Headless

- name: "macos.x86_64"
  title: "macOS"
  caption: "Intel"
  tags:
    - x86_64 (Intel)

- name: "macos.arm64"
  title: "macOS"
  caption: "Apple Silicon"
  tags:
    - arm64 (Apple Silicon)

- name: "macos.universal"
  title: "macOS"
  caption: "Universal"
  tags:
    - arm64 (Apple Silicon)
    - x86_64 (Intel)

- name: "macos.32"
  title: "macOS"
  caption: "x86_32"
  tags:
    - x86_32

- name: "macos.64"
  title: "macOS"
  caption: "x86_64"
  tags:
    - x86_64

- name: "web"
  title: "Web editor"
  caption: ""
  tags:
    - Self-hosted
    - Cross-platform

- name: "windows.32"
  title: "Windows"
  caption: "x86_32"
  tags:
    - x86_32

- name: "windows.64"
  title: "Windows"
  caption: "x86_64"
  tags:
    - x86_64

- name: "windows.arm64"
  title: "Windows"
  caption: "arm64"
  tags:
    - arm64

---

## File: _data/meta.yml

title: Godot Engine Official

---

## File: _data/mirrorlist_configs.yml

hosts:
  - name: "github"
    title: "Official Releases mirror"
  - name: "github_builds"
    title: "Official Releases mirror"

defaults:
  - name: "4.8"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "4.7"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "4.6"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "4.5"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "4.4"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "4.3"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "4.2"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "4.1"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "4.0"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "3.7"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "3.6"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "3.5"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "3.4"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "3.3"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "3.2"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "3.1"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "3.0"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "2.1"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "2.0"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "1.1"
    stable: [ "github" ]
    preview: [ "github_builds" ]
  - name: "1.0"
    stable: [ "github" ]
    preview: [ "github_builds" ]

---

## File: _data/sponsors.yml

patron:
  - name: "Scorewarrior"
    link: "https://scwr.gg/godot"
    image: "https://fund.godotengine.org/static/logos/scorewarrior.svg"
platinum:
  - name: "W4 Games"
    link: "https://w4games.com/"
    image: "https://fund.godotengine.org/static/logos/w4.png"
  - name: "JetBrains"
    link: "https://www.jetbrains.com/lp/rider-godot/"
    image: "https://fund.godotengine.org/static/logos/jetbrains.svg"
  - name: "Mike Klubnika"
    link: "https://mikeklubnika.com/"
    image: "https://fund.godotengine.org/static/logos/mike-klubnika.png"
  - name: "Mega Crit"
    link: "https://www.megacrit.com/"
    image: "https://fund.godotengine.org/static/logos/megacrit.png"
  - name: "Battlefield Studios"
    link: "https://portal.battlefield.com/"
    image: "https://fund.godotengine.org/static/logos/battlefield.png"
  - name: "V-Sekai"
    link: "https://github.com/V-Sekai"
    image: "https://fund.godotengine.org/static/logos/v-sekai.png"
gold:
  - name: Arm
    link: "https://www.arm.com/"
    image: "https://fund.godotengine.org/static/logos/Arm-logo-black-pms432.svg"
  - name: "Prehensile Tales"
    link: "https://prehensile-tales.com"
    image: "https://fund.godotengine.org/static/logos/pt.png"
  - name: "Robot Gentleman"
    link: "http://robotgentleman.com/"
    image: "https://fund.godotengine.org/static/logos/robot-gentleman.png"
  - name: "DeNA Co., Ltd."
    link: "https://dena.com/intl/"
    image: "https://fund.godotengine.org/static/logos/DeNa-logo.svg"
silver:
  - name: "Playful Studios"
    link: "https://playfulstudios.com/"
    image: "https://fund.godotengine.org/static/logos/playful-studios.png"
  - name: "Broken Rules"
    link: "https://brokenrul.es"
    image: "https://fund.godotengine.org/static/logos/broken-rules.svg"
  - name: "Null"
    link: "https://null.com/"
    image: "https://fund.godotengine.org/static/logos/null.svg"
  - name: Copia Wealth Studios
    link: "https://copiawealthstudios.com/"
    image: "https://fund.godotengine.org/static/logos/copia-wealth-studios.svg"
  - name: "Re-Logic"
    link: "https://re-logic.com/"
    image: "https://fund.godotengine.org/static/logos/re-logic.png"
  - name: Chasing Carrots
    link: "https://www.chasing-carrots.com/"
    image: "https://fund.godotengine.org/static/logos/chasing-carrots.webp"
  - name: Games by Malcs
    link: "https://gamesbymalcs.com/"
    image: "https://fund.godotengine.org/static/logos/games-by-malcs.png"
  - name: Blobfish Games
    link: "https://www.blobfishgames.com/"
    image: "https://fund.godotengine.org/static/logos/blobfish-games.png"
  - name: "Sentry"
    link: https://sentry.io/welcome/?utm_source=godotengine&utm_medium=paid-community&utm_campaign=gaming-fy26q3-evergreen&utm_content=static-ad-godot-eng-sponsor-trysentry
    image: "https://fund.godotengine.org/static/logos/sentry.svg"
  - name: "Evil Trout Inc."
    link: "https://eviltrout.com/"
    image: "https://fund.godotengine.org/static/logos/evil-trout.svg?2"
  - name: Bippinbits
    link: https://bippinbits.com/
    image: "https://fund.godotengine.org/static/logos/bippinbits.png"
  - name: "Wavedash"
    link: "https://wavedash.com"
    image: "https://fund.godotengine.org/static/logos/wavedash-logo-full.svg"

---

## File: _data/versions.yml

- name: "4.8"
  flavor: "beta2"
  release_date: "29 October 2026"
  release_notes: "/article/dev-snapshot-godot-4-8-beta-2/"
  releases:
    - name: "beta1"
      release_date: "15 October 2026"
      release_notes: "/article/dev-snapshot-godot-4-8-beta-1/"
    - name: "dev7"
      release_date: "29 September 2026"
      release_notes: "/article/dev-snapshot-godot-4-8-dev-7/"
    - name: "dev6"
      release_date: "15 September 2026"
      release_notes: "/article/dev-snapshot-godot-4-8-dev-6/"
    - name: "dev5"
      release_date: "10 September 2026"
      release_notes: "/article/dev-snapshot-godot-4-8-dev-5/"
    - name: "dev4"
      release_date: "26 August 2026"
      release_notes: "/article/dev-snapshot-godot-4-8-dev-4/"
    - name: "dev3"
      release_date: "7 August 2026"
      release_notes: "/article/dev-snapshot-godot-4-8-dev-3/"
    - name: "dev2"
      release_date: "21 July 2026"
      release_notes: "/article/dev-snapshot-godot-4-8-dev-2/"
    - name: "dev1"
      release_date: "6 July 2026"
      release_notes: "/article/dev-snapshot-godot-4-8-dev-1/"

- name: "4.7.2"
  flavor: "stable"
  release_date: "18 August 2026"
  release_notes: "/article/maintenance-release-godot-4-7-2/"
  featured: "4"
  releases:
    - name: "rc1"
      release_date: "3 August 2026"
      release_notes: "/article/release-candidate-godot-4-7-2-rc-1/"

- name: "4.7.1"
  flavor: "stable"
  release_date: "14 July 2026"
  release_notes: "/article/maintenance-release-godot-4-7-1/"
  releases:
    - name: "rc2"
      release_date: "9 July 2026"
      release_notes: "/article/release-candidate-godot-4-7-1-rc-2/"
    - name: "rc1"
      release_date: "1 July 2026"
      release_notes: "/article/release-candidate-godot-4-7-1-rc-1/"

- name: "4.7"
  flavor: "stable"
  release_date: "18 June 2026"
  release_notes: "/article/godot-4-7-lights-camera-action/"
  releases:
    - name: "rc3"
      release_date: "15 June 2026"
      release_notes: "/article/release-candidate-godot-4-7-rc-3/"
    - name: "rc2"
      release_date: "11 June 2026"
      release_notes: "/article/release-candidate-godot-4-7-rc-2/"
    - name: "rc1"
      release_date: "8 June 2026"
      release_notes: "/article/release-candidate-godot-4-7-rc-1/"
    - name: "beta5"
      release_date: "3 June 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-beta-5/"
    - name: "beta4"
      release_date: "29 May 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-beta-4/"
    - name: "beta3"
      release_date: "21 May 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-beta-3/"
    - name: "beta2"
      release_date: "11 May 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-beta-2/"
    - name: "beta1"
      release_date: "24 April 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-beta-1/"
    - name: "dev5"
      release_date: "17 April 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-dev-5/"
    - name: "dev4"
      release_date: "9 April 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-dev-4/"
    - name: "dev3"
      release_date: "26 March 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-dev-3/"
    - name: "dev2"
      release_date: "3 March 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-dev-2/"
    - name: "dev1"
      release_date: "13 February 2026"
      release_notes: "/article/dev-snapshot-godot-4-7-dev-1/"

- name: "4.6.3"
  flavor: "stable"
  release_date: "20 May 2026"
  release_notes: "/article/maintenance-release-godot-4-6-3/"
  releases:
    - name: "rc2"
      release_date: "16 May 2026"
      release_notes: "/article/release-candidate-godot-4-6-3-rc-2/"
    - name: "rc1"
      release_date: "8 May 2026"
      release_notes: "/article/release-candidate-godot-4-6-3-rc-1/"

- name: "4.6.2"
  flavor: "stable"
  release_date: "1 April 2026"
  release_notes: "/article/maintenance-release-godot-4-6-2/"
  releases:
    - name: "rc2"
      release_date: "20 March 2026"
      release_notes: "/article/release-candidate-godot-4-6-2-rc-2/"
    - name: "rc1"
      release_date: "9 March 2026"
      release_notes: "/article/release-candidate-godot-4-6-2-rc-1/"

- name: "4.6.1"
  flavor: "stable"
  release_date: "16 February 2026"
  release_notes: "/article/maintenance-release-godot-4-6-1/"
  releases:
    - name: "rc1"
      release_date: "6 February 2026"
      release_notes: "/article/release-candidate-godot-4-6-1-rc-1/"

- name: "4.6"
  flavor: "stable"
  release_date: "26 January 2026"
  release_notes: "/article/godot-4-6-all-about-your-flow/"
  releases:
    - name: "rc2"
      release_date: "20 January 2026"
      release_notes: "/article/release-candidate-godot-4-6-rc-2/"
    - name: "rc1"
      release_date: "14 January 2026"
      release_notes: "/article/release-candidate-godot-4-6-rc-1/"
    - name: "beta3"
      release_date: "7 January 2026"
      release_notes: "/article/dev-snapshot-godot-4-6-beta-3/"
    - name: "beta2"
      release_date: "19 December 2025"
      release_notes: "/article/dev-snapshot-godot-4-6-beta-2/"
    - name: "beta1"
      release_date: "10 December 2025"
      release_notes: "/article/dev-snapshot-godot-4-6-beta-1/"
    - name: "dev6"
      release_date: "5 December 2025"
      release_notes: "/article/dev-snapshot-godot-4-6-dev-6/"
    - name: "dev5"
      release_date: "1 December 2025"
      release_notes: "/article/dev-snapshot-godot-4-6-dev-5/"
    - name: "dev4"
      release_date: "14 November 2025"
      release_notes: "/article/dev-snapshot-godot-4-6-dev-4/"
    - name: "dev3"
      release_date: "4 November 2025"
      release_notes: "/article/dev-snapshot-godot-4-6-dev-3/"
    - name: "dev2"
      release_date: "20 October 2025"
      release_notes: "/article/dev-snapshot-godot-4-6-dev-2/"
    - name: "dev1"
      release_date: "30 September 2025"
      release_notes: "/article/dev-snapshot-godot-4-6-dev-1/"

- name: "4.5.2"
  flavor: "stable"
  release_date: "19 March 2026"
  release_notes: "/article/maintenance-release-godot-4-5-2/"
  releases:
    - name: "rc1"
      release_date: "23 January 2026"
      release_notes: "/article/release-candidate-godot-4-5-2-rc-1/"

- name: "4.5.1"
  flavor: "stable"
  release_date: "15 October 2025"
  release_notes: "/article/maintenance-release-godot-4-5-1/"
  releases:
    - name: "rc2"
      release_date: "8 October 2025"
      release_notes: "/article/release-candidate-godot-4-5-1-rc-2/"
    - name: "rc1"
      release_date: "2 October 2025"
      release_notes: "/article/release-candidate-godot-4-5-1-rc-1/"

- name: "4.5"
  flavor: "stable"
  release_date: "15 September 2025"
  release_notes: "/article/godot-4-5-making-dreams-accessible/"
  releases:
    - name: "rc2"
      release_date: "10 September 2025"
      release_notes: "/article/release-candidate-godot-4-5-rc-2/"
    - name: "rc1"
      release_date: "5 September 2025"
      release_notes: "/article/release-candidate-godot-4-5-rc-1/"
    - name: "beta7"
      release_date: "29 August 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-beta-7/"
    - name: "beta6"
      release_date: "21 August 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-beta-6/"
    - name: "beta5"
      release_date: "6 August 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-beta-5/"
    - name: "beta4"
      release_date: "29 July 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-beta-4/"
    - name: "beta3"
      release_date: "8 July 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-beta-3/"
    - name: "beta2"
      release_date: "1 July 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-beta-2/"
    - name: "beta1"
      release_date: "18 June 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-beta-1/"
    - name: "dev5"
      release_date: "2 June 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-dev-5/"
    - name: "dev4"
      release_date: "13 May 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-dev-4/"
    - name: "dev3"
      release_date: "25 April 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-dev-3/"
    - name: "dev2"
      release_date: "8 April 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-dev-2/"
    - name: "dev1"
      release_date: "20 March 2025"
      release_notes: "/article/dev-snapshot-godot-4-5-dev-1/"

- name: "4.4.1"
  flavor: "stable"
  release_date: "26 March 2025"
  release_notes: "/article/maintenance-release-godot-4-4-1/"
  releases:
    - name: "rc2"
      release_date: "21 March 2025"
      release_notes: "/article/release-candidate-godot-4-4-1-rc-2/"
    - name: "rc1"
      release_date: "14 March 2025"
      release_notes: "/article/release-candidate-godot-4-4-1-rc-1/"

- name: "4.4"
  flavor: "stable"
  release_date: "3 March 2025"
  release_notes: "/article/godot-4-4-a-unified-experience/"
  releases:
    - name: "rc3"
      release_date: "28 February 2025"
      release_notes: "/article/release-candidate-godot-4-4-rc-3/"
    - name: "rc2"
      release_date: "26 February 2025"
      release_notes: "/article/release-candidate-godot-4-4-rc-2/"
    - name: "rc1"
      release_date: "21 February 2025"
      release_notes: "/article/release-candidate-godot-4-4-rc-1/"
    - name: "beta4"
      release_date: "17 February 2025"
      release_notes: "/article/dev-snapshot-godot-4-4-beta-4/"
    - name: "beta3"
      release_date: "7 February 2025"
      release_notes: "/article/dev-snapshot-godot-4-4-beta-3/"
    - name: "beta2"
      release_date: "29 January 2025"
      release_notes: "/article/dev-snapshot-godot-4-4-beta-2/"
    - name: "beta1"
      release_date: "16 January 2025"
      release_notes: "/article/dev-snapshot-godot-4-4-beta-1/"
    - name: "dev7"
      release_date: "19 December 2024"
      release_notes: "/article/dev-snapshot-godot-4-4-dev-7/"
    - name: "dev6"
      release_date: "5 December 2024"
      release_notes: "/article/dev-snapshot-godot-4-4-dev-6/"
    - name: "dev5"
      release_date: "21 November 2024"
      release_notes: "/article/dev-snapshot-godot-4-4-dev-5/"
    - name: "dev4"
      release_date: "8 November 2024"
      release_notes: "/article/dev-snapshot-godot-4-4-dev-4/"
    - name: "dev3"
      release_date: "3 October 2024"
      release_notes: "/article/dev-snapshot-godot-4-4-dev-3/"
    - name: "dev2"
      release_date: "10 September 2024"
      release_notes: "/article/dev-snapshot-godot-4-4-dev-2/"
    - name: "dev1"
      release_date: "26 August 2024"
      release_notes: "/article/dev-snapshot-godot-4-4-dev-1/"

- name: "4.3"
  flavor: "stable"
  release_date: "15 August 2024"
  release_notes: "/article/godot-4-3-a-shared-effort/"
  releases:
    - name: "rc3"
      release_date: "8 August 2024"
      release_notes: "/article/release-candidate-godot-4-3-rc-3/"
    - name: "rc2"
      release_date: "1 August 2024"
      release_notes: "/article/release-candidate-godot-4-3-rc-2/"
    - name: "rc1"
      release_date: "25 July 2024"
      release_notes: "/article/release-candidate-godot-4-3-rc-1/"
    - name: "beta3"
      release_date: "9 July 2024"
      release_notes: "/article/dev-snapshot-godot-4-3-beta-3/"
    - name: "beta2"
      release_date: "20 June 2024"
      release_notes: "/article/dev-snapshot-godot-4-3-beta-2/"
    - name: "beta1"
      release_date: "31 May 2024"
      release_notes: "/article/dev-snapshot-godot-4-3-beta-1/"
    - name: "dev6"
      release_date: "1 May 2024"
      release_notes: "/article/dev-snapshot-godot-4-3-dev-6/"
    - name: "dev5"
      release_date: "15 March 2024"
      release_notes: "/article/dev-snapshot-godot-4-3-dev-5/"
    - name: "dev4"
      release_date: "29 February 2024"
      release_notes: "/article/dev-snapshot-godot-4-3-dev-4/"
    - name: "dev3"
      release_date: "8 February 2024"
      release_notes: "/article/dev-snapshot-godot-4-3-dev-3/"
    - name: "dev2"
      release_date: "11 January 2024"
      release_notes: "/article/dev-snapshot-godot-4-3-dev-2/"
    - name: "dev1"
      release_date: "21 December 2023"
      release_notes: "/article/dev-snapshot-godot-4-3-dev-1/"

- name: "4.2.2"
  flavor: "stable"
  release_date: "17 April 2024"
  release_notes: "/article/maintenance-release-godot-4-2-2-and-4-1-4/"
  releases:
    - name: "rc3"
      release_date: "12 April 2024"
      release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-3/"
    - name: "rc2"
      release_date: "15 March 2024"
      release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/"
    - name: "rc1"
      release_date: "26 January 2024"
      release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/"

- name: "4.2.1"
  flavor: "stable"
  release_date: "12 December 2023"
  release_notes: "/article/maintenance-release-godot-4-2-1/"
  releases:
    - name: "rc1"
      release_date: "8 December 2023"
      release_notes: "/article/release-candidate-godot-4-2-1-rc-1/"

- name: "4.2"
  flavor: "stable"
  release_date: "30 November 2023"
  release_notes: "/article/godot-4-2-arrives-in-style/"
  releases:
    - name: "rc2"
      release_date: "24 November 2023"
      release_notes: "/article/release-candidate-godot-4-2-rc-2/"
    - name: "rc1"
      release_date: "17 November 2023"
      release_notes: "/article/release-candidate-godot-4-2-rc-1/"
    - name: "beta6"
      release_date: "13 November 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-beta-6/"
    - name: "beta5"
      release_date: "7 November 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-beta-5/"
    - name: "beta4"
      release_date: "31 October 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-beta-4/"
    - name: "beta3"
      release_date: "24 October 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-beta-3/"
    - name: "beta2"
      release_date: "19 October 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-beta-2/"
    - name: "beta1"
      release_date: "12 October 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-beta-1/"
    - name: "dev6"
      release_date: "3 October 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-dev-6/"
    - name: "dev5"
      release_date: "19 September 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-dev-5/"
    - name: "dev4"
      release_date: "5 September 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-dev-4/"
    - name: "dev3"
      release_date: "11 August 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-dev-3/"
    - name: "dev2"
      release_date: "28 July 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-dev-2/"
    - name: "dev1"
      release_date: "19 July 2023"
      release_notes: "/article/dev-snapshot-godot-4-2-dev-1/"

- name: "4.1.4"
  flavor: "stable"
  release_date: "17 April 2024"
  release_notes: "/article/maintenance-release-godot-4-2-2-and-4-1-4/"
  releases:
    - name: "rc3"
      release_date: "12 April 2024"
      release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-3/"
    - name: "rc2"
      release_date: "15 March 2024"
      release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/"
    - name: "rc1"
      release_date: "26 January 2024"
      release_notes: "/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/"

- name: "4.1.3"
  flavor: "stable"
  release_date: "1 November 2023"
  release_notes: "/article/maintenance-release-godot-4-1-3/"
  releases:
    - name: "rc1"
      release_date: "27 October 2023"
      release_notes: "/article/release-candidate-godot-4-1-3-rc-1/"

- name: "4.1.2"
  flavor: "stable"
  release_date: "4 October 2023"
  release_notes: "/article/maintenance-release-godot-4-1-2/"
  releases:
    - name: "rc1"
      release_date: "22 September 2023"
      release_notes: "/article/release-candidate-godot-4-1-2-rc-1/"

- name: "4.1.1"
  flavor: "stable"
  release_date: "17 July 2023"
  release_notes: "/article/maintenance-release-godot-4-1-1/"
  releases:
    - name: "rc1"
      release_date: "12 July 2023"
      release_notes: "/article/release-candidate-godot-4-1-1-rc-1/"

- name: "4.1"
  flavor: "stable"
  release_date: "6 July 2023"
  release_notes: "/article/godot-4-1-is-here/"
  releases:
    - name: "rc3"
      release_date: "4 July 2023"
      release_notes: "/article/release-candidate-godot-4-1-rc-3/"
    - name: "rc2"
      release_date: "30 June 2023"
      release_notes: "/article/release-candidate-godot-4-1-rc-2/"
    - name: "rc1"
      release_date: "27 June 2023"
      release_notes: "/article/release-candidate-godot-4-1-rc-1/"
    - name: "beta3"
      release_date: "21 June 2023"
      release_notes: "/article/dev-snapshot-godot-4-1-beta-3/"
    - name: "beta2"
      release_date: "14 June 2023"
      release_notes: "/article/dev-snapshot-godot-4-1-beta-2/"
    - name: "beta1"
      release_date: "8 June 2023"
      release_notes: "/article/dev-snapshot-godot-4-1-beta-1/"
    - name: "dev4"
      release_date: "1 June 2023"
      release_notes: "/article/dev-snapshot-godot-4-1-dev-4/"
    - name: "dev3"
      release_date: "25 May 2023"
      release_notes: "/article/dev-snapshot-godot-4-1-dev-3/"
    - name: "dev2"
      release_date: "09 May 2023"
      release_notes: "/article/dev-snapshot-godot-4-1-dev-2/"
    - name: "dev1"
      release_date: "21 April 2023"
      release_notes: "/article/dev-snapshot-godot-4-1-dev-1/"

- name: "4.0.4"
  flavor: "stable"
  release_date: "3 August 2023"
  release_notes: "/article/maintenance-release-godot-4-0-4/"
  releases:
    - name: "rc1"
      release_date: "21 July 2023"
      release_notes: "/article/release-candidate-godot-4-0-4-rc-1/"

- name: "4.0.3"
  flavor: "stable"
  release_date: "19 May 2023"
  release_notes: "/article/maintenance-release-godot-4-0-3/"
  releases:
    - name: "rc2"
      release_date: "12 May 2023"
      release_notes: "/article/release-candidate-godot-4-0-3-rc-2/"
    - name: "rc1"
      release_date: "27 April 2023"
      release_notes: "/article/release-candidate-godot-4-0-3-rc-1/"

- name: "4.0.2"
  flavor: "stable"
  release_date: "4 April 2023"
  release_notes: "/article/maintenance-release-godot-4-0-2/"
  releases:
    - name: "rc1"
      release_date: "31 March 2023"
      release_notes: "/article/release-candidate-godot-4-0-2-rc-1/"

