@@rigormortis4768 The Godot 4.3 milestone says " March 03, 2024 ", but given how they changed the date for 4.2 multiple times now, expect it to come out later
Core Godot devs deserve much more praise than they currently get. Once you get involved you can see that the amount of work they do I genuinely insane. Any contribution counts, guys.
`@export_storage` is super useful if you want some @tool script to modify an object, but you DON'T want the user (developer) to also modify that data. Like you have a bunch of computed properties in some sort of custom format. But none of that should ever be edited by hand.
@@S4AAS @export_storage will also be perfect for Resources. If you want to save a resource to disk ResourceSaver currently only automatically saves exported variables which might look a bit messy if you then also load it into Editor.
so it works similar to "[Serializable]" in unity? Converting complex data structures, such as objects / structs , into a format that can be easily stored or transmitted.
Also would be very useful for me as I'm using Godot scene serialization for save games! Instead of writing serialization code by hand (you can optimize the save game size by using scene instantiation, so you can omit all of the static parts of the scene from the save file). This allows for Source-like save game state serialization and deserialization, but it does mean you have to export more properties than you usually would. export_storage would be perfect for my use case (and similar ones) since right now I just put those properties under a "Runtime Variables" export category so I know not to modify them.
Any video helping us follow Godot developement without being bored to death reading cryptic titles of PRs is amazing! Especially if it contains healthy dose of dry humor to make it even more enjoyable :) (And actually very needed type of content)
There's also a bugfix that's so good it's basically a feature, which is warriormaster12's fix for node duplication. Previously, if you duplicated a node (such as an enemy) that has a child node that it references using @export (such as an item it is holding), the duplicate would reference the original's child. Meaning A duplicated enemy would reference the original's weapon instead of its own. The fix allows you to now duplicate items the way you'd expect it to, which is to create a copy that references its own children.
Weird that this wasn't part of the DuplicateFlags to begin with: enum DuplicateFlags: DUPLICATE_SIGNALS = 1 --- Duplicate the node's signals. DUPLICATE_GROUPS = 2 --- Duplicate the node's groups. DUPLICATE_SCRIPTS = 4 --- Duplicate the node's scripts. DUPLICATE_USE_INSTANCING = 8 --- Duplicate using instancing. That last one is an opt-in to the behavior of referencing, but it's only for the base node. For the children, it does indeed just instance and reference the original.
I'm making a plugin (the Godot Road Generator), and I'm *immediately* excited about 0:45 for export storage. Why it's useful in my case: I have multiple export variable arrays containing data and references that users should *never* touch, but are critical for making the road generation system work. Basically, if you want to have prefab road pieces saved to different scenes, but then "connect" to each other in third composed scene, they need to point to each other. The plugin manages updating references in these export vars in a very specific way that the user should never mess with, and this data is specific and local to the third composition scene and does not belong in the individual save scenes. hence, using export vars as storage for data on the scene instances. Hope that helps!
#21, setting global transform when not inside the tree will be a life saver! I've had so many issues with setting transforms of objects being loaded outside of the tree in my experiments, I can't wait for that to be allowed in 5.3!
1:00 TL:DR (if you need it to be editable and savable, it has to be exported, even if you don't want it seen in the side) when storing a resource file, godot only stores exported variables, so if you have a variable generated when editing that is the actual value you will be using, but shouldn't manually change, you don't want to see these clogging your side. (edit) thanks for cookie. i can finally feed my family.
I just began working with Godot. I was as equally impressed as frustrated. Hopefully more time with Godot will tip the balance one way or the other (preferably towards impressed).
7:23 OMG YES! 21 can't come soon enough. This isn't an issue generally but some Nodes like the new AnimatableBody3D just refuse to act right when setting the transform just after adding it to the scene tree. Also the @Tool Button is 🔥🔥🔥
Your commentary was super funny. Stitches at times, causing me to miss parts of subsequent comments. Also excited for IDE experience improvements. I do "2D integer pixels", but it's all the same really. Godot is insane. Love love love it.
