tutorials/migrating/upgrading_to_godot_4.5 #526
Replies: 10 comments 9 replies
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This article fails to mention the behavior changes to |
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I think the changes to get_coords_for_body_rid should be mentioned. If your project relies on detecting cells based on the rid, you need to set TileMapLayer.physics_quadrant_size to 1. The conflict is better explained here: |
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I used to be able to use Command+Q to break out of the running debug session and go back to the Godot editor. now it prompts and if you agree it closes the whole Godot app. |
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Resource default value saving was changed: godotengine/godot#107049 |
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a_star behaviour has changed when calculating a path starting from a disabled point. Before it calculated the path happily, but now returns an empty list of points. This is fine and can likely be considered a bug in the previous version, but still broke my project's movment system until I figured out what was going on. :) |
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Some projects, but most notably for addons, may erroneously include property usage when customizing project settings with |
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This article fails to mention the addition of the Logger class. |
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After upgrading to 4.5, version control users may notice minor diffs upon saving a scene, such as properties getting reordered. If you'd like to re-save all your scenes and resources to get all these changes over with, consider using the built-in tool that does that: Project -> Tools -> Upgrade Project Files. |
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After upgrading to 4.5, I noticed that |
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After upgrading to 4.5, my Camera2D was moved an entire half screen upward (= player completely offscreen) due to an apparent change in how camera limits work. I think this should be listed as a breaking change. More details: My scene is very wide, but the same height as my viewport resolution (360px) so I want the camera to only move horizontally. To achieve this, I set both the limit_top and limit_bottom to 0, and that worked in 4.4 (kept the camera centered, ie. as if at position (0,180) initially in the scene). In 4.5, when doing this, the camera is now centered on (0,0) instead, only showing half of my scene vertically. (PS. this is different than the above comment as unchecking the box didn't fix my issue. I don't think a value of 0 was ignored previously for limit_bottom, as claimed) |
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tutorials/migrating/upgrading_to_godot_4.5
For most games and apps made with 4.4 it should be relatively safe to migrate to 4.5. This page intends to cover everything you need to pay attention to when migrating your project. Breaking change...
https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.5.html
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