- name: "4.0.1"
  flavor: "stable"
  release_date: "20 March 2023"
  release_notes: "/article/maintenance-release-godot-4-0-1/"
  releases:
    - name: "rc2"
      release_date: "17 March 2023"
      release_notes: "/article/release-candidate-godot-4-0-1-rc-2/"
    - name: "rc1"
      release_date: "15 March 2023"
      release_notes: "/article/release-candidate-godot-4-0-1-rc-1/"

- name: "4.0"
  flavor: "stable"
  release_date: "1 March 2023"
  release_notes: "/article/godot-4-0-sets-sail/"
  releases:
    - name: "rc6"
      release_date: "27 February 2023"
      release_notes: "/article/release-candidate-godot-4-0-rc-6/"
    - name: "rc5"
      release_date: "24 February 2023"
      release_notes: "/article/release-candidate-godot-4-0-rc-5/"
    - name: "rc4"
      release_date: "23 February 2023"
      release_notes: "/article/release-candidate-godot-4-0-rc-4/"
    - name: "rc3"
      release_date: "21 February 2023"
      release_notes: "/article/release-candidate-godot-4-0-rc-3/"
    - name: "rc2"
      release_date: "14 February 2023"
      release_notes: "/article/release-candidate-godot-4-0-rc-2/"
    - name: "rc1"
      release_date: "8 February 2023"
      release_notes: "/article/release-candidate-godot-4-0-rc-1/"
    - name: "beta17"
      release_date: "1 February 2023"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-17/"
    - name: "beta16"
      release_date: "27 January 2023"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-16/"
    - name: "beta15"
      release_date: "25 January 2023"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-15/"
    - name: "beta14"
      release_date: "20 January 2023"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-14/"
    - name: "beta13"
      release_date: "17 January 2023"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-13/"
    - name: "beta12"
      release_date: "13 January 2023"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-12/"
    - name: "beta11"
      release_date: "10 January 2023"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-11/"
    - name: "beta10"
      release_date: "23 December 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-10/"
    - name: "beta9"
      release_date: "19 December 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-9/"
    - name: "beta8"
      release_date: "9 December 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-8/"
    - name: "beta7"
      release_date: "1 December 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-7/"
    - name: "beta6"
      release_date: "23 November 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-6/"
    - name: "beta5"
      release_date: "16 November 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-5/"
    - name: "beta4"
      release_date: "4 November 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-4/"
    - name: "beta3"
      release_date: "14 October 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-3/"
    - name: "beta2"
      release_date: "29 September 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-2/"
    - name: "beta1"
      release_date: "15 September 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-beta-1/"
    - name: "alpha17"
      release_date: "13 September 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-17/"
    - name: "alpha16"
      release_date: "7 September 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-16/"
    - name: "alpha15"
      release_date: "30 August 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-15/"
    - name: "alpha14"
      release_date: "11 August 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-14/"
    - name: "alpha13"
      release_date: "28 July 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-13/"
    - name: "alpha12"
      release_date: "14 July 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-12/"
    - name: "alpha11"
      release_date: "1 July 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-11/"
    - name: "alpha10"
      release_date: "15 June 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-10/"
    - name: "alpha9"
      release_date: "2 June 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-9/"
    - name: "alpha8"
      release_date: "12 May 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-8/"
    - name: "alpha7"
      release_date: "28 April 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-7/"
    - name: "alpha6"
      release_date: "6 April 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-6/"
    - name: "alpha5"
      release_date: "24 March 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-5/"
    - name: "alpha4"
      release_date: "8 March 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-4/"
    - name: "alpha3"
      release_date: "22 February 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-3/"
    - name: "alpha2"
      release_date: "9 February 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-2/"
    - name: "alpha1"
      release_date: "24 January 2022"
      release_notes: "/article/dev-snapshot-godot-4-0-alpha-1/"

- name: "3.7"
  flavor: "dev1"
  release_date: "13 November 2025"
  release_notes: "/article/dev-snapshot-godot-3-7-dev-1/"

- name: "3.6.3"
  flavor: "stable"
  release_date: "22 August 2026"
  release_notes: "/article/maintenance-release-godot-3-6-3/"
  featured: "3"

- name: "3.6.2"
  flavor: "stable"
  release_date: "23 June 2025"
  release_notes: "/article/maintenance-release-godot-3-6-2/"

- name: "3.6.1"
  flavor: "stable"
  release_date: "6 June 2025"
  release_notes: "/article/maintenance-release-godot-3-6-1/"

- name: "3.6"
  flavor: "stable"
  release_date: "9 September 2024"
  release_notes: "/article/godot-3-6-finally-released/"
  releases:
    - name: "rc1"
      release_date: "9 July 2024"
      release_notes: "/article/release-candidate-godot-3-6-rc-1/"
    - name: "beta5"
      release_date: "13 May 2024"
      release_notes: "/article/dev-snapshot-godot-3-6-beta-5/"
    - name: "beta4"
      release_date: "25 January 2024"
      release_notes: "/article/dev-snapshot-godot-3-6-beta-4/"
    - name: "beta3"
      release_date: "16 August 2023"
      release_notes: "/article/dev-snapshot-godot-3-6-beta-3/"
    - name: "beta2"
      release_date: "25 May 2023"
      release_notes: "/article/dev-snapshot-godot-3-6-beta-2/"
    - name: "beta1"
      release_date: "13 April 2023"
      release_notes: "/article/dev-snapshot-godot-3-6-beta-1/"

- name: "3.5.3"
  flavor: "stable"
  release_date: "25 September 2023"
  release_notes: "/article/maintenance-release-godot-3-5-3/"
  releases:
    - name: "rc1"
      release_date: "8 September 2023"
      release_notes: "/article/release-candidate-godot-3-5-3-rc-1/"

- name: "3.5.2"
  flavor: "stable"
  release_date: "7 March 2023"
  release_notes: "/article/maintenance-release-godot-3-5-2/"
  releases:
    - name: "rc2"
      release_date: "12 January 2023"
      release_notes: "/article/release-candidate-godot-3-5-2-rc-2/"
    - name: "rc1"
      release_date: "15 December 2022"
      release_notes: "/article/release-candidate-godot-3-5-2-rc-1/"

- name: "3.5.1"
  flavor: "stable"
  release_date: "28 September 2022"
  release_notes: "/article/maintenance-release-godot-3-5-1/"
  releases:
    - name: "rc2"
      release_date: "21 September 2022"
      release_notes: "/article/release-candidate-godot-3-5-1-rc-2/"
    - name: "rc1"
      release_date: "2 September 2022"
      release_notes: "/article/release-candidate-godot-3-5-1-rc-1/"

- name: "3.5"
  flavor: "stable"
  release_date: "5 August 2022"
  release_notes: "/article/godot-3-5-cant-stop-wont-stop/"
  releases:
    - name: "rc8"
      release_date: "28 July 2022"
      release_notes: "/article/release-candidate-godot-3-5-rc-8/"
    - name: "rc7"
      release_date: "22 July 2022"
      release_notes: "/article/release-candidate-godot-3-5-rc-7/"
    - name: "rc6"
      release_date: "8 July 2022"
      release_notes: "/article/release-candidate-godot-3-5-rc-6/"
    - name: "rc5"
      release_date: "27 June 2022"
      release_notes: "/article/release-candidate-godot-3-5-rc-5/"
    - name: "rc4"
      release_date: "17 June 2022"
      release_notes: "/article/release-candidate-godot-3-5-rc-4/"
    - name: "rc3"
      release_date: "1 June 2022"
      release_notes: "/article/release-candidate-godot-3-5-rc-3/"
    - name: "rc2"
      release_date: "24 May 2022"
      release_notes: "/article/release-candidate-3-5-rc-2/"
    - name: "rc1"
      release_date: "18 May 2022"
      release_notes: "/article/release-candidate-godot-3-5-rc-1/"
    - name: "beta5"
      release_date: "3 May 2022"
      release_notes: "/article/dev-snapshot-godot-3-5-beta-5/"
    - name: "beta4"
      release_date: "16 April 2022"
      release_notes: "/article/dev-snapshot-godot-3-5-beta-4/"
    - name: "beta3"
      release_date: "30 March 2022"
      release_notes: "/article/dev-snapshot-godot-3-5-beta-3/"
    - name: "beta2"
      release_date: "15 March 2022"
      release_notes: "/article/dev-snapshot-godot-3-5-beta-2/"
    - name: "beta1"
      release_date: "13 January 2022"
      release_notes: "/article/dev-snapshot-godot-3-5-beta-1/"

- name: "3.4.5"
  flavor: "stable"
  release_date: "2 August 2022"
  release_notes: "/article/maintenance-release-godot-3-4-5/"
  releases:
    - name: "rc1"
      release_date: "20 July 2022"
      release_notes: "/article/release-candidate-godot-3-4-5-rc-1/"

- name: "3.4.4"
  flavor: "stable"
  release_date: "23 March 2022"
  release_notes: "/article/maintenance-release-godot-3-4-4/"
  releases:
    - name: "rc2"
      release_date: "16 March 2022"
      release_notes: "/article/release-candidate-godot-3-4-4-rc-2/"
    - name: "rc1"
      release_date: "8 March 2022"
      release_notes: "/article/release-candidate-godot-3-4-4-rc-1/"

- name: "3.4.3"
  flavor: "stable"
  release_date: "25 February 2022"
  release_notes: "/article/maintenance-release-godot-3-4-3/"
  releases:
    - name: "rc2"
      release_date: "17 February 2022"
      release_notes: "/article/release-candidate-godot-3-4-3-rc-2/"
    - name: "rc1"
      release_date: "3 February 2022"
      release_notes: "/article/release-candidate-godot-3-4-3-rc-1/"

- name: "3.4.2"
  flavor: "stable"
  release_date: "22 December 2021"
  release_notes: "/article/maintenance-release-godot-3-4-2/"

- name: "3.4.1"
  flavor: "stable"
  release_date: "17 December 2021"
  release_notes: "/article/maintenance-release-godot-3-4-1/"
  releases:
    - name: "rc3"
      release_date: "15 December 2021"
      release_notes: "/article/release-candidate-godot-3-4-1-rc-3/"
    - name: "rc2"
      release_date: "8 December 2021"
      release_notes: "/article/release-candidate-godot-3-4-1-rc-2/"
    - name: "rc1"
      release_date: "26 November 2021"
      release_notes: "/article/release-candidate-godot-3-4-1-rc-1/"

- name: "3.4"
  flavor: "stable"
  release_date: "6 November 2021"
  release_notes: "/article/godot-3-4-is-released/"
  releases:
    - name: "rc3"
      release_date: "2 November 2021"
      release_notes: "/article/release-candidate-godot-3-4-rc-3/"
    - name: "rc2"
      release_date: "27 October 2021"
      release_notes: "/article/release-candidate-godot-3-4-rc-2/"
    - name: "rc1"
      release_date: "19 October 2021"
      release_notes: "/article/release-candidate-godot-3-4-rc-1/"
    - name: "beta6"
      release_date: "6 October 2021"
      release_notes: "/article/dev-snapshot-godot-3-4-beta-6/"
    - name: "beta5"
      release_date: "22 September 2021"
      release_notes: "/article/dev-snapshot-godot-3-4-beta-5/"
    - name: "beta4"
      release_date: "19 August 2021"
      release_notes: "/article/dev-snapshot-godot-3-4-beta-4/"
    - name: "beta3"
      release_date: "6 August 2021"
      release_notes: "/article/dev-snapshot-godot-3-4-beta-3/"
    - name: "beta2"
      release_date: "27 July 2021"
      release_notes: "/article/dev-snapshot-godot-3-4-beta-2/"
    - name: "beta1"
      release_date: "27 July 2021"
      release_notes: "/article/dev-snapshot-godot-3-4-beta-2/"

- name: "3.3.4"
  flavor: "stable"
  release_date: "1 October 2021"
  release_notes: "/article/maintenance-release-godot-3-3-4/"
  releases:
    - name: "rc1"
      release_date: "29 September 2021"
      release_notes: "/article/release-candidate-godot-3-3-4-rc-1/"

- name: "3.3.3"
  flavor: "stable"
  release_date: "19 August 2021"
  release_notes: "/article/maintenance-release-godot-3-3-3/"
  releases:
    - name: "rc2"
      release_date: "16 August 2021"
      release_notes: "/article/release-candidate-godot-3-3-3-rc-2/"
    - name: "rc1"
      release_date: "4 August 2021"
      release_notes: "/article/release-candidate-godot-3-3-3-rc-1/"

- name: "3.3.2"
  flavor: "stable"
  release_date: "24 May 2021"
  release_notes: "/article/maintenance-release-godot-3-3-2/"

- name: "3.3.1"
  flavor: "stable"
  release_date: "18 May 2021"
  release_notes: "/article/maintenance-release-godot-3-3-1/"
  releases:
    - name: "rc2"
      release_date: "15 May 2021"
      release_notes: "/article/release-candidate-godot-3-3-1-rc-2/"
    - name: "rc1"
      release_date: "10 May 2021"
      release_notes: "/article/release-candidate-godot-3-3-1-rc-1/"

- name: "3.3"
  flavor: "stable"
  release_date: "22 April 2021"
  release_notes: "/article/godot-3-3-has-arrived/"
  releases:
    - name: "rc9"
      release_date: "14 April 2021"
      release_notes: "/article/release-candidate-godot-3-3-rc-9/"
    - name: "rc8"
      release_date: "7 April 2021"
      release_notes: "/article/release-candidate-godot-3-3-rc-8/"
    - name: "rc7"
      release_date: "30 March 2021"
      release_notes: "/article/release-candidate-godot-3-3-rc-7/"
    - name: "rc6"
      release_date: "19 March 2021"
      release_notes: "/article/release-candidate-godot-3-3-rc-6/"
    - name: "rc5"
      release_date: "13 March 2021"
      release_notes: "/article/release-candidate-godot-3-2-4-rc-5/"
      release_version: "3.2.4"
    - name: "rc4"
      release_date: "9 March 2021"
      release_notes: "/article/release-candidate-godot-3-2-4-rc-4/"
      release_version: "3.2.4"
    - name: "rc3"
      release_date: "23 February 2021"
      release_notes: "/article/release-candidate-godot-3-2-4-rc-3/"
      release_version: "3.2.4"
    - name: "rc2"
      release_date: "12 February 2021"
      release_notes: "/article/release-candidate-godot-3-2-4-rc-2/"
      release_version: "3.2.4"
    - name: "rc1"
      release_date: "28 January 2021"
      release_notes: "/article/release-candidate-godot-3-2-4-rc-1/"
      release_version: "3.2.4"
    - name: "beta6"
      release_date: "16 January 2021"
      release_notes: "/article/dev-snapshot-godot-3-2-4-beta-6/"
      release_version: "3.2.4"
    - name: "beta5"
      release_date: "7 January 2021"
      release_notes: "/article/dev-snapshot-godot-3-2-4-beta-5/"
      release_version: "3.2.4"
    - name: "beta4"
      release_date: "11 December 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-4-beta-4/"
      release_version: "3.2.4"
    - name: "beta3"
      release_date: "27 November 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-4-beta-3/"
      release_version: "3.2.4"
    - name: "beta2"
      release_date: "18 November 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-4-beta-2/"
      release_version: "3.2.4"
    - name: "beta1"
      release_date: "21 October 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-4-beta-1/"
      release_version: "3.2.4"

- name: "3.2.3"
  flavor: "stable"
  release_date: "17 September 2020"
  release_notes: "/article/maintenance-release-godot-3-2-3/"
  releases:
    - name: "rc6"
      release_date: "9 September 2020"
      release_notes: "/article/release-candidate-godot-3-2-3-rc-6/"
    - name: "rc5"
      release_date: "2 September 2020"
      release_notes: "/article/release-candidate-godot-3-2-3-rc-5/"
    - name: "rc4"
      release_date: "21 August 2020"
      release_notes: "/article/release-candidate-godot-3-2-3-rc-4/"
    - name: "rc3"
      release_date: "31 July 2020"
      release_notes: "/article/release-candidate-3-2-3-rc-3/"
    - name: "rc2"
      release_date: "28 July 2020"
      release_notes: "/article/release-candidate-godot-3-2-3-rc-2/"
    - name: "rc1"
      release_date: "24 July 2020"
      release_notes: "/article/release-candidate-godot-3-2-3-rc-1/"
    - name: "beta1"
      release_date: "20 July 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-3-beta-1/"

- name: "3.2.2"
  flavor: "stable"
  release_date: "26 June 2020"
  release_notes: "/article/maintenance-release-godot-3-2-2/"
  releases:
    - name: "rc4"
      release_date: "25 June 2020"
      release_notes: "/article/release-candidate-godot-3-2-2-rc-4/"
    - name: "rc3"
      release_date: "22 June 2020"
      release_notes: "/article/release-candidate-godot-3-2-2-rc-3/"
    - name: "rc2"
      release_date: "18 June 2020"
      release_notes: "/article/release-candidate-godot-3-2-2-rc-2/"
    - name: "rc1"
      release_date: "12 June 2020"
      release_notes: "/article/release-candidate-godot-3-2-2-rc-1/"
    - name: "beta4"
      release_date: "5 June 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-2-beta-4/"
    - name: "beta3"
      release_date: "22 May 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-2-beta-3/"
    - name: "beta2"
      release_date: "7 May 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-2-beta-2/"
    - name: "beta1"
      release_date: "19 April 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-2-beta-1/"

- name: "3.2.1"
  flavor: "stable"
  release_date: "10 March 2020"
  release_notes: "/article/maintenance-release-godot-3-2-1/"
  releases:
    - name: "rc2"
      release_date: "5 March 2020"
      release_notes: "/article/release-candidate-godot-3-2-1-rc-2/"
    - name: "rc1"
      release_date: "22 February 2020"
      release_notes: "/article/release-candidate-godot-3-2-1-rc-1/"

- name: "3.2"
  flavor: "stable"
  release_date: "29 January 2020"
  release_notes: "/article/here-comes-godot-3-2/"
  releases:
    - name: "rc4"
      release_date: "27 January 2020"
      release_notes: "/article/release-candidate-3-2-rc-4/"
    - name: "rc3"
      release_date: "24 January 2020"
      release_notes: "/article/release-candidate-godot-3-2-rc-3/"
    - name: "rc2"
      release_date: "20 January 2020"
      release_notes: "/article/release-candidate-godot-3-2-rc-2/"
    - name: "rc1"
      release_date: "17 January 2020"
      release_notes: "/article/release-candidate-godot-3-2-rc-1/"
    - name: "beta6"
      release_date: "11 January 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-beta-6/"
    - name: "beta5"
      release_date: "3 January 2020"
      release_notes: "/article/dev-snapshot-godot-3-2-beta-5/"
    - name: "beta4"
      release_date: "18 December 2019"
      release_notes: "/article/dev-snapshot-godot-3-2-beta-4/"
    - name: "beta3"
      release_date: "4 December 2019"
      release_notes: "/article/dev-snapshot-godot-3-2-beta-3/"
    - name: "beta2"
      release_date: "22 November 2019"
      release_notes: "/article/dev-snapshot-godot-3-2-beta-2/"
    - name: "beta1"
      release_date: "6 November 2019"
      release_notes: "/article/dev-snapshot-godot-3-2-beta-1/"
    - name: "alpha3"
      release_date: "24 October 2019"
      release_notes: "/article/dev-snapshot-godot-3-2-alpha-3/"
    - name: "alpha2"
      release_date: "11 October 2019"
      release_notes: "/article/dev-snapshot-godot-3-2-alpha-2/"
    - name: "alpha1"
      release_date: "6 October 2019"
      release_notes: "/article/dev-snapshot-godot-3-2-alpha-1/"
    - name: "alpha0-unofficial"
      release_date: "21 September 2019"
      release_notes: ""

- name: "3.1.2"
  flavor: "stable"
  release_date: "30 November 2019"
  release_notes: "/article/maintenance-release-godot-3-1-2/"
  releases:
    - name: "rc1"
      release_date: "13 November 2019"
      release_notes: "/article/release-candidate-godot-3-1-2-rc-1/"

- name: "3.1.1"
  flavor: "stable"
  release_date: "27 April 2019"
  release_notes: "/article/maintenance-release-godot-3-1-1/"
  releases:
    - name: "rc1"
      release_date: "23 April 2019"
      release_notes: "/article/release-candidate-godot-3-1-1-rc-1/"

- name: "3.1"
  flavor: "stable"
  release_date: "13 March 2019"
  release_notes: "/article/godot-3-1-released/"
  releases:
    - name: "rc3"
      release_date: "12 March 2019"
      release_notes: "/article/release-candidate-godot-3-1-rc-3/"
    - name: "rc2"
      release_date: "11 March 2019"
      release_notes: "/article/release-candidate-godot-3-1-rc-2/"
    - name: "rc1"
      release_date: "8 March 2019"
      release_notes: "/article/release-candidate-godot-3-1-rc-1/"
    - name: "beta11"
      release_date: "5 March 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-11/"
    - name: "beta10"
      release_date: "2 March 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-10/"
    - name: "beta9"
      release_date: "28 February 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-9/"
    - name: "beta8"
      release_date: "26 February 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-8/"
    - name: "beta7"
      release_date: "24 February 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-7/"
    - name: "beta6"
      release_date: "22 February 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-6/"
    - name: "beta5"
      release_date: "17 February 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-5/"
    - name: "beta4"
      release_date: "12 February 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-4/"
    - name: "beta3"
      release_date: "27 January 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-3/"
    - name: "beta2"
      release_date: "18 January 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-2/"
    - name: "beta1"
      release_date: "8 January 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-beta-1/"
    - name: "alpha5"
      release_date: "2 January 2019"
      release_notes: "/article/dev-snapshot-godot-3-1-alpha-5/"
    - name: "alpha4"
      release_date: "22 December 2018"
      release_notes: "/article/dev-snapshot-godot-3-1-alpha-4/"
    - name: "alpha3"
      release_date: "12 December 2018"
      release_notes: "/article/dev-snapshot-godot-3-1-alpha-3/"
    - name: "alpha2"
      release_date: "2 November 2018"
      release_notes: "/article/dev-snapshot-godot-3-1-alpha-2/"
    - name: "alpha1"
      release_date: "31 August 2018"
      release_notes: "/article/dev-snapshot-godot-3-1-alpha-1/"

- name: "3.0.6"
  flavor: "stable"
  release_date: "29 July 2018"
  release_notes: "/article/maintenance-release-godot-3-0-6/"

- name: "3.0.5"
  flavor: "stable"
  release_date: "8 July 2018"
  release_notes: "/article/maintenance-release-godot-3-0-5/"

- name: "3.0.4"
  flavor: "stable"
  release_date: "22 June 2018"
  release_notes: "/article/maintenance-release-godot-3-0-4/"

- name: "3.0.3"
  flavor: "stable"
  release_date: "13 June 2018"
  release_notes: "/article/maintenance-release-godot-3-0-3/"
  releases:
    - name: "rc3"
      release_date: "2 June 2018"
      release_notes: "/article/dev-snapshot-godot-3-0-3-rc-3/"
    - name: "rc2"
      release_date: "14 May 2018"
      release_notes: "/article/dev-snapshot-godot-3-0-3-rc-2/"
    - name: "rc1"
      release_date: "3 May 2018"
      release_notes: "/article/dev-snapshot-godot-3-0-3-rc-1/"

- name: "3.0.2"
  flavor: "stable"
  release_date: "4 March 2018"
  release_notes: "/article/maintenance-release-godot-302/"

- name: "3.0.1"
  flavor: "stable"
  release_date: "25 February 2018"
  release_notes: "/article/maintenance-release-godot-3-0-1/"
  releases:
    - name: "rc1"
      release_date: "23 February 2018"
      release_notes: "/article/dev-snapshot-godot-3-0-1-rc1/"