#12 sounds like it's going to irretrievably break my entire project. I have so many cases where a physics body has children which are other physics bodies, which have colliders of their own. Is there documentation somewhere on how this is supposed to work? It doesn't seem to be working on its own in 4.3 Dev6, that's behaving like 4.2.2 is.
Hey man tip here for pronouncing dutch names like “Stijn”, IJ/ij in Dutch is pronounced like kindof like the sound in “may” if you have a strong australian accent. Hard to describe, try saying i but moving your mouth like you’re saying e
@@S4AAS nice! I've seen other videos covering the bigger changes like tilemap to tilemaplayer but it was cool to see all the smaller changes too in this one
Please include the ability to change the camera projection matrix. Switching from Unity and I'm mildly shocked that such a basic 3d graphics 101 ability isn't in the engine. I know that someone has the feature ready.....so please.....
I have cookies turned off, so don't bother. However, since you asked, "serialization" is very simple. When you want data from "the Web", your computer calls a server and says, "Hey, give me that file". The server packs (serializes) all of the words using a special language (HTTP), transmits the serialized version to your browser, then the browser unpacks (deserializes) that data back into words you can see and read. Similarly, in Godot you must "serialize" variables to "transmit" them to the inspector--which is a type of browser. However, imagine you wanted to send secure data across the web using HTTP from your application. You have to "serialize" that data. But if Godot puts everything serialized into the inspector by default, that means other developers working with you can now see the secure data in the inspector--which is a huge, huge, huge security problem. Thus, the ability to bypass the "inspector" is big news for secure app devs. Also, anything in the inspector can be manually changed and that may be undesirable for entirely different non-security-related reasons.
helllo pls help me make a game i am very confused pls help so the game is about a robot that has to touch a gear using the arrow keys and when it touches the gear the gear disapears and spawns some where diifferent in 2d mode pls help!
"Xboxes (...) can not use Vulkan" Important correction: Xboxes *will not* use Vulkan. They have the power to change that, but Microsoft is still a bastard company that forces developers to use their own proprietary APIs, so cross-platform development is harder, helping them maintain their legacy & incompatibility-based market dominance.
@@sent4444 Thanks. I like spent hours trying to figure out how to do things, looking for help people posted, tried their code, didn't work... "Oh we use new word for that in 4.0 script." Doh.
Thanks for including the names of the people who fixed the things. It really opens up the idea that anyone can help. It's not just a faceless corp, it's real people making changes here and there.
I love how the Road to Vostok dev wrote in his blog yesterday that he was having trouble with TAA being jittery, and today i found out its fixed. This is the power of open source.
I just clicked on this video so idk if u went over this, but I really, REALLY hope they add more things to be color coded. I really liked the new feature in 4.2 where you can color code files and folders. it made Color coding one of my most favorite ways of separating things and making different things stand out / more readable.
I'd especially like that for the scripting editor, the column of the line numbers and the column of the minimap should have a different background color than the text editor
Global node groups will be so much nicer. It never felt right that they were bound to specific scenes, and you had to make sure you were typing it correctly when wanting to use it in other scenes.
I would love a brief overview of the changes per Godot pre-release updates. Although probably not beneficial to do incrementations like that for your videos. Thanks for the neat video!
#11 - Patch System - this is already implemented and works exactly as intended. You can sideload additional .pck files, and if they contain assets of any kind at the same location as the original game data, they will be overridden and the "patched" ones will be used instead. This is also useful for mods. So this is not a new feature. I tried this myself and it works in 4.1
@export_storage is for when you have a resource that you want to save to disk, only export var are saved, but if you want some variables to be saved on disk but not shown in the editor it was impossible before.
This video was really useful, thank you. The speed(editing) was a bit too fast for me, I had to constantly go back a few seconds to get all the information otherwise great .
Ok I will try to cut down on my editing speed (pun not intended). The problem is that if I make it too slow, then viewers will abandon the video mid watch which hurts the video algorithm wise (thank TikTok for that).
@@pylotlight Clearly different objectives. He want to digest the information while you want to skim the information. One for depth (detail) while the other for width (speed).
