Comments (4)
Hi @xShader1374, I'll consider porting the template to Godot 4 when there will be an official stable release.
Probably I'll start a Godot 4 branch (like I did for Defending Todot) but it will be unofficial until Godot 4 gets a stable release.
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Hello. Sorry for the late reply and i'm not sure if you already knew, but the official stable release is now here and recently they released its first maintenance release, so i'm curious about the status of the Godot 4 port:
https://godotengine.org/article/maintenance-release-godot-4-0-1/
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Hi @Alvarden15 thanks for the message.
Yes I'm aware of Godot 4 and I'm currently working on a couple of projects with it (one of them is open source, the other one is private).
I'll take on this issue once I have a better idea of the needed utilities for Godot v4.0.
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An initial version with support for Godot 4 has been published in the feature/godot4 branch
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Related Issues (20)
- Idea: integrate with Fancy Fades HOT 2
- Idea: allow loader stages after scene loads, before it starts HOT 1
- Await `pre_start()` to be completed before triggering fade out transition HOT 2
- Bug+Fix: Transitions scene blocks _input even when it is translucent
- Github Action web deploy failing (403). HOT 4
- _set_new_scene(): wait for old nodes to be completely removed from tree before starting a new scene
- Use ResourceLoader cache HOT 1
- release.sh: Itch.io butler integration
- Focus on desktop platforms for the Godot 4.x releases, at least for now HOT 1
- push-export.yml: export-mac binary is not runnable
- New addon: `ggt-audio`?
- New addon: `ggt-data-persistence`?
- release.sh: cross platform support? Convert to Python script?
- Debug shortcuts are still functional on release builds HOT 2
- Deployments to Github Pages Contains Godot Errors HOT 1
- Make COI-serviceworker optional? HOT 3
- update CI to Godot 4.2.1
- Cannot activate focused buttons via gamepad
- PauseLayer captures all _gui_input signals HOT 1
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