Godot Daily: Spring Cleaning the Codebase
Today we're diving into a massive codebase cleanup effort that's making Godot compile faster and run smoother. The team merged 12 pull requests focused on removing unused includes, plus some exciting new features like picture-in-picture support for Android and improved accessibility in the code editor.
Duration: PT3M58S
Episode overview
This episode is a short developer briefing from Godot Daily.
It explains recent repository work in plain language.
- Show: Godot Daily
- Published: 2026-03-11T10:22:53Z
- Audio duration: PT3M58S
Transcript excerpt
This excerpt keeps the crawler page concise. Listen to the episode or use the RSS feed for the full update.
Hey there, fellow developers! Welcome back to Godot Daily. I'm your host, and wow, do we have a story to tell you today about some serious spring cleaning happening in the Godot engine.
You know that feeling when you finally organize your messy desk and suddenly everything just flows better? That's exactly what happened in the Godot codebase yesterday, and the results are pretty fantastic.
Let me paint you a picture. The team has been tackling a big issue - compile times were getting longer as the codebase grew, and a lot of that was due to unnecessary header includes scattered throughout the code. It's like having a bunch of books you never read cluttering up your workspace.
Rémi Verschelde, one of the core maintainers, led this cleanup charge with not one, not two, but three separate pull requests targeting different parts of the engine. Using a clever tool called clangd-tidy, they systematically went through the core, scene, and server modules, removing unused includes. We're talking…
The results? Build times dropped by nearly a full minute in some cases. That might not sound like much, but when you're iterating on engine code dozens of times a day, that adds up to hours saved.…
But…
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