- name: "3.0"
  flavor: "stable"
  release_date: "29 January 2018"
  release_notes: "/article/godot-3-0-released/"
  releases:
    - name: "rc3"
      release_date: "24 January 2018"
      release_notes: "/article/dev-snapshot-godot-3-0-rc-3/"
    - name: "rc2"
      release_date: "20 January 2018"
      release_notes: "/article/dev-snapshot-godot-3-0-rc-2/"
    - name: "rc1"
      release_date: "14 January 2018"
      release_notes: "/article/dev-snapshot-godot-3-0-rc-1/"
    - name: "beta2"
      release_date: "21 December 2017"
      release_notes: "/article/dev-snapshot-godot-3-0-beta-2/"
    - name: "beta1"
      release_date: "30 November 2017"
      release_notes: "/article/dev-snapshot-godot-3-0-beta-1/"
    - name: "alpha2"
      release_date: "31 October 2017"
      release_notes: "/article/dev-snapshot-godot-3-0-alpha-2/"
    - name: "alpha1"
      release_date: "26 July 2017"
      release_notes: "/article/dev-snapshot-godot-3-0-alpha-1/"

- name: "2.1.6"
  flavor: "stable"
  release_date: "11 July 2019"
  release_notes: "/article/maintenance-release-godot-2-1-6/"
  releases:
    - name: "rc1"
      release_date: "4 June 2019"
      release_notes: "/article/dev-snapshot-godot-2-1-6-rc-1/"

- name: "2.1.5"
  flavor: "stable"
  release_date: "29 July 2018"
  release_notes: "/article/maintenance-release-godot-2-1-5/"

- name: "2.1.4"
  flavor: "stable"
  release_date: "30 August 2017"
  release_notes: "/article/maintenance-release-godot-2-1-4/"

- name: "2.1.3"
  flavor: "stable"
  release_date: "12 April 2017"
  release_notes: "/article/maintenance-release-godot-2-1-3/"

- name: "2.1.2"
  flavor: "stable"
  release_date: "21 January 2017"
  release_notes: "/article/maintenance-release-godot-2-1-2/"

- name: "2.1.1"
  flavor: "stable"
  release_date: "17 November 2016"
  release_notes: "/article/maintenance-release-godot-2-1-1/"

- name: "2.1"
  flavor: "stable"
  release_date: "9 August 2016"
  release_notes: "/article/godot-reaches-2-1-stable/"

- name: "2.0.4.1"
  flavor: "stable"
  release_date: "10 July 2016"
  release_notes: "/article/maintenance-release-godot-2-0-4/"

- name: "2.0.4"
  flavor: "stable"
  release_date: "9 July 2016"
  release_notes: "/article/maintenance-release-godot-2-0-4/"

- name: "2.0.3"
  flavor: "stable"
  release_date: "13 May 2016"
  release_notes: "/article/maintenance-release-godot-2-0-3/"

- name: "2.0.2"
  flavor: "stable"
  release_date: "8 April 2016"
  release_notes: "/article/maintenance-release-godot-2-0-2/"

- name: "2.0.1"
  flavor: "stable"
  release_date: "7 March 2016"
  release_notes: "/article/updates-on-the-release-cycle-and-godot-2-0-1/"

- name: "2.0"
  flavor: "stable"
  release_date: "23 February 2016"
  release_notes: "/article/godot-engine-reaches-2-0-stable/"

- name: "1.1"
  flavor: "stable"
  release_date: "21 May 2015"
  release_notes: "/article/godot-1-1-out/"

- name: "1.0"
  flavor: "stable"
  release_date: "15 December 2014"
  release_notes: "/article/godot-engine-reaches-1-0/"

---

## File: _data/release_4_6/features.yml

new_theme:
  title: Fresh look, fresh focus
  subtitle: 'New editor theme: “Modern”'
  text: |
    Since its launch last year, "Godot Minimal Theme" has quickly become a fan favorite with its clean lines, reduced clutter, and contemporary feel. It was time to integrate it and make it official!

    You can now choose between the older "Classic" theme and the newer "Modern" theme, with the "Modern" theme enabled by default in Godot 4.6.

    The new theme, which will continue to mature with user feedback, brings you subtle contrast adjustments and improved readability and spacing between UI elements. Many testers have found it helps reduce competition on focus and gives center-stage to the viewport where your game lives.

    The new grayscale allows you to do color-sensitive work on your game without the blue tint altering your perception.

    Time for a test drive! Give your eyes some time to get used to the new look before you can start to notice its impact. If you still prefer the classic theme, you can easily switch back in the editor settings. Learn more in [this article by GDQuest](https://gdquest.com/library/godot_4_6_workflow_changes#the-godot-editor).

  read_more: https://github.com/godotengine/godot/pull/111118
  contributors:
  - name: passivestar
    link: https://github.com/passivestar
  - name: Michael Alexsander
    link: https://github.com/YeldhamDev
  media_author:
    name: passivestar
    link: https://github.com/passivestar
  media: new_theme.webp

jolt_default:
  title: We put a bolt on Jolt
  subtitle: Jolt Physics by default
  text: |
    Remember when we integrated Jolt Physics as an experimental option in 4.4? Since then, many of you have tested it in real projects, and it has proven itself ready for production. So here it comes!

    Jolt is without a doubt a fantastic standalone physics engine. It's fast, stable, and it's no surprise it powers AAA games like Hideo Kojima's Death Stranding 2. We've built a tight, high-quality integration that brings all of Jolt's power directly into the engine. With this release, we're confident enough to remove the experimental label and make Jolt the default physics engine for all new 3D projects.

    Existing projects aren't affected: your current physics settings stay exactly as they are. Only new projects use Jolt by default. You can manually change the physics engine by going to the project settings.
  read_more: https://github.com/godotengine/godot/pull/105737
  contributors:
  - name: Mikael Hermansson
    link: https://github.com/mihe
  - name: Jorrit Rouwe
    link: https://github.com/jrouwe
  media_author:
    name: Tibo
    link: https://gotibo.fr/
  media: jolt_preview.webm
  poster: jolt_preview.webp

new_ik:
  title: B-B-B-B Back to the bone
  subtitle: Brand new IK framework
  text: |
    It's time to pull some bone chains again! Animators and gameplay programmers among us will be thrilled to know inverse kinematics (IK) is back with a bang. You decide where the endpoint goes and your chain of bones follows naturally.

    Whether you need a character's feet to plant on uneven terrain or a robot arm to reach for objects, the framework to achieve this is right at your fingertips with a full suite of modifiers and constraints.

    We're introducing the core **IKModifier3D** class built on the revamped **SkeletonModifier3D**. It comes with a family of deterministic solvers including **TwoBoneIK3D**, **SplineIK3D**, and iterative solvers like **FABRIK3D**, **CCDIK3D**, and **JacobianIK3D**.

    You'll also find new constraints to control the twist and angular velocity of joints, which helps prevent excessive and unwanted motion.

    What's more, you can set the target of animation constraints to 3D nodes to make, for example, the arm of a character extend and snap to a weapon.

    The modular approach of this new framework lets you combine IK with other modifiers and constraints to fine-tune your procedural animations directly in the engine. Documentation is in the works to help you make the best of the framework depending on your use case.
  read_more: https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/
  contributors:
  - name: Tokage
    link: https://github.com/TokageItLab
  media_author:
    name: Tibo
    link: https://gotibo.fr/
  media: skeleton_modifier.webm
  poster: skeleton_modifier.webp

dock_system:
  title: Dock your heart out
  subtitle: Movable floatable docks and panels
  text: |
    Panel shufflers and multi-monitor Feng Shui masters rejoice... 4.6 is your version. You can finally move that bottom panel.

    We unified the entire docking system in this release. Bottom panels are now regular docks, and you can drag and drop docks and move them around between the sides and the bottom of the editor. Most docks can also be floated.

    It's a significant step toward a full workspace system, allowing you to arrange the editor in a way that makes sense for your workflow.

    Note that not all docks support both horizontal and vertical layouts just yet, but they're movable!
  read_more: https://github.com/godotengine/godot-proposals/issues/12430
  contributors:
  - name: Tomasz Chabora
    link: https://github.com/KoBeWi
  - name: lodetrick
    link: https://github.com/lodetrick
  media_author:
    name: Tibo
    link: https://gotibo.fr/
  media: dock.webm
  poster: dock.webp

new_ssr:
  title: Reflections got real
  subtitle: Major SSR overhaul
  text: |
    If your 3D game environment includes reflective materials like metal, water, and glass, things are about to get exciting for you.

    Screen Space Reflection (SSR) has been completely overhauled in this version, giving you a significant leap in realism, visual stability, and performance. Not only will your reflective surfaces look more realistic with better handling of roughness, but the effect will run faster too!

    To further optimize, you can choose between full-resolution mode for maximum quality, or half-resolution mode for higher performance. Even with reflections calculated at half your viewport size, the new SSR allows you to preserve decent quality. Check it out!

  read_more: https://github.com/godotengine/godot/pull/111210
  contributors:
  - name: Skyth
    link: https://github.com/blueskythlikesclouds
  media_author:
    name: passivestar
    link: https://github.com/passivestar
  poster: new_ssr.webp
  media: new_ssr.webm

highlights_conclusion:
  title: So... what changes for you?
  subtitle: Differences you can expect in everyday development
  text: |
    With loads and loads of new features this release, it's not always easy to tell at a quick glance which ones actually affect what you do day in and day out and which ones don't.

    In practice, what differences should you be aware of most? Should you upgrade now?

    We hand the mic over to GDQuest, our friends in education, for a practical rundown of the effective changes to your workflow (all positive!)

    With Godot 4.6, you can mostly expect a small and varied collection of things you couldn't do before that you can do now.

  read_more: https://gdquest.com/library/godot_4_6_workflow_changes/
  media_author:
    name: GDQuest
    link: https://gdquest.com/
  media: gdquest.webm
  poster: gdquest.webp

# General

# Core

unique_node_ids:
  title: A node *will* remember...
  subtitle: Introducing unique Node IDs
  text: |
    Nodes now have a unique internal ID, allowing the engine to track them reliably even when scenes are reorganized or refactored.

    Just because you rename or move a node doesn't mean it will suddenly forget who it is and where it comes from.

    So far, renaming nodes or changing scene hierarchies could sometimes break references in complex setups with inherited or instantiated scenes.

    With unique Node IDs, Godot tracks and preserves the connections making refactoring safer and less error-prone. This means you can restructure your scene tree freely without worrying about ending up with invalid references or unexpected behaviors.

    For Godot, this seemingly small improvement marks a turning point in robustness at scale and opens the door to bigger, more complex game projects!

    Unique Node IDs are saved and referenced in scene files, so to benefit from this change, you should ensure that all your scenes are re-saved in 4.6. You can do so via Project > Tools > Upgrade Project Files.

  read_more: https://github.com/godotengine/godot/pull/106837
  contributors:
    - name: Juan Linietsky
      link: https://github.com/reduz

libgodot:
  title: Godot as a library!
  subtitle: Introducing LibGodot
  text: |
    With the new LibGodot, you can now embed the engine directly into your own applications. Instead of running Godot as a separate executable, you can control startup, manage the engine loop, and integrate it seamlessly into custom workflows. Whether you’re building a specialized editor, a hybrid application, or embedding Godot into a larger system, LibGodot gives you the flexibility to make it work your way!

    The initial release supports Linux, Windows, and macOS, and lays the foundation for deeper integrations and expanded platform support in future releases.

  read_more: https://github.com/godotengine/godot/pull/110863
  contributors:
    - name: Gergely Kis
      link: https://github.com/kisg
    - name: Gábor Koncz
      link: https://github.com/konczg
    - name: Ben Rog-Wilhelm
      link: https://github.com/zorbathut

tracing_profilers:
  title: Go all Dick Tracy
  subtitle: C++ tracing profilers
  text: |
    Ever wonder which of your script functions is costing you in performance, or which calls to Godot APIs are hogging your frame time? Godot 4.6 now lets you profile your scripts using dedicated tracing profilers like Tracy, Perfetto, and Instruments.
    
    These tools give you more detailed insights than the built-in profiler, letting you pinpoint bottlenecks, debug lag spikes, and optimize GDScript, C#, or GDExtension code with confidence.

    Here are [instructions](https://docs.godotengine.org/en/4.6/engine_details/development/profiling/index.html) to start taking advantage of these powerful profilers!

  read_more: https://github.com/godotengine/godot/pull/113279
  contributors:
    - name: Lukas Tenbrink
      link: https://github.com/Ivorforce
    - name: Samuel Nicholas
      link: https://github.com/enetheru
    - name:  Stuart Carnie
      link: https://github.com/stuartcarnie
  media_author:
    name: Lukas Tenbrink
    link: https://github.com/Ivorforce
  media: tracy_profiler.webp

# Documentation

private_signals:
  title: Getting mixed signals
  subtitle: Hidden underscored signals
  text: |
    Signals starting with an underscore are now hidden from auto-completion and generated documentation, becoming more in line with other underscored methods and properties. This makes it easier to focus on the signals that are meant for public use, reducing confusion when scripting.

  read_more: https://github.com/godotengine/godot/pull/112770
  contributors:
    - name: Tomasz Chabora
      link: https://github.com/KoBeWi
  media: private_signal.webp

# 2D

rotate_2d_tile:
  title: When the tile turns
  subtitle: Rotatable scene tiles
  text: |
    Everybody knows to rotate a tile when a tile needs rotating. Thus far in Godot, only one type of tile stood out, breaking your flow and eluding your rotational aspirations: the infamous scene tile. But no more.

    Starting with Godot 4.6, when you place a scene instance on a grid cell in your tile map, such as an animated chest, a glowing lamp, or a torch, you can rotate the scene tile in 90-degree increments and that's that!

  read_more: https://github.com/godotengine/godot/pull/108010
  contributors:
    - name: Dexter
      link: https://github.com/DexterFstone
  media_author:
    name: RespiteFromReality
    link: https://github.com/RespiteFromReality
  media: turn_2d_tiles.webm
  poster: turn_2d_tiles.webp

# 3D

new_select_mode:
  title: I just wanna Select!
  subtitle: Decoupled Select and Transform modes
  text: |
    How many times have you accidentally moved, rotated, or scaled the wrong object while trying to just select it in a busy scene? Your woes have come to an end.

    In Godot 4.6, we've decoupled Select and Transform so you can work more intuitively in the viewport. The Select Mode has been renamed to **Transform mode** and a new **Select‑only mode** lets you pick nodes without displaying the transform gizmo, making it easier to navigate and choose what you want to edit before moving, rotating, or scaling anything.

    This update also mirrors modern 3D tools where selection and transform tools are clearly distinct, bringing familiar workflows into Godot’s editor.

  read_more: https://github.com/godotengine/godot/pull/101168
  contributors:
    - name: Robert Yevdokimov
      link: https://github.com/ryevdokimov
  media_author:
    name: RespiteFromReality
    link: https://github.com/RespiteFromReality
  media: select_mode.webm
  poster: select_mode.webp

bresenham_gridmap:
  title: Mind the gap
  subtitle: Bresenham line algorithm for GridMap drawing
  text: |
    This is one that the 3D level builders among us will surely appreciate! Godot 4.6 improves how `GridMap` painting and erasing behaves in the editor by using the classic Bresenham line algorithm to interpolate between input points.

    Lines now fill in smoothly and solidly as you drag, so your sketches and level layouts match your intentions on the first shot. No more gaps in tiles or blocks that you have to go back and fix!

    You can expect building levels or voxel-style maps to become more fluid, letting you focus on design instead of filling gaps in your GridMap creations.

  read_more: https://github.com/godotengine/godot/pull/105292
  contributors:
    - name: Martin Chlopecki
      link: https://github.com/mchlopecki
  media_author:
    name: Tibo
    link: https://gotibo.fr/
  media: grid_map_bresenham.webm
  poster: grid_map_bresenham.webp

rotation_gizmo:
  title: However you spin it...
  subtitle: New rotation gizmo handle for view axis
  text: |
    No more awkward fiddling with the standard gizmo handles to rotate around the camera view.

    You'll notice the rotation gizmo now has a fourth handle aligned to your camera view. When you’re rotating objects in the 3D viewport, this extra handle lets you spin things around the view direction, a common action when you want to orient objects relative to how you’re looking at them, not just their local axes.

    It's another one of those little additions with a big impact on your 3D workflow.

  read_more: https://github.com/godotengine/godot/pull/108608
  contributors:
    - name: Robert Yevdokimov
      link: https://github.com/ryevdokimov
  media_author:
    name: Tibo
    link: https://gotibo.fr/
  media: rotation_gizmo.webm
  poster: rotation_gizmo.webp



# GUI

separated_mouse_and_keyboard_focus:
  title: Click != Focus
  subtitle: Separated mouse and keyboard focus
  text: |
    As of Godot 4.6, clicking a button with your mouse or trackpad will finally no longer force the blue focus outline to appear as you would expect it to when you're navigating with a gamepad or keyboard.

    You decide how to style each focus scheme independently without workarounds or hacks. Whether you keep the behavior unified or you decide you don't need the focus outline when clicking with a mouse or trackpad because you know where you clicked... It's *your* call!

  read_more: https://github.com/godotengine/godot/pull/110250
  contributors:
    - name: Michael Alexsander
      link: https://github.com/YeldhamDev
  media: new_focus.webm
  poster: new_focus.webp

pivot:
  title: Place a pivot
  subtitle: Set the pivot point more easily for Control nodes
  text: |
    Centering the pivot point of UI elements just got a whole lot easier!

    So far, the pivot point of `Control` nodes defaulted to the top-left corner, meaning rotations and scaling happened relative to that corner. You could change this with the `pivot_offset` property, but it only accepted pixel values. So every time your control resized, you'd need code to recalculate and update the pivot position.

    Godot 4.6 introduces `pivot_offset_ratio`, which lets you express the pivot point as a normalized 0 to 1 range relative to the control's size. Set it to `Vector2(0.5, 0.5)` to keep the pivot centered no matter what.

  read_more: https://github.com/godotengine/godot/pull/70646
  contributors:
    - name: Tomasz Chabora
      link: https://github.com/KoBeWi
  media: control_pivot.webm
  poster: control_pivot.webp

ui_margin:
  title: Zero margin of error
  subtitle: Visual feedback for MarginContainer nodes
  text: |
    No more guessing with your UI spacing! When you select a `MarginContainer` node in the editor, you will now see its margins drawn directly in the viewport.

    This makes it crystal clear exactly how much space you're adding around child nodes, letting you fine-tune your layouts with confidence.

  read_more: https://github.com/godotengine/godot/pull/111095
  contributors:
    - name: Malcolm Anderson
      link: https://github.com/Meorge
  media: control_margin.webp
  media_author:
    name: RespiteFromReality
    link: https://github.com/RespiteFromReality

# Editor

hover_tabbar:
  title: Drag, hover 'n' drop
  subtitle: Switch tabs on hover while dragging
  text: |
    No more clicking to switch tabs and views before you drag and drop something. You can now just drag your resource and hover the destination tab to switch to it and drop your resource where it goes!

    This is exactly one of those small improvements with a big impact on quality-of-life. It makes the editor feel smoother and more responsive during everyday use and allows you to fiddle less and focus more on your workflow.

  read_more: https://github.com/godotengine/godot/pull/103478
  contributors:
    - name: Tomasz Chabora
      link: https://github.com/KoBeWi
  media_author:
    name: RespiteFromReality
    link: https://github.com/RespiteFromReality
  media: hover_tabbar.webm
  poster: hover_tabbar.webp

resource_preview:
  title: Check it out now
  subtitle: Live previews in the Quick Open dialog
  text: |
    Remember those painful iterations every time you needed to select a texture, material, or other resource in the Quick Open dialog: guess which resource would look right, select it, close the dialog, observe the result, rinse and repeat?
    Those days are over too!

    Starting with Godot 4.6, as you move through the list, the selected resource is previewed instantly in your scene. You can quickly compare options, see the result in context, and commit only when it looks right, no extra clicks, no back-and-forth.

  read_more: https://github.com/godotengine/godot/pull/106947
  contributors:
    - name: Malcolm Anderson
      link: https://github.com/Meorge
  media_author:
    name: RespiteFromReality
    link: https://github.com/RespiteFromReality
  media: resource_preview.webm
  poster: resource_preview.webp

error_click:
  title: Error, error on the wall...
  subtitle: Clickable files in the Output panel
  text: |
    When it's time to squash bugs, one thing that grinds you down as a dev is having to manually search for the culprit, dig out the file, scroll to the right line, and only then start fixing.
    But no more! Godot 4.6 brings two quality-of-life improvements to your bug hunting endeavors.

    You can now pop up the offending script or resource by clicking on it inside the error or warning message directly in the Output panel. What's more, if you use an external editor, you can configure Godot to open the offending script directly there!

  read_more: https://github.com/godotengine/godot/pulls?q=is%3Apr+108473+111805
  contributors:
    - name: Tomasz Chabora
      link: https://github.com/KoBeWi
    - name: Mikael Hermansson
      link: https://github.com/mihe
  media_author:
    name: Tomasz Chabora
    link: https://github.com/KoBeWi
  media: error_click.webm
  poster: error_click.webp

objectdb_snapshots:
  title: Spot the difference
  subtitle: ObjectDB snapshots and diffing for live object tracking
  text: |
    Godot 4.6 makes it much easier to understand what objects exist in your running game by adding **ObjectDB snapshots and comparisons** to the debugger.

    You can now capture the internal list of all live objects at any point in your game and compare two snapshots to see exactly what was created, destroyed, or left behind. Tracking memory leaks or unexpected object growth will no longer require guesswork and logging.

    You can now spot problems at a glance by visualizing clearly what changed over time!

  read_more: https://github.com/godotengine/godot/pull/97210
  contributors:
    - name: Aleksander Litynski
      link: https://github.com/AleksLitynski
  media: objectdb_snapshots.webp

editor_enhancements:
  title: Editor loot drop!
  subtitle: Small editor enhancements with big impact on workflow
  text: |
    A lot of subtle editor improvements landed in 4.6 to reduce friction and help you work faster and more intuitively. Here's a quick round-up of all the little ways your editing experience is about to get noticeably happier:

    - You can now drag a resource directly into the script editor to automatically create an `@export` variable, saving time and reducing boilerplate when exposing properties.
    
    - The array Inspector got a facelift to make the most of available horizontal space, making deeply nested resources much easier to read and edit.

    - When testing your game in the editor, new controls let you slow down or speed up the game while it's running, making it easier to inspect physics behavior or fine-tune gameplay without extra debug code.

    - The Inspector now shows a dedicated icon for resources that are referenced elsewhere (linked-resources), helping you understand dependencies at a glance.

    - A new menu button in the tab bar shows all open scenes or scripts, making it much easier to jump around in large projects.

    - Collision, render, and other layer flags can now be adjusted by dragging in the property editor, speeding up common setup tasks.

    - You can assign or edit groups for multiple selected nodes at once, saving time when organizing complex scenes.

    - When resources go missing due to file moves or renames, the editor now lets you resolve indirect missing dependencies manually instead of being stuck.

    - Newly-created scripts now open automatically, letting you start coding immediately without extra clicks.

    All these little editor tweaks add up to help you stay focused on building your game rather than fighting the UI and losing steam.

  read_more: https://github.com/godotengine/godot/pulls?q=is%3Apr+106341+107273+109458+108079+112174+82212+112729+112187+108342+103257+
  contributors:
    - name: Tomasz Chabora
      link: https://github.com/KoBeWi
    - name: Haoyu Qiu
      link: https://github.com/timothyqiu
    - name: kleonc
      link: https://github.com/kleonc
    - name: SatLess
      link: https://github.com/SatLess
    - name: arkology
      link: https://github.com/arkology
    - name: Dexter
      link: https://github.com/DexterFstone
    - name: fkeyz
      link: https://github.com/fkeyzuwu
    - name: Koliur Rahman
      link: https://github.com/dugramen

# System

animation_editor_goodies:
  title: Animation editor goodies
  subtitle: Timeline control and quick action buttons
  text: |
    Tweaking and polishing your animations just got more pleasant in Godot’s Animation Editor.