CP is a good game now but was a total disaster on start. They knew that it was broken and still released it in that state to make some easy money. Should we just forget that? ;-)
@@igorthelight You could return the game and CDPR would refund your money, even if you finished the game. Do you know of any developer that did the same thing when they released broken game?
Yup that's about the plan. Idk if I will make a vid on every Major.minor.x release but definitely on every minor release (On an x release as well if there is something that's worth talking bout)
You forgot about Typed Dictionaries
THIS THING IS REAL???????????
LESGOOOOO
(jeez finally)
what!!!! Been waiting for this! Awesome. Any ideas when 4.3 comes out? Must be quite some time still, as 4.2 isn't there yet?
@@rigormortis4768 The Godot 4.3 milestone says " March 03, 2024 ", but given how they changed the date for 4.2 multiple times now, expect it to come out later
@@S4AAS alright thanks!
Why are Typed dictionaries exciting? Is it a performance gain or something? (I'm n00b)
nice we just need a feature to automatically send an apology tweet directly from the editor for the full AAA experience
Just make an AI with "corporate speak" prompt write it automatically.
Hopefully ready in time for the release of The Lord of Ring 2: Revenge of the Killer Gollum
Core Godot devs deserve much more praise than they currently get.
Once you get involved you can see that the amount of work they do I genuinely insane.
Any contribution counts, guys.
@@rytif what are you talking about?
`@export_storage` is super useful if you want some @tool script to modify an object, but you DON'T want the user (developer) to also modify that data. Like you have a bunch of computed properties in some sort of custom format. But none of that should ever be edited by hand.
🍪
@@S4AAS @export_storage will also be perfect for Resources. If you want to save a resource to disk ResourceSaver currently only automatically saves exported variables which might look a bit messy if you then also load it into Editor.
so it works similar to "[Serializable]" in unity? Converting complex data structures, such as objects / structs , into a format that can be easily stored or transmitted.
@@novh4ck Yup... this caused many hours of pain and frustration until I realised that only exported variables are saved, rip me
Also would be very useful for me as I'm using Godot scene serialization for save games! Instead of writing serialization code by hand (you can optimize the save game size by using scene instantiation, so you can omit all of the static parts of the scene from the save file). This allows for Source-like save game state serialization and deserialization, but it does mean you have to export more properties than you usually would. export_storage would be perfect for my use case (and similar ones) since right now I just put those properties under a "Runtime Variables" export category so I know not to modify them.
Any video helping us follow Godot developement without being bored to death reading cryptic titles of PRs is amazing! Especially if it contains healthy dose of dry humor to make it even more enjoyable :) (And actually very needed type of content)
Tool Button is AMAZING.
Patch system is also fire.
Ik right?
There's also a bugfix that's so good it's basically a feature, which is warriormaster12's fix for node duplication. Previously, if you duplicated a node (such as an enemy) that has a child node that it references using @export (such as an item it is holding), the duplicate would reference the original's child. Meaning A duplicated enemy would reference the original's weapon instead of its own. The fix allows you to now duplicate items the way you'd expect it to, which is to create a copy that references its own children.
Omg I had some issues with duplicating nodes recently, maybe this is the fix for that
Weird that this wasn't part of the DuplicateFlags to begin with:
enum DuplicateFlags:
DUPLICATE_SIGNALS = 1 --- Duplicate the node's signals.
DUPLICATE_GROUPS = 2 --- Duplicate the node's groups.
DUPLICATE_SCRIPTS = 4 --- Duplicate the node's scripts.
DUPLICATE_USE_INSTANCING = 8 --- Duplicate using instancing.
That last one is an opt-in to the behavior of referencing, but it's only for the base node. For the children, it does indeed just instance and reference the original.
Global groups is honestly an exciting feature.... No need to recreate "enemy" for every new enemy :)
I'm making a plugin (the Godot Road Generator), and I'm *immediately* excited about 0:45 for export storage.
Why it's useful in my case: I have multiple export variable arrays containing data and references that users should *never* touch, but are critical for making the road generation system work. Basically, if you want to have prefab road pieces saved to different scenes, but then "connect" to each other in third composed scene, they need to point to each other. The plugin manages updating references in these export vars in a very specific way that the user should never mess with, and this data is specific and local to the third composition scene and does not belong in the individual save scenes. hence, using export vars as storage for data on the scene instances. Hope that helps!
🍪
#21, setting global transform when not inside the tree will be a life saver! I've had so many issues with setting transforms of objects being loaded outside of the tree in my experiments, I can't wait for that to be allowed in 5.3!
16 is huuuuuuge ! Well done and I can't wait !
New version of Godot about to be released? Time to wait for the next one!
Waiting for Godot
1:00
TL:DR
(if you need it to be editable and savable, it has to be exported, even if you don't want it seen in the side)
when storing a resource file, godot only stores exported variables, so if you have a variable generated when editing that is the actual value you will be using, but shouldn't manually change, you don't want to see these clogging your side.
(edit)
thanks for cookie. i can finally feed my family.
🍪
I just began working with Godot. I was as equally impressed as frustrated. Hopefully more time with Godot will tip the balance one way or the other (preferably towards impressed).
3:44 - That Dark Messiah... did he knows something about might and magic? xD
I was just wishing for #12; that alone is enough to get enthusiastic about all this, thank you for sharing!
Can you all just help this guy across the 1k sub line? THANKS!
To answer your question at the end. Im interested in any Godot videos
7:23 OMG YES! 21 can't come soon enough. This isn't an issue generally but some Nodes like the new AnimatableBody3D just refuse to act right when setting the transform just after adding it to the scene tree.
Also the @Tool Button is 🔥🔥🔥
Your commentary was super funny. Stitches at times, causing me to miss parts of subsequent comments. Also excited for IDE experience improvements. I do "2D integer pixels", but it's all the same really. Godot is insane. Love love love it.
#12 sounds like it's going to irretrievably break my entire project. I have so many cases where a physics body has children which are other physics bodies, which have colliders of their own. Is there documentation somewhere on how this is supposed to work?
It doesn't seem to be working on its own in 4.3 Dev6, that's behaving like 4.2.2 is.
The drag and drop material fix is a god send. Glad that got in
not all heroes wear capes, thanks for the video
No hero should wear capes - Edna Mode
@@marvinalberto7963 it's good for fly manouvers 😂
It's like a dry humour version of fireship :)
4:08 absolutely savage, I hope CDPR sees this
It would be very interesting if you made videos about the Godot beta updates. Thanks.
the music at the end is very good 🕺🕺
Hey man tip here for pronouncing dutch names like “Stijn”, IJ/ij in Dutch is pronounced like kindof like the sound in “may” if you have a strong australian accent. Hard to describe, try saying i but moving your mouth like you’re saying e
yes to godot update videos, yes please!
Editor hints holy shiz I've been wanting that bc yea going to the documentation is nice but yea. Thats long overdue lkke a ton of these 😅❤
Very good format and editing of this vid, well done!
Thank u :)
#9 made me jump out of my chair in excitment!
OMG HOVER HINTS, FINALLY, WHY DID THIS TAKE SO LONG
I'm waiting for skeletal sprites(like Spine sprites) to be supported in 3D scenes like in Unity and Unreal :(
Everytime I see a Godot update for 4 I cry. I wish I could use all these cool new things. QoL updates alone is nice
Patch system... Wow. Wasnt expecting that to be built into the engine.
hahahaha i used that pixabay stock footage at 1:02 in a video of mine too haha
Really cool video from you tho!
What did u search for lmao? (Holy shit just checked out your content, it's the definition of well edited and good content in general)
I think I searched for like something talking or idk haha
But YOOOO THANK YOU SOOO MUCH!!!
I really enjoyed your video too :D @@S4AAS
Excited for this juicy update
When will godot 5 release??
Yesterday
Waiting for Godot 4...
2.0
Godot 5 would be in 5 years ;-)
could be cool to make an updated version of this since it has been a while
There will be an update on the channel soon.
@@S4AAS nice! I've seen other videos covering the bigger changes like tilemap to tilemaplayer but it was cool to see all the smaller changes too in this one
Feel more like 4.3 will be like the Frankenstain of features.
Good stuff man, thanks
No problem :)
Nice 😏 , GODPT is getting pretty compelling
TY for this video pal!!! Godot v4.3 is gonna rule the house :-D
Can't wait! (BA-DUM-TSSS)
5:13 - burger king foot lettuce
wow, got named twice here. Advanced Import Settings do need some work. I'll try my best to add more features to it =D
Please include the ability to change the camera projection matrix. Switching from Unity and I'm mildly shocked that such a basic 3d graphics 101 ability isn't in the engine. I know that someone has the feature ready.....so please.....
"Physics jitter has been fixed because...look just trust me bro"
lmao, sure buddy...sure...
Stijn is a dutch name (I think - ij is generally pronounced like Stain)
I think you should make another video, since the last few months a loooot of stuff has been merged for 4.3 ^^
Wonder if we ever get an official terrain editor
There is a proposal (by Juan I think) but that's about it :(
Would be amazing.
Plz more Gadot News Updates
On it!
Any idea is there any Active fork of latest python with godot
Is it possible to transfer a daz Studio Genesis 8 and 9 characters into Godot?
I have cookies turned off, so don't bother. However, since you asked, "serialization" is very simple. When you want data from "the Web", your computer calls a server and says, "Hey, give me that file". The server packs (serializes) all of the words using a special language (HTTP), transmits the serialized version to your browser, then the browser unpacks (deserializes) that data back into words you can see and read. Similarly, in Godot you must "serialize" variables to "transmit" them to the inspector--which is a type of browser. However, imagine you wanted to send secure data across the web using HTTP from your application. You have to "serialize" that data. But if Godot puts everything serialized into the inspector by default, that means other developers working with you can now see the secure data in the inspector--which is a huge, huge, huge security problem. Thus, the ability to bypass the "inspector" is big news for secure app devs.
Also, anything in the inspector can be manually changed and that may be undesirable for entirely different non-security-related reasons.
📝Sign your privacy away here to enable cookies
helllo pls help me make a game i am very confused pls help so the game is about a robot that has to touch a gear using the arrow keys and when it touches the gear the gear disapears and spawns some where diifferent in 2d mode pls help!
Take a look at some Godot beginner tutorials, your idea is pretty simple to do :)
"Xboxes (...) can not use Vulkan"
Important correction: Xboxes *will not* use Vulkan. They have the power to change that, but Microsoft is still a bastard company that forces developers to use their own proprietary APIs, so cross-platform development is harder, helping them maintain their legacy & incompatibility-based market dominance.
Yup ur right
We need proper portal styles portals in godot
Still hoping for traits or interfaces for GDScript.
Still hoping for structs
There are proposals for traits and structs :)
@@DarkMessiah4321 Yeah, I saw the one for traits and was hoping it would be ready for 4.3, but I guess I'll have to hope for 4.4.
Lol the casual cyberpunk trash talk
It's a pity I don't know how to code...
export will not be added for ios and android will not be available with c sharp?
Exporting (C#) to Android is happening for 4.2. For iOS export, .NET 8.0 is required
Did they fix bone ik?
Please tell me there aren't any syntax changes for GD script since 4.0.2.
No mayor ones I believe
@@S4AAS So there are minor ones?! Flip, my scripts gonna be messed up if I upgrade 😫
@Taehc minor change is usually just adding new syntax or fixing internal problem in language so minor change or no change need
@@sent4444 Thanks. I like spent hours trying to figure out how to do things, looking for help people posted, tried their code, didn't work... "Oh we use new word for that in 4.0 script." Doh.
*wild on bugs
Lacks the Remaster Button
Add dynamic blendshapes for 3d models.
Wgat do you mean? You can have blendshapes in godot.
yes, it's wild because it does not support c# for web
Hmm, patch thing can work like DLC?
You could use it as DLC's but after EVERY update to the main game you should rebuild all the DLC's ;-)
@@igorthelight also the executable build should be updated too probably. So yeah, not much sense from the "dlc" perspective
@@alexanderhuliakov6012 Nah. EXE rebuilding is not needed unless you updated your game to the next version of Godot ;-)
that would interest me!
this is exciting, but please keep in mind we're not here to see how good you are at not pronouncing names correctly. 😂
Another day, another no color palette swapping 😢
Export data looks like app settings or json junk.
I can't wait to abuse the patch system
Nice work. Thanks.
Nah they're pausing major features after 4.2
f*ck dx12, Vulkan is the way to go.
please dont bookmark numbers. Bookmark titles. ffs
Done.
Thank you very much to everyone who contributed to our beloved Godot Engine and the open source community ❤
Thanks for including the names of the people who fixed the things. It really opens up the idea that anyone can help. It's not just a faceless corp, it's real people making changes here and there.
I love how the Road to Vostok dev wrote in his blog yesterday that he was having trouble with TAA being jittery, and today i found out its fixed.
This is the power of open source.
Yup. Though the pr for the TAA jitter fix was around since 4.2 I believe
I just clicked on this video so idk if u went over this, but I really, REALLY hope they add more things to be color coded. I really liked the new feature in 4.2 where you can color code files and folders. it made Color coding one of my most favorite ways of separating things and making different things stand out / more readable.
Yup Godots file panel got at least 100 times more useful after they added that color coding thing
I'd especially like that for the scripting editor, the column of the line numbers and the column of the minimap should have a different background color than the text editor
Global node groups will be so much nicer. It never felt right that they were bound to specific scenes, and you had to make sure you were typing it correctly when wanting to use it in other scenes.
I would love a brief overview of the changes per Godot pre-release updates. Although probably not beneficial to do incrementations like that for your videos. Thanks for the neat video!
Thankies for the thankies and ur feedback :)
#11 - Patch System - this is already implemented and works exactly as intended. You can sideload additional .pck files, and if they contain assets of any kind at the same location as the original game data, they will be overridden and the "patched" ones will be used instead. This is also useful for mods. So this is not a new feature. I tried this myself and it works in 4.1
Pretty cool to learn of this (how many users know this trick?) but now it will be easier and accessible to everyone :)
Godot! Godot is super cool, but I personally love using the Rust programming language, with the Bevy engine.
I'm a huge fan of this format, very organised thanks :)
Thankies
Vertex Shading, finally!! .. and yeah, please make updates videos.
@export_storage is for when you have a resource that you want to save to disk, only export var are saved, but if you want some variables to be saved on disk but not shown in the editor it was impossible before.
🍪
Lol zeux (contributor #27) is a former developer on the roblox engine
Wow, so many tiny little annoyances are going to get dissapeared with this update and I won't miss them even a tiny bit!!! Awesome
Bruh, the Android version still has a lot of bugs in the UI😊
This video was really useful, thank you. The speed(editing) was a bit too fast for me, I had to constantly go back a few seconds to get all the information otherwise great .
Ok I will try to cut down on my editing speed (pun not intended). The problem is that if I make it too slow, then viewers will abandon the video mid watch which hurts the video algorithm wise (thank TikTok for that).
meanwhile I'm going through at 2x.
@@pylotlight Clearly different objectives. He want to digest the information while you want to skim the information. One for depth (detail) while the other for width (speed).
It's fine for me.
Maybe my brain clocked at higher speed or have a better IPC ;-)
Yay!! Nice!
dislike purely for the CP insult. That game is amazing.
Maybe but the development studio is not (from a Witcher 3 lover)
CP is a good game now but was a total disaster on start. They knew that it was broken and still released it in that state to make some easy money. Should we just forget that? ;-)
@@igorthelight You could return the game and CDPR would refund your money, even if you finished the game. Do you know of any developer that did the same thing when they released broken game?
@@chlopmietek Fair point!
So many great features on the way! I'm excited about waiting for Godot. 4.3
Are you going to keep covering godot updates? if you do, you've earned yourself a subscriber! great vid
Yup that's about the plan. Idk if I will make a vid on every Major.minor.x release but definitely on every minor release (On an x release as well if there is something that's worth talking bout)
Man I love open source. Just wish I had the knowledge to contribute code to Godot (the world isn't ready for my spaghetti), but maybe one day
Same. But don't forget that code is not the only way you can contribute. Documentation and tutorials for example are equally important :)
This pokemon is leveling up REALLY fast