Godot 4.7 released
https://godotengine.org/releases/4.7/
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 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 Director’s Cut 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.
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Control node offset transforms is finally in, I almost shed a tear reading this. I’ve been following the PR for the longest time and even upgraded some projects to 4.7 beta specifically to make animating UI not a pain in the ass. Now it’s finally in stable. THE WAIT FOR GODOT IS FINALLY OVER.
Any chance you can go into detail as to why this is a game changer for you?
You were practically unable to move/rotate/scale control nodes inside of containers, and when you tried the containers would often override it and cause weird behavior. This made animating or moving control nodes in general super finicky and messy.
Transform offsets let you offset the control node and move it around without actually affecting the normal transform, allowing you to do cool effects and animations regardless of whether it’s a container or not. It’s also something you can easily reset or enable/disable so you can just play the animation and move the offsets back to zero, rather than having to keep track of where the node is actually supposed to be.
If you have a dynamic container, it is sized based on its contents and everything inside of it is positioned based on everything else. If you move something, that impacts everything around it, including the container itself. There are workarounds like having an invisible placeholder and a separate graphical element, but they aren’t user-friendly.
Offset transforms allow you to leave the logical version of a thing in place while moving the visual. The demo in the release notes has a grid of icons which get bigger and move when you mouse over them, which would have reflowed the other icons or resized the box before.
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mintiefresh
Amazing!
In real time rendering, the first half of this is false. The shadow casting for area lights is identical to point lights. They aren’t casting from everywhere on the surface of the area, just from the center point.
They may be handling it correctly when baking.