Godot Daily

Godot Daily: Editor Polish and Performance Fixes

Eighteen pull requests merged yesterday focusing on editor improvements, performance optimizations, and platform-specific fixes. Notable changes include filesystem dock selection improvements, CSG performance restoration, and iOS lifecycle event fixes.

Duration: PT2M3S

https://podlog.io/listen/godot-daily-33eb1ffe/episode/godot-daily-editor-polish-and-performance-fixes-bf715371

Transcript

Good morning, this is Godot Daily for May 20th, 2026.

Yesterday saw significant activity with eighteen merged pull requests addressing editor usability and performance issues.

YeldhamDev merged three key editor improvements. The filesystem dock now properly maintains selection when updating or switching modes, and fixes an issue where favorited folders failed to expand. Editor dock tabs received fixes for distraction-free mode forgetting split values and bottom dock settings not saving. Additionally, export functionality now handles non-resource files more gracefully.

Performance took priority with smix8's fix for a CSG auto-smoothing regression. The solution splits processing into two functions - maintaining the old fast behavior when auto-smooth is disabled while preserving the enhanced visuals when enabled.

Platform support improved with cengiz-pz addressing missing iOS lifecycle events that were preventing deeplink and user activity callbacks from reaching plugins after the scene-based migration.

bruvzg contributed several import and format fixes: empty CSV translation columns no longer incorrectly import as English translations, TRES files now properly handle UTF-8 BOM markers, and JPEG imports only fail on fatal errors rather than recoverable issues.

Additional fixes include Hrothdel resolving editor jitter from unsaved scenes getting unnecessary path updates, ryevdokimov fixing 3D subgizmo rotation state persistence, and kleonc preventing division by zero in y-sort modulation.

Repiteo merged cherry-pick batches for both the 4.6 and 4.5 stable branches, ensuring these fixes reach production users.

What's next: The focus on editor polish suggests preparation for an upcoming release, with performance optimizations and platform compatibility remaining priorities.

That's today's development summary. I'm your host, back tomorrow with more Godot updates.