    You can now resize the length of animations by dragging directly on the timeline, letting you stretch or shrink clips in place without fiddling with numeric fields or extra dialogs.

    Also new are visibility, lock, and delete buttons for node groups in the Bezier track editor.

    These handy icons mean you can now quickly hide, lock, or remove everything associated with a node’s tracks without hunting through menus.

  read_more: https://github.com/godotengine/godot/pulls?q=is%3Apr+is+110866+110623
  contributors:
    - name: Mikael Hermansson
      link: https://github.com/mihe
    - name: Kasper Arnklit Frandsen
      link: https://github.com/Arnklit
    - name: Michael Alexsander
      link: https://github.com/YeldhamDev
  media_author:
    name:  Michael Alexsander
    link: https://github.com/YeldhamDev
  media: animation_editor_goodies.webm
  poster: animation_editor_goodies.webp

# Export

patch_pcks:
  title: Patch and play
  subtitle: Delta encoding for Patch PCKs
  text: |
    Frequent updaters, this is a game changer for you (pun intended). Your exported patches just got leaner and faster.

    Godot 4.6 improves patch PCKs by supporting delta encoding, allowing patch files to include only the parts of resources that actually changed instead of entire files. This can dramatically reduce the size of patches, especially for projects and games with large assets or frequent small updates (for example: if you're localizing your project and adding languages).

    For players, this means faster downloads and updates. For developers, it makes distributing incremental patches more practical and bandwidth-friendly.

  read_more: https://github.com/godotengine/godot/pull/112011
  contributors:
    - name: Mikael Hermansson
      link: https://github.com/mihe
  media_author:
    name:  RespiteFromReality
    link: https://github.com/RespiteFromReality
  media: patch_pcks.webp

# Input

custom_keyboard_shortcuts:
  title: Power-use that editor
  subtitle: Add custom keyboard shortcuts through EditorSettings
  text: |
    Godot 4.6 gives you the power to define and register new keyboard shortcuts directly through `EditorSettings`. This opens up more customization for your workflow and lets plugins expose their own commands that feel like native editor actions.

    Previously, adding custom shortcuts was awkward and often required hard-coded workarounds; now you can register and reuse shortcuts cleanly through the editor's own settings system. Whether you're building tools or fine-tuning your daily workflow, this makes managing and discovering shortcuts much more intuitive.

  read_more: https://github.com/godotengine/godot/pull/102889
  contributors:
    - name: Robert Yevdokimov
      link: https://github.com/ryevdokimov
    - name: Igor Kordiukiewicz
      link: https://github.com/IgorKordiukiewicz
  media: custom_keyboard_shortcuts.webp

controllers_led:
  title: Light up your gamepads
  subtitle: Foundation for advanced joypad features support
  text: |
    You can now customize the LED light colors on supported controllers, but this is only the beginning! Godot 4.6 lays the foundation for advanced joypad features support that will come in upcoming releases.

    This groundwork opens the door to later add support for motion sensors, touchpads, haptic feedback, adaptive triggers, and controller information queries like controller type, button layout, connection method, and battery state. These future capabilities will allow you to fully leverage modern controllers and set up a richer gaming experience in your projects.

  read_more: https://github.com/godotengine/godot/pulls?q=is%3Apr+111681+111707
  contributors:
    - name: Nintorch
      link: https://github.com/Nintorch
  media_author:
    name: AHarmlessPotato
    link: https://sketchfab.com/3d-models/playstation-5-dualsense-878c1f882808477ab81c2fe86d5a3936
  media: controller_color.webm
  poster: controller_color.webp

# Import

improved_lod:
  title: So far, so sharp
  subtitle: Component pruning for mesh simplifications
  text: |
    Godot now generates LOD (level-of-detail) models that better preserve the shape of the original object, particularly for meshes built from multiple separate parts.

    This ensures that distant objects in your game retain their intended form while still benefiting from performance-friendly simplification.

  read_more: https://github.com/godotengine/godot/pull/110028
  contributors:
    - name: Arseny Kapoulkine
      link: https://github.com/zeux
  media_author:
    name:  Arseny Kapoulkine
    link: https://github.com/zeux
  media: improved_lod.webp

faster_textures:
  title: 'Faster than you can say: Texture'
  subtitle: 'Betsy: Convert RGB to RGBA on the GPU'
  text: |
    Textures in Godot are compressed by default to make your game smaller on disk and more efficient in memory, often reducing size by four to six times.

    Starting with Godot 4.6, 3D textures compressed this way now import up to two times faster, so you spend less time waiting when importing assets and more time building your world. This was accomplished by changing the way Betsy handles RGB textures to instead convert them to RGBA on the GPU and use them directly.

  read_more: https://github.com/godotengine/godot/pull/110060
  contributors:
    - name: BlueCube3310
      link: https://github.com/BlueCube3310
  media_author:
    name:  BlueCube3310
    link: https://github.com/BlueCube3310
  media: faster_textures.webp

## Rendering

agx_parameters:
  title: Tone it down
  subtitle: Configurable AgX tonemapper parameters
  text: |
    The AgX tonemapper now exposes **`agx_white` and `agx_contrast`**, letting you control how bright and contrasted your scenes appear and allowing you to achieve a more consistent hue on bright colors even at high contrast.

    Previously, these values were fixed, giving you limited flexibility when adjusting dynamic range. While this change lays the foundation for future HDR support, the new curves don't break compatibility with 4.4 and 4.5!

  read_more: https://github.com/godotengine/godot/pull/106940
  contributors:
    - name: Allen Pestaluky
      link: https://github.com/allenwp
  media_author:
    name: Allen Pestaluky
    link: https://github.com/allenwp
  compare:
    before_image: agx_default_contrast.webp
    after_image: agx_contrast_1.53.webp
    before_text: Default contrast
    after_text: 1.53 contrast

glow_blending:
  title: Glow in the dark
  subtitle: Improved glow blending defaults
  text: |
    Glow is now blended **before tonemapping**, with Screen as the new default mode. This corrects the order and improves visual results with at least similar or outright better performance. The tweak standardizes behavior across renderers and takes one more step towards improving HDR support.

  read_more: https://github.com/godotengine/godot/pull/110671
  contributors:
    - name: Allen Pestaluky
      link: https://github.com/allenwp
    - name: Hugo Locurcio
      link: https://github.com/Calinou
  media_author:
    name: Amazon Lumberyard
    link: http://developer.nvidia.com/orca/amazon-lumberyard-bistro
  media: glow_blending.webp

radiance_reflection_probes_improvement:
  title: Lighten the load of reflections
  subtitle: Octahedral maps for reflection and radiance probes
  text: |
    Reflection and radiance probes now use octahedral maps. This makes them cheaper to compute for your GPU and lighter on memory.

    For you, it means you can efficiently add high-quality localized reflections to your scenes, like water reflecting a room or glossy surfaces in a specific area. Plus, since the dependency on cubemaps has been removed, probes work more reliably across a wider range of hardware.

  read_more: https://github.com/godotengine/godot/pull/107902
  contributors:
    - name: Darío
      link: https://github.com/DarioSamo
    - name: Clay John
      link: https://github.com/clayjohn
  media_author:
    name: Darío
    link: https://github.com/DarioSamo
  compare:
    before_image: radiance_reflection_probes_before.webp
    after_image: radiance_reflection_probes_after.webp
    before_text: Before
    after_text: After

mobile_3d_upgrade:
  title: Banding dismissed
  subtitle: Material debanding and improved HDR precision
  text: |
    The Mobile renderer steps up for 3D. Previously, visible color banding made it a tough sell for projects aiming at the highest visual fidelity. Not anymore!

    **Material debanding** is now available for 3D: enable the existing debanding project setting and watch those ugly color bands disappear from your scenes. Additionally, when HDR 2D is enabled, the renderer now maintains higher color precision throughout the entire 3D pipeline, preventing quality loss.

    Combined with all the optimizations unique to the Mobile renderer, these changes make it an excellent choice for high-performance 3D games on both mobile and desktop platforms.

  read_more: https://github.com/godotengine/godot/pulls?q=is%3Apr+109084+109971+
  contributors:
    - name: Hugo Locurcio
      link: https://github.com/Calinou
    - name: Allen Pestaluky
      link: https://github.com/allenwp
    - name: Clay John
      link: https://github.com/clayjohn
  media_author:
    name: Hugo Locurcio
    link: https://github.com/Calinou
  compare:
    before_image: hdr2d_debanding_4.5.1.webp
    after_image: hdr2d_debanding_4.6.webp
    before_text: Before
    after_text: After
    
mobile_gpu_crash_fixes:
  title: Mobile mended
  subtitle: Vulkan Mobile crash fixes for Mali and Adreno GPUs
  text: |
    Godot is a general-purpose engine used by a wide variety of people, on a wide variety of devices, with a wide variety of graphics drivers, and not all of them work gracefully. Ensuring stability across the board is a constant effort, and this release makes big strides.

    Thanks to developers of games like Rift Riff and Kamaeru sharing detailed crash logs from Google Play and giving us access to their projects, we tracked down and fixed a series of crashes affecting devices with certain Mali and Adreno mobile GPUs. If you've been seeing unexplained crashes on Android with the Mobile renderer, this release should bring relief to you and your players.

  read_more: https://github.com/godotengine/godot/pulls?q=is%3Apr+114476+114313+
  contributors:
    - name: Skyth
      link: https://github.com/blueskythlikesclouds
    - name: Adriaan de Jongh
      link: https://github.com/AdriaandeJongh
    - name: and more
      link: https://bsky.app/profile/adriaan.games/post/3mcffssfxrd2l

# Internationalization

csv_translation_improvement:
  title: 1 fish, 2 fishes?
  subtitle: Improved CSV translation support and template generation
  text: |
    Spreadsheet-based localization has just leveled up, making CSV files more adapted to real game translation workflows.

    You can now include optional `?context` columns to pass meaningful context for translators (so the same key can mean different things in different places), and `?plural` columns to define plural forms directly in your CSVs, including rules for languages with complex plural logic.

    In addition, Godot now lets you **generate CSV translation templates,** giving you a good starting point for translators and making it easier to maintain consistent, exportable localization tables across languages and projects.

  read_more: https://github.com/godotengine/godot/pulls?q=is%3Apr+112073+112149+
  contributors:
    - name: Haoyu Qiu
      link: https://github.com/timothyqiu
    - name: bruvzg
      link: https://github.com/bruvzg

csharp_translation_parser_support:
  title: Bonjour, C#
  subtitle: C# translation parser support
  text: |
    C# translation calls are now parsed just like GDScript, so localized text is collected automatically during POT/CSV exports.

    This means strings inside `Tr(string)` and `TrN(string)` in C# will now be picked up automatically when generating translation files, so you don’t have to manually extract or manage them yourself. It closes a longstanding gap in localization workflows.

  read_more: https://github.com/godotengine/godot/pull/99195
  contributors:
    - name: shitake2333
      link: https://github.com/shitake2333


# XR

openxr_support:
  title: Hello OpenXR 1.1
  subtitle: Native OpenXR 1.1 support
  text: |
    The days of OpenXR 1.1 are upon us. Godot 4.6 will now automatically enable OpenXR 1.1 features on headsets and runtimes that support it. While largely a maintenance release, OpenXR 1.1 guarantees support for previously optional features, most notably the **surface grip pose** for reliable virtual hand positioning when hand joint tracking isn't available. It also standardizes interaction profiles for VR controllers, letting you distinguish between specific controller models.

    The change also comes with a **compatibility layer** that ensures as much feature parity as possible on devices where OpenXR 1.1 is not supported. Godot automatically falls back to OpenXR 1.0 and enables as many extensions as possible transparently, maximizing compatibility across devices.

  read_more: https://github.com/godotengine/godot/pull/109302
  contributors:
    - name: Bastiaan Olij
      link: https://github.com/BastiaanOlij

openxr_spatial_entities:
  title: One API to rule them all
  subtitle: Support for OpenXR spatial entities
  text: |
    When you want to place objects on real-world surfaces, track persistent locations, or react to QR codes in AR or VR, you now get spatial anchors, surface detection, and marker tracking through the standardized OpenXR Spatial Entities extensions.

    This is the first phase of a broader effort to replace vendor-specific implementations with a single, consistent API for tracking and anchoring content in the real world. While some advanced features like furniture detection still require platform-specific solutions, spatial entities give you a solid foundation that will only grow as XR ecosystems evolve.

  read_more: https://github.com/godotengine/godot/pull/107391
  contributors:
    - name: Bastiaan Olij
      link: https://github.com/BastiaanOlij

xr_editor_android:
  title: Headsets *in* the loop
  subtitle: XR Editor support for Android XR devices
  text: |
    You can now use the Godot XR Editor with Android XR devices, making it simpler to test and iterate your extended reality projects directly on Android XR hardware.

    Instead of juggling separate tools or workflows to deploy and debug your app on a headset or AR device, the editor can recognize and work with Android XR devices more directly, shortening the development loop and letting you focus on building immersive experiences.

    This is an important step toward tighter device-editor integration as XR support continues to mature in Godot.
  read_more: https://github.com/godotengine/godot/pull/112777
  contributors:
    - name: Fredia Huya-Kouadio
      link: https://github.com/m4gr3d
  media: xr_editor_android.webp

# Platforms

android_gradle:
  title: Pronto Gradle
  subtitle: Android editor Gradle build support
  text: |
    This feature is a major win for developers working in the Android editor. You can now build Android projects using Gradle directly from Android through a companion app called [GABE](https://github.com/godotengine/android-editor-buildenv-app/releases/latest), which helps keep the editor itself lightweight.
    
    Before this, you could not export apps that used Android plugins from the Android editor. Now, you can!

  read_more: https://github.com/godotengine/godot/pull/111732
  contributors:
    - name: David Snopek
      link: https://github.com/dsnopek
    - name: Logan Lang
      link: https://github.com/devloglogan
  media: android_gradle.webp

storage_access_framework:
  title: Get *specific* consent
  subtitle: Storage Access Framework (SAF)
  text: |
    Starting with Godot 4.6, you can provide players with the possibility to load and save specific files using the system file picker, without asking for broad storage permissions.

    This makes it possible to support loading custom content (like levels), importing data files, or exporting saves and presets, in a more granular manner, avoiding Play Store compliance issues and keeping players in control.

  read_more: https://github.com/godotengine/godot/pull/112215
  contributors:
    - name: Anish Kumar
      link: https://github.com/syntaxerror247
  media: android_saf.webp
  media_author:
    name: Anish Kumar
    link: https://github.com/syntaxerror247

scrcpy_support:
  title: Coming to a big screen near you
  subtitle: Scrcpy runs exports in the editor
  text: |
    When exporting to Android, you can now enable an option to automatically run your exported game or app through `scrcpy`. This mirrors your connected phone or tablet onto your computer screen while the game runs on the device itself.

    Instead of picking up your phone every time you test a change, you can stay focused where you're creating and interact with the game directly from your workstation, making it easier to test on real hardware and faster to iterate. You can even test different screen sizes and run multiple apps on the same device!

  read_more: https://github.com/godotengine/godot/pull/108737
  contributors:
    - name: bruvzg
      link: https://github.com/bruvzg
  media_author:
    name: bruvzg
    link: https://github.com/bruvzg
  poster: scrcpy_support.webp
  media: scrcpy_support.webm

# Windows

render_parity:
  title: Render parity
  subtitle: Direct3D 12 as the new default on Windows
  text: |
    With Direct3D 12 now pretty much on par with Vulkan, new Windows projects default to Direct3D 12 for more stable driver support and fewer platform quirks. This improves cross-platform rendering consistency while keeping existing projects unchanged.

  read_more: https://github.com/godotengine/godot/pull/113213
  contributors:
    - name: Pedro J. Estébanez
      link: https://github.com/RandomShaper
    - name: Darío
      link: https://github.com/DarioSamo
    - name: Skyth
      link: https://github.com/blueskythlikesclouds
  media: render_parity.webp

# Physics

mesh_to_collision_shape:
  title: Abracadabra, mesh to collision shape
  subtitle: Turn meshes into collision shapes
  text: |
    Until now, to get a collision shape from a primitive mesh, you had to manually choose a shape type and align it by hand. Literally a drag... But no more.

    Starting with Godot 4.6, whenever your mesh is a simple geometric shape like a box, sphere, cylinder, or capsule, you can now automatically generate a matching CollisionShape3D from the Mesh menu. One more quality-of-life boost!

  read_more: https://github.com/godotengine/godot/pull/101521
  contributors:
    - name: Kit Bishop
      link: https://github.com/kitbdev
  media: mesh_to_collision_shape.webp

# Scripting

## GDExtention

parameters_and_values_as_required:
  title: It's required if you say it is...
  subtitle: Mark object parameters and results as required
  text: |
    This one's for you if you're already taking advantage of GDExtension to write high-performance game code and editor plugins in languages like C and C++, or [the community-supported Rust, Zig, and more](https://github.com/Godot-Languages-Support/godot-lang-support/blob/main/README.md)!

    Starting with Godot 4.6, parameters and return values in the Godot API can be declared as **required**, meaning nullable values are no longer implicitly allowed in those positions. This is especially helpful in languages with strict nullable/optional types like Rust, Swift, or Kotlin, because it helps you catch mistakes at compile time or fail clearly at runtime!

    The result is safer, clearer APIs with better integration of modern type systems in your tooling.

  read_more: https://github.com/godotengine/godot/pull/86079
  contributors:
    - name: David Snopek
      link: https://github.com/dsnopek
    - name: Thaddeus Crews
      link: https://github.com/Repiteo
    - name: Jan Haller
      link: https://github.com/Bromeon
  media: parameters_and_values_as_required.webp

json_gdextension:
  title: JSON's here!
  subtitle: JSON-based GDExtension interface
  text: |
    This one is mostly under the hood but to many of you it will come as a great relief and open new possibilities. As of this release, GDExtension's interface, the bridge between Godot and native code, is now defined in JSON instead of a C header.

    This makes it much easier for tools, scripts, and language bindings to read, analyze, and work with the API automatically. This long-awaited upgrade lays the foundation for faster automation, improved bindings, and smoother integration, unlocking possibilities that weren’t practical before.

    The C header is of course still available, but it is now generated from the JSON definition.

  read_more: https://github.com/godotengine/godot/pull/107845
  contributors:
    - name: David Snopek
      link: https://github.com/dsnopek
  media: json_gdextension.webp

## GDScript

step_out_button:
  title: Get outta that function already
  subtitle: 'Script debugger: Step Out button'
  text: |
    If you've ever gotten stuck inside a function while debugging, wishing you could jump straight back to the caller, this small feature will surely improve your quality of life.

    You now have a **Step Out** button alongside the existing Step Over and Step Into ones. It lets you leave the current function and continue execution at the point where it was called. No more manually stepping through lines or navigating the call stack when exploring complex logic or tracking elusive bugs.

  read_more: https://github.com/godotengine/godot/pull/97758
  contributors:
    - name: Freddie W
      link: https://github.com/TsFreddie
  media: step_out_button.webp

string_placeholder_highlighting:
  title: I spy with my little eye
  subtitle: String placeholder highlighting
  text: |
    Godot 4.6 now highlights placeholders in your strings, so `%s`, `%d`, or `{name}` jump right off the page. You’ll no longer have to squint to spot missing or miswritten placeholders. This is sure to make string substitution or formatting more pleasant.

  read_more: https://github.com/godotengine/godot/pull/112575
  contributors:
    - name: Cyril Bissey
      link: https://github.com/Cykyrios
  media: string_placeholder_highlighting.webp

bbcode_to_markdown:
  title: It's written in **BOLD**
  subtitle: 'GDScript LSP: Improved BBCode to Markdown conversion'
  text: |
    Now when your comments include formatting like bold, code blocks, and structured text, they render more clearly in editors and IDEs that support Markdown.

    Godot 4.6 improves the GDScript language server so docstrings that use BBCode now convert to Markdown more faithfully. You get better readability in documentation popups, tooltips, and editor previews, making it easier to write and maintain rich in‑code docs.

  read_more: https://github.com/godotengine/godot/pull/113099
  contributors:
    - name: Nathan Lovato
      link: https://github.com/NathanLovato
    - name: HolonProduction
      link: https://github.com/HolonProduction
  media: bbcode_to_markdown.webp

---

## File: _data/release_4_6/general.yml

introduction:
  text: |
    With the stability gained over the past five Godot 4 releases, the engine has matured enough to enter a new development phase. Godot 4.6 kicks off a period of polish, quality-of-life improvements, tighter integration of industry standards, and doubled-down effort on performance optimization.

    The result: a release that puts you and your workflow first. The new editor theme lets your projects take center stage, while dozens of improvements across the board reduce friction and speed up everyday development. Every aspect, from loading assets to editing, debugging, exporting, and testing, has received some love to keep you focused on creating and minimize the time you spend wrestling with UI, or fiddling with external tools and plugins.

conclusion:
  title: Team work makes the dream work
  text: |
    Thanks to all the contributors who had PRs merged into this release.
    Special thanks goes out to all the engine teams that collaborated on this release, especially since commits to other related repositories do not show up in this graphic.

end_message:
  text: |
    Almost 3 years after the 4.0 release, Godot 4 is starting to be a mature engine, including a wide array of features that enable countless developers to publish games in all genres. For example, Steam got over [1,200 new Godot games](https://steamdb.info/stats/releases/?tech=Engine.Godot) in 2025, while itch.io consistently gets around [500 new Godot games per week](https://itch.io/game-development/engines/most-projects) (including game jams, prototypes, etc.).
    
    While every Godot user still has their own favorite missing feature which they're eagerly awaiting, for the most part the engine is fully capable. But there are still so many minor roadblocks, papercuts, workflow issues or outright bugs which can make the experience of developing and publishing games more painful than we'd like.
    
    So for this release, there was a significant focus on polish and usability, aiming to firmly establish Godot as an engine that you can rely upon, while keeping the iteration speed, lightweightness, and flexibility which make users love it.
    
    Close to 400 contributors were involved in this new feature release, authoring 2,001 (!) commits, and we want to thank them all for their amazing contributions, as well as all users who sponsor the Development Fund, reported bugs, opened proposals, or supported each other on our community platforms.
  author:
    name: Rémi Verschelde
    role: Project Maintainer
    link: https://github.com/akien-mga

credits:
  title: Release page credits
  list:
    - text: Texts and revisions
      by: '[GDQuest team](https://www.gdquest.com/)'
    - text: Page design and integration
      by: '[Thibaud Goiffon](https://gotibo.fr/)'
    - text: Page revision
      by: '[Emilio Coppola](https://coppolaemilio.com/), [Rémi Verschelde](https://github.com/akien-mga/)'
    - text: Additional fixes and contributions
      by: '[Allen Pestaluky](https://github.com/allenwp), [passivestar](https://github.com/passivestar), [RespiteFromReality](https://github.com/RespiteFromReality), [Malcolm Anderson](https://github.com/Meorge), [Anish Kumar](https://github.com/syntaxerror247), [David Snopek](https://github.com/dsnopek), [Lukas Tenbrink](https://github.com/Ivorforce), [Mikael Hermansson](https://github.com/mihe), [Xananax](https://github.com/Xananax), [Nathan Lovato](https://github.com/NathanLovato), [Hakim Rouatbi](https://github.com/hakro), [Nintorch](https://github.com/Nintorch)'
    - text: Additional media content
      by: Tagged content creators

---

## File: _data/release_4_7/features.yml

hdr_support:
  title: "HDR output support"
  subtitle: "This baby can take temperatures up to 10&#x2060;,&#x2060;000 nits!"
  text: |
    Your Godot project just got a huge upgrade in range and color with high dynamic range (HDR) output support. Imagine vibrant colors and ultra-bright special effects for both 2D and 3D scenes!

