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Godot 4.3 RC 1: Highlights and Changes Since Beta 3

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Godot 4.3 RC 1 was the final pre-release stage of Godot 4.3 development, announced on 25 July 2024. Its most prominent changes were Windows Direct3D 12 support without a separate DXIL.dll and finalized Windows ARM64 editor and export-template builds. The announcement also selected fixes across the engine, but did not present them as a complete changelog. Godot 4.3 stable followed on 15 August 2024.

What RC 1 meant for Godot 4.3

Godot described RC 1 as the last development stage before the stable release: planned features were in place, and the focus was on addressing critical regressions. The team asked users to try the candidate in real projects, since tests and maintainers cannot cover every behavior in a large engine. It was presented as usable in most cases, but remained pre-release software.

The announcement’s “Highlights” section covers selected changes since beta 3, mostly fixes and improvements. It is not a record of every change made during the 4.3 cycle.

The two Windows changes emphasized in RC 1

Direct3D 12 no longer needed a separate DXIL.dll

Windows builds using Direct3D 12 worked without users copying DXIL.dll into place. Godot credited Microsoft’s decision to open-source the DXIL Validator hash. The change also made it possible to export Windows D3D12 projects from Linux, macOS, and Android, according to the RC 1 announcement.

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Windows ARM64 editor and export-template builds

RC 1 finalized Windows ARM64 support for this target, with editor and export-template builds in both Standard and .NET flavors. Godot credited Qualcomm engineers with testing and access to cloud-based devices. At the time of the announcement, the ARM64 editors were not yet integrated into the main download page; Godot linked them directly from the announcement.

Selected fixes and improvements since beta 3

The release announcement highlighted changes across these areas. These examples help explain the scope of RC 1, but are not exhaustive; Godot linked an interactive changelog for changes since beta 3.

  • 2D: Added pixel snapping for Parallax2D.
  • Audio: Fixed crashes during interactive playback and cases where samples could not be finished.
  • Web and build system: Fixed debug-symbol issues in web builds.
  • C# and macOS: Fixed signing .NET helper executables when sandboxing is disabled, as well as exporting entitlements for C# projects.
  • Core: Fixed TypedArray encoding when full objects are disabled, and included safe fixes for WorkerThreadPool and ResourceLoader.
  • Editor and import: Fixed issues with InstancePlaceholder resources, adding grouped scenes to a level scene, and missing project import defaults. Updated instanced .blend and GLTF scenes could lose children until a .tscn reopen; fixes also addressed that behavior, unnecessary reimports of unchanged broken files, and LOD generation with tangents and mirrored UVs.
  • Input and networking: Linux and *BSD trackpads and graphics tablets were no longer misidentified as controllers; Windows Ink pointer-button checks were fixed; and WebSocket was made to ensure TCP_NODELAY is set.
  • Physics and operating systems: Fixed a dynamic-stack-buffer-overflow crash, Windows windowed-mode and keyboard-layout issues, macOS drag-and-drop feedback, Wayland surface-creation and suspended-state issues, ARM64 floating-point behavior, and Android Editor progress-dialog and reimport issues.
  • Rendering and shaders: Fixed an Android Mali-GXXx/Vulkan 1.3 shader issue, disabled G-SYNC in windowed Windows mode, removed the D3D12 DXIL.dll requirement, fixed a compatibility-mode viewport texture issue with HDR and large-lightmap baking issues, added a MultiMesh shader specialization constant, fixed directional shadows for GLES3 on Metal ANGLE, and fixed a shader crash involving a varying used before its definition in a separate function.
  • Other: Updated ThorVG to 0.14.2 and made XR render when XR is enabled even if no OS windows can draw.

For a broader comparison between the eventual 4.3 stable release and 4.2, Godot provided a separate Godot 4.3 overview.

Which RC 1 build was available?

The 25 July 2024 Godot 4.3 RC 1 archive listed these build categories:

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Platform or purpose Available flavors
Android editor Standard
Linux, macOS, and Windows editors Standard and .NET
Web editor Standard
Export templates Standard and .NET
Windows ARM64 editor Standard and .NET; direct links in the announcement rather than the main download page
Windows ARM64 export templates Standard and .NET

Standard supports GDScript and GDExtension. The .NET flavor adds C# support alongside GDScript and GDExtension. The archive describes available build categories; it does not establish hardware requirements for individual machines.

What RC 1 did not introduce

Some features associated with Godot 4.3 had already appeared earlier in the development cycle. For example, the stable-release overview describes AudioStreamInteractive, AudioStreamPlaylist, and AudioStreamSynchronized resources for layered or transitioning music, along with standardized XR hand, body, and face tracking. These are part of the wider 4.3 context, not changes first made in RC 1. The RC 1 announcement points readers to the beta 1 article for the main features covered earlier.

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Testing, stability, and contribution summary

Godot’s announcement cautioned: “While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software.” It advised users to make frequent backups or use version control before testing the build in a project.

The RC 1 announcement credited 82 contributors with submitting 196 improvements for this snapshot and identified build commit e343dbbcc. Those counts refer to RC 1, not to all work on Godot 4.3.

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