Godot Daily: Signal Hash Fix and Editor Stability Push

Merged activity on November 10th centered on reliability, led by a fix to callable hashing for signal connections in PR 123998. Editor crashes, rendering correctness, and platform updates filled out the rest of the day.

Duration: PT2M5S

Episode overview

This episode is a short developer briefing from Godot Daily.

It explains recent repository work in plain language.

  • Show: Godot Daily
  • Published: 2026-11-11T06:03:20Z
  • Audio duration: PT2M5S

Transcript excerpt

This excerpt keeps the crawler page concise. Listen to the episode or use the RSS feed for the full update.

Good morning, it's November 11th, 2026.

Yesterday's activity was a stability push, not new features, headlined by a core fix to signal connections that closed five long-standing issues.

First, core reliability. PR 123998 fixed inconsistent hashing of callable method pointers, which was causing signal connect and disconnect lookups to fail. That one change resolves reports going back years and reverts an earlier band-aid. Related, PR 124892 fixed a deadlock in the class database default property…

Second, an editor cleanup sweep. Multiple merges targeted stale state when scenes change. PR 125284 clears the inspector when the inspected object is invalidated, and PR 125302 releases a stale gizmo reference that crashed after switching scenes. PR 125064 restored live editing for visual shaders after the move to…

Third, rendering and platform updates. PR 125173 updated S D L to 3.4.20, picking up gamepad fixes including for the newer Steam Controller support. PR 112522 fixed voxel G I rendering outside non-uniform bounds by correcting the bounds passed to the graphics card. Smaller platform fixes touched macOS mouse…

What's next: three open proposals bear watching — Tracy profiling for C…

Nearby episodes from Godot Daily

  1. Android Orientation and Editor Reliability Fixes
  2. Core Safety Fix Tops Polish Day
  3. Android Reliability and Canvas Transform Fixes
  4. MSAA Resolve Fix and Core Hardening
  5. Weekly Recap - Third-Party Sync and Platform Stability
  6. Sanitizer Hardening, Faster Core Paths and Codec Updates
  7. Rendering Reliability and Platform Correctness
  8. Split Editor View and Rendering Parity Push