    HDR is a method of saving, processing, or displaying colors that are as bright or as dim as you can imagine. Godot has internally rendered lighting in HDR for a long time, but the full detail can’t be seen with the existing SDR output mode. Using HDR output allows the player to see more of this internal HDR simulation and also allows game developers to make full use of the screen’s capabilities for all 2D and 3D visuals.

    HDR output has been made possible for Windows, macOS, iOS, visionOS, and Linux (Wayland) in Godot 4.7. Read the detailed write-up on [how HDR output was implemented in Godot](https://godotengine.org/article/hdr-output-arrives-in-godot-4-7/) to learn more.

    Please note that, depending on the browser you are using, the HDR preview may appear differently or may not be supported (for example, Firefox does not support HDR images).
  read_more: "https://github.com/godotengine/godot/pulls?q=is%253Apr+is%253Amerged+94496+102987+106814"
  contributors:
    - name: "Allen Pestaluky"
      link: "https://github.com/allenwp"
    - name: "Josh Jones"
      link: "https://github.com/DarkKilauea"
    - name: "alvinhochun"
      link: "https://github.com/alvinhochun"
    - name: "Stuart Carnie"
      link: "https://github.com/stuartcarnie"
    - name: "ArchercatNEO"
      link: "https://github.com/ArchercatNEO"
  compare:
    before_image: screenshot-sdr.avif
    after_image: screenshot-hdr.avif
    before_text: SDR
    after_text: HDR
drawable_textures:
  title: "Drawing on a texture has never been this easy"
  subtitle: "There are no mistakes here, only happy accidents"
  text: |
    After a long wait, we’re excited to share that it is now possible to easily draw on a texture!

    Previously, there were some hacky solutions through using a [`Viewport`](https://docs.godotengine.org/en/4.7/classes/class_viewport.html), but they were limited and costly when handling more complex tasks. For those who were comfortable dissecting and getting into the guts of the engine, [`RenderingDevice`](https://docs.godotengine.org/en/4.7/classes/class_renderingdevice.html) allowed for an even more complex solution.

    However, now we have something much more accessible: a solution in the form of ✨&#x2060;[`DrawableTexture2D`](https://docs.godotengine.org/en/4.7/classes/class_drawabletexture2d.html)&#x2060;✨. It’s a simple API layer that abstracts away all the technical noise and gives users of all skill levels an approachable way to draw on textures!
  read_more: "https://github.com/godotengine/godot/pull/105701"
  contributors:
    - name: "Colin O’Rourke"
      link: "https://github.com/ColinSORourke"
  media_author:
    name: "Voylin (demo)"
    link: "https://voylin.com"
  media: "drawable_textures.webm"
  poster: "drawable_textures_poster.webp"
asset_store_update:
  title: "Enter the Asset Store"
  subtitle: "Got a selection of good things, stranger!"
  text: |
    The Asset Library did its job and it was really useful. But it’s now time for it to make way for the new [Asset Store](https://store.godotengine.org/).

    The new update adds some changes to make browsing assets easier and more enjoyable! We’ve polished how asset items are displayed and you can now zoom asset preview images. But, maybe that doesn’t catch your eye; what if we told you that you can now see the asset ratings? Were you lost in a field of endless plugins? Unsure how to navigate among the field of tall assets? Well, look no further, now from right within the store.

    Behind the scenes, we have also introduced threading. This means the Asset Store can perform certain tasks in the background without blocking the editor’s main user interface. Now while you’re exploring your organized assets, you’ll also know there’s someone paving a path and clearing brush quietly in the background, making it that much easier for you to get the lay of the land.
  read_more: "https://github.com/godotengine/godot/pull/112992"
  contributors:
    - name: "Michael Alexsander"
      link: "https://github.com/YeldhamDev"
  media: "asset-store-editor.webp"
shader_previews:
  title: "Inline previews of text-based shader operations"
  subtitle: "I don’t even see the code. All I see is fresnel, albedo, occlusion."
  text: |
    We’ll keep going with this field imagery. Imagine you’re in a field. In the far distance, you see a lone developer, hunched over their laptop. You intuitively yell through the tall grass, “`VEC2 V4 = UV;`”!! The developer victoriously pumps their hand in the air, but in your heart you know you’ll need to see the results for yourself. You tread through the field, and at last, gasping for air, you look over the lone developer’s shoulder to witness your creation.

    With inline text shader previews, the treacherous journey is over.

    Right as you type `vec2 v4 = UV;`, you can now preview Godot text shaders within the editor in real-time. Back in the day, you would have needed to compile a shader and view it separately in the workspace. But thanks to the long-awaited quality-of-life addition to the text shader editor, you will actually be able to preview the shader and what it will do, in the moment, as you’re working on the shader from within the editor!
  read_more: "https://github.com/godotengine/godot/pulls?q=is%253Apr+is%253Amerged+117726+118865"
  contributors:
    - name: "Yuri Rubinsky"
      link: "https://github.com/Chaosus"
    - name: "Cashew OldDew"
      link: "https://github.com/cashew-olddew"
    - name: "vaner"
      link: "https://github.com/vaner-org"
  media_author:
    name: "Yuri Rubinsky"
    link: "https://github.com/Chaosus"
  media: "inline_text_shader_previews.webp"
rect_area_light:
  title: "`AreaLight3D`, a new node for rectangular light sources"
  subtitle: "Do you think light can bloom even on a battlefield?"
  text: |
    Soft radiating glows from humming TV screens, illuminated billboards in vibrant cityscapes, and ominous light through frosted windows are now achievable with rectangular area lights.

    You no longer need to use an emissive material combined with Global Illumination to simulate a glowing area. By leveraging the new [`AreaLight3D`](https://docs.godotengine.org/en/4.7/classes/class_arealight3d.html), it is now possible to render real-time light from a rectangle in 3D space. Rectangular area lights can create softer shadows and more realistic reflections for your scenes.
  read_more: "https://github.com/godotengine/godot/pull/108219"
  contributors:
    - name: "Emil Dobetsberger"
      link: "https://github.com/CookieBadger"
  media_author:
    name: "passivestar"
    link: "https://github.com/passivestar"
  media: "arealightfhd.webm"
  poster: "arealightfhd_poster.webp"
android_gabe:
  title: "Creating games entirely on Android"
  subtitle: "The power is in the palm of your hand"
  text: |
    Developing on Android and XR has been possible for a while, and with the stable release of the **Godot Android Build Environment** (GABE), developers can now export and publish their games as well!

    GABE is a companion app to the Godot Android editor that developers can download for Gradle export support.

    Godot 4.7 sees some QOL improvements to better integrate and leverage GABE on Android devices.
  read_more: "https://godotengine.org/article/gabe-stable-release/"
  contributors:
    - name: "Anish Kumar"
      link: "https://github.com/syntaxerror247"
    - name: "David Snopek"
      link: "https://github.com/dsnopek"
    - name: "Fredia Huya-Kouadio"
      link: "https://github.com/m4gr3d"
  media: android_gabe.webp
  # media_author:
  #   name: "passivestar"
  #   link: "https://github.com/passivestar"
  # media: "arealightfhd_small.webm"
nearest_neighbor_scaling:
  title: "New nearest-neighbor scaling option for viewports"
  subtitle: "Draw me like one of your PS1 girls"
  text: |
    For 3D games with a retro art style, or when you want to maximize crispness when using a low-resolution scale for performance reasons, you can now use **nearest-neighbor filtering** for 3D rendering. Like the existing 3D resolution scale options, this does not affect 2D rendering. Performance is roughly identical to bilinear filtering.
  read_more: "https://github.com/godotengine/godot/pull/79731"
  contributors:
    - name: "Hugo Locurcio"
      link: "https://github.com/Calinou"
  media_author:
    name: "Hugo Locurcio"
    link: "https://github.com/Calinou"
  compare:
    before_image: nearest.webp
    after_image: bilinear.webp
    before_text: Nearest
    after_text: Bilinear
copy_past_properties:
  title: "Copy and paste sections of the Inspector"
  subtitle: "Duplicate data. data. data. data."
  text: |
    Right-click a category or group of properties in the Inspector to quickly copy and paste their values.
  read_more: "https://github.com/godotengine/godot/pull/111469"
  contributors:
    - name: "Raphaël Daubelcour"
      link: "https://github.com/Raftatul"
  media_author:
    name: "Raphaël Daubelcour"
    link: "https://github.com/Raftatul"
  media: editor_copy_paste_category_properties.webm
  poster: editor_copy_paste_category_properties_poster.webp
tween_await:
  title: "Tweens can now wait for signals"
  subtitle: "Stop… _signal time!_"
  text: |
    Use the new [`Tween.tween_await()`](https://docs.godotengine.org/en/4.7/classes/class_tween.html#class-tween-method-tween-await) method to pause a tween until a specific signal is emitted. This can be especially helpful when designing dialogue and cutscenes.
  read_more: "https://github.com/godotengine/godot/pull/79712"
  contributors:
    - name: "Tomasz Chabora"
      link: "https://github.com/KoBeWi"
  media: tween_await.webm
  poster: tween_await_poster.webp
virtual_joystick:
  title: "Built-in virtual joystick"
  subtitle: "Break in case of emergency"
  text: |
    Virtual joysticks are a staple of touchscreen gaming. From twin-stick shooters to 3D platformers, they feature in a large number of mobile games. However, in Godot, developers had to create their own virtual joystick system, or use an add-on that implements one.

    This is no longer needed as Godot now provides its own [`VirtualJoystick`](https://docs.godotengine.org/en/4.7/classes/class_virtualjoystick.html) node, complete with 3 operation modes: “Fixed”, “Dynamic”, and “Following”. Coupled with built-in theming abilities, this greatly speeds up the mobile development process.
  read_more: "https://github.com/godotengine/godot/pull/110933"
  contributors:
    - name: "Kazox61"
      link: "https://github.com/Kazox61"
  media_author:
    name: "Kazox61"
    link: "https://github.com/Kazox61"
  media: virtual_joystick.webm
  poster: virtual_joystick_poster.webp
mesh_library_update:
  title: "Introducing the `MeshLibrary` editor"
  subtitle: "It’s like a librarian, minus the shushing"
  text: |
    The [`GridMap`](https://docs.godotengine.org/en/4.7/classes/class_gridmap.html) node uses a [`MeshLibrary`](https://docs.godotengine.org/en/4.7/classes/class_meshlibrary.html) resource to source the tiles that can be placed. Previously, editing a `MeshLibrary` resource had to be done entirely in the Inspector, which made it tedious to work with.

    There is now a dedicated `MeshLibrary` editor, similar to the [`TileSet`](https://docs.godotengine.org/en/4.7/classes/class_tileset.html) editor in 2D. This greatly streamlines the process of adding and editing tiles for use in a `GridMap` node.
  read_more: "https://github.com/godotengine/godot/pull/117376"
  contributors:
    - name: "Michael Alexsander"
      link: "https://github.com/YeldhamDev"
  media: meshlibrary_editor.webp
tree_drag_and_drop_update:
  title: "Improved Tree drag and drop"
  subtitle: "Easy as one-two-tree!"
  text: |
    It’s now way more intuitive (and thus easier) to reorder items in [`Tree`](https://docs.godotengine.org/en/4.7/classes/class_tree.html) nodes, thanks to the new drop position indicator.

    You will certainly appreciate this change when reordering your nodes in the editor.
  read_more: "https://github.com/godotengine/godot/pull/112993"
  contributors:
    - name: "vaner"
      link: "https://github.com/vaner-org"
  media: tree_drag_and_drop_update.webm
  poster: tree_drag_and_drop_update_poster.webp
export_template_dialog_update:
  title: "Only download the templates you need"
  subtitle: "You must download additional platforms"
  text: |
    A common issue with Godot’s export system is that until now, you had to download export templates for all platforms even if you only you wanted to export your project for a single platform. This led to large downloads, which not only made for a slower experience, but could also incur additional charges for people on a metered connection.

    This is now remedied by the new **export template downloader**, which can download export templates for individual platforms or even specific architectures.
  read_more: "https://github.com/godotengine/godot/pull/117072"
  contributors:
    - name: "Tomasz Chabora"
      link: "https://github.com/KoBeWi"
  media_author:
    name: "Tomasz Chabora"
    link: "https://github.com/KoBeWi"
  media: export_template_dialog_update.webm
  poster: export_template_dialog_update_poster.webp
scene_painter_tool:
  title: "2D scene painter"
  subtitle: "Use this to paint something spectacular!"
  text: |
    Godot already offers a way to lay out scenes quickly in 2D using tile maps and their scene tiles. However, this requires some setup for projects not already using tile maps. It is also restricted to a grid pattern, and scene tiles are not considered actual nodes that can be directly modified within the editor.

    To remedy these limitations, Godot now offers a **Scene Paint Mode** in 2D (<kbd><kbd>B</kbd></kbd> by default). This can be used to quickly scatter things like collectables, enemies, or decorations in a 2D scene.

    While this tool is currently only available in the 2D editor, it may be offered in the 3D editor in a future release.
  read_more: "https://github.com/godotengine/godot/pull/109360"
  contributors:
    - name: "Dexter"
      link: "https://github.com/DexterFstone"
  media_author:
    name: "Dexter"
    link: "https://github.com/DexterFstone"
  media: scene_painter_tool.webm
  poster: scene_painter_tool_poster.webp
documentation_layout_update:
  title: "Improved appearance of the built-in help"
  subtitle: "But just TAKE A LOOK AT THIS!"
  text: |
    We made the built-in documentation layout look more like the online documentation. It is now cleaner and more readable. Expect to see improved readability for docs in-engine.
  read_more: "https://github.com/godotengine/godot/pull/107597"
  contributors:
    - name: "Danil Alexeev"
      link: "https://github.com/dalexeev"
  media_author:
    name: "Danil Alexeev"
    link: "https://github.com/dalexeev"
  compare:
    before_image: documentation_layout_update_before.webp
    after_image: documentation_layout_update_after.webp
    before_text: Before
    after_text: After
remote_scene_inspector_groups_folding:
  title: "Fold groups and subgroups in the Remote Scene Inspector"
  subtitle: "Quick! Hide!"
  text: |
    Previously, it was possible to fold property groups and subgroups in the Local Inspector, but not in the Remote Inspector. These two don’t quite work the same, mind you.

    Support for folding groups and subgroups in the Remote Scene Inspector has been implemented. Both the Local and Remote Inspector now support folding property groups the same way, which makes for a more seamless, consistent UX.
  read_more: "https://github.com/godotengine/godot/pull/117357"
  contributors:
    - name: "Jayden Sipe"
      link: "https://github.com/jaydensipe"
  media_author:
    name: "Jayden Sipe"
    link: "https://github.com/jaydensipe"
  media: remote_scene_inspector_groups_folding.webm
  poster: remote_scene_inspector_groups_folding_poster.webp
gdextensions_view_inside_settings:
  title: "The project’s GDExtensions are now displayed in the Project Settings"
  subtitle: "GDExtensions, assemble!"
  text: |
    Since their introduction and by their nature, GDExtensions are automatically loaded by the engine on initialization. There was unfortunately no way to know exactly which project extensions were actually present in a project, except by manually locating the project’s `.gdextension` files.

    With this new feature, the Project Settings window has a dedicated section for GDExtensions.
  read_more: "https://github.com/godotengine/godot/pull/118063"
  contributors:
    - name: "Aaron Franke"
      link: "https://github.com/aaronfranke"
  media: gdextensions_view_inside_settings.webp
ruler_3d_components:
  title: "New vector measurement tool for the 3D editor ruler"
  subtitle: "The ruler’s got new tricks"
  text: |
    The 3D editor’s ruler tool can now display lengths for each axis. This makes it easier to measure multiple lengths in one go, such as measuring the size of a rectangular region in the 3D world.

    To make use of this feature, switch to the Ruler mode at the top of the 3D editor, hold down <kbd><kbd>Shift</kbd></kbd>, then press and hold the left mouse button to draw a line. While <kbd><kbd>Shift</kbd></kbd> is held, individual vector components are displayed.
  read_more: "https://github.com/godotengine/godot/pull/106785"
  contributors:
    - name: "Robert Yevdokimov"
      link: "https://github.com/ryevdokimov"
  media_author:
    name: "Robert Yevdokimov"
    link: "https://github.com/ryevdokimov"
  media: editor-3d-ruler-1.webp
collapse_animation_groups:
  title: "Animation editor nodes are now collapsable"
  subtitle: "Free your mind"
  text: |
    As soon as an animation node tracks multiple nodes, it’s easy to become overwhelmed scrolling through tracks to find the ones you need to edit.

    Collapsing unneeded nodes should relieve the tension. Especially since you can see an aggregate representation of the collapsed animation keys.
  read_more: "https://github.com/godotengine/godot/pulls?q=is%253Apr+is%253Amerged+113479+117321"
  contributors:
    - name: "Malcolm Anderson"
      link: "https://github.com/Meorge"
  media_author:
    name: "Malcolm Anderson"
    link: "https://github.com/Meorge"
  media: collapse_animation_groups.webm
  poster: collapse_animation_groups_poster.webp
path3d_snap:
  title: "`Path3D` points can now snap to colliders"
  subtitle: "Anchor up!"
  text: |
    Ever wondered why [`Path3D`](https://docs.godotengine.org/en/4.7/classes/class_path3d.html) points never seemed to snap where you wanted them to? That’s because they snap to the camera plane by default, which is essentially an imaginary flat plane at a fixed distance from the camera.

    We now added an option to snap path points on colliders instead.
  read_more: "https://github.com/godotengine/godot/pull/102085"
  contributors:
    - name: "Gustavo Jaruga Cruz"
      link: "https://github.com/GustJc"
  media_author:
    name: "Gustavo Jaruga Cruz"
    link: "https://github.com/GustJc"
  media: path3d_snap.webm
  poster: path3d_snap_poster.webp
display_enum_remote_tree:
  title: "Remote Tree Inspector now properly display non-exported enum variables"
  subtitle: "We could enumerate the benefits all day long if we really wanted"
  text: |
    Prior to 4.7, the Remote Tree Inspector had no way to distinguish normal integer variables from variables that held a value from an enum. That’s because variable hint strings were only generated for exported variables.

    We now fixed this, and the Remote Tree Inspector now shows the name from the enum, instead of its obscure integer value.
  read_more: "https://github.com/godotengine/godot/pull/115705"
  contributors:
    - name: "Danil Alexeev"
      link: "https://github.com/dalexeev"
  media: display_enum_remote_tree.webp
picture_in_picture:
  title: "Add support for picture-in-picture"
  subtitle: "What is this? A game for ants?"
  text: |
    Think [picture-in-picture](https://en.wikipedia.org/wiki/Picture-in-picture) (PiP) is only good to continue watching videos while doing something else on your phone, right? Think again!

    With the introduction of PiP, you can render your game inside one of those little boxes. This is perfect for media players built using Godot, or for games that don’t require player input often or have long cutscenes. It enables players to keep playing while reading their emails or keeping up with their friends.

    While it’s only available on the Android platform for now, this feature will hopefully make its way to other platforms soon.
  read_more: "https://github.com/godotengine/godot/pull/114505"
  contributors:
    - name: "Fredia Huya-Kouadio"
      link: "https://github.com/m4gr3d"
  media_author:
    name: "Fredia Huya-Kouadio"
    link: "https://github.com/m4gr3d"
  media: picture_in_picture.webm
  poster: picture_in_picture_poster.webp
control_transform_offset:
  title: "Offset transform of `Control` nodes"
  subtitle: "Transform the way you design GUIs"
  text: |
    One of the most long-awaited features in Godot’s GUI system has been to be able to translate, rotate, or scale a [`Control`](https://docs.godotengine.org/en/4.7/classes/class_control.html) node without it affecting the rest of the container. This is most notably used for animation purposes, so that buttons can smoothly slide into view or fade away with a scale change.

    However, Godot’s various [`Container`](https://docs.godotengine.org/en/4.7/classes/class_container.html) nodes apply their position, rotation, and scale to their children, which means any changes made to the children’s transform is lost when the container is sorted again (which occurs when children are added, removed, or moved in the scene tree). `Control`’s new [`offset_transform_*`](https://docs.godotengine.org/en/latest/classes/class_control.html#class-control-property-offset-transform-enabled) properties aim to address this limitation in a self-contained manner, similar to the CSS [`transform`](https://developer.mozilla.org/en-US/docs/Web/CSS/Reference/Properties/transform) property.

    You can choose whether the transform offset affects mouse input. By default, transform offset is purely visual, which means there is no risk of buttons losing their hover status after being transformed.
  read_more: "https://github.com/godotengine/godot/pull/87081"
  contributors:
    - name: "Timo Schwarzer"
      link: "https://github.com/timoschwarzer"
  media_author:
    name: "Adam Scott"
    link: "https://bsky.app/profile/adamscott.studio"
  media: control_transform_offset.webm
  poster: control_transform_offset_poster.webp
popup_search:
  title: "Filter long `PopupMenu`s with a search bar"
  subtitle: "Cut to the chase"
  text: |
    Some features in Godot, such as choosing a new class for a [`Resource`](https://docs.godotengine.org/en/4.7/classes/class_resource.html) property or selecting a language, spawn tall dialogs with hundreds of options to choose from. While incremental search exists (typing some letters to highlight the first match), it’s difficult to discover and is not usable on a touchscreen.

    [`PopupMenu`](https://docs.godotengine.org/en/4.7/classes/class_popupmenu.html) now supports optionally showing a search dialog at the top, making this functionality much easier to discover. On top of that, this also sidesteps the limitation on incremental search delay: you can take as much time as you want to type the desired search query.
  read_more: "https://github.com/godotengine/godot/pull/114236"
  contributors:
    - name: "Alexander Streng"
      link: "https://github.com/warriormaster12"
  media: popup_search.webp
text_label_image_scale:
  title: "Font-size aware `RichTextLabel` images"
  subtitle: "With big fonts come big images"
  text: |
    While [`RichTextLabel`](https://docs.godotengine.org/en/4.7/classes/class_richtextlabel.html) offered a way to adjust font and image sizes, you still needed to manually set the size of images to match the text.

    Thanks to this new feature, you can now resize images relative to the font size automatically. For example, `[font_size=40]Example: [img height=1em]example.png[/img][/font_size]` will render the image `example.png` at a size that matches the parent font size.
  read_more: "https://github.com/godotengine/godot/pull/112617"
  contributors:
    - name: "Malcolm Anderson"
      link: "https://github.com/Meorge"
  media_author:
    name: "Malcolm Anderson"
    link: "https://github.com/Meorge"
  media: text_label_image_scale.webp
android_window_resize:
  title: "Allow moving and resizing the embedded game window"
  subtitle: "What if I really want to create a game for ants?"
  text: |
    When developing a game, it’s important to ensure it looks good across a wide range of devices. With so many screen sizes and aspect ratios on the market, testing different layouts is essential.

    Desktop users have been able to resize the game window to quickly test how their games behave under different aspect ratios. Godot 4.7 brings the same flexibility to the Android Editor.

    The embedded game window can now be freely moved and resized, making it possible to test your game across different aspect ratios directly on your Android device.
  read_more: "https://github.com/godotengine/godot/pull/118417"
  contributors:
    - name: "Anish Kumar"
      link: "https://github.com/syntaxerror247"
  media_author:
    name: "Anish Kumar"
    link: "https://github.com/syntaxerror247"
  media: android_window_resize.webm
  poster: android_window_resize_poster.webp
one_way_collision_direction:
  title: "One-way collision support for `CollisionShape2D`"
  subtitle: "A one-way ticket for 2D platformers"
  text: |
    Creating one-way collisions for your platformers (and more!) is now easier than ever! With the new [`one_way_collision_direction`](https://docs.godotengine.org/en/4.7/classes/class_collisionshape2d.html#class-collisionshape2d-property-one-way-collision-direction) property of [`CollisionShape2D`](https://docs.godotengine.org/en/4.7/classes/class_collisionshape2d.html), you’re now able to set the one-way collision direction to any direction, relative and local to the shape.

