Godot Daily: Animation Reliability and Mesh Gizmos
Fifteen pull requests centered on editor reliability and usability, led by three animation fixes and long-missing 3D mesh handles. Tile map, particle, and layout corrections round out a stability-driven day.
Duration: PT2M23S
Episode overview
This episode is a short developer briefing from Godot Daily.
It explains recent repository work in plain language.
- Show: Godot Daily
- Published: 2026-10-18T06:04:30Z
- Audio duration: PT2M23S
Transcript excerpt
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Hello, and welcome to Godot Daily for October 18th, 2026.
Today's activity was a broad editor reliability push, with animation workflows getting the most attention and 3D editing getting a long-awaited usability lift.
First, animation. Three fixes tighten up both the editor and runtime. One corrects stale animation player menu options that could stay disabled after reopening the panel, especially after auto keying — that's PR 124600. Another closes a crash when capturing a track whose target node can't be resolved, by skipping…
Second, direct manipulation in the editors. PR 124597 adds missing 3D handles for plane, quad, prism, sphere, torus, and trail meshes, plus support for C S G meshes, closing a long-standing proposal. That means less manual numeric tweaking for common primitives. Related selection fixes include corrected box…
Finally, quiet correctness fixes that prevent leaks and layout bugs. PR 124599 plugs a debug resource leak in tile map layers by freeing physics data for unused debug quadrants. PR 124574 ensures particle buffers signal a dependency change on the mobile renderer when recreated, and paired box container proposals…
For developers, expect fewer animation…
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