Godot 4.6.1 RC 1
Image credit: Horripilant

An incremental dungeon crawler in which you meet “God”—and ultimately kill God.

Development snapshot: Godot 4.7 dev 2

沫萝
March 12, 2026

As the development cycle moves beyond its early stages, the scope of each snapshot is no longer as constrained as before. Some changes are substantial and are therefore landing gradually in smaller batches instead of all at once. That can make a blog update slightly awkward when not every part is ready to show, but integrating early so the work can be tested remains the highest priority. Even so, there are plenty of new features worth highlighting in this snapshot.

Editor: Copy and paste entire property sections or categories

Raphaël Daubelcour opens this snapshot with a major feature. In GH-111469, they implemented a long-standing request: copying and pasting all property data in an entire section or category. Previously, transferring that data often meant copying and pasting each field individually. The whole section can now be moved in a single operation, making the workflow considerably faster.

Editor: Monospace type for code identifiers in the UI

The editor also receives a healthy collection of quality-of-life improvements. In GH-112219, Malcolm Anderson implemented another popular request: displaying code identifiers in a monospace typeface throughout the UI. Methods, signals, properties, and similar values are easier to scan when their typography reflects their role and distinguishes them from ordinary interface text.
Godot 4.6.1 RC 1 Godot 4.6.1 RC 1 Godot 4.6.1 RC 1

Animation: Collapsible groups in the Animation Track Editor

Malcolm’s work does not stop there. In GH-113479, he added collapsible groups to the Animation Track Editor. It may sound like a small change, but it immediately helps anyone working with very large animation trees—and makes smaller animation projects more pleasant to navigate as well.

Apple platforms: HDR output support

As mentioned in the previous snapshot, HDR support is planned for every supported platform during the 4.7 development cycle. Windows received the first implementation; now it is Apple’s turn. In GH-106814, Stuart Carnie added full EDR display support across Apple platforms. The official HDR documentation is not yet complete because the subject covers a broad technical area, but a deeper technical explanation is planned for the next snapshot.

More improvements!

There are too many exciting updates to cover individually. Here are a few highlights:
  • 2D: Add the Scene Painter tool (GH-109360)
  • 3D: Add Follow Selection to the 3D editor, activated by using Center Selection twice (GH-99499)
  • Buildsystem: SCons: Enable wasm64 support for Web builds (GH-102378)
  • Editor: Show custom class names in the Remote Inspector (GH-108208)
  • GUI: Add a join_lines shortcut to the script editor (GH-111547)
  • GUI: Improve table rendering in RichTextLabel (GH-116277)
  • GUI: Allow TextureRect to tile an AtlasTexture (GH-113808)
  • Input: Add device IDs to keyboard and mouse input events (GH-116274)
  • Input: Add the SDL3 joypad driver on iOS (GH-114316)
  • Plugins: Android: Support Gradle platform dependencies in plugins (GH-115888)
  • Rendering: Add MipMaps and rd_textures functionality to the editor (GH-109004)