    Previously, it was assumed that the one-way direction was locally up relative to the `CollisionShape2D` shape. People resorted to changing the shape itself in order to edit the one-way direction. This painful workaround is no longer needed.
  read_more: "https://github.com/godotengine/godot/pull/104736"
  contributors:
    - name: "szunami"
      link: "https://github.com/szunami"
  media_author:
    name: "szunami"
    link: "https://github.com/szunami"
  media: one_way_collision_direction.webm
  poster: one_way_collision_direction_poster.webp
clearcoat_update:
  title: "Clearcoat improvements and fixes"
  subtitle: "Rise and shine!"
  text: |
    The previous implementation of clearcoat in [`BaseMaterial3D`](https://docs.godotengine.org/en/4.7/classes/class_basematerial3d.html) had several issues, such as not implementing energy conservation, or taking sky reflections and reflection probes into account.

    The improvements and fixes made to clearcoat rendering bring it closer to [the reference Disney PBR model](https://disneyanimation.com/publications/physically-based-shading-at-disney/). This makes clearcoat a better fit for materials like car paint.
  read_more: "https://github.com/godotengine/godot/pull/111464"
  contributors:
    - name: "Alfonso Grimaldo"
      link: "https://github.com/LiveTrower"
  media_author:
    name: "MinghauLoh (3D Model)"
    link: "https://sketchfab.com/minghau"
  compare:
    before_image: clearcoat_before.webp
    after_image: clearcoat_after.webp
    before_text: Before
    after_text: After
wayland_touch_support:
  title: "Initial touch support for Wayland"
  subtitle: "U **Can** Touch This"
  text: |
    While touch support was available on Linux/*BSD using [X11](https://en.wikipedia.org/wiki/X_Window_System), that wasn’t the case when using the newer [Wayland protocol](https://en.wikipedia.org/wiki/Wayland_(protocol)) introduced in [4.3](https://godotengine.org/releases/4.3/#display-wayland-support). Well, until now.

    While more complex touch events still need to be implemented (pan and scale gestures, long press to right click on Android), you are now able to drag windows and push buttons with your fingers.
  read_more: "https://github.com/godotengine/godot/pull/113886"
  contributors:
    - name: "deralmas"
      link: "https://github.com/deralmas"
  media_author:
    name: "Ricardo Subtil"
    link: "https://github.com/rsubtil"
  media: wayland_touch_support.webm
  poster: wayland_touch_support_poster.webp
particles3d_scale_and_rotation:
  title: "3D particles scale and rotation can now be tweaked"
  subtitle: "Stretch and squash"
  text: |
    Make the particle system of your dreams! You can now create particles that scale and rotate more than ever. It’s an easy way to add more *oompf* to your animations.
  read_more: "https://github.com/godotengine/godot/pull/112447"
  contributors:
    - name: "QbieShay"
      link: "https://github.com/QbieShay"
  media: particles3d_scale_and_rotation.webm
  poster: particles3d_scale_and_rotation_poster.webp
vertex_snap:
  title: "3D vertex snapping"
  subtitle: "On point"
  text: |
    Placing meshes in a scene in the Godot editor used to be tedious. There wasn’t any way to tell it to place the edge of a level mesh flush to the tip of the one already present.

    But now, while holding the new **Vertex Snap** shortcut (<kbd><kbd>B</kbd></kbd> by default), the editor will highlight the nearest vertex on the selected node’s geometry. This selection can then be clicked and dragged to other vertices on other meshes.
  read_more: "https://github.com/godotengine/godot/pull/117380"
  contributors:
    - name: "Robert Yevdokimov"
      link: "https://github.com/ryevdokimov"
  media_author:
    name: "Robert Yevdokimov"
    link: "https://github.com/ryevdokimov"
  media: vertex_snap.webm
  poster: vertex_snap_poster.webp
ignore_joypad:
  title: "Ignore controller events when your game is unfocused"
  subtitle: "Just ignore them"
  text: |
    Operating systems handle gamepad input differently from keyboard and mouse input, as gamepad input is sent even when the window is unfocused. While this can be beneficial in some situations, it can lead to unintended inputs, potentially leading to accidentally exiting a game in the worst case.

    By enabling the [**Input Devices > Joypads > Ignore Joypad on Unfocused Application**](https://docs.godotengine.org/en/4.7/classes/class_projectsettings.html#class-projectsettings-property-input-devices-joypads-ignore-joypad-on-unfocused-application) project setting, you can now make your project ignore gamepad input unless the window is focused. This setting is *disabled by default* to preserve existing behavior.
  read_more: "https://github.com/godotengine/godot/pull/115119"
  contributors:
    - name: "Nintorch"
      link: "https://github.com/Nintorch"
  media: ignore_joypad.webp
property_list_helper_documentation:
  title: "Dynamically generated properties, such as menu items, are now documented"
  subtitle: "Where no one has gone before"
  text: |
    Properties generated dynamically, like menu items and curve points, are now documented. Like any other property, their descriptions will now show up by hovering over them in the Inspector. Nice to know what you’re fiddling with.
  read_more: "https://github.com/godotengine/godot/pull/115253"
  contributors:
    - name: "bruvzg"
      link: "https://github.com/bruvzg"
  media_author:
    name: "bruvzg"
    link: "https://github.com/bruvzg"
  media: property_list_helper_documentation.webp
project_version_discrepancies:
  title: "The Project Manager now depicts version discrepancies"
  subtitle: "Have you made a decision about upgrading? Ready to move forward into comfort and luxury?"
  text: |
    While the Project Manager already displayed the engine version used by each project, it did not show an explicit indication that a project had to be upgraded (or downgraded) before it could be opened by the current editor version.

    Thanks to this addition, an “upgrade” or “downgrade” icon is now displayed next to the version number if a project must be upgraded or downgraded before being opened. A different icon is also used for major version upgrades (i.e., opening a Godot 3 project in Godot 4).
  read_more: "https://github.com/godotengine/godot/pull/111528"
  contributors:
    - name: "Malcolm Anderson"
      link: "https://github.com/Meorge"
  media_author:
    name: "Adam Scott"
    link: "https://github.com/adamscott"
  media: project_version_discrepancies.webp
input_events_device_ids:
  title: "Identify distinct keyboards and mice"
  subtitle: "BIG GODOT IS WATCHING YOU, keyboards and mice"
  text: |
    Like gamepad inputs, keyboard and mouse inputs now use a device identifier. This can be used to distinguish keyboard/mouse inputs from other inputs by checking the [`InputEvent`](https://docs.godotengine.org/en/4.7/classes/class_inputevent.html)’s `device` property. Keyboard inputs always have their device ID set to [`InputEvent.DEVICE_ID_KEYBOARD`](https://docs.godotengine.org/en/4.7/classes/class_inputevent.html#class-inputevent-constant-device-id-keyboard), while mouse inputs have it set to [`InputEvent.DEVICE_ID_MOUSE`](https://docs.godotengine.org/en/4.7/classes/class_inputevent.html#class-inputevent-constant-device-id-mouse).

    While this change does not add support for differentiating between multiple keyboards or mice connected to the same system, it lays a foundation that makes this possible to implement in the future.
  read_more: "https://github.com/godotengine/godot/pull/116274"
  contributors:
    - name: "Nintorch"
      link: "https://github.com/Nintorch"
  media: input_events_device_ids.webp
create_node_type_filter:
  title: "Find quickly the node or resource to create with the new dialog filters"
  subtitle: "Cream of the crop"
  text: |
    When opening the “Create” dialog for a node or resource in 4.7, you’ll be able to filter the elements shown in the tree.

    Want to instantiate something from your code? No problem: make sure “Show Custom” is the only checkbox selected in the new option menu, just below the “Favorite” button.
  read_more: "https://github.com/godotengine/godot/pull/111518"
  contributors:
    - name: "Tomasz Chabora"
      link: "https://github.com/KoBeWi"
  media_author:
    name: "Tomasz Chabora"
    link: "https://github.com/KoBeWi"
  media: create_node_type_filter.webm
  poster: create_node_type_filter_poster.webp
ios_sdl3:
  title: "Better controller support on iOS"
  subtitle: "A true controller know-it-all"
  text: |
    We have switched to the battle-tested [SDL3 library](https://www.libsdl.org/) for controller support on iOS, as previously done on Windows, macOS, and Linux. This ensures more controllers have the right default mappings.
  read_more: "https://github.com/godotengine/godot/pull/114316"
  contributors:
    - name: "Nintorch"
      link: "https://github.com/Nintorch"
  media: ios_sdl3.webp
joypad_motion_sensors:
  title: "Add gyro aiming support to your project!"
  subtitle: "Aim for the open spot!"
  text: |
    Accelerometer and gyroscope inputs from controllers can now be read by Godot. Among other things, this allows for the implementation of responsive-yet-smooth *gyro aiming* by tilting the controller.
  read_more: "https://github.com/godotengine/godot/pull/111679"
  contributors:
    - name: "Nintorch"
      link: "https://github.com/Nintorch"
  media: joypad_motion_sensors.webp
accessibility_region:
  title: "Landmark navigation for enhanced accessibility"
  subtitle: "You are here 👇"
  text: |
    The focused element of a user interface can move in unexpected ways. While we introduced [screen reader support in 4.5](https://godotengine.org/releases/4.5/#screen-reader-support), it lacked the ability to provide context information in some cases. While a line input could be set to describe a “name” field, it doesn’t help if you don’t know what it is the name of.

    By introducing landmark navigation, the screen reader can give some context information once you enter the perimeter of a landmark, such as telling the screen reader user that the focus is currently in the Inspector, on the name field.
  read_more: "https://github.com/godotengine/godot/pull/114449"
  contributors:
    - name: "Nolan Darilek"
      link: "https://github.com/ndarilek"
  media: accessibility_region.webp
pass_unique_buffer:
  title: "Giving every pass its own unique environment uniform buffer"
  subtitle: "You get a buffer! And you get a buffer! Everyone gets a buffer!"
  text: |
    Modern rendering uses what we call “passes” in order to create final images that are shown on your screen. These are essentially processes that end up with a painted canvas. Some passes can draw the scene objects, while others can read the output of previous passes in order to apply some post-processing effects.

    We figured out that by giving each pass their own unique environment uniform memory pool, we could speed up the rendering process. It’s all because sharing the same memory pool across passes added copy dependencies that often bottlenecked the whole process. As GPUs are meant to do multiple tasks in parallel, it checks out.
  read_more: "https://github.com/godotengine/godot/pull/115177"
  contributors:
    - name: "Skyth"
      link: "https://github.com/blueskythlikesclouds"
  media: pass_unique_buffer.webp
mono_font_code_names:
  title: "Methods, signals, and properties now use a monospace font"
  subtitle: "It feels like home"
  text: |
    The script editor uses a monospace font by default. In other words, every character occupies the same width, which makes it easier to compare lines of code visually.

    However, until now, the editor did not use a monospace font when displaying the names of methods, signals, and properties that come from scripts. This led to a visual discrepancy between what you see in the script editor and what you see elsewhere in the editor.

    The previous behavior can still be obtained by disabling the [**Interface > Theme > Use Monospace Font for Editor Symbols**](https://docs.godotengine.org/en/4.7/classes/class_editorsettings.html#class-editorsettings-property-interface-theme-use-monospace-font-for-editor-symbols) editor setting.
  read_more: "https://github.com/godotengine/godot/pull/112219"
  contributors:
    - name: "Malcolm Anderson"
      link: "https://github.com/Meorge"
  media_author:
    name: "Malcolm Anderson"
    link: "https://github.com/Meorge"
  media: mono_font_code_names.webp
navigate_to_script:
  title: "Reveal the current script in the list"
  subtitle: "I believe in the heart of the scripts… I will summon the current one in attack mode!"
  text: |
    When working with a lot of open scripts, it can be challenging to find the script you’re currently working on in the list of scripts. To make this easier, you can now double-click the name of the current script at the top of the script editor to reveal the script in the list.
  read_more: "https://github.com/godotengine/godot/pull/112796"
  contributors:
    - name: "Jin Yang"
      link: "https://github.com/jinyangcruise"
  media_author:
    name: "Jin Yang"
    link: "https://github.com/jinyangcruise"
  media: navigate_to_script.webm
  poster: navigate_to_script_poster.webp
conic_gradient:
  title: "`GradientTexture2D` now able to generate conic gradients"
  subtitle: "Everything the gradient touches is our kingdom"
  text: |
    [`FILL_CONIC`](https://docs.godotengine.org/en/4.7/classes/class_gradienttexture2d.html#class-gradienttexture2d-constant-fill-conic) was newly added to [`GradientTexture2D`](https://docs.godotengine.org/en/4.7/classes/class_gradienttexture2d.html), enabling the use of CSS-style effects. This is particularly useful in custom 2D shaders to simulate surfaces with realistic, 3D-like shading.
  read_more: "https://github.com/godotengine/godot/pull/115394"
  contributors:
    - name: "Koliur Rahman"
      link: "https://github.com/dugramen"
  media: conic_gradient.webp
tiling_atlas_texture:
  title: "Tile `AtlasTextures` in `TextureRect` nodes"
  subtitle: "Enhance 224 to 176. Enhance. Stop. Move in. Stop. Pull back. Wait a minute. Gimme a tiled copy right there."
  text: |
    [`AtlasTexture`](https://docs.godotengine.org/en/4.7/classes/class_atlastexture.html) allows drawing a specific *region* of a texture in 2D. This can improve performance on low-end devices by reducing texture changes, but also makes it easier to organize assets by having fewer files lying around in the project directory. However, `AtlasTexture` requires specific support in each node that wishes to make use of it.

    Support for `AtlasTexture` is now available in [`TextureRect`](https://docs.godotengine.org/en/4.7/classes/class_texturerect.html), which can draw part of an `AtlasTexture` as a repeating texture for use in nine-patch texturing.
  read_more: "https://github.com/godotengine/godot/pull/113808"
  contributors:
    - name: "Kleonc"
      link: "https://github.com/kleonc"
  media: tiling_atlas_texture.webp
follow_selection:
  title: "Follow moving objects in the 3D editor"
  subtitle: "Taxi! Follow that node!"
  text: |
    By pressing the **Focus Selection** shortcut (<kbd><kbd>F</kbd></kbd> by default) *twice*, you can make the 3D editor automatically follow an object as it’s moved. This is especially useful when previewing how lighting affects an object as it moves across the scene, such as when using [`LightmapGI`](https://docs.godotengine.org/en/4.7/classes/class_lightmapgi.html) with dynamic objects.

    You can still transform the object using the mouse or Blender-style manipulation shortcuts while in follow mode. This also works when playing an animation using an [`AnimationPlayer`](https://docs.godotengine.org/en/4.7/classes/class_animationplayer.html) node, or moving a node using a `@tool` script.
  read_more: "https://github.com/godotengine/godot/pull/99499"
  contributors:
    - name: "Hugo Locurcio"
      link: "https://github.com/Calinou"
  media_author:
    name: "Charles Boury"
    link: "https://bsky.app/profile/charlesboury.fr"
  media: follow_selection.webm
  poster: follow_selection_poster.webp
view_3d_controller:
  title: "Unified editor 3D view manipulation"
  subtitle: "We are the `View3DController`. Resistance is futile."
  text: |
    The 3D camera controllers for the editor and [embedded game](https://docs.godotengine.org/en/4.7/tutorials/editor/game_embedding.html) are now unified.

    This adds support for several features in the 3D camera override when using game embedding:

      - Configurable shortcuts for view manipulation (as set in the editor settings).
      - Use of the navigation scheme configured in the editor settings.
      - Camera snapping when orbiting (hold <kbd><kbd>Alt</kbd></kbd> and drag the middle mouse button).
      - Orbit, panning, and freelook inertia, if enabled in the editor settings.
  read_more: "https://github.com/godotengine/godot/pull/115957"
  contributors:
    - name: "Michael Alexsander"
      link: "https://github.com/YeldhamDev"
  media: view_3d_controller.webp
csg_smoothing:
  title: "Automatic smoothing option for CSG nodes"
  subtitle: "You’ve been hit by… a smooth C’G node"
  text: |
    When creating geometry with CSG nodes, they inherit the smooth/sharp faces from the original mesh data. This is not always suitable, as it can lead to curves being made of sharp faces depending on how they were constructed.

    Enabling the new **Autosmooth** property on a root CSG node will automatically assign smooth or sharp faces according to the **Smoothing Angle** property (which defaults to 50 degrees). Higher values will smooth faces more aggressively.
  read_more: "https://github.com/godotengine/godot/pull/116749"
  contributors:
    - name: "Jesusemora"
      link: "https://github.com/Jesusemora"
  media_author:
    name: "Jesusemora"
    link: "https://github.com/Jesusemora"
  media: csg_smoothing.webp
gdscript_java_interfaces:
  title: "Allow implementing Java interfaces from GDScript"
  subtitle: "POV: 🤖&#x2060;📄 ➡️ ☕&#x2060;📐You: 😂&#x2060;😂&#x2060;😂&#x2060;😀&#x2060;😶&#x2060;😯&#x2060;🤯"
  text: |
    The Android team continues their work to facilitate integration and access of Android APIs in GDScript through [the JavaClassWrapper and the AndroidRuntime plugin](https://docs.godotengine.org/en/4.7/tutorials/platform/android/javaclasswrapper_and_androidruntimeplugin.html).

    In Godot 4.7, these capabilities have been expanded by adding support for implementing and overriding Java interfaces in GDScript.
  read_more: "https://github.com/godotengine/godot/pull/115498"
  contributors:
    - name: "Fredia Huya-Kouadio"
      link: "https://github.com/m4gr3d"
  media: gdscript_java_interfaces.webp
custom_splash_screen:
  title: "Easily customizable splash screens"
  subtitle: "Take them to the next level"
  text: |
    It was previously possible to customize the native Android splash screen of your game, but it required a Gradle build and manually installing files inside the native Android resources.

    You are now able to edit the splash screen settings in the Android export options.
  read_more: "https://github.com/godotengine/godot/pull/114671"
  contributors:
    - name: "Anish Kumar"
      link: "https://github.com/syntaxerror247"
  media: custom_splash_screen.webp
script_editor_orientation_change:
  title: "Enable orientation changes in the Script Editor"
  subtitle: "Code laid down in your bed or in the bus"
  text: |
    One of the main usability issues of the Android Editor is script editing. While many improvements in this area are currently in progress, we’ve addressed one big issue: the fact that the on-screen keyboard takes up a large portion of the available screen space on mobile, making it difficult to work with code.

    We’ve enabled changing the orientation for the Script editor. When it’s in expanded mode, you can now rotate your device to switch between portrait and landscape orientation.

    Many developers prefer coding in portrait mode, as it provides more vertical space and allows more lines to be visible at once. This makes navigating, reading, and writing scripts much more comfortable on mobile.
  read_more: "https://github.com/godotengine/godot/pull/117109"
  contributors:
    - name: "Anish Kumar"
      link: "https://github.com/syntaxerror247"
  media_author:
    - name: "Anish Kumar"
      link: "https://github.com/syntaxerror247"
  media: script_editor_orientation_change.webm
  poster: script_editor_orientation_change_poster.webp
perfetto_tracing:
  title: "Making tracing easier with Perfetto"
  subtitle: "I want to know everything there is to know about Spider-Android!"
  text: |
    In Godot 4.7, we are making Perfetto the default tracing tool for Android editor and template builds.

    For template builds, this allows developers to leverage Android’s built-in Perfetto integration to easily analyze the performance of their games and apps.

    For editor builds, this gives the Godot Android maintainers the tools to analyze and address performance issues with the Godot editor on Android devices.

    [Read more in the documentation](https://docs.godotengine.org/en/4.7/engine_details/development/profiling/perfetto.html).
  read_more: "https://github.com/godotengine/godot/pulls?q=is%253Apr+is%253Amerged+118401+118503"
  contributors:
    - name: "Fredia Huya-Kouadio"
      link: "https://github.com/m4gr3d"
  media: perfetto_tracing.webp
vulkan_subsampled_images:
  title: "Vulkan subsampled images"
  subtitle: "Live long and subsample"
  text: |
    This feature dramatically improves performance of foveated rendering in the Vulkan Mobile render.

    This works by storing rendered tiles at their reduced resolution with interpolation being applied when sampling the resulting subimage, greatly decreasing memory bandwidth. Without subsampled images, foveated rendering will upscale these tiles to the full resolution when writing to texture memory.

    With this change, the Vulkan Mobile renderer matches or even outperforms our Compatibility renderer in a number of benchmarks. As a result, we now recommend new XR projects use the Mobile renderer.
  read_more: "https://github.com/godotengine/godot/pull/116220"
  contributors:
    - name: "David Snopek"
      link: "https://github.com/dsnopek"
  media_author:
    name: "Adam Scott"
    link: "https://bsky.app/profile/adamscott.studio"
  media: "vulkan_subsampled_images.webm"
  poster: "vulkan_subsampled_images_poster.webp"
action_map_improvements:
  title: "Action maps have been simplified"
  subtitle: "“*Le contrôleur!?* What the hell is that!” no more."
  text: |
    With the introduction of support for the [OpenXR generic controller profile](https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_KHR_generic_controller), the default [action map](https://docs.godotengine.org/en/4.7/tutorials/xr/xr_action_map.html) for new OpenXR projects has been greatly simplified.

    Previously containing over ten profiles, the default action map has now been simplified to only include entries for the generic controller profile, touch controller profile, Pico 4 controller profile, and hand interaction profile.

    Developers can introduce additional profiles if their target platforms require those but with just these four defaults, the action map is far more manageable, while still covering most of the market.
  read_more: "https://github.com/godotengine/godot/pulls?q=is%253Apr+is%253Amerged+110778+118975"
  contributors:
    - name: "Bastiaan Olij"
      link: "https://github.com/BastiaanOlij"
    - name: "Logan Lang"
      link: "https://github.com/devloglogan"
  media_author:
    name: "Bastiaan Olij"
    link: "https://github.com/BastiaanOlij"
  media: "action_map_improvements.webp"
composition_layer_improvements:
  title: "Composition layer improvements"
  subtitle: "It's about lighting. Composition. Drama."
  text: |
    There are a number of improvements to the [OpenXR composition layer system](https://docs.godotengine.org/en/4.7/tutorials/xr/openxr_composition_layers.html) to give more control over how these are presented to the user, including:

      - Lock composition layers in the player’s view by placing them under the [`XRCamera3D`](https://docs.godotengine.org/en/4.7/classes/class_xrcamera3d.html) node. This is ideal for heads-up displays.
      - Pair composition layer objects with world geometry, as you’re now able to place objects anywhere within your scene.
      - Plugins can now affect the main projection layer.
  read_more: "https://github.com/godotengine/godot/pulls?q=is%253Apr+is%253Amerged+113096+114324+116207"
  contributors:
    - name: "stillmant"
      link: "https://github.com/stillmant"
    - name: "Fredia Huya-Kouadio"
      link: "https://github.com/m4gr3d"
    - name: "eritschlSC"
      link: "https://github.com/eritschlSC"
3d_transform_gizmo_trackball:
  title: "Rotate 3D nodes intuitively with trackball-style rotation"
  subtitle: "Look at that. Not bad at all. A big trackball indeed, itty-bitty Prince. ✨&#x2060;🌌&#x2060;🟪&#x2060;🤴&#x2060;🟪&#x2060;🌌&#x2060;✨"
  text: |
    You can now rotate 3D nodes by hovering your mouse cursor inside the transform/rotation gizmo and clicking and dragging the new translucent sphere. It will rotate just as if you were using a genuine trackball!

    The 3D transform gizmo now more closely behaves like the one used in Blender.

