10 Exciting Updates Coming in Godot Engine 4.3

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goo 4.3 has C over than 1500 contributions from almost 300 contributors these contributions include bug fixes new features quality of life improvements and more but there's no way that we can go through all of these amazing work in a single video but we've selected the top 10 one that we are most excited about so let's talk about them this is by far my favorite one so in small trivia before we dig it hki grows lead developer seems to nurture a passion for music and sound design and especially Sound Engineering who was the person behind the major overhaul in the audio system in 3.0 leting go out engine to have the most advanced audio system among all the major game engines in the market and with this PR one adds more features to this amazing audio system so this PR adds three new resources that we can use as audio streams in the audio stream player nodes starting with the AIO stream interactive which is the resource that allow us to set multiple audio clips as subst streams of this resource and edit the transition between them at the bottom of this PR who added attached a video so let's see how this goes uh the first feature of course is the audio stream interactive so let's see how this [Music] works and you can see that it will translate yeah perfectly very smooth right awesome so this was the audio stream interactive resource and I can already think about some use cases for that so let's imagine something like a platform game that when the player enters in the level we play a slow pace song just to set the tone of the level and communicate the team to the player and communicate the overall feel of the level and at some point we have something like an fastpac action based section of the level that we can use a narra TOD to communicate to the AUD stream that the player reached this part of the level and it will transition the music to a fastpac an up beat song that will help the player really get all those feelings and focus on this part of the level and when the player finish this fastpac section we can communicate through let's say an area exate signal or even some other era today that the player is getting close to the end of the level and they can unwind a bit and relax and focus on getting just those missing 10% of the level done so they can complete the level sounds pretty PR cool right and the second feature that one added with this PR is the audio stream playlist which allows us to create a list of audio streams and play them either in sequence or shuffled and notice that since we can create a list of audio streams we can create a list of audio stream interactive or a list of audio stream playlist or a list of audio stream synchronized which is the next feature that we are going to talk about and of course a list of common audit stream resources as well so we can mix and match all these new features and with the old ones as well to create all sorts of complex effects the third feature that this PR adds is the audio stream synchronized which allows us to play multiple audio streams together keeping their playback in sync but controlling their volume independently and this is very interesting to create multi music so I try to experiment with that in Moon cheer one of my first games so I use Dave breach quartet take five music and I broke this music down into four tracks so we had the saxophone we had piano drums and bass and depending on which element of the game we had on the screen each of these uh tracks would increase their volume and will play together so if we have all the elements of the game uh on the screen at the same at the same time we could listen to the whole music and this was very rare to occur because one of the elements was a power up that the player could get but anyway it was a very very interesting experiment and it would be definitely made easier if I had this feature back then with this next update we are getting a most weighted feature in good engine so thanks to ban alite with this PR we're getting the ability to register rendering effects as callbacks in the rendering engine so the the idea is that using a compositor which is a resource that b added in in this PR we can attach a compositor to a word environment or a camera 3D node and based on that that we can create a list of compositor effects or composition effects which is another class that bachan added in this implementation based on that we can inject G descript code into specific steps of the rendering process so the avable steps of the rendering process that we can run this G script code are the pre and post and post opaque process steps actually the post the post Skype process or step and the pre and post transparent step of the rendering process so based on that we can create all sorts of effects I don't have much of experience with that but I imagine that we can create something like based on the player's Health we can increase or decrease the screen saturation so let's say as the player gets progressively near to death the screen will get progressively uh less saturated so towards gray scale I think that this is something that we can do with that but to be very honest I don't actually know what exactly we can do with that so if you have any idea of some feature or some mechanic that you can Implement with this specific update let us know in the comment I'm very curious to know about how we can use that this next update is a quality of life update but is a very good one so in go engine we have the ability to Nest scenes right so we can instance a scene inside another scene and to this instance scenes we give the name of foreign nodes in opposition to local nodes when we instance a scene inside another scene so when we create a foreign note the children of the previous scene get hidden as if the scene the forign node was made out just by the root node of the previous scene of the instant scene this is perfect in the sense that this process encapsulates the implementation details of the foreign node scene but sometimes we do need to change some properties of the foreign nodes children and with that we don't have access to them so we can't change this properties locally due to that the good engine developers added a feature called editable children by Turing on the editable children option into a forign node its children will get expose so it can make all the local changes that we want and it will save on locally on the scene that we are editing but when we tole of the edable children into a foreign node all of these properties will reset to the default and the children will get hided again but this was never a consistent Behavior so sometimes when we to go off the edable children into a note we get some bugs and even some editor crashes and one of these bugs just got fixed by this PR from Sarah Simon now when you took off the editable children feature the nodes owned by the current edited scene won't be accidentally lost instead they will become direct Children of the foreign node maintaining the global transform one major issue that I noticed on G 4 is that since get corrupted way more often than in G 3 but anyway with this PR are from Kobe wi Kobe y I don't know how to pronounce it we can now open corrupted and scenes with missing dependencies so we don't need external tools to fix them manually I remember that I had a client that got a consultancy session and he was like losing his mind trying to fix a scene it seems like he put a lot of work so a lot of time in this scene and we had to like open the scene file using Adam to fix the the pain scenes and all stuff manually so this update is much appreciated using the parallx background node together with as many parallx layers as you need was never an intuitive way to achieve paralex effects in good engine for instance in one of the extra recipes for the