Godot 4 was a massive release that brought…well, too many changes, improvements, and fixes to list. Fast forward four months later and we’re already seeing a big improvement to the open-source game engine with the release of 4.1.

In this update come the following:

  • improved AI navigation avoidance
  • the code editor can now be detached and put on other displays
  • adding and removing child nodes is “several times faster”
  • Vulkan renderer gets a pipeline cache which should lead to a “slight decrease in load times”
  • imported models should no longer face backward
  • frame delta smoothing to improve “fluidity of motion and give smoother gameplay”
  • static variables can now be used
  • visual shader notes and editor plugins can be made via GDExtension
  • arrays of nodes can now be exported to the inspector
  • easier searching of projects via the use and filtering of tags
  • games can be exported to “all desktop platforms” whether it’s using GDScript or C#. Games that aren’t written with C# can also be exported to mobile platforms and the web
  • over 900 bugs fixed
  • and plenty more!

The blog post mentions that, if you’re migrating your project from Godot 4 to 4.1, it should be “relatively safe” to do so. There’s a migration guide that’s in the works. Make sure you back up your project before updating!

See the curated changelog for more details.

Cover image credit: Godot team