    Be sure to activate **Use Trackball** (the new planet-looking icon, or just press <kbd><kbd>U</kbd></kbd>) in the 3D editor toolbar in order to use this feature.
  read_more: "https://github.com/godotengine/godot/pull/109976"
  contributors:
    - name: "Charles Boury"
      link: "https://github.com/CharlesBoury"
  media_author:
    name: "Charles Boury"
    link: "https://bsky.app/profile/charlesboury.fr"
  media: "3d_transform_gizmo_trackball.webm"
  poster: "3d_transform_gizmo_trackball_poster.webp"
day_one_xr_support:
  title: "Day one support for the latest XR platforms"
  subtitle: "It means buckle your seatbelt, Dorothy, ’cause Kansas is going bye-bye"
  text: |
    Godot continues the trend of being one of the best engines for XR development, with Godot 4.7 adding day one production-ready support for [Android XR](https://www.android.com/xr/) and [Steam Frame](https://store.steampowered.com/sale/steamframe).

    In collaboration [with Google](https://android-developers.googleblog.com/2026/05/android-xr-updates-unity-unreal-godot.html), the Godot XR team has delivered [a plethora of new features](https://godotengine.org/article/godot-xr-update-may-2026/#android-xr) designed to provide developers access to the latest and greatest Android XR features.

    Godot 4.7 is also production-ready for the Steam Frame, planned to release this summer.

    From building a brand-new XR game, to porting an existing 3D or XR game, Godot 4.7 provides you with the best tools for the job.

    
      [Learn more about how to develop for Android XR](https://developer.android.com/develop/xr/godot)
      [Learn more about how to develop for Steam Frame](https://partner.steamgames.com/doc/steamhardware/steamframe/engines/godot)
    
  contributors:
    - name: "Bastiaan Olij"
      link: "https://github.com/BastiaanOlij"
    - name: "David Snopek"
      link: "https://github.com/dsnopek"
    - name: "Fredia Huya-Kouadio"
      link: "https://github.com/m4gr3d"
    - name: "Logan Lang"
      link: "https://github.com/devloglogan"
  media: "day_one_xr_support.webp"

---

## File: _data/release_4_7/general.yml

introduction:
  text: |
    Like a cult classic movie, Godot 4 has only gotten better with age. The first few releases focused on stability, granting the engine a rock-solid foundation that could be safely and easily iterated upon. Gradually, this has shifted more towards polish and quality-of-life, peaking in [Godot 4.6](https://godotengine.org/releases/4.6/) giving developers the tools to put them and their workflow first.

    This brings us to Godot 4.7. With 3 years under its belt, the 4.7 <dfn title="Every release is a Director's Cut here.">Director’s Cut</dfn> offers colors of never-before-reached intensity. HDR output radiates bold and brilliant new hues, allowing your projects to shine like never before. Inject some juice to your UI without breaking a sweat using the new `Control` offset transforms. Find the plugin that will help push your game even further with the new Asset Store, bask in the ease of creation with standalone Android exporting and publishing, and helm a bevy of new features to eliminate any remaining friction between you and your vision.
conclusion:
  title: Team work makes the dream work
  text: |
    Thanks to all the contributors who had PRs merged into this release.
    Special thanks goes out to all the engine teams that collaborated on this release, especially since commits to other related repositories do not show up in this graphic.

end_message:
  text: |
    It’s been over 3 years since 4.0 dropped, and we’re arguably as far removed from that now as 4.0 is from 3.x. It’s only gotten easier to publish a title with the engine, as evidenced by Steam currently listing over 700 new Godot games published in 2026 so far; we’re not even halfway through the year, and we’re already over halfway to 2025’s 1,200+ total. This is to say nothing of itch.io, which receives over 1&#x2060;,&#x2060;000 new Godot games every week.

    Godot 4.6 gave users their most streamlined baseline release yet, whose focus on polish and usability immediately resonated with the community. This release aimed to double-down on that approach, making not only the engine itself more streamlined, but the tooling and resources surrounding it as well.

    There’s still plenty to be done with the engine, as every user with a favorite feature that’s currently missing would know. However, we’re extremely impressed and inspired by the time and energy that the community has put into this global passion project.

    Well over 300 contributors are responsible for this latest feature release, totalling over 1&#x2060;,&#x2060;600 pull requests. From the bottom of our hearts, we want to thank each and every one of you for your incredible work, as well as all users who’ve sponsored our Development Fund, reported bugs, opened proposals, or supported one another on our community platforms.
  author:
    name: Thaddeus Crews
    role: Release Manager
    link: https://github.com/Repiteo

credits:
  title: Release page credits
  list:
    - text: Texts and revisions
      by: "[Ilena Pegan](https://github.com/ilenawho), [Hugo Locurcio](https://github.com/calinou), [Thaddeus Crews](https://github.com/Repiteo), and [Adam Scott](https://github.com/adamscott)"
    - text: Page revision
      by: "[A Thousand Ships](https://github.com/athousandships), [John Veness](https://github.com/JohnVeness), [Malcolm Anderson](https://github.com/Meorge), and [Micky](https://github.com/Mickeon)"
    - text: Page design and integration
      by: "[Thibaud Goiffon](https://gotibo.fr/)"
    - text: Additional fixes and contributions
      by: "[Fredia Huya-Kouadio](https://github.com/m4gr3d), [Thaddeus Crews](https://github.com/Repiteo), [Emilio Coppola](https://github.com/coppolaemilio), [Allen Pestaluky](https://github.com/allenwp), the [XR team](https://contributing.godotengine.org/en/latest/development/workflows/areas.html#xr), and the [Android team](https://contributing.godotengine.org/en/latest/development/workflows/areas.html#android)"
    - text: Additional media content
      by: "[Adam Scott](https://bsky.app/profile/adamscott.studio), [Bastiaan Olij](https://github.com/BastiaanOlij), [@bruvzg](https://github.com/bruvzg), [Charles Boury](https://bsky.app/profile/charlesboury.fr), [Danil Alexeev](https://github.com/dalexeev), [Dexter](https://github.com/DexterFstone), [Gustavo Jaruga Cruz](https://github.com/GustJc), [Hugo Locurcio](https://github.com/Calinou), [Jayden Sipe](https://github.com/jaydensipe), [@Jesusemora](https://github.com/Jesusemora), [Jin Yang](https://github.com/jinyangcruise), [Kazox61](https://github.com/Kazox61), [Malcolm Anderson](https://github.com/Meorge), [@MinghauLoh](https://sketchfab.com/minghau), [@passivestar](https://github.com/passivestar), [Raphaël Daubelcour](https://github.com/Raftatul), [Robert Yevdokimov](https://github.com/ryevdokimov), [@szunami](https://github.com/szunami), [Tomasz Chabora](https://github.com/KoBeWi), [Voylin](https://voylin.com/), and [Yuri Rubinsky](https://github.com/Chaosus)"

---

## File: _i18n/de.yml

meta:
header:
  features: Funktionen
  showcase: Galerie
  blog: Blog
  community: Community
  assets: Game Assets
  download: Download
  docs: Doku
  contribute: Mitwirken
  donate: Spenden
  language: Sprache
  console_support: Konsolen-Support
  priorities: Prioritäten
  events: Veranstaltungen
  forum: Forum
footer:
  download: Download
  documentation: Dokumentation
  features: Funktionen
  web_editor: Online-Editor
  release_archive: Versionsarchiv
  source_code: Quellcode
  project: Projekt
  blog: Blog
  code_of_conduct: Verhaltenskodex
  governance: Verwaltung
  teams: Teams
  priorities: Prioritäten
  communities: Online-Communities
  resources: Ressourcen
  asset_library: Asset-Bibliothek
  press_kit: Presse
  showcase: Galerie
  education: Bildung
  console_support: Konsolen-Support
  foundation: Stiftung
  about: Über uns
  donate: Spenden
  license: Lizenz
  privacy_policy: Datenschutzerklärung
  contact_us: Kontakt
  text: "Juan Linietsky, Ariel Manzur und [Beitragende](https://github.com/godotengine/godot/blob/master/AUTHORS.md). Gehostet von der [Godot Foundation](https://godot.foundation/). Website Quellcode [auf  GitHub](https://github.com/godotengine/godot-website)."
sponsors:
  title: "Godot wird unterstützt von:"
  text: Um Unternehmens-Sponsor zu werden, einfach eine Nachricht an [contact@godot.foundation](mailto:contact@godot.foundation) schreiben.Individuelle Spenden sind durch die[Godot Engine Entwicklungsfonds](https://fund.godotengine.org/) möglich.
  cta: Spenden
home:
  h1: Deine kostenlose, Open&#8209;SourceGame Engine.
  subtitle: Spielentwicklung in 2D & 3D, für platt­form­über­grei­fende Projekte sowie VR Ideen!
  whats_new: Neuigkeiten
  download_latest: Lade die neueste Version herunter
  looking_for: 'Auf der Suche nach [Godot 3](/download/windows/), unseren [experimentellen Veröffentlichungen](/download/archive), oder [früheren Versionen](/download/archive)?'
  latest_news: Aktuelle News (in Englisch)
  latest_releases: Aktuelle Veröffentlichungen
  view_all: Alle anzeigen
  more_news: Weitere Nachrichten
  cards:
    h2: Eine neue Art, Spiele zu entwickeln
    design:
      title: Innovatives Design
      text: Das Node- und Szenensystem von Godot bietet sowohl die Leistung als auch die Flexibilität, alles zu erstellen.
    script:
      title: Verwende die richtige Sprache für jede Aufgabe
      text: Halte deinen Quelltext dank objektorientierter API modular – egal ob in GDScript, C#, C++ oder (mithilfe von GDExtension) anderen Programmiersprachen!
      extra: C# derzeit nur für Desktop und mobile Applikationen unterstützt.Für C# im Web, verwende Godot 3.
    2d:
      title: Spezialisierte 2D Engine
      text: Erstelle gestochen scharfe und performante 2D-Spiele mit der spezialisierten 2D-Rendering Engine von Godot mithilfe echter 2D Pixelkoordinaten und 2D Nodes.
    3d:
      title: Einfaches and leistungsstarkes 3D
      text: Godots 3D-Nodes bieten alles, was für die Erstellung, Animation und das Rendering von 3D-Welten und Charakteren benötigt wird.
    deploy:
      title: Veröffentliche auf allen Plattformen
      text: Stelle dein Spiel in Sekunden für Desktop-, Mobil- und Webplattformen bereit. Über Drittanbieter unterstützt Godot sogar Konsolen.
    open:
      title: Open Source
      text: "Wirklich offene Entwicklung: Jeder, der zu Godot beiträgt, profitiert gleichermaßen von den Beiträgen der anderen."
    cta: Mehr über Godot lernen
  get_involved:
    title: Mitwirken
    text: Trete der Online-Community bei und helfe mit, eine Game Engine zu entwicklen, die allen gehört.
    cards:
      cta: Lerne mehr
      code:
        title: Programmieren
        text: Wenn du programmieren kannst, dann kannst du helfen Fehler zu beheben und zusammen mit anderen Beitragenenden an der Implementierung neuer Funktionen arbeiten.
      document:
        title: Dokumentation
        text: Die Qualität der Dokumentation ist für eine Game Engine grundlegend. Helfe mit sie zu verbessern, indem du die API-Referenz aktualisierst, neue Anleitungen schreibst oder Verbesserungen beiträgst.
      report:
        title: Fehler melden
        text: Du hast ein technisches Problem gefunden? Vergesse nicht, den Fehler zu melden, damit die Entwickler dem Problem auf die Spur kommen können.
  foundation:
    text: "Du musst kein Entwickler sein, um Godot zu helfen. Trete dem [Entwicklungsfonds](https://fund.godotengine.org/) bei und helfe dabei die Godot&nbsp;Engine noch großartiger zu machen!"
    donate: Spenden

---

## File: _i18n/en.yml

meta:
header:
  features: Features
  showcase: Showcase
  blog: Blog
  community: Community
  assets: Assets
  download: Download
  docs: Docs
  contribute: Contribute
  donate: Donate
  language: Language
  events: Events
  console_support: Console support
  priorities: Priorities
  forum: Forum
footer:
  godot_engine: Godot Engine
  download: Download
  documentation: Documentation
  features: Features
  web_editor: Web editor
  release_archive: Release archive
  source_code: Source code
  project: Project
  blog: Blog
  code_of_conduct: Code of conduct
  governance: Governance
  teams: Teams
  priorities: Priorities
  communities: Communities
  resources: Resources
  asset_store: Asset Store
  asset_library: Asset library
  press_kit: Press kit
  showcase: Showcase
  education: Education
  console_support: Console support
  foundation: Foundation
  about: About
  donate: Donate
  license: License
  privacy_policy: Privacy policy
  contact_us: Contact us
  text: "Juan Linietsky, Ariel Manzur and [contributors](https://github.com/godotengine/godot/blob/master/AUTHORS.md). Hosted by the [Godot Foundation](https://godot.foundation/). Website [source code on  GitHub](https://github.com/godotengine/godot-website)."
sponsors:
  title: "Godot is sponsored by:"
  text: If you are interested in a corporate sponsorship, please write to [contact@godot.foundation](mailto:contact@godot.foundation).To donate as an individual, you can do so through the [Godot Engine development fund](https://fund.godotengine.org/).
  cta: Donate
home:
  h1: Your free, open&#8209;sourcegame engine.
  subtitle: Develop your 2D &amp; 3D games, cross-platform projects, or even XR ideas!
  whats_new: What's new
  download_latest: Download Latest
  looking_for: 'Looking for [Godot 3](/download/windows/), our [experimental releases](/download/archive), or a [previous version](/download/archive)?'
  latest_news: Latest news
  latest_releases: Latest releases
  view_all: View all
  more_news: More news
  cards:
    h2: A different way to make games
    design:
      title: Innovative design
      text: Godot's Node and Scene system gives you both power and flexibility to create anything.
    script:
      title: Use the right language for the job
      text: Keep your code modular with an object-oriented API using Godot's own GDScript, C#, C++, or bring your own using GDExtension.
      extra: C# support is currently only available for desktop and mobile platforms as of Godot 4.2.Use Godot 3 to run C# on the Web platform.
    2d:
      title: Dedicated 2D engine
      text: Make crisp and performant 2D games with Godot's dedicated 2D rendering engine with real 2D pixel coordinates and 2D nodes.
    3d:
      title: Simple and powerful 3D
      text: Godot's 3D nodes give you everything you need to build, animate, and render your 3D worlds and characters.
    xr:
      title: Exemplary XR support
      text: Godot has built-in support for OpenXR and WebXR, and supports various other XR SDKs through plugins. 
    deploy:
      title: Release on all platforms
      text: Deploy your game on desktop, mobile, and the web in seconds. Godot even supports consoles through third party publishers.
    open:
      title: Open Source
      text: "Truly open development: anyone who contributes to Godot benefits equally from others’ contributions."
    cta: Learn more about using Godot
  get_involved:
    title: Get involved
    text: Join the community and help create a game engine that belongs to everybody.
    cards:
      cta: Learn more
      code:
        title: Code
        text: If you know how to code, you can help by fixing bugs and working with engine contributors towards the implementation of new features.
      document:
        title: Document
        text: Documentation quality is essential in a game engine; help make it better by updating the API reference, writing new guides or submitting corrections.
      report:
        title: Report
        text: Found a problem with the engine? Don't forget to report it so that developers can track it down.
  foundation:
    text: "You don't need to be an engine developer to help Godot. Join the [development fund](https://fund.godotengine.org/) and help us make the Godot&nbsp;Engine even more awesome!"
    donate: Donate

---

## File: _i18n/es.yml

meta:
header:
  features: Funciones
  showcase: Creaciones
  blog: Blog
  community: Comunidad
  assets: Assets
  download: Descargar
  docs: Docs
  contribute: Contribuir
  donate: Donar
  language: Idioma
  events: Eventos
  console_support: Soporte de consolas
  priorities: Prioridades
  forum: Foro
footer:
  godot_engine: Godot Engine
  download: Descargar
  documentation: Documentación
  features: Funciones
  web_editor: Editor web
  release_archive: Archivo de versiones
  source_code: Código fuente
  project: Proyecto
  blog: Blog
  code_of_conduct: Código de conducta
  governance: Gobernanza
  teams: Equipos
  priorities: Prioridades
  communities: Comunidades
  resources: Recursos
  asset_library: Biblioteca de Assets
  press_kit: Kit de prensa
  showcase: Creaciones
  education: Educación
  console_support: Soporte de consolas
  foundation: Fundación
  about: Acerca de
  donate: Donar
  license: Licencia
  privacy_policy: Política de privacidad
  contact_us: Contáctanos
  text: "Juan Linietsky, Ariel Manzur y [colaboradores](https://github.com/godotengine/godot/blob/master/AUTHORS.md). Alojado por la [Godot Foundation](https://godot.foundation/). [Código fuente de la web en GitHub](https://github.com/godotengine/godot-website)."
sponsors:
  title: "Godot está patrocinado por:"
  text: Si estás interesado en un patrocinio corporativo, por favor escribe a [contact@godot.foundation](mailto:).Si quieres donar como individuo, puedes hacerlo a través del [fondo de desarrollo de Godot Engine](https://fund.godotengine.org/).
  cta: Donar
home:
  h1: Tu motor de juegos gratuito y de código abierto.
  subtitle: Desarrolla tus juegos 2D y 3D, proyectos multiplataforma o incluso XR
  whats_new: Novedades
  download_latest: Descargar Última Versión
  looking_for: '¿Buscas [Godot 3](/download/windows/), nuestras [versiones experimentales](/download/archive), o una [versión anterior](/download/archive)?'
  latest_news: Últimas noticias (en inglés)
  latest_releases: Últimas versiones
  view_all: Ver todos
  more_news: Más noticias
  cards:
    h2: Una forma diferente de hacer juegos
    design:
      title: "Diseño innovador"
      text: "El sistema de Nodos y Escenas de Godot te da poder y flexibilidad para crear cualquier cosa."
    script:
      title: "Usa el lenguaje adecuado para cada trabajo"
      text: "Mantén tu código modular con una API orientada a objetos usando GDScript, C#, C++, o trae el tuyo propio usando GDExtension."
      extra: "El soporte para C# solo está disponible actualmente para plataformas de escritorio y móviles en Godot 4.2. Usa Godot 3 para ejecutar C# en Web."
    2d:
      title: "Motor 2D dedicado"
      text: "Crea juegos 2D con el motor de renderizado 2D dedicado de Godot con coordenadas de píxeles 2D reales y nodos 2D."
    3d:
      title: "3D simple y potente"
      text: "Los nodos 3D de Godot te dan todo lo que necesitas para construir, animar y renderizar tus mundos y personajes 3D."
    deploy:
      title: "Publica en todas las plataformas"
      text: "Publica tu juego en escritorio, móvil y web en segundos. Godot incluso soporta consolas a través de terceros."
    open:
      title: "Código abierto"
      text: "Desarrollo verdaderamente abierto: cualquiera que contribuya a Godot se beneficia igualmente de las contribuciones de otros."
    cta: ¿Quieres saber más sobre Godot?
  get_involved:
    title: Contribuye
    text: "Únete a la comunidad y ayuda a crear un motor que pertenezca a todos."
    cards:
      cta: Ver más
      code:
        title: Código
        text: Si sabes programar, puedes ayudar a corregir errores y trabajar con los contribuyentes del motor con la implementación de nuevas funciones.
      document:
        title: Documenta
        text: La calidad de la documentación es esencial en un motor; ayúdanos a mejorarla actualizando la referencia de la API, escribiendo nuevas guías o enviando correcciones.
      report:
        title: Reporta
        text: ¿Encontraste un problema con el motor? No olvides reportarlo para que los desarrolladores puedan solucionarlo.
  foundation:
    text: "No necesitas ser un desarrollador para ayudar a Godot. ¡Únete al [fondo de desarrollo](https://fund.godotengine.org/) y ayúdanos a hacer el motor Godot aún más impresionante!"
    donate: Dona

---

## File: _i18n/fr.yml

meta:
header:
  features: Fonctionnalités
  showcase: Vitrine
  blog: Actualités
  community: Communauté
  assets: Assets
  download: Télécharger
  docs: Docs
  contribute: Contribuer
  donate: Donner
  language: Langue
  console_support: Support des consoles
  priorities: Priorités
  events: Événements
  forum: Forum
footer:
  godot_engine: Godot Engine
  download: Télécharger
  documentation: Documentation
  features: Fonctions
  web_editor: Éditeur web
  release_archive: Archive des versions
  source_code: Code source
  project: Projet
  blog: Actualités
  code_of_conduct: Code de conduite
  governance: Gouvernance
  teams: Équipes
  priorities: Priorités
  communities: Communautés
  resources: Ressources
  asset_library: Bibliothèque d'assets
  press_kit: Dossier de presse
  showcase: Vitrine
  education: Éducation
  console_support: Support des consoles
  foundation: Fondation
  about: À propos
  donate: Faire un don
  license: Licence
  privacy_policy: Politique de confidentialité
  contact_us: Contactez-nous
  text: "Juan Linietsky, Ariel Manzur et [contributeurs](https://github.com/godotengine/godot/blob/master/AUTHORS.md). Hébergé par la [Godot Foundation](https://godot.foundation/). Code source du site web [sur GitHub](https://github.com/godotengine/godot-website)."
sponsors:
  title: "Godot est soutenu par&nbsp;:"
  text: Si vous êtes intéressé pour sponsoriser Godot avec votre organisation, veuillez écrire à [contact@godot.foundation](mailto:contact@godot.foundation).Pour faire un don à titre personnel, vous pouvez faire ainsi à travers le [fonds de développement Godot Engine](https://fund.godotengine.org/).
  cta: Faire un don
home:
  h1: Votre moteur de jeu gratuit et open&#8209;source.
  subtitle: Développez vos jeux en 2D et 3D, des projets cross-plateformes ou même des applications XR&nbsp;!
  whats_new: Nouveautés
  download_latest: Télécharger la dernière version
  looking_for: 'Vous cherchez [Godot 3](/download/windows/), des [versions expérimentales](/download/archive) ou une [ancienne version](/download/archive)&nbsp;?'
  latest_news: Dernières actualités (en anglais)
  latest_releases: Dernières versions
  view_all: Voir tout
  more_news: Plus d'actualités
  cards:
    h2: Une manière différente de créer des jeux
    design:
      title: Conception innovante
      text: Le système de nœuds et scènes de Godot vous donne à la fois puissance et flexibilité pour créer ce que vous voulez.
    script:
      title: Utilisez le langage de votre choix
      text: Gardez votre code modulaire avec une API orientée objet en utilisant GDScript, C#, C++, ou apportez votre propre langage avec GDExtension.
      extra: Le support de C# est actuellement uniquement disponible pour les plateformes de bureau et mobiles à partir de Godot 4.2. Utilisez Godot 3 pour exécuter du C# sur la plateforme Web.
    2d:
      title: Moteur 2D dédié
      text: Créez des jeux 2D nets et performants avec le moteur 2D dédié utilisant des vraies coordonnées en pixels.
    3d:
      title: Moteur 3D complet
      text: Les nœuds 3D de Godot vous donnent tout le nécessaire pour construire, afficher et rendre vie à vos mondes et personnages 3D.
    deploy:
      title: Publiez sur toutes les plateformes
      text: Exportez votre jeu pour plateformes PC, mobile et web en quelques secondes. Godot prend même en charge les consoles grâce à des éditeurs tiers.
    open:
      title: Open Source
      text: "Développement vraiment ouvert&nbsp;: tout le monde qui contribue bénéficie de manière égale des contributions d'autres personnes."
    cta: En savoir plus sur les fonctionnalités
  get_involved:
    title: Impliquez-vous
    text: Rejoignez la communauté et aidez à créer un moteur de jeu qui appartient à tous.
    cards:
      cta: En savoir plus
      code:
        title: Programmez
        text: Si vous savez programmer, vous pouvez aider en corrigeant des bugs et en travaillant avec d'autres contrtibuteurs pour implémenter de nouvelles fonctionnalités.
      document:
        title: Documentez
        text: La qualité de la documentation est essentielle dans un moteur de jeu. Aidez à améliorer le documentation en mettant à jour la référence de l'API, en écrivant de nouveaux guides ou en soumettant des corrections.
      report:
        title: Signalez
        text: Avez-vous trouvé un problème dans le moteur&nbsp;? N'oubliez pas de le signaler afin que les développeurs puissent le résoudre.
  foundation:
    text: "Vous n'avez pas besoin d'être un développeur de moteur pour aider Godot. Rejoignez le [fonds de développement](https://fund.godotengine.org/) et aidez-nous à rendre le moteur Godot encore plus génial&nbsp;!"
    donate: Faire un don