platform Essentials cookbook I implemented an infinite background so infinite moving background so we could do something like infinite Runners and stuff like this by using the parallx background and paralex layers to create this fake infinite background but I don't even remember if I use the Parx background offset Properties or the PX layers motion properties because it's not very intuitive in my mind and well with this PR Mark theberry just simplified our lives so this PR basically merges the parallex background node and the paralex layer node into a simpler paralex 2D node which inherits from node 2D so this brings a lot of benefits for us including the ability to use canvas groups but not only that on top of merging all these things and making it easier to use it also adds the Autos screw feature which basically turns my previous infinite background recipe completely Obsolete and if you want to use some features from the previous parallx background node you can basically use this parallx to the node so this newly added node together with some canvas layers nodes and this will basically allow you to have the best of both Ro because all the features from the previous paralex background node will be available for you and as far as I could understand for compatibility reasons there will be a tool a button basically that will help us migrate from the pre previous approach to this new one so let's say if you have a parallx background node with some parallx layers as it's children you can click on this button and it will turn this um this structure into a set of parallx to the nodes so it's very convenient node groups are one of the coolest features in growth engine it allow us to do batch method calls to tag and filter notes among other useful stuff I really like it when they have added a groups manager interface grow 3.0 but it was always limited to the currently edited scene so it's not very useful but with this PR from Dark Messiah pretty cool username node groups are going to have a huge Improvement because now we are going to have project wide node groups as well among other features to help us manage these groups so for instance we are going to have a groups tab in the project settings that will help us to manage This Global groups and the Very groups tab so the the groups option into the Note Tab we will also have a small change because now we will have some check boxes to include the current node into local and Global groups as well and we also have some other features related to managing these groups so it's a very good update as well with the migration to Vulcan as the rendering engine G lost some interesting rendering features especially for old devices and devices with lowend Hardware the compatibility rendering option is a lot behind in terms of feature parity when we compare it to the forward option but with this PR from The Legend basan Al the compatibility rendering option gets yet another excellent feature glow and Bloom is finally supported on the compatibility rendering option which will allow us to create pretty beautiful games for low-end devices including old Android phones yet another quality of life update so to me G engines animation system is its most powerful feature but I have to admit that the G engines animation editor is not as powerful as the system itself so it still La some animation related features such as curve effects for instance but with this PR from cookie Badger using the animation editor gets a lot easier so now we have a more consistent behavior for selections because previously it was not very consistent especially if we are trying to select multiple keys and now we also have the ability to copy and paste keys in the timeline previously we just had the ability to duplicate them and talking about duplicating the keys now when we right click the timeline to duplicate a key using the right click menu instead of duplicating them at the Timeline cursor position we will instead duplicate them at the mouse cursor position so this is a very useful trick a very useful Improvement that we have in the workflow G engine text features are also very Advan so I remember that once I was with a friend in a game gy and we were trying to create one of those typ in animations type effect for text and we spent like a whole day a day and a half trying to figure out how to do that in unity it turns out that at least back in this days and I think that is that way until these days in unity you have to create a script that will separate each individual character into an entity or something like that that you can tole on and animate its V visibility so so it's very complicated it's not very intuitive and in G engine you just have to basically animate the labels Vis visible characters or the visible raate to something like this so it's way more intuitive it's way more powerful is way easier to do these types of effects in good engine but anyway with this PR from Brew vzg I hope I pronounce this nickname correctly the label Noe gets yet another powerful method this method is called get character bounce and it will ask for a character position into the labels text property so basically the index of the character into a string and it will return a r two that represents the bounding box of this specific character brw VG also mentions that if the character is part of a composite graphine the bounding box rectangle of the whole graphine is returned this is very powerful with this feature we can create all sorts of effects for instance we can create something like uh adding some parkour effects to a given character in the text to give some Clues to the players but also as mentioned in the Kobe we request because dspr is also a response to a request to a feature request from Kobe wi he or she was trying to create a text where there will be a texture wrecked on top of the the label representing a button controller so the button of a controller I think that this was something for a tutorial or something like this to communicate to the player which button they should press to perform a given action so this is also a pretty good use case for this kind of feature but this is a very powerful Improvement to the text features of G engine as well well this one is specific for us Linux users so modern Linux OSS use whand as their communication protocol Wayland is a simpler and modern alternative to X11 and with this PR from hio G now also supports Wayland I'll be very honest I don't know what this PR actually does I don't understand the technicalities of these things but it seems that it paves the way for the full support of whand but it doesn't Implement full support yet well I not a huge fan of whand because it doesn't support Global input handling and I use some shortcuts in OBS to record these videos and not supporting GL Global input handling will decrease the production time of these videos by a lot but nonetheless having support for Wayland will allow go to maintain its position as one of the most modern game engines out there and what about you what are your favorite update so far let us know in the comments oh by the way if you want a second part of this video there are a long way to go until G 4.3 gets released because we are uh I think that 70% or something so there are some chances that we get some more amazing updates until the official release so let us know if you want a second part of this video as well but that said thank you so much for watching keep developing and until the next time see you there [Music]
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Channel: Pigdev
Views: 31,090
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Keywords: gamedev, game development, game design, indie gamedev
Id: 6pm4wYtVv-8
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Length: 16min 23sec (983 seconds)
Published: Thu Apr 18 2024
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