---

## File: _i18n/ja.yml

[Binary file]

---

## File: _i18n/ko.yml

meta:
header:
  features: 기능
  showcase: 쇼케이스
  blog: 블로그
  community: 커뮤니티
  assets: 애셋
  download: 다운로드
  docs: 문서
  contribute: 기여
  donate: 기부
  language: 언어
  console_support: 콘솔 지원
  priorities: 우선 순위
  events: 이벤트
  forum: 포럼
footer:
  godot_engine: Godot 엔진
  download: 다운로드
  documentation: 문서
  features: 기능
  web_editor: 웹 편집기
  release_archive: 릴리스 아카이브
  source_code: 소스 코드
  project: 프로젝트
  blog: 블로그
  code_of_conduct: 행동 강령
  governance: 거버넌스
  teams: 팀
  priorities: 우선 순위
  communities: 커뮤니티
  resources: 리소스
  asset_library: 애셋 라이브러리
  press_kit: 보도자료
  showcase: 쇼케이스
  education: 교육
  console_support: 콘솔 지원
  foundation: 재단
  about: 대하여
  donate: 기부
  license: 라이선스
  privacy_policy: 개인정보처리방침
  contact_us: 문의하기
  text: "후안 리니에츠키, 아리엘 만수르 및 [기여자](https://github.com/godotengine/godot/blob/master/AUTHORS.md). [Godot 재단](https://godot.foundation/)이 호스팅하고 있습니다. 웹사이트는 [GitHub에 소스 코드](https://github.com/godotengine/godot-website)가 있습니다."
sponsors:
  title: "Godot는 후원을 받고 있습니다:"
  text: 기업 후원에 관심이 있으시면 [contact@godot.foundation](mailto:contact@godot.foundation)에 써주세요.개인으로 기부하려면 [Godot 엔진 개발 기금](https://fund.godotengine.org/)을 통해 할 수 있습니다.
  cta: 기부
home:
  h1: 자유 오픈 소스게임 엔진.
  subtitle: 2D 및 3D 게임, 크로스 플랫폼 프로젝트, 또는 XR 아이디어까지 개발하세요!
  whats_new: 새로운 점
  download_latest: 최신 다운로드
  looking_for: '[Godot 3](/download/windows/), 우리의 [실험적인 릴리스](/download/archive), 또는 [이전 버전](/download/archive)을 찾고 계십니까?'
  latest_news: 최신 뉴스
  latest_releases: 최신 릴리스
  view_all: 모두 보기
  more_news: 뉴스 더 보기
  cards:
    h2: 게임을 만드는 다양한 방법
    design:
      title: 혁신적인 디자인
      text: Godot의 노드와 씬 시스템은 여러분에게 무엇이든 만들 수 있는 능력과 유연성을 모두 제공합니다.
    script:
      title: 업무에 알맞는 언어를 사용하세요
      text: Godot의 자체 GDScript, C#, C++를 사용하여 객체 지향 API로 코드를 모듈화거나, GDExtension을 사용하여 자신의 언어를 가져오세요.
      extra: C# 지원은 현재 Godot 4.2에서부터 데스크톱과 모바일 플랫폼에서만 사용할 수 있습니다.웹 플랫폼에서 C#을 실행하려면 Godot 3를 사용하세요.
    2d:
      title: 전용 2D 엔진
      text: 실제 2D 픽셀 좌표와 2D 노드를 갖춘 Godot의 전용 2D 렌더링 엔진으로 선명하고 성능이 뛰어난 2D 게임을 만드세요.
    3d:
      title: 간단하고 강력한 3D
      text: Godot의 3D 노드는 3D 세계와 캐릭터를 구축하고, 애니메이션화하고, 렌더링하는 데 필요한 모든 것을 제공합니다.
    deploy:
      title: 모든 플랫폼에 출시하세요
      text: 게임을 데스크톱, 모바일과 웹에 몇 초 만에 배포하세요. Godot는 심지어 서드 파티 퍼블리셔를 통해 콘솔을 지원합니다.
    open:
      title: 오픈 소스
      text: "진정한 열린 개발: Godot에 기여하는 모든 사람은 다른 사람의 기여로부터 동등한 혜택을 받습니다."
    cta: Godot 사용에 대해 더 알아보기
  get_involved:
    title: 참여하기
    text: 커뮤니티에 참여하여 모두의 소유인 게임 엔진을 만드는 데 도움을 주세요.
    cards:
      cta: 더 알아보기
      code:
        title: 코드
        text: 코딩 방법을 알고 있다면 버그를 수정하고 엔진 기여자들과 협력하여 새로운 기능을 구현하는 데 도움을 줄 수 있습니다.
      document:
        title: 문서
        text: 문서 품질은 게임 엔진에서 필수입니다. API 참조를 업데이트하거나, 새로운 가이드를 쓰거나, 수정 사항을 제출하여 개선하는 데 도움을 주세요.
      report:
        title: 보고
        text: 엔진에 문제를 찾았습니까? 개발자가 추적할 수 있도록 문제를 보고하는 것을 잊지 마세요.
  foundation:
    text: "Godot를 돕기 위해 엔진 개발자가 될 필요는 없습니다. [개발 기금](https://fund.godotengine.org/)에 가입하시고 Godot 엔진을 더욱 멋지게 만드는 데 도움을 주세요!"
    donate: 기부

---

## File: _i18n/pl.yml

meta:
header:
  features: Możliwości
  showcase: Wystawa
  blog: Blog
  community: Społeczność
  assets: Zasoby
  download: Pobierz
  docs: Dokumentacja
  contribute: Zaangażuj się
  donate: Wpłać datek
  language: Język
  console_support: Wsparcie konsol
  priorities: Priorytety
  events: Wydarzenia
  forum: Forum
footer:
  godot_engine: Godot Engine
  download: Pobierz
  documentation: Dokumentacja
  features: Możliwości
  web_editor: Edytor webowy
  release_archive: Archiwum wydań
  source_code: Kod źródłowy
  project: Projekt
  blog: Blog
  code_of_conduct: Kodeks postępowania
  governance: Zarząd
  teams: Zespoły
  priorities: Priorytety
  communities: Społeczności
  resources: Zasoby
  asset_library: Biblioteka zasobów
  press_kit: Press kit
  showcase: Wystawa
  education: Edukacja
  console_support: Wsparcie konsol
  foundation: Fundacja
  about: O nas
  donate: Wpłać datek
  license: Licencja
  privacy_policy: Polityka prywatności
  contact_us: Kontakt
  text: "Juan Linietsky, Ariel Manzur i [kontrybutorzy](https://github.com/godotengine/godot/blob/master/AUTHORS.md). Hostowane przez [Godot Foundation](https://godot.foundation/). [Kod źródłowy strony internetowej na GitHubie](https://github.com/godotengine/godot-website)."
sponsors:
  title: "Godot jest sponsorowany przez:"
  text: Jeśli jesteś zainteresowany sponsoringiem korporacyjnym, napisz proszę do [contact@godot.foundation](mailto:contact@godot.foundation).Aby wesprzeć jako osoba, możesz to zrobić poprzez [fundusz rozwoju Godot Engine](https://fund.godotengine.org/).
  cta: Wpłać datek
home:
  h1: Twój darmowy, otwarty silnik gier.
  subtitle: Twórz swoje gry 2D oraz 3D, projekty wieloplatformowe lub nawet pomysły XR!
  whats_new: Co nowego
  download_latest: Pobierz najnowszy
  looking_for: 'Szukasz [Godota 3](/download/windows/), naszych [wydań eksperymentalnych](/download/archive) lub [poprzednich wersji](/download/archive)?'
  latest_news: Najnowsze wieści
  latest_releases: Najnowsze wydania
  view_all: Zobacz wszystkie
  more_news: Więcej aktualności
  cards:
    h2: Inny sposób tworzenia gier
    design:
      title: Innowacyjny design
      text: System węzłów i scen Godota daje ci zarówno moc, jak i elastyczność, do tworzenia czegokolwiek.
    script:
      title: Użyj języka odpowiedniego do zadania
      text: Zachowaj modularność swojego kodu dzięki zorientowanemu obiektowo API, używając własnego Godotowi GDScriptu, C#, C++ lub przynieś swój własny język za pomocą GDExtension.
      extra: Wsparcie C# jest aktualnie dostępne tylko dla platform komputerowych i mobilnych (stan na wersję 4.2).Użyj Godota 3, aby uruchomić C# na platformie webowej.
    2d:
      title: Dedykowany silnik 2D
      text: Twórz wyraźne i wydajne gry 2D z Godotowym dedykowanym silnikiem renderowania 2D, z prawdziwymi pikselowymi współrzędnymi 2D i węzłami 2D.
    3d:
      title: Proste i potężne 3D
      text: Węzły 3D Godota dają ci wszystko czego potrzeba, aby budować, animować i renderować twoje światy i postacie 3D.
    deploy:
      title: Wydaj na wszystkie platformy
      text: Wydaj swoją grę na komputery, telefony i przeglądarki, w sekundy. Godot wspiera nawet konsole poprzez zewnętrznych wydawców.
    open:
      title: Otwarty kod
      text: "Prawdziwie otwarty rozwój: każdy, kto wnosi swój wkład do Godota, korzysta w równym stopniu z wkładu innych."
    cta: Dowiedz się więcej o używaniu Godota
  get_involved:
    title: Dołącz do nas
    text: Dołącz do społeczności i pomóż tworzyć silnik gier, który należy do wszystkich.
    cards:
      cta: Dowiedz się więcej
      code:
        title: Kod
        text: Jeśli wiesz jak pisać kod, możesz pomóc naprawiając błędy oraz pracując z kontrybutorami silnika w kierunku implementacji nowych funkcjonalności.
      document:
        title: Dokumentacja
        text: Jakość dokumentacji jest niezbędna dla silnika gier; pomóż uczynić ją lepszą, poprzez aktualizację dokumentacji API, pisanie nowych poradników lub składanie poprawek.
      report:
        title: Zgłaszanie
        text: Znalazłeś problem z silnikiem? Nie zapomnij go zgłosić, żeby programiści mogli go wyśledzić.
  foundation:
    text: "Nie musisz być współtwórcą silnika, aby wesprzeć Godota. Dołącz do [funduszu rozwoju](https://fund.godotengine.org/) i pomóż nam uczynić Godot&nbsp;Engine jeszcze bardziej niesamowitym!"
    donate: Wpłać datek

---

## File: _i18n/pt-br.yml

meta:
header:
  features: Recursos
  showcase: Galeria
  blog: Blog
  community: Comunidade
  assets: Assets
  download: Baixar
  docs: Docs
  contribute: Contribuir
  donate: Doar
  language: Idioma
  events: Eventos
  console_support: Suporte a consoles
  priorities: Prioridades
  forum: Fórum
footer:
  godot_engine: Godot Engine
  download: Baixar
  documentation: Documentação
  features: Recursos
  web_editor: Editor web
  release_archive: Arquivo de versões
  source_code: Código fonte
  project: Projeto
  blog: Blog
  code_of_conduct: Código de conduta
  governance: Governança
  teams: Equipes
  priorities: Prioridades
  communities: Comunidades
  resources: Recursos
  asset_library: Biblioteca de Assets
  press_kit: Kit de imprensa
  showcase: Galeria
  education: Educação
  console_support: Suporte a consoles
  foundation: Fundação
  about: Sobre
  donate: Doar
  license: Licença
  privacy_policy: Política de privacidade
  contact_us: Contate-nos
  text: "Juan Linietsky, Ariel Manzur e [colaboradores](https://github.com/godotengine/godot/blob/master/AUTHORS.md). Hospedado pela [Godot Foundation](https://godot.foundation/). [Código fonte do site no GitHub](https://github.com/godotengine/godot-website)."
sponsors:
  title: "Godot é patrocinado por:"
  text: Se você tem interesse em um patrocínio corporativo, escreva para [contact@godot.foundation](mailto:contact@godot.foundation).Para doar como pessoa física, você pode fazê-lo através do [fundo de desenvolvimento do Godot Engine](https://fund.godotengine.org/).
  cta: Doar
home:
  h1: Sua engine de jogos gratuita e de código aberto.
  subtitle: Desenvolva seus jogos 2D e 3D, projetos multiplataforma ou até mesmo ideias XR!
  whats_new: Novidades
  download_latest: Baixar Versão Mais Recente
  looking_for: 'Procurando pelo [Godot 3](/download/windows/), nossas [versões experimentais](/download/archive), ou uma [versão anterior](/download/archive)?'
  latest_news: Últimas notícias (em inglês)
  latest_releases: Últimas versões
  view_all: Ver todos
  more_news: Mais notícias
  cards:
    h2: Uma maneira diferente de fazer jogos
    design:
      title: Design inovador
      text: O sistema de Nós e Cenas do Godot oferece poder e flexibilidade para criar qualquer coisa.
    script:
      title: Use a linguagem certa para cada trabalho
      text: Mantenha seu código modular com uma API orientada a objetos usando GDScript, C#, C++, ou traga a sua própria usando GDExtension.
      extra: O suporte para C# está disponível apenas para plataformas desktop e mobile a partir do Godot 4.2.Use Godot 3 para executar C# na plataforma Web.
    2d:
      title: Engine 2D dedicada
      text: Crie jogos 2D nítidos e performáticos com a engine de renderização 2D dedicada do Godot, com coordenadas reais de pixel 2D e nós 2D.
    3d:
      title: 3D simples e poderoso
      text: Os nós 3D do Godot oferecem tudo que você precisa para construir, animar e renderizar seus mundos e personagens 3D.
    deploy:
      title: Lance em todas as plataformas
      text: Publique seu jogo em desktop, mobile e web em segundos. Godot até suporta consoles através de editoras terceirizadas.
    open:
      title: Código Aberto
      text: "Desenvolvimento verdadeiramente aberto: qualquer pessoa que contribui para o Godot se beneficia igualmente das contribuições de outros."
    cta: Saiba mais sobre usar o Godot
  get_involved:
    title: Envolva-se
    text: Junte-se à comunidade e ajude a criar uma engine de jogos que pertence a todos.
    cards:
      cta: Saiba mais
      code:
        title: Código
        text: Se você sabe programar, pode ajudar corrigindo bugs e trabalhando com os colaboradores da engine para implementar novos recursos.
      document:
        title: Documentação
        text: A qualidade da documentação é essencial em uma engine de jogos; ajude a melhorá-la atualizando a referência da API, escrevendo novos guias ou enviando correções.
      report:
        title: Reporte
        text: Encontrou um problema com a engine? Não esqueça de reportá-lo para que os desenvolvedores possam rastreá-lo.
  foundation:
    text: "Você não precisa ser um desenvolvedor de engine para ajudar o Godot. Junte-se ao [fundo de desenvolvimento](https://fund.godotengine.org/) e nos ajude a tornar a Godot&nbsp;Engine ainda mais incrível!"
    donate: Doar

---

## File: _i18n/uk.yml

meta:
header:
  features: Функціонал
  showcase: Виставка
  blog: Блог
  community: Спільнота
  assets: Ресурси
  download: Завантажити
  docs: Документація
  contribute: Долучитися
  donate: Пожертвувати
  language: Мова
  events: Події
  console_support: Підтримка консолей
  forum: Форум
footer:
  godot_engine: Godot Engine
  download: Завантажити
  documentation: Документація
  features: Функціонал
  web_editor: Вебредактор
  release_archive: Архів релізів
  source_code: Початковий код
  project: Проєкт
  blog: Блог
  code_of_conduct: Правила поведінки
  governance: Управління
  teams: Команди
  priorities: Пріоритети
  communities: Спільноти
  resources: Ресурси
  asset_library: Бібліотека ресурсів
  press_kit: Прескіт
  showcase: Виставка
  education: Освіта
  console_support: Підтримка консолей
  foundation: Фонд
  about: Про фонд
  donate: Пожертвувати
  license: Ліцензія
  privacy_policy: Політика конфіденційності
  contact_us: Зв'яжіться з нами
  text: "Хуан Лінетськи, Аріель Манзур та [інші автори](https://github.com/godotengine/godot/blob/master/AUTHORS.md). Вебсайт розміщено [Godot Foundation](https://godot.foundation/). [Початковий код вебсайту на GitHub](https://github.com/godotengine/godot-website)."
sponsors:
  title: "Godot спонсорується:"
  text: Якщо ви зацікавлені в корпоративному спонсоруванні, будь ласка, напишіть на адресу [contact@godot.foundation](mailto:contact@godot.foundation).Щоб зробити особисту пожертву, зробіть це через [фонд розробки Godot Engine](https://fund.godotengine.org/).
  cta: Пожертвувати
home:
  h1: Ваш безоплатний ігровий рушійз відкритим початковим кодом.
  subtitle: Розробляйте власні 2D і 3D ігри, кросплатформні проєкти та навіть XR задуми!
  whats_new: Що нового
  download_latest: Завантажити останню версію
  looking_for: 'Шукаєте [Godot 3](/download/windows/), наш [експериментальний реліз](/download/archive), або [попередню версію](/download/archive)?'
  latest_news: Останні новини
  more_news: Більше новин
  cards:
    h2: Особливий спосіб створювати ігри
    design:
      title: Інноваційний дизайн
      text: Система Вузлів та Сцен в Godot надає можливість та гнучкість для створення чого завгодно.
    script:
      title: Обирайте мову програмування для вашої задачі
      text: Підтримуйте модулярність вашого коду з обʼєктно-орієнтованим API із власною мовою Godot — GDScript, C#, C++, або додайте свою з використанням GDExtension.
      extra: Підтримка C# зараз доступна тільки для ПК та мобільних платформ з версією Godot 4.2.Використовуйте Godot 3, щоб запустити C# на вебплатформі.
    2d:
      title: Спеціалізований 2D рушій
      text: Створюйте виразні та продуктивні 2D ігри зі спеціалізованим рушієм візуалізації 2D Godot зі справжніми 2D координатами пікселів та 2D вузлами.
    3d:
      title: Простий та потужний 3D
      text: 3D вузли Godot забезпечать усім, щоб створити, анімувати, та візуалізувати ваші 3D світи та персонажів.
    deploy:
      title: Випускайте на всіх платформах
      text: Розгортайте вашу гру на ПК, мобільних пристроях та веб за секунди. Godot навіть підтримує консолі з допомогою сторонніх видавців.
    open:
      title: Відкритий початковий код
      text: "Насправді відкрита розробка: кожен хто робить свій внесок до Godot отримує таку ж користь від внесків інших."
    cta: Дізнайте більше про користування Godot
  get_involved:
    title: Долучайтесь
    text: Долучайтесь до спільноти та допоможіть створювати ігровий рушій що належить кожному.
    cards:
      cta: Дізнатися більше
      code:
        title: Програмуйте
        text: Якщо вмієте програмувати, ви можете допомогти виправляти баги та працювати з розробниками рушія над реалізацією нового функціоналу.
      document:
        title: Документуйте
        text: Для ігрового рушія необхідна якісна документація; допоможіть зробити її краще оновлюючи довідку API, пишучи нові посібники або надаючи виправлення.
      report:
        title: Звітуйте
        text: Знайшли проблему в рушії? Не забудьте прозвітувати, щоб розробники змогли її простежити.
  foundation:
    text: "Не потрібно бути розробником рушіїв, щоб допомогти Godot. Долучайтесь до [фонду розробки](https://fund.godotengine.org/) та допоможіть нам зробити Godot&nbsp;Engine ще більш вражаючим!"
    donate: Пожертвувати

---

## File: _i18n/zh-cn.yml

meta:
header:
  features: 特性
  showcase: 展示
  blog: 博客
  community: 社区
  assets: 资产
  download: 下载
  docs: 文档
  contribute: 贡献
  donate: 捐助
  language: 语言
  console_support: 主机支持
  priorities: 优先事项
  events: 活动
  forum: 论坛
footer:
  download: 下载
  documentation: 文档
  features: 特性
  web_editor: 网页编辑器
  release_archive: 版本归档
  source_code: 源代码
  project: 项目
  blog: 博客
  code_of_conduct: 行为准则
  governance: 治理模式
  teams: 团队
  priorities: 优先事项
  communities: 社区
  resources: 资源
  asset_library: 资产库
  press_kit: 宣传材料
  showcase: 案例展示
  education: 教育
  console_support: 主机支持
  foundation: 基金会
  about: 关于
  donate: 捐助
  license: 许可证
  privacy_policy: 隐私政策
  contact_us: 联系我们
  text: "Juan Linietsky、Ariel Manzur 等[贡献者](https://github.com/godotengine/godot/blob/master/AUTHORS.md)。由 [Godot 基金会](https://godot.foundation/)架设。网站[源码可在 GitHub 上获取](https://github.com/godotengine/godot-website)。"
sponsors:
  title: "感谢以下 Godot 赞助方："
  text: 如果你对企业赞助感兴趣，请发邮件至 [contact@godot.foundation](mailto:contact@godot.foundation)。以个人名义捐助可以通过 [Godot Engine 开发基金](https://fund.godotengine.org/)进行。
  cta: 捐助
home:
  h1: 属于你的自由开源游戏引擎
  subtitle: 开发你的 2D & 3D 游戏，跨平台项目，甚至是 XR 创意！
  whats_new: 新版亮点
  download_latest: 下载最新版
  looking_for: '想找 [Godot 3](/download/windows/)，[测试版本](/download/archive)或是[历史版本](/download/archive)？'
  latest_news: 最新消息
  latest_releases: 最新版本
  view_all: 查看全部
  more_news: 更多消息
  cards:
    h2: 制作游戏的独特方式
    design:
      title: 创新设计
      text: Godot 的节点和场景系统强大而灵活，可以创造任何可能。
    script:
      title: 使用合适的语言完成工作
      text: 使用面向对象的 API 保持代码模块化，你可以使用 Godot 自己的 GDScript、C#、C++，还可以使用 GDExtension 引入你自己的语言。
      extra: 截止 Godot 4.2 ，C# 支持目前仅在桌面端与移动端可用。请使用 Godot 3 在网页端运行 C#。
    2d:
      title: 专用 2D 引擎
      text: 使用 Godot 专用的 2D 渲染引擎，基于真实的 2D 像素坐标和 2D 节点，制作精美且性能卓越的 2D 游戏。
    3d:
      title: 简单且强大的 3D
      text: 使用 Godot 的 3D 节点即可对 3D 世界和角色进行构建、动画、渲染。
    deploy:
      title: 全平台发布
      text: 只需几秒，即可将游戏部署到桌面端、移动端、网页端。通过第三方发行商，Godot 甚至支持主机平台。
    open:
      title: 开源
      text: "真正的开放开发：每位 Godot 贡献者都能平等受益于他人的贡献。"
    cta: 了解更多 Godot 的信息
  get_involved:
    title: 参与其中
    text: 加入社区，共同打造属于所有人的游戏引擎。
    cards:
      cta: 了解更多
      code:
        title: 代码
        text: 如果您会写代码，您可以协助修复 bug, 和引擎贡献者们合作，实现新功能。
      document:
        title: 文档
        text: 文档质量对游戏引擎至关重要；您可以通过更新 API 参考、编写新指南或提交修正来帮助改进它。
      report:
        title: 报告
        text: 发现引擎有问题？别忘了提交报告，以便开发者能够追踪修复。
  foundation:
    text: "不是引擎开发者也能帮助 Godot。加入[开发基金](https://fund.godotengine.org/)，帮助我们让 Godot&nbsp;Engine 变得更好吧！"
    